Classes from the Player's Handbook, including tweaks.
To create a Soul Link, you must start with an existing magic item that has a market value of at least 1000gp. This becomes the base item. The item must also be of a type for which you possess the appropriate item creation feat. The link will be of the same [[magical discipline|Magical Disciplines]] as the crafter. If you are a multi-class spellcaster or of a spellcasting class with multiple disciplines, you must choose how many disciplines will be accessable through the link (minimum one.)\n\nThe Soul Link property has a market value of ''[base item's market value/10] x [number of disciplines squared]''. You must spend 1/25 of this price in XP, and half of it in raw materials to create the Soul Link.\n\nItems with the Soul Link property radiate Transmutation magic, with the strength based on the current linked owner's character level, or faint if it is unlinked.
For a character to bond with a Soul Link item, it must be marked with a permanent symbol depicting a simplified astrological chart for the character. This requires an appropriate craft check against a DC 15, with a +2 synergy bonus if the craftsman also has at least 5 ranks in [[Knowledge (Astrology)]]. The mark does not need to be made by the intended owner, and a skilled craftsman will usually do it for about 15gp.\n\nThe linking character must then perform a ritual under the open night sky, in a ten-foot wide circle of stone markers with the item at the center. Placing the stone markers properly requires an INT check against a DC 10, and may only be done by the intended owner of the item. Characters may substitute the Knowledge (Astrology) skill for this check, or others with this skill may Aid Another with a check. The check also gets a +2 circumstance bonus if the ritual is performed during the character's birth month.\n\nThe ritual also requires a small fire be built at the center of the circle. Into this fire are fed rare incense, elixirs and other exotic materials, worth a gold piece cost equal to the market value of the item's Soul Link property.\n\nA failed roll trying to set up the circle means a quarter of the materials are used up in the attempt, and the character has failed to link to the item. The attempt may be repeated on another night.\n\nUpon successfully setting the circle, performing the ritual and burning the materials, the character pays the original XP cost of the //item// (usually 1/25 of the market value of the magical properties in gold pieces). The item is now bonded to him.\n!!!Benefits\nA linked item has all of its magical properties suppressed when not in the possession of its owner, or at least under her control in the case of items that can operate independently (such as a Dancing weapon). It will, however, still register as magic when using detect magic.\n\nThe linked character is aware of the item's location anytime it is within 30' of him and on the same plane. Also, as a standard action, the owner can cause the item to fly to his hand when it is within 30'.\n\nThe linked owner may also [[add new properties| Adding Properties]] to the item.\n!!!Restrictions\nA character may link to multiple items, but not more than one each of the following types: armor, shield, melee weapon, ranged weapon, rod, staff or wand. Multiple wondrous items or [[jewelry|Craft Jewelry]] can be linked, but only if the character does not already have such an item associated with that body slot (even if he is not actively wearing it.)\n\nA character cannot attempt to link to an item already linked to someone else, except through the [[Bequeathing ceremony|Bequeathing]].
New properties may be added to a character's linked item, provided the property is based on a spell from the [[magical discipline|Magical Disciplines]] of the original Soul Link crafter. Also, your //character level// must be at least equal to the minimum caster level neccessary for any prerequisite spells. This includes enhancement bonuses for armor and weapons, which cannot exceed the linked owner's character level divided by three.\n\nCalculate the market value in gold pieces of the magical properties being added, as normally done for the item type in question, or by using table 7-33 in the //DMG//. This is the added cost. Note that, at the DM’s discretion, added properties may have a increased or decreased market value, based on similarity of function, body slot used, etc. See the “Behind the Curtain” sidebars in //DMG//, pgs 282 and 288. \n\nPerform the [[Soul Link ritual| Linking with the Item]] for one full night per 1000 gold pieces in the added cost. Nights do not have to be consecutive. Once the initial roll is made for setting up the circle of stones on the first night, it does not need to be made again unless the location of the ritual changes. \n\nOver the course of the ceremony, materials of a value equal to three quarters of the added cost must be burned in the circle's fire or otherwise consumed (about 750gp a night.) Note that any XP or material costs required for prerequisite spells must also be paid, even though the character isn't actually casting the spells. A failed roll to setup the circle properly will waste 3d10x10 gp of material each night it is failed. Once all the required material is used up, the ritual is complete and the desired property added to the item. There is no XP cost for adding properties to a linked item as there is with normal magic items.\n\nA character may only add one new property to a particular item at each level. However, properties may be added to more than one Soul Linked item each level.
All gnomes share the following racial traits:\n* +2 Constitution, -2 Strength\n* Small\n* Base land speed is 20 feet\n* ''Weapon Familiarity:'' Each gnome clan has a particular exotic weapon that is treated as a martial weapon for that clan\n*~Low-Light Vision\n* ''Automatic Languages:'' Common and Gnomish\n* ''~Spell-Like Abilities:'' 1/day - //speak with animals// (type varies by clan, duration 1 minute). A gnome with a Charisma score of at least 10 also has a handful of other spell-like abilities, each usable 1/day. These abilities all have a caster level of 1, and a save DC of 10 + gnome's Cha modifier + spell level\n* ''Favored Class:'' [[Skald|Bard]] or [[Bard]]
''Linked item example:'' A fifth level wizard [[adds the Soul Link property| Crafting the Link]] to a +1 flaming sword (8,000gp). As a single class character, the wizard can only give the link access to the arcane magical discipline. The Soul Link property has a market value of 800gp. This means the wizard must spend 400gp and 32 XP to create it.\n\nA 7th level rouge finds the sword and decides to bond it to himself. The character has his astrological sign marked on the blade and performs the [[Soul Link ritual| Linking with the Item]], which costs him 800gp and 320xp.\n\nThe rouge may now [[add properties| Adding Properties]] to the sword based on the arcane magical discipline. He decides to add bane (giants) to the sword, which has //summon monster I// as a prerequisite. Adding bane would take the sword from a +2 equivalent to +3, a difference of 10,000gp. The ritual required to add this feature takes 10 nights and 7,500gp. Note that there is no further XP cost for the rogue.
These core classes are from various ~WotC supplements, and will be considered for working into the campaign background for players interested.\n\n[[Ninja]] ~CAd\n[[Scout]] ~CAd\n[[Spellthief]] ~CAdv\n[[Warlock]] ~CAr\n[[War Mage]] ~CAr\n[[Wu Jen]] ~CAr\n[[Favored Soul]] CD\n[[Shugenja]] CD\n[[Spirit Shaman]] CD\n[[Ardent]] CP\n[[Divine Mind]] CP\n[[Lurk]] CP\n[[Hexblade]] CW\n[[Samurai]] CW\n[[Swashbuckler]] CW\n[[Eidolon]] Gh\n[[Eidoloncer]] Gh\n[[Archivist]] HH\n[[Dread Necromancer]] HH\n[[Healer]] MH\n[[Marshal]] MH\n[[Incarnate]] ~MoI\n[[Soulborn]] ~MoI\n[[Totemist]] ~MoI\n[[Sohei]] OA\n[[Beguiler]] ~PH2\n[[Dragon shaman]] ~PH2\n[[Duskblade]] ~PH2\n[[Knight]] ~PH2\n[[Binder]] TM\n[[Shadowcaster]] TM\n[[Truenamer]] TM\n[[Crusader]] ~ToB\n[[Swordsage]] ~ToB\n[[Warblade]] ~ToB\n[[Psion]] XPH\n[[Psychic warrior]] XPH\n[[Soulknife]] XPH\n[[Wilder]] XPH\n\n\n\n\n\n
A list of classes from other various sources.
Twisted creatures with little more in common than the degree of their grotesqueness, the aberrations that walk Tian sprang from a few distinct sources.\n\nThe oldest were fashioned by the [[Elemental Lords|The First]] during the [[First Age of Chaos]], and are usually the most horrible in appearance. The malevolent hand of their creators shows in these beings total hatred of those many of them call "the beautiful ones" - the races created by the [[Gods of the Sky]].\n\nLater, during the [[Second Age of Chaos]], the elemental gods, now existing as the Dream Lords, learned more subtly and control when forming new creatures to war for them, but they still lacked the ability to shape mortal beings out of their disparate substances with the same artistry as the younger gods had done.\n\nThe [[Fall of Vessa's Throne]] also gave rise to many breeds of aberrations, several of these tainted with the infernal power of [[Eleron]] which infused the black ash of the impact crater. These creatures differ little different in their temperament than most wild animals, and are not notably spiteful in demeanor.\n\nThere are also those beings occasionally are encountered when traveling neighboring [[planes|Cosmology]], whose physical appearance is simply so alien compared all other creatures on Tian that they are lumped into the category of aberration as well.
Mighty Alabar is an empire in decline. Originally a small country [[founded|Founding]] on the southern shores of the continent, Alabar grew to emcompass all of the lands between the Onniva river and the ~Abbor-Alz mountain range, from the Gholt Sea all the way north to the [[Jari Desert]]. These borders remained with little change for centuries. \n\nDuring the reign of [[Phad Karazon]], Alabar added much of the territories of [[Jangela]] and the [[Dashgard]] steppes for a brief time, and also made unsuccessful attempts to cross the Onniva and conquer portions of the [[Great Forest]].\n\nToday, after the defeat of Karazon and the end of the brief returning reign of [[Artoran|Mahrana Artoran]], several areas to the north of the Tengar river have declared themselves independent of the empire, which is currently under the rule of [[Mahrani Selindra]]. This area of successionists is known as the [[Hundred Kingdoms]].\n\nThe remaining portion of the Alabar is comprised of several kingdoms, with different groups of them owing fealty to an elected [[Phad|Titles]], a noble representative of the imperial throne in [[Siddar]]. In the past each kingdom's Rana, or king, had normally been a hereditary ruler with the blessing of the [[Temple of the Reborn]], but a great deal of change has taken place upon these thrones during the past few decades. Under the rule of Phad Karazon, many powerful and loyal military commanders where given kingship and made phads, providing Karazon the might to both conquer new lands and keep the existing populace in line.\n\nWhen Artoran was re-established as Mahrana, he exiled the phads who had served Karazon to [[Barzan]], and set his own phads in their stead temporarily. He then began searching for the descendents of the ranas who had ruled under him centuries before. His search was lengthy, for he wanted to return the thrones not just to those of royal blood, but to those who could also conduct themselves as wise rulers. Once all the ranas of a particular region were in place, they could have elections of their own phads.\n\nThese lofty standards Artoran had set for his choices meant that permament ranas for some of the kingdoms had not been found when his death came at the hands of the assassin Selindra. Several kingdoms descended into civil war, as passed-over royals, the phads of Karazon, or other power-hungry parties tried to seize the empty crowns. After a handful of years, the Council of Long Knives managed to use their influence to have several powerful merchant families of Siddar agree to support Selindra as Mahrani. In return many were give titles of nobility, or promised entire kingdoms. Selindra then used the resources of these families to raise armies, launching a campaign to take back the lands that had been subject to the empire only a few years before.\n\nEventually all of the kingdoms south of the Tengar river again recognized the sovereignty of the throne in Siddar. Knowing, however, that it was easier to keep loyalty through desire rather than fear, Selindra devouts a significant portion of the capital's arcane resources on restoring the [[Keep of Youth]] as an incentive. Still, the Mahrani maintains an extensive network of spies and assassins, and the members of her Torturer's Guild remain very visible throughout the empire as an unspoken threat. It is widely believed The phads who govern the kingdoms were selected by the Council of Long Knives itself, rather than from the new merchant nobility, ensuring the empire moved to further the plans of the Council, though none outside their circle is certain what those plans are.\n\n''Government:'' Oppressive imperial monarcy
Fascinated with the tales of some of the ancient wizard-kings of Talzoc achieving divine status on their own, [[Phad Karazon]] began his own religion, placing himself as the object of worship. Historians believe his reasoning was that if enough mortals treated him as a god, it would speed the process of actually becoming one.\n\nPriests of established religions scoffed at the new cult, knowing Karazon's clergy would have no source of divine power. These skeptics fell into a stunned and confused silence the first time a priest of the Altar called fire from the sky in Karazon's name.\n\nWith Karazon's defeat at the hands of [[Mahrana Artoran]] and the [[Guardians of Alabar]], the Altar was forced to go underground. The group is banned even under the current rule of [[Mahrani Selindra]], who has no great love of those associated with her former mentor.\n\nBelieving that the sundering of the great Phad's spirit from his demon armor by Artoran was a necessary step in Karazon's ascension, the priests of the Altar now diligently work to locate and free their proto-deity's essence from where it is still imprisoned within the [[soulbox]], Black Snare.
Many animals once common across the world have dwindled in number through the ages, or even ceased to exist altogether. Others, such as cats, seem favored of the gods in their numbers and variety.\n\nWolves and horses, for example, once plentiful across all of Tian, now exist in only small, scattered areas in the [[Great Forest]]. Neither species was ever domesticated. Horses in particular seem extremely sensitive to the extreme heat of the center of the continent, whether desert or jungle, becoming quickly diseased, and none ever bear live offspring.\n\nInstead, the peoples of the Onniva valley breed several species of large lizards as riding animals and beasts of burden. \n\n
The Arasi (uh-RAH-see) are a fierce race of feline humanoids inhabiting the islands of Marshak, southeast of Alabar. Fearsome and proud, they are the source of many legends among the peoples of the mainland.\n\n''Racial Classes:'' Arasi characters of the upper castes can take racial class levels, tapping deeper into their feline heritage to draw upon new powers. Racial class levels are treated as a favored class with respect to multi-classing. \n\n''Arasi Class Changes'' The following modifications are made to classes taken by Arasi characters:\n*Animal Empathy: Arasi receive a +2 bonus to this skill when dealing with feline creatures.\n*Swim is never a class skill for an Arasi.\n*Sorcerers: Arasi sorcerers, especially those of the Tal'Arasi caste, do not gain a familiar as a class ability. Instead, they gain the Bardic Knowledge ability.\n
By the Teeth of the Ten! - ''Arasi Oath''\n\nThe [[Arasi]] group themselves into ten prides, one for each bloodline of Shoba's original offspring. Within the prides they are further divided, rank and prestige assigned according to the aspects of Tian's great cats which they embody.\n\nThe prides living primarily by hunting the wild animals that inhabit the isles of Marshak. Whenever game grows scarce, the Arasi prides will clash, trying to claim more hunting territory. The fury of the mongrel warriors tears through all the clans, and a great many of the Arasi people fall. After enough battles and death, the available food becomes adequate for the survivors, and a temporary peace ensues.\n\nGradually the numbers of game animals on the island grow again, as do the Arasi's, until they are once more warring over hunting rights. For countless generations, this savage cycle is all the Arasi have known.\n\nEventually travelers from other races made contact with the Arasi, and the children of Shoba became curious about the lands away from Marshak. Visitors "volunteered" to teach them the craft of ship-building, and soon they became a menace on the seas, despite their natural dislike of water, chasing down any merchant vessel passing within a day's travel of the island in their sleek, oared galleys.\n\nTheir lives began to change, as those lost at sea slowed the need to fight for hunting grounds. But now they were learning to war amongst themselves for something else - the glitter of treasures and lure of magic pillaged from ships at sea.\n\nAs the faster sailing vessels of the ice elves grew more common with other races, Arasi ships became less of a threat. Their pirating days were over, and they returned to their cycle of battles, though contact with the outside world now colored their conflicts. Politics, possession and power were just as common motives for clashes as simple survival was a few generations ago.\n\nThis left them open to the next major step in their history. Promising wealth, sailing ships, and even new lands for hunting, the usurper [[Selindra|Mahrani Selindra]] recruited many of the Arasi as her surprise mercenary force in the overthrow of [[Mahrana Artoran]] of Alabar.\n\nThough just a few short years have passed, the Arasi are now becoming a more common sight in the southern parts of the mainland, and a growing concern for the new Mahrani who unleashed them.
On the plains of Kirema, where now lies the Jari Desert, dwelt two lions of fantastic size, Anar and Shoba. They had stood bravely against the elemental beasts during the [[First Age of Chaos]], and for this the gods had touched them with divine aspects. When she was born, the goddess [[Basa]] adopted the lions, and they grew to be her constant companions for many ages.\n\nAnar became possessed by a fiendish spirit. Driven mad by his demon, Anar devoured many men of the kingdom of Torfin. When Torfin's people appealed to the gods to deliver them, [[Cirem]] answered, slaying the mighty lion with a single arrow through its heart. To honor of brave beast, Cirem asked [[Natia]] to weave Anar's form into the pattern of the stars.\n\nBasa was heart-broken, and would not be consoled. She approached [[Suviel]], Twilight Lord of Conjuring, and asked that he summon Anar back from the sky. Suviel told her he could not, for fate had already woven the stars of the lion into itself.\n\nBasa said she would then gather a thousand lions to her, and take her vengeance on the land of Torfin. More than mere beasts would be needed, Suviel replied, to stand against armies of men. He then summoned Broacan, the fallen Celestial of Thunder. The Twilight Lord drew essence from Broacan, and imparted it to the great lioness, Shoba. From this union, Shoba bore ten cubs. These Basa named the [[Arasi]], meaning "born of wind and rage." The Arasi grew into ten prides, and for many years battled and harassed the lands of Torfin.\n\nOn the eve of the [[Second Age of Chaos]], a great winged panther, black as jet, appeared to the leaders of the Arasi clans. He claimed Basa had sent him, and that the empires of men were about to reap what they had sown from worshipping old gods. The children of Shoba were not to share to in their fate.\n\nThe Arasi followed him into the forests, and after a few short strides the prides emerged, finding themselves standing on the shores of the isle of Marshak, a thousand leagues away.
The various [[Arasi]] castes all have the following racial traits in common, except where noted:\n* ''Ability Score Adj:'' \n**Har'Arasi, Tal'Arasi: +2 Str, -2 Con \n**Dar'Arasi: +2 Dex, -2 Con \n**Chanur: +2 Dex, -2 Wis\n* ''Size:'' Medium\n* ''Speed:'' 30 ft.\n* ~LowLight Vision\n* +2 Racial Bonus on Spot, Listen and Balance Checks\n* +1 Racial Bonus on Reflex Saves\n* ''Fear of Water:'' Whenever an Arasi risks falling into, or is actually in, a body of water, they suffer a -1 morale penalty to attacks and saving throws.\n* ''Natural Attacks:'' Two claws (1d4 plus Strength bonus) as a primary attack, which deals lethal damage. Using both claw attacks requires a full attack action.\n* ''Automatic Languages:'' Arasi. Bonus Languages: Auran, Sylvan\n* ''Favored Class'' (varies by caste): Barbarian [Chanur], Cleric [Har'Arasi females], Fighter [Har'Arasi males], Ranger [Dal'Arasi], Sorcerer [Tal'Arasi]
The near tropical and desert conditions of Alabar make the wearing of most heavy armor impractical. The heaviest armor developed in the region is half-plate, though few warriors train in its use. Also, chain mail is primarily used as connective pieces in other armors or gear, or for decoration; using it as protection all by itself is simply unheard of. \n!!!New Armors\n|!Armor|!Cost|!Armor Bonus|!Max Dex|!Armor Check Penalty|!Caster Level Penalty|!Speed |!Weight|\n|>|>|>|>|>|>|>|''Light armor ''|\n|Silk|5 gp| 1 | -- | 0 | -- |30 ft.| 7 lb |\n|Padded Silk|10 gp| 1 | 8 | 0 | -1 |30 ft.| 10 lb |\n\n''Silk Armor:'' This heavy fabric protection is the only armor which doesn't require proficiency to wear unhindered. Silk armor may be combined with other armors to give an additional +1 armor bonus, but this also increases that armor's Check Penalty by -1. Silk armor is considered Light Armor for all other considerations.\n\n''Padded Armor, Silk:'' This armor is mechanically similar to the core rules padded armor, requiring light armor proficiency to use. In addition, a character wearing padded silk armor has a +10% chance to stabilize when he is dieing.\n!!!Armor Illustrations\nSome armor examples which could be considered typical of Tian:\n*[[color amor photos| ]]\n*[[ b&w armor photo|]]\n*[[several illos of weapons and armor| ]]
During [[Phad Karazon]]'s reign over the Empire of [[Alabar]], his control not only maintained by the might of his army, the sheer destruction his enslaved dragon, [[Sher'ka]], could call down, and his access to powerful magics and allies from the lower planes. He also employed the threat of sudden and unexpected death from the shadows to the ruling families of the kingdoms in his thrall.\n\nTo that end, Karazon formed the Council of Long Knives, an elite group of assassins based in the city of [[Siddar]]. Karazon made no secret of the Council's existance. These elite murderers train in stealth and sudden strikes, and veterans even receive some magical training to agument their abilities.\n\nMost of the Council are members of one of the half dozen major crime families in southern Alabar, though new recruits might be brought in from anywhere. [[Selindra|Mahrana Selindra]] herself was a member of the Council during the Phad's rule, using her skills to seize the throne from king Artoran.\n\nAlmost as infamous, the cult of the Shifting Dune are a fanatical group of [[Khetala]] for whom murder is a religious right more than a capital venture. In some ways they inspire more fear than the Council of Long Knives, because they are ruled by no one, save the demon lord they reportedly worship. Assassins of the Shifting Dune are sometimes employed by nobles against each other, and have come in conflict with the Council on occassion.\n\n----\n\nThe Assassin core class is taken from //The Assassin's Handbook// by Green Ronin Publishing. The following change is made for the Tian campaign:\n\n''Killing Blow:'' the DC is equal to (10 + 1/2 assassin class level + INT mod).\n\nThe Assassin prestige class described in the DMG represents a member of the Council of Long Knives, known as a Blade of the Long Knives, and is a very difficult position to obtain.\n\nAssassins are generally not suited for PC characters, although concepts such as an ex-assassin might have interesting role-playing opportunities. ~NPCs could possibly have levels in this class.
Up to five characters may work on researching an item simultaneously. One is considered the primary researcher, usually the character who meets all the prerequisites for doing item research: proper skill, class spell list and item creation feat. The other characters work as assistants, following the primary’s lead, as well as doing more of the legwork, manual labor and social activities needed for the investigation.\n\nAll assistants must have the required skill to contribute to the research. Each week an assistant making a successful research check adds [Check result x DC] in gp to the results of the primary researcher's for the week. If the assistant also has the proper Item Creation feat and/or class spell list, on a successful Research check, their contribution is doubled. Only the checks made by the primary researcher are affected by a natural 1 or a natural 20. Weekly expenses are determined from the combined total. In addition, depending on the relationship of the researcher and his assistants, wages must be paid as well.\n\nAssistants working unsupervised by the primary researcher may still contribute, but at a slower rate. Those with the proper feat and/or class spell list may add check result x DC for successful Research checks. Otherwise, a successful check only adds result x [DC/2] gp value to the weekly research progress. Unsupervised assistants are affected by a natural 1 on the check result, which automatically means they have hit a dead end, and can no longer contribute until they have worked in the presence of the primary researcher for at least a week. Also, the primary must be able to communicate in detail with the assistants at least once a month, or risk overlap of progress (see below.)
\nIt is speculated that kingdoms once existed that are now buried beneath the Azure Wall, destroyed during the [[First Age of Chaos]]. Legends persist of artifacts found far out onto the ice, or within the fissures that come and go as the glacier shifts and moves.
The most well-known "savages" amongst the major races are the Khetala, a group sharing more in common with the Fremen of the Dune novels than with barbarians of the Conan ilk. The Khetala are rumored to live in the Jari Desert near Voc's Repose, west of the Unseen Sea.\n\nOther, more traditional barbarian cultures exist, mostly made up of "lost tribes" of dwarven, elven, halfling, half-giant, human or orcish blood, found scattered throughout the Great Forest. Various lizardfolk clutches at the edge of the Jari Desert follow the barbarian path, as do most of the mongrel caste of the Arasi race.\n\n----\n\nThe various barbarian tribes of Tian exist as presented by the class in the Player's Handbook, except as noted below.\n\n''Illiteracy:'' No change to this for the Barbarian, but it should be noted that most characters in Tian are unable to read or write, and must purchase [[Literacy]] as a skill.\n\n''Variant:'' Barbarians of the Khetala culture use the whirlwind frenzy rage variant presented in ~WotC's //Unearthed Arcana// or the ''[[SRD online|]]''.
Keepers of local knowledge, tellers of inspirational tales, entertainers of troops and sailors, merchants and farmers alike, skalds have existed since [[Horan]] created the first tribes of men. While libraries and institutes of learning have replaced them somewhat, they still have a place, especially as literacy and schooling are mostly reserved for the upper classes.\n\nThe Litany is an epic poem of the true history of the world. Its telling serves to instruct and inspire, entertain and warn. The recitals of wandering skalds are its primary means of delivery to the people. The poem is so massive it would take an individual a lifetime to master; even then, it shifts and grows, as new events unfold across the land.\n\nTo prevent the record of these events from being colored by those in power, any additions to the Litany must be agreed upon by at least five master skalds, each from differing kingdoms. Kings, mercenaries and adventurers strive to curry favor with trained storytellers to ensure their deeds will be immortalized within the Litany. However, such persons might also attempt to silence skalds who know tales showing them in an unfavorable light.\n\nWhile they know many stories, poems and songs, it is the truth of the Litany that grants skalds their supernatural insight into the history, culture and psyche of their race. Mastery of the Litany not only involves rote memorization, but discovery of these hidden relationships and subtexts within the poem. This mastery allows skalds to remember facts about legendary items, places and people, and proper recital of the poem for an audience lets them create supernatural effects of inspiration or captivation. Also, hidden within the Litany, sometimes coded and split across separate cantos, are more powerful incantations.\n\nIn times past, disloyal tale spinners have attempted to subvert the Litany for their own gain, causing the power of all storytellers to suffer until the false verses were discovered and an accurate record of the relevant events created. Even omissions have been known to affect the poem, and the uncovering of secret influences on history is a common activity of skalds.\n\nThe human, [[dwarven|Dwarves]] and [[gnomish|Gnomes]] cultures each have their own Litany. Other races, of course, have oral and written histories, but none that tap into the same level of universal truth and the power contained there. Attempts have been made to create such poetics for some of these cultures, as well as train new skalds, with mixed results. The history of the [[Elves]], for example, seems too closely tied to the influences of nature for culture influences to manifest in the same way as humanity's.\n\nSome skalds of prominent traditions seek to create a compilation of all existing Litanies, to see what new relationships and understandings might be discovered from such an undertaking. Many, though, doubt that such a voluminous poem could ever truly be mastered.\n\n----\n\nPlayers may choose between the bard class as presented in the //PHB//, or use the alternate bard from the //Complete Book of Eldritch Might//. To distinguish the two, the //PHB// Bard is referred to as a Skald. Skalds are typically human, dwarven or gnomish, while bards are almost always elven or half-elven, usually with ties to [[House Kesirek|Kesirek]].\n\n''Class Skills:'' [[Literacy]] is granted as a class feature.
Barzan is located in the southern portion of the [[Jari Desert]], where the westerly winds breaking across the nearby ~Abbor-Alz mountains change the climate from uninhabitable to merely inhospitable.\n\nThe people of Barzan are pragmatic to the point of cruelty, at least to the eyes of outsiders. They are adept at survival and know the desert does not suffer fools. Nomadic tribes who must constantly travel to find food, water and shelter, they are suspicious of strangers, even other desert-dwellers. Limited availability of supplies makes conflict between tribes almost a given, but they prefer to avoid open warfare as it can become an even greater drain on their resources. Thus many have become masters of stealth, to avoid rather than fight one another, or to resolve their disputes as quickly and quietly as possible. Should the need to do battle arise, however, the Barzanians can be swift, capable and merciless.\n\nMost tribes are kept small, though related and allied groups often gather yearly or seasonally to tell stories, perform marriages, and to trade goods. Sometimes individuals who have journeyed out into the Jari desert return with interesting things from the ruins of ancient kingdoms to sell.\n\nA few tribes have managed to take advantage of, if not actually domesticate, the enormous floating creatures known as air whales as a mode of transportation. Some have claimed to have ridden these great beasts into the deep wastes of the Jari.\n\nThere is only one permanent city in Barzan, which is Gezela. It is located in the southern most part of the country, and is a crossroads of trade for those who live in the desert, including the [[Dune swift|Dune Swifts]] lizardfolk, as well as the elves of [[Melicas|House Melicas]], the tribes of [[Dashgard]], and even those travelling the ~Abbor-Alz pass to the [[Hundred Kingdoms]] and beyond to [[Alabar]].\n\nGezela is also home to the ''Khetela'', the largest and most powerful of the Barzan tribes. They are respected and feared for their assassin order, whose reputation rivals even that of the Council of Long Knives in the Alabar capital, [[Siddar]].\n\n''Government:'' Barzan has no central government, with most of the populace belonging to nomadic tribes grouped around familial lines.
''The Cat Goddess''\n(Lesser Goddess)\n\n''Symbol'': Yellow cat on green field\n''Alignment:'' CN/CG\n''Portfolio:'' Cats, Fertility, and Harvests\n''Domains:'' Animal, Plant, Luck\n''Favored Weapon:'' Cat's Claw (Scythe)\n\nBasa (~BAH-sa) is the capricious daughter of [[Veora]] and [[Voan]], the [[Reborn Gods]] of life and death.\n\nShe is first and foremost the patron deity of the [[Arasi]], who legend says where born from Basa's companion Shoba, a dire lioness of celestial blood.\n\nMost races of the great river valley have some recognition of her influence over their crops and livestock. Cats of all varieties are treated with respect for their hunting of the vermin that eat precious grain and seed. The great cats are also often given a sacrificial riding-lizard hatchling each spring by farmers, in the hope that the rest of their animals will be spared. Basa acknowledges such acts with good harvests and healthy livestock, but may ignore them as well, seemingly for no other reason than her own amusement.\n\nThe clerics of Basa's faith serve as powerful leaders on the island of Marshak, home of the Arasi people. On the mainland, her worship is limited to clerics serving in rural areas that do not have access to a [[Temple of the Reborn]]. Such clerics have duties as mid-wives and overseers of the harvest. A handful of druids and rangers can also be found scattered across the continent, attending to Basa's less civilized interests.\n\nA lesser aspect of Basa is her role as a goddess of pleasure, though her clergy in this area rarely rise to any significant level of influence, usually falling prey to their own desires.\n\nBasa's followers pray for their spells late in the evening when the second moon rises, or after hearing a cat calling in the darkness.
By performing this ceremony, a character may give his Soul Linked item to another without the loss of any abilities which may have been added through the Soul Link. \n\nBequeathing requires both owner and recipient to participate in the [[Soul Link ritual| Linking with the Item]]. The curent owner may use Aid Another to help the intended recipient set up the stone circle with an INT or [[Knowledge (Astrology)]] roll against a DC 10.\n\nOnce the stones are successfully set, the gold piece value of the materials to be added to the fire is 1/10 the item's //current// market value, not the original Soul Link value, as it may have grown more powerful since the link was originally crafted. The recipient must then spend 1/25 of the item's current market value in XP. Once the ritual is over, the item has been linked to its new owner, and the bond severed with its original keeper.\n\nBecause of the intimate, spiritual nature of a Soul Link, the Bequeathing ritual will have no effect when performed by someone who is being co-erced or magically influenced.
''The Divine Maggot, Lord of Plagues''\n(Demigod)\n\n''Symbol:'' Downward facing head of carrion crawler\n''Alignment:'' CE\n''Portfolio:'' Disease, plagues and rot\n''Domains:'' Evil, Pestilence^^2^^, Slime^^1^^, Suffering^^1^^\n''Favored Weapon:'' His Caress (Cat-o-nine tails)\n''Followers:'' Lepers, plague-victims and other disease victims that have embraced their own suffering.\n\nBorn of the fly eggs laid within the carcass of [[Tiamat]], the great maggot Borag (~BOHR-ahg), along with hundreds of other worms and vermin, feasted on the raw power the fallen dragon-goddess. All grew to enormous size as they devoured the divine flesh, giving rise to many of the dangerous giant vermin wandering the lands today.\n\nBorag also devoured many of his brethern, adding their stolen power to his own.
When a spell such as //Raise Dead// or //Resurrection// calls for the loss of a level, the character instead gains a special negative level. This negative level lasts until the character gains (current level * 500 ) in XP. This has no effect on the character's actual XP, and the character may gain levels normally, though the negative level still applies. This special negative level cannot be removed short of a //Wish// or //Miracle//.
The divine energy you channel can actually burn undead foes.\n\n''Prerequisite:'' Turn Undead class feature\n\n''Benefit:'' By sacrificing 1d8 of turning damage, undead opponents who fail their saving throw against the turn attempt actually catch fire in addition to the normal positive energy damage.
Rather than [[armor|Armor]] having an Arcane Spell Failure chance, the caster level of spells is reduced by an amount equal to 1/5th the existing Arcane Spell Failure percentage. Masterwork armor lessens the caster level reduction by one level. Also, if the wearer is not proficient in the armor, the wearer's caster ability is reduced an additional level. Note that [[silk armor|Armor]] does not require proficiency in the Tian campaign world.
Just as the sky goddess [[Natia]] divides herself into day and night, so are the celestials, called Guardians, who dwell within her. Those of Natia-Ran are bright and lively, while those who watch over ~Natia-Ur are somber and cautious.\n\nThe Guardians of the Day have the characteristics of celestials as written in the Monster Manual and elsewhere. They are the beings most likely called by the gods to perform service on the material plane in the fight against evil. When summoning celestials, including a creature with the celestial template, good-aligned spellcasters will call a Guardian of the Day.\n\nGuardians of the Night are generally the same as their sunlit brethren, but their appearance tends to be colored in grays, blacks and shades of blue. The moral component of their alignment is changed to neutral. These grim celestials are meant to keep the evil souls in ~Natia-Ur in check, and to mete out their punishments. Occasionally, however, they are dispatched to the material plane to chastise or warn those who are in danger of losing their way.\n\nAny spell-like abilities a celestial has to generate illumination (//light, continual flame// or //daylight//) are replaced with //obscuring mist, darkness// and //deeper darkness// instead for a Guardian of Night. \n\nA neutrally-aligned caster using magic to summon a celestial will call a Guardian of Night. Creatures with the celestial template will be dark gray in color, with glowing, blue-white eyes.
You can strike multiple targets with a single throw of a chakram.\n\n''Prerequisites:'' Exotic Weapon Proficiency [[(Chakram)]], Precise Shot\n\n''Benefit:'' You may throw a chakram and make attack rolls against multiple targets, as long as each is within 20' of the previous target. Each target beyond the first adds a cumulative –2 penalty on //all// attack rolls. Range penalties are only applied to the first target.\n\n''Special:'' A [[Fighter]] may select Chakram Skip as one of his fighter bonus feats.
You are able to empower your unarmed attacks with channeled energy. The exact effects of this depend on the type of channeled strike you have access to. Note that any channelings which increase critical threat ranges do not stack with other effects which increase threat range, though they //do// stack with the Improved Critical feat, but for unarmed attacks only.\n\n''Action:'' Swift\n\n''Duration:'' 1 round + 1 per four caster levels \n\n''Effects:'' \n{{moveover{\n!!!Corrosive, Flaming, Frost or Shocking \nThese channelings are functionally identical to the magic weapon special abilities listed in the //DMG// and //DMG II//, adding +1d6 of the appropriate elemental damage to your unarmed attacks. \n\n''Special:'' Selecting any of these techniques a second time increases your critical threat range for unarmed attacks by one, and grants the burst property to your attacks in addition to the bonus damage described above.\n!!!Holy, Unholy, Anarchic or Axiomatic \nThese channelings are functionally identical to the magical weapon properties listed in the //DMG//, with the exception that they only add +1d6 of the appropriate aligned damage to the your unarmed attacks.\n\n''Special:'' Selecting any of these techniques a second time increases the bonus damage to +2d6.\n!!!Empty Hand\nWith a successful unarmed strike against a target, you heal yourself up to 1d6 hit points, but the amount healed cannot exceed the total damage inflicted. If the you normally channel positive energy, this ability only affects unliving creatures (creatures of the Construct, Elemental or Undead type) and is considered a positive energy effect. If you normally channel negative energy, this ability only affects living creatures and is considered a negative energy effect. \n\n''Special:'' Selecting this technique a second time allows you to heal up to 2d6 hit points per hit, with the same limitations.\n\n!!!Lightning\nAs a standard action, you are able to fire arcs of electricty as a ranged touch attack once per round for the duration of this channeling. The range of this effect is Close. Damage is equal to your base unarmed attack damage and is considered electrical. This divine channeling technique can benefit from the effects of any other Channeled Strike, as well as the Transformed Strike (Magic) or (Ghost Touch) techniques.\n\n''Special:'' Selecting this technique a second time increases your damage die by one step, and all electrical damage from the attack is increased 50%.}}}
''Prerequisite:'' Ability to channel divine energy, Improved Unarmed Strike\n\n''Benefit:''This feat let you use the effects of the [[Channeled Strike]] (Magic) domain technique.
You are able to focus divine energy into a weapon-type you are very familiar with.\n\n''Action: ''Swift\n''Duration:'' 1 round + 1 per four caster levels \n''Effect:'' Choose one [[Channeled Strike]] technique which can be used as part of a melee attack. You may use this technique as normal, except the effects only apply to a weapon for which you have the Weapon Focus feat, rather than your unarmed attacks. The chosen technique should not run counter to you or your deity in alignment or area of focus. The restrictions on simultaneous techniques with regard to opposing alignments, elements or energies also hold true to techniques applied to an enchanted weapon. Note that any channelings which increase critical threat ranges do not stack with other effects which increase threat range.\n''Special:'' Selecting this technique a second time gives you the same benefits as selecting the chosen Channeled Strike technique a second time. Alternately, you may select an additional Channeled Strike technique which can be used with your weapon.\n
Cross-breeds of the upper [[Arasi]] castes, the Chanur are the lowest rung of the Arasi social ladder, though they form the majority of each pride. They are the warriors of the Arasi, and the priestesses of Basa strive to keep their numbers plentiful. Ferocious on the battle-field, the mongrels are also kept fearful, superstitious and subservient to the other castes.\n\nIn appearance the Chanur vary widely, from domestic felines to the great cats represented by any "pure-blood" parent, though there is usually some trait that distinguishes a mongrel from the other castes, such as a distinctive black mane, or a mongrel of tiger caste descent with spots instead of stripes.\n\nOn rare occasions, a Chanur is born who is indistinguishable in appearance from members of another caste. These individuals are usually adopted into that group, and will breed true with them.\n
''Starting Points:'' Character stats will be created using the point-buy method, with 32 points to play with.\n\nAlso see [[Class House Rules]] for some general rules for all classes.
''The Watcher in the Woods''\n(Greater Goddess)\n\n''Symbol:'' Tree with large eye on the trunk\n''Alignment:'' LG\n''Portfolio:'' Duty, Leadership, and Woodsmanship\n''Domains:'' Good, Fate, Law, Nature, Protection, Retribution\n''Favored Weapon:'' Shortbow\n\nThe goddess of the first moon, Cirem (~SI-rem) is a conflicted deity. She is a tall, beautiful dark-skinned woman with black hair and eyes of brilliant green. From her head sprout antlers, which are sometimes depicted as leafy branches. She is typically shown in a long skirt and carrying a shortbow. Her home is a patchwork of glowing greens in the sky.\n\nOriginally the goddess of the forests and jungles, Cirem took on the mantle of leadership from her father [[Horan]] at the end of the [[First Age of Chaos]]. She created the long-lived [[elvish|Elves]] race to become stewards of the natural world which she could no longer give her full attention. There are times, however, when she longs to simply be free to meditate in her primeval glens unbothered. Despite this, she never shirks her duties, although occaisionally she has been known to blur the line between justice and vengence. She is by turns patient and quick to anger, shades of her resentment seeping through.\n\nCirem's clerics and rangers pray for their spells just after noon, when attains its zenith as it follows the sun, the Eye of Horan, through the sky. Other followers include elves, hunters, and those seeking justice. She is often invoked by those swearing fealty, accepting duty or giving their word as their bond. Her worshippers take special interest in finding and punishing the wicked who's crimes include betrayal or oath-breaking. There is also an order of her temple dedicated to battling elemental forces, including the machinations of the [[Oversouls|The First]].
!!!General Changes for Classes\n''Hit Points:'' All characters will receive a set number of hit points each level. At even levels they will gain one half of the maximum value of their class hit die; at odd levels, they will receive one half plus one. Max hit points based on die type are still granted at 1st level, and the CON modifier is applied as normal.\n\n''Armor and Weapon proficiencies:'' The Tian setting uses the Weapon Groups concept from //Unearthed Arcana//. A character's choice of origin can affect what options are available in terms of armor and weapons, as the types commonly available from region to region vary. See the [[Armor]] and [[Weapons]] for more details.
Most classes from the Player's Handbook are available for the Tian campaign, although some have minor tweaks to them. Check out each class description for any special rules. Some classes from other d20 sources are also available, such as the Assassin and Shaman, and alternate versions of the Bard, Paladin, Ranger and Sorcerer.\n\n|!Core|!Supplement|!3rd Party|!Homebrew|\n|<<list withTags Core Class>> |<<list withTags [[ Supplement Class]]>>|<<list withTags 3rd Party Class>>|<<list withTags [[ Homebrew Class]]>>|
For the world of Tian, the cleric class is replaced by the homebrew [[monastic|Monastic]] class. See that class' description for more details.
Cloud Gnomes dwell mostly in the mountains in the west of their homeland. The most magically inclined of their race, they take inspiration from seeing shapes in clouds, watching rainbows and other such sights in the sky.\n\nIn addition to the standard [[ Gnomish Traits]], Cloud Gnomes have the following racial features:\n* ''Weapon Familiarity:'' Chakram\n* +2 racial bonus on saving throws against illusions\n* +1 DC for all saving throws against illusion spells cast by cloud gnomes\n* +1 Racial Bonus on attacks vs. flying creatures of the types magical beast and monstrous humanoid (harpies, manticores, etc.)\n* Electricity Resistance 2\n* +2 Racial Bonus on Spot and Listen Checks\n* ''Bonus Languages:'' Auran, Draconic, Dwarven, Elven, Giant, Sphinx\n* ''Speak with animals type:'' birds\n* ''~Spell-Like Abilities:'' //dancing lights, ghost sound, prestidigitation//
Collectors are spirits granted a reprieve from their tortured existence in one of the planes surrounding Eleron, then returned to their corporeal bodies. They are tasked with going out into the material world to collect souls, which they do to avoid being returned to their torments. This will happen eventually, but as long as they continue to supply fresh souls in their place, they can put off the inevitable. Some Collectors actually develop empathy for their victims, performing their duty with some regret.\n\nThe Collector template can be added to any humanoid or monstrous humanoid creature, provided they have a soul or spirit. Only creatures with Intelligence and Charisma of 8 or better will be considered by the fiendish powers to become Collectors.\n\n!!!Collector [template]\n\n''Creature Type:'' Change to Outsider. The Collector's home plane is that which she comes from as a Collector, not the plane where she dwelt during her mortal life.\n\n''AC:'' Natural armor increases by +2.\n\n''Special Attacks:'' A Collector retains all the special attacks of the base creature and gains the following:\n\n*''Assess Animus (Su):'' A Collector has the uncanny ability to gauge the life force of a potential victim. By taking a full round action, he can determine the class(es), HD and/or levels of any target making eye contact by rolling a level check (1d20 + Collector's HD) vs. a DC equal to the target's HD. Quality, not quantity, is important to the masters of the Collector, and they will pass by low-level commoners if the opportunity to try for the soul of a higher level character presents itself. Clerics and Paladins are also preferred over other classes.\n*''Chill Touch (Su):'' A Collector's barehanded attacks have the same effect as the spell Chill Touch, and are considered armed touch attacks. The DC to avoid the Strength Drain effect is 10 + ½ the Collector's HD + the Collector's Charisma bonus.\n*''Steal Soul (Sp):'' A Collector may attempt to take the spiritual essence of any recently deceased humanoid creature, up to an hour after its death. The target is allowed a Will save against a DC of 10 + ½ the Collector's HD + the Collector's Charisma bonus. A successful save means the Collector may never again try to claim that particular soul, but an attempt that is merely incomplete (such as a failed Concentration Check) may be repeated. A failed save for a target results in their soul being captured. This ability has a range of 25 feet, plus 5 feet per point of the Collector's Charisma bonus. Taking a soul requires a full round action and the use of a Soul Box (see below). Especially powerful Collectors (HD 10+) may seek to rip the souls from still-living beings. This is riskier, but the Collector then does not have to enter combat to kill their target first. The victim must make a Will Save as above, adding a +4 Life bonus. A successful save results in a temporary loss of 1d6 points of Wisdom. If the victim fails, his soul is captured, and he instantly falls into a coma-like state for a number of days equal to 1d3 + their CON modifier (minimum of one day), after which he will die. If the Soul Box is destroyed while the victim is in this state, the soul will be restored and no other ill effects suffered.\n\n''Special Qualities:'' A Collector retains all the special qualities of the base creature and gains the following:\n\n*''Banishment Resistance (Ex):'' Collectors really don't want to be sent back where they came from. They receive a +3 Profane bonus on all saves vs. attempts to remove them from the material plane (such as a Dismissal spell.)\n*''Resistance (Ex):'' Collectors have Fire and Cold Resistance of 15.\n*''Soul Box (Item):'' Stolen spirits are kept within a special Soul Box made of infernal materials, eight inches high by three inches square. Soul Boxes are glossy black with red runes, and have a hardness of 15 with 30 hp. The runes glow brightly while a soul is being taken. These containers can keep trapping spirits as long as the combined HD of those creatures within is less than the Collector's HD times five. A Collector may not attempt to use his Steal Soul ability on a victim that would exceed this limit.\n\nThe Collector can only take souls when in possession of a Soul Box, and a Box will function only in the hands of a Collector. A Soul Box must be physically transported back to the Collector's home plane to deliver its contents. If a Raise Dead or similar spell is cast to recall a soul trapped within a Box, that soul may make another Will save against the Collector's Steal Soul ability to leave. Failure means no further such spells will have any effect, as if Soul Bind had beeb cast on that spirit. If a Soul Box is destroyed, the psyches of the creatures within are released, and the Collector will be immediately recalled to his plane of origin. A Collector that has lost his Box will be single-minded in his attempts to reclaim it. If a Collector is killed away from his home plane, the Soul Box will be transported back automatically if it is in his possession at the time of death.\n\n Soul Box - Caster Level: 20th Gold Piece Value: 350,000\n*''Spell Resistance (Ex):'' A Collector has SR equal to twice their hit dice (maximum 25).\n\n''Saves:'' Same as base creature.\n\n''Abilities:'' Increase from the base creature as follows: Dex +2, Cha +4\n\n''Skills:'' Same as base creature.\n\n''Feats:'' Same as base creature.\n\n''Climate/Terrain:'' Same as base creature.\n\n''Organization:'' Solitary\n\n''Challenge Rating:'' Up to 10 Hit Dice, as base creature +1 10+ Hit Dice, as base creature + 2\n\n''Treasure:'' Same as base creature\n\n''Alignment:'' Any non-good\n\n''Advancement:'' Same as base creature.\n
Here is a collection of variant rules used for the Tian campaign related to attacking and being attacked.\n\n!!!Minor House Rules\n''Dodge:'' Anyone can dodge, as described in the //PHB// feat, selecting one opponent in combat to gain a +1 AC bonus. This is merely a combat option, and does not count as a virtual feat. The Dodge feat itself is replaced by the new feat [[Improved Dodge]]. Any references to the Dodge feat as a prerequisite for other feats, prestige classes, etc. are replaced with Improved Dodge.\n\n''Reach Weapons:'' Polearms and the like //are// capable of being used within the area you normally threaten with your natural reach (adjacent squares for a Small or Medium creature), but doing so incurs a -4 penalty to all attacks with the weapon until the next round. The [[Expert Grip]] feat negates this penalty.\n\n''Standing Up:'' Getting up from prone is a move action which does not provoke an attack of opportunity.\n\n''Battlemat Spaces:'' The Tian campaign is using hexes, baby! See the diagrams presented in Unearthed Arcana or the ''[[SRD online|]]'' for more info.\n\n''Reserve Points:'' In the event of no healing character within a party, the Tian game will use the reserve point variant. See //Unearthed Arcana// or the ''[[SRD online|]]'' for more info.
Giving the semblence of life to the inanimate through magic is generally frowned upon by most major religions, as such an act usually requires drawing upon elemental forces.
Click on the name of any plane in the image below to view its description:\n\n<html>\n <div style="text-align: center;">\n <img usemap="#FPMap0" src="images/Planes.jpg" width="416" height="476" style="border: none;">\n <map name="FPMap0" usemap="#FPMap0" >\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Eleron" shape="rect" coords="179, 10, 281, 61">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Shadow" shape="rect" coords="184, 75, 235, 179">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Silver Realms" shape="rect" coords="279, 226, 407, 262">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Natia-Ran" shape="rect" coords="24, 12, 135, 47">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Natia-Ran" shape="rect" coords="296, 428, 406, 462">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlylink="Pranas" shape="rect" coords="10, 222, 55, 287">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlylink="Veyana" shape="rect" coords="70, 222, 110, 287">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlylink="Shula" shape="rect" coords="115, 222, 145, 287">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="The World" shape="circle" coords="211, 249, 62">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Elemental Planes" shape="rect" coords="120, 296, 170, 369">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Elemental Planes" shape="rect" coords="254, 300, 302, 372">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Elemental Planes" shape="rect" coords="121, 140, 168, 201">\n <area href="javascript:;" onclick="onClickTiddlerLink(event);" tiddlyLink="Elemental Planes" shape="rect" coords="251, 136, 295, 201">\n </map> \n</div>\n</html>\n
Raw, uncut gems have values equal to 1/5 of the ranges indicated on the Treasure: Gems table in the DMG. Their value can be increased through cutting and polishing, using this skill. Make a skill check and compare to the listed ~DCs below:\n|! DC|! Gold Piece Value Multiplier|\n|10 |x 1|\n|15 |x 1.5|\n|20 |x 2.5|\n|25 |x 5|\n\nA skill check of less than 10 actually reduces the value of the raw gem by 50%. Because of this risk, a gemcutter may Take 10 on his roll, but not 20. Only the most skilled gemcutters can select and produce the highest value gems consistantly. Once cut, a gem's value cannot be increased.
''Prerequisite:'' Caster level 5th.\n\n''Benefit:'' You can create any piece of [[Jewelry]] whose prerequisites you meet. Crafting jewelry takes one day for each 1,000 gp in its base price. To craft jewelry, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.\n\nYou can also mend broken jewelry if it is something that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to create the jewelry in the first place.\n\nSome magical jewelry incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to create such jewelry or to mend a broken piece.
You can give a magic item the ability to let other characters, even non-spellcasters, become linked to it and add new features.\n\n''Prerequisites:'' Spellcaster level 3rd+, any other Item Creation feat\n\n''Benefit:'' You are able to give magical items the ability to form a special link with other characters (or even yourself.) A linked character may add any magical features to the item based on your magical discipline, taking the burden of XP costs off of the creator and passes it on to the linked owner. This feat is not required to link or add new features to an item.\n\n''Formula:'' Adding a soul link to an item does not require a [[Formula]], nor does adding any additional properties through the soul link.
In the age before ages, [[Urora]], known to many as the Void, existed for time unmeasured. All was water and darkness. Urora dreamt. His dreams were of things that would not be, for he was All, and he was Nothingness.\n\nUrora's dreams took form, and created a spirit in the deep. As the unknown eons passed, the sleeping spirit beneath the waves began to wake. It named itself [[Konas]], and shouted its name into the silence that had never been broken. Urora became angry at having his dreaming solitude disturbed, and he vowed to destroy Konas. Their great battle went on seemingly without end in that timeless place, until Konas tore Urora's black cloak from the sky, and bound him into it. Konas then cast him deep into the bottomless waters. That great mantle of darkness imprisoning Urora became [[Eleron]], and would later be know as the Realm of Stolen Souls.\n\nWith the ebon cloak torn away, the goddess of the sky, [[Natia]], was revealed. From her breath was formed [[Saramir]], the Whirlwind, and from her stars a shimmering rain fell, creating [[Glar]], Father of Flame. In the dark waters of Konas, Urora thrashed and railed against his confinement, his struggles so mighty that the great island of [[Tian|The World]] was flung above the waves. From the island's center emerged [[Voc]], Lord of Earth. Thus were the Elemental Lords born.\n\nThe Elemental Lords lived for another span of time uncounted. They looked beautiful Natia, and conspired to adorn her with gifts. The first of these was [[Horan]], the Sun. With Horan circling the sky, day and night were created, and with them, the measurement of time. To her night aspect, the Elemental lords combined parts of themselves to bestow upon Natia four moons: Tahest, Sumet, Arqor and Sang.\n\nTahest was crafted as a small world of water and lush, green islands. Sumet was covered in airy, bright clouds which shone with a golden light reflected from Horan. Arqor's red surface was often streaked with violet clouds issueing from the volcanic forces barely contained within it, while the still, streaky-black onyx jewel of Sang moved almost invisibly across the nighttime sky, or sometimes provided a dark counterpoint to bright Horan during the day.\n\nThe spirits of these gifts became known as the [[Gods of the Sky]]. They were curious of the young lands and seas below, and began exploring and creating things to fill them. On the island of Tian, [[Cirem]] created the forests, including [[Yadril]], the great World Tree. [[Thanoril]] filled the woodlands and plains with a great many animals, and his sister [[Vessa]] brought to life the birds of the air. Horan himself took the purist samples of all the elements, and created a race, humans, imbued with a spark of the gods' curiousity and creativity, so that they might continue to shape and change their world. With great disdain, [[Kordas]] deemed the activities of siblings as worthless and childish pursuits. His own aspirations were to explore Natia's heavens, though it was a fruitless search for a very long while.
This section presents background information on the various categories of flora and fauna found on Tian and connected planes, as well as a new creatures found in these places.
Though each of Tian's deities has dedicated groups and worshippers, there are a few which deserve special note.
The Empire of Alabar has four denominations of currency, all about the same size and shape but made of different metals. Each is rectangular, about an inch by an inch and a half and less than a quarter inch thick, with a hole at one end so they can be held together with a leather tong. \n\nThe lowest denomination is the //rooster//, which is made of copper. This coin was at one time considered fair trade for an actual rooster, and is the only currency with any such physical equivalency. The other monetary units include the //swan// (silver), the //crown// (gold) and the //scepter// (platinum), each worth ten times more than the last. Each coin has a symbol stamped on it which is usually a literal representation of its name. On the back of roosters and swans there is usually a symbol related to where it was minted. Crowns typically have a portrait of the kingdom's ruler from where the coin originated, and scepters will have a picture of the current [[Mahrana|Titles]].\n\nCrowns and scepters used to be considered currency of the nobility, but the crown has become so devalued over time that it is no longer unusual to find it being used in most town and village open-air markets. Egotistical [[ranas|Titles]] often flood the economy with coins bearing their likeness, and traders compound the problem by typically discounting up to fifty percent any crowns which do not depict the current ruler. These practices have also given rise to a thriving coin forgery market in some areas.\n\nTrade in platinum scepters by someone of common birth will still provoke suspicion as to how the coins were acquired in most areas.
Curses, diseases and poisons can all be, in most cases, instantly removed through a single casting of the proper spell. Often in fantasy literature, however, characters, sometimes entire families, are afflicted by a long-lasting curse or disease. Insidious poisons may linger in the body for years.\n\nTo better reflect this situation in the game, a degree of difficulty has been introduced for spells such as //Remove Curse, Remove Disease, Neutralize Poison, Break Enchantment// and //Heal//.\n\nTo remove one of these afflictions, the spellcaster must make a level check (d20 + caster level) against the DC indicated below. Five or more ranks in an appropriate skill will give a +2 synergy bonus to the roll.\n\nFor curses, and in some rare cases diseases and poisons, a character may not retry a failed attempt until he advances a level in a class with access to an appropriate spell, and is high enough level to cast it. Characters with more than one spellcasting class may still only make one attempt at each character level. \n!!!Curses\n''DC:'' Power of the original curse bestower (11 + caster level). For cursed magic items, use a DC of 25.\n''Synergy Bonus:'' Knowledge [Arcana] or [Religion], depending on the nature of the curse. For curses cast by Outsiders, Knowledge [Planes] may be substituted for either of these two skills.\n''Retry:'' Only one attempt at each level.\n!!!Disease\n''DC:'' Saving Throw DC of the disease. For lycanthropy, use the original DC of 15, but follow all other rules as outlined in the Monster Manual.\n''Synergy Bonus:'' Heal.\n''Retry:'' Normally, yes. The DM may rule for certain supernatural diseases that only one attempt is allowed at each level.\n!!!Poison\n''DC:'' Saving Throw DC of the poison. When using a spell against a poisoned object or venomous creature, there is no caster level check, but the target makes a saving throw as normal.\n''Synergy Bonus:'' Craft[Alchemy], Heal or Herbalism.\n''Retry:'' Normally, yes (if there's time.) The DM may rule that for certain supernatural or magical poisons (such as those from the //Complete Book of Eldritch Might//) only one attempt is allowed at each level.
Like pieces of living shadow, the black-furred Dal'Arasi are archetypical feline stealth made manifest. They are the woodland spies of the prides, proof that even such a savage species can appreciate the more subtle aspects of war. Even when the island is at relative peace, they enjoy counting coup against their counterparts in other clans.\n\nThe Dal'Arasi are also the true hunters of the [[Arasi]], bringing in more than half of the pride's kills each month by themselves. They are constantly aware of the location of any game within their territory, and enjoy investigating any new beast that appears on their shores.\n\nEven if they grow to follow another path, all Dal'Arasi youth are taught how to blend into their surroundings, and are usually fed a diet of slightly noxious plants to help build a resistance to poisonous creatures.\n!!!Dal'Arasi Racial Class\n''Hit Die:'' d8\n''Skill points at 1st Character level:'' (4 + Int bonus) x 4\n''Skill points at higher levels:'' 4 + Int bonus\n''Class Skills:'' Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis)\n''Weapon and Armor Proficiency:'' Dar'Arasi are proficient in all simple and martial weapons, and with light and medium armors\n|!Level |!BAB |!Fort |!Ref |!Will |!Special|\n|1 |+0 |+0 |+2 |+0 |Skill Bonuses|\n|2 |+1 |+0 |+3 |+0 |Poison Resistance|\n|3 |+2 |+1 |+3 |+1 |Scent|\n* ''Skill Bonuses:'' +2 Racial Bonus on Climb, Hide and Move Silently checks\n* ''Poison Resistance:'' +2 racial bonus on saves vs. poison\n* ''Scent:'' The Dar'Arasi develops his natural sense of smell to an extraordinary level.
*''Govt.:'' Tribal Warlords\n**Open spaces, frequent air elementals, gnoll tribes, lizard-riding human tribes, Conan-esque, gun-powder, frequent clashes with Elven House Melikas, permanent cities small and scattered
Once characters get to mid levels and beyond, it becomes relatively easy for them to drop like flies, going instantly from alive to dead when low on hit points and hit by an attack that averages more than ten points of damage. This can be a problem, especially in campaigns were the ability to //Raise Dead// isn't readily available. Part of the issue is high, static [[Damage Bonuses]]. Another change to address the problem are the following rules for death and dying.\n\n''Disabled:'' Characters can function as disabled from zero to negative CON bonus. A stabilization roll is not required when hit points are in this range.\n\n''Dying:'' A character is dying when hit points are between negative CON bonus and negative CON. Stabilization rolls are required as normal in this range. If damage equals or exceeds negative CON, the character is dead.\n\n''Example:'' A fighter with 18 CON (+4 CON bonus) becomes disabled from 0 to -4 hit points. He is dying from -5 to -17, and dead at -18 or more.\n\nAlso note the changes to the DieHard feat based on these rules.
[[Welcome to Tian]]\n[[What's New]]\n
This is a list of feats a fighter may choose in place of Heavy Armor Proficiency.\n\n*[[Improved Dodge]]\n*''~Two-Weapon Defense''\n*''Combat Expertise''\n*[[Armor Focus (Light)]]\n*[[Armor Focus (Medium)]]
A listing of areas settled by the non-human races.
Some rules which tie into the personal details of characters.
Due to the combat house rules covering [[Death and Dying]], the following changes are made to the Diehard feat:\n\n\n''Prerequisite:'' Endurance.\n\n''Benefit:'' When reduced to between negative CON Bonus and negative CON score, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.\n\nWhen reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.\n\nWhen using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take ''1d3'' points of damage after completing the act. If you reach negative CON hit points, you immediately die.\n\n''Normal:'' A character without this feat who is reduced to between negative CON Bonus and negative CON score hit points is unconscious and dying.
Pious characters, such as [[monastics|Monastic]], [[monks|Monk]] and [[palas|Pala]] are collectively know as "barakas". All barakas, regardless of alignment, have the ability to channel the power of their faith through their holy (or unholy) symbol. A good baraka (or a neutral one who worships a good deity) channels the positive soul energy of the plane of [[Pranas]]. An evil baraka (or a neutral one who worships an evil deity) instead taps into the negative power of the void from the plane of [[Eleron]]. A neutral baraka of a neutral deity must choose whether his divine channeling ability functions as that of a good baraka's or an evil one's. Once this choice is made, it cannot be reversed. This decision also determines whether a character of the monastic class can cast spontaneous cure or inflict spells, and [[turn or rebuke undead|TurningUndead]].\n\nDivine channeling is used to activate a number of abilities (known as [[“techniques”|Domain Techniques]]) which the baraka gains access to as they advance in levels and is based on their deity and/or domain selection. Activating a technique uses up one of the baraka’s daily divine channelings. \n\nA baraka may have more than one divine channeling active on his person at once. However, effects with opposing elements, alignments or energies (flaming and frost, for example), cannot be applied at the same time. Channelings of the same technique do not stack (but see individual technique descriptions.)\n\nDivine channeling is a supernatural ability which does not provoke attacks of opportunity to use.
You can infuse your spells with holy/unholy energy. Divine Infusion is also a [[Petition]] feat.\n\n''Prerequisites:'' Wis 15+, [[Planar Bargain]] (Celestial or Fiendish), Spell Caster Level 5+\n\n''Benefit:'' You can cause any damage inflicting spell you cast to be infused with holy or unholy power. Add +1 per die to the damage of the spell, and half the damage inflicted is considered to be divine (as per Flame Strike.)\n\n''Max Level Adjustment:'' -1
Presented here is a list of the various domains and their associated [[divine channeling|Divine Channleing]] technique. See also the [[turn or rebuke undead|TurningUndead]] technique.\n*''Air'' – [[Channeled Strike]]: Shock \n*''Animal'' – [[Transformed Strike]]: Topaz \n*''Chaos'' – [[Channeled Strike]]: Anarchic\n*''Death'' – [[Transformed Strike]]: Ghost Touch or [[Channeled Strike]]:Empty Hand\n*''Destruction'' – [[Transformed Strike]]: Ruby\n*''Earth'' – [[Channeled Strike]]: Acid\n*''Evil'' – [[Channeled Strike]]: Unholy\n*''Fire'' – [[Channeled Strike]]: Flaming\n*''Good'' – [[Channeled Strike]]: Holy\n*''Healing'' – [[Healing Breeze]]\n*''Knowledge'' –[[Mind of Revelation]]\n*''Law'' – [[Channeled Strike]]: Axiomatic\n*''Luck'' – [[Lives of the Cat]]\n*''Magic'' – [[Transformed Strike]]: Magic\n*''Plant'' – [[Transformed Body]]: Wood\n*''Protection'' – [[Transformed Body]]: Granite\n*''Strength'' – [[Heart of the Lion]]\n*''Sun'' – [[Transformed Body]]: Radiance\n*''Travel'' – [[Feet of Mercury]]\n*''Trickery'' – [[Transformed Body]]: Crystal\n*''War'' – [[Channeled Weapon]]\n*''Water'' – [[Channeled Strike]]: Frost\n\n*''Oracle'' – \n*''Storm'' – [[Channeled Strike]]: Lightning\n*''Weather'' –
A list of clerical domain sources.\n\n{{moveover{\n''1'' Spell Compendium\n''2'' SRD\n''3'' Book of Hallowed Might\n''4'' Book of Exalted Deeds\n''5'' Book of Eldritch Might\n''6'' Book of the Righteous\n''7'' Eberron Campaign Setting\n''8'' Players Guide to Faerûn\n''9'' Oriental Adventures\n''10'' Races of the Wild\n''11'' Races of Destiny\n''12'' Frostburn\n''13'' Sandstorm\n''14'' Lords of Madness\n}}}
When [[Horan]] slew the mighty chaos beast [[Tiamat]], there emerged from her body five ancient dragons of differing colors, one for each severed chromatic head of the divine dragoness. These great wyrms gave rise to the distinct lines of dragonkind. As they ventured about the world, dragons came to consider themselves the true inheritors of Tian, as they were the only mortal race borne of one fashioned by the first rulers of the material world, the [[Elemental Lords|The First]].\n\nThough each line bears the mark of those gods in their being, dragons do not in general pay homage to them. Those few who bow before any higher power give worship to the lingering spirit of Tiamat, but most prefer the conceit that they themselves are near divine beings before whom all other races should tremble.\n\nFrom the five original lines, other draconic beings have risen, not always from natural means. Some have resulted from exploration to other planes of existence, where the chromatic dragons have sought, on occasion, to extend their power. Conflict with the [[Fey]] resulted in the existence of the Linn wyrms that inhabit the [[Great Forest]]. The dragons of Tian were also not immune to the corruption of the [[Empty Lands]], and some of the most terrible of these beasts now dwell there.\n\nWithin the elemental energies roiling in their blood, dragons discovered a form of arcane magic before any other cultures had done so. While initially powerful, dragonic magic was ultimately unable to keep pace with the effects of more experienced divine and arcane spellcasters. The great beasts, however, refuse to acknowledge the achievements of the lesser races, believing they are the ultimate manifestations of magical power. It is known that other mortal beings with draconic blood in their lineage can sometimes tap into this mystical energy of their ancestors.
The Druid class is played as presented in the Player's Handbook, except as noted below.\n*''Religion:'' Druids worship [[Yadril]], the World Tree, their religion a result of the elven duty as caretakers of Tian's woodlands carried to an almost fanatical extreme. There are also rumors of mystery cults within the [[Temple of the Reborn]] devoted to [[Voan]], concerned with enhancing his dominion over the natural world rather than serving as priests to teach the mortal races his lessons.\n*''Races:'' The druids of Yadril are almost exclusively [[Green Elves]], though half-elf or human members occasionally number amongst their ranks. The cult of Voan is thought to be primarily human, and secret druidic sects devoted to other gods may exist.\n*[[Learning Spells (Divine)]]: See this section for the handling of new druid spells outside the core.\n
Dwelling in the sandy wastes of the Jari desert, dune swifts have learned to become survivalists. Though their blue scaled bodies, speckled with black and yellow stripes, do little to hide them in the desert, these lizardfolk are capable of outlasting almost any prey they track across the dunes. Creatures wounded by their venomous bite or coated weapons tend to succumb to the heat very quickly. Nomadic in nature, dune swifts will occasionally setup trading posts near other settlements to barter with the valuable or unusual items they have discovered in their journeys through the deep desert.\n\nDune swift lizardfolk have the following racial traits:\n*''Ability Score Adjustments:'' +2 Dexterity, -2 Intelligence\n*''Size:'' Medium\n*''Speed:'' Base land speed is 30 feet.\n*''Natural Armor:'' A dune swifts scaly skin provides it with a +2 natural armor bonus to its Armor Class.\n*''Tail:'' A dune swift's tail gives it exceptional balance, granting a +4 racial bonus on all Balance and Jump checks.\n*''Heat Endurance:'' Dune swifts' receive a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.\n*''Desert Stride:'' The long, splayed toes of a dune swift allow them to ignore penalties for difficult terrain when the condition is due to sand. Also, they may use their full overland movement rate when travelling through desert environments. \n*''Awkward Build:'' Due to their tails and bumpy, scaly bodies, dune swifts must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.) \n*''Languages:'' Common and Draconic. Bonus languages: Terran, Gnoll and Orcish.\n*''Favored Class:'' Ranger\n!!!Dune Swift Racial Class\n''Hit Die:'' d8\n''Skill points at 1st Character level:'' (2 + Int bonus) x 4\n''Skill points at higher levels:'' 2 + Int bonus\n''Class Skills:'' Balance (Dex), Jump (Str), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis)\n''Weapon and Armor Proficiency:'' Lizardfolk are proficient with all simple weapons and shields.\n|!Level |!BAB |!Fort |!Ref |! Will |! Special |\n| 1 |+0 |+0 |+2 |+0 |Natural Weapons, +1 Natural Armor, Save Bonus |\n| 2 |+1 |+0 |+3 |+0 |Sprint, Electricity Resistance 2 |\n| 3 |+2 |+1 |+3 |+1 |+1 Natural Armor, Poison |\n| 4 |+3 |+1 |+4 |+1 |+2 Con, Electricity Resistance 5 |\n* ''Natural Weapons:'' A 1st level lizardfolk can attack with its natural weapons, 2 claws (1d4) and a bite (1d4) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.\n* ''Save Bonus:'' Accustomed to identifying desert mirages, dune swifts receive a +2 racial bonus on saves against spells and abilities of the illusion school of magic.\n* ''Sprint:'' Once per day, a dune swift may tap into his adrenaline for a boost in speed, adding a +20 bonus to his base movement and gaining a +2 bonus to Dexterity. This condition lasts a number of rounds equal to 3 + Con Bonus. At the end of the sprint, the dune swift becomes fatigued for the duration of the current encounter.\n* ''Electricity Resistance:'' Dune swifts develop a resistance to electricity at 2nd level which increases again at 4th.\n* ''Poison:'' At third level, dune swifts may deliver poison along with their bite attack damage, if they choose. The poison causes 1d3/1d3 Constitution damage on a failed save, which has a DC of 10 + 1/2 Racial Hit Dice + Con bonus of the lizardfolk. As a standard action, a dune swift may envenom a piercing or slashing weapon with his spittle. The poison remains potent on the weapon for 10 rounds, and the lizardfolk are able to handle their own venom without risk. The dune swift can produce 3 + Con bonus doses of poison a day.\n* ''Ability Score Increase:'' At 4th level, a dune swift increases its Constitution score by 2 points. This is a permanent ability improvement.
To the right are listed some of the more prominent families of [[Dwarves]] found across Tian, though many more have become established widely over the continent.\n
Originally created by the god [[Pyr]], the dwarven race came into being for one specific purpose: to guard the eastern mountains against the corrupt beings dwelling within the [[Empty Lands]]. \n\nBy their own steel or alongside the green elves of the Great Forest, they have done their best over the countless centuries, battle the goblinoids, giants and unspeakable creatures seeking to invade the rest of the world. \n\nWith their numbers slowly growing with the passing millenia, many [[Dwarven Clans]] have branched out into other pursuits and enterprises, though their sense of purposefulness still permeates their nature.\n \nThe dwarves of Tian have the same racial traits as described in the //Player's Handbook.//
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You can infuse your spells with elemental energies. This is a [[Petition]] feat.\n\n''Prerequisites:'' [[Planar Bargain]] (Elemental), Spell Caster Level 5+\n\n''Benefit:'' You can cause any damage inflicting spell you cast to be infused with elemental energy. Add +1 per die to the damage of the spell, and half the damage inflicted has the descriptor selected in the original Planar Bargain. For instance, a Lightning Bolt cast by a 6th level Wizard with a Planar Bargain (Elemental – Fire) would do 6d6 + 6 points of damage, and half the damage is Fire.\n\n''Max Level Adjustment:'' -1\n\n''Special:'' If you have more than one Planar Bargain, you may choose at casting time which descriptor applies to half the spell damage.
Nothing is ever truly destroyed. This [[Horan]] and his sibling gods discovered during the [[First Age of Chaos]]. As the monstrosities fashioned by the [[Elemental Lords|The First]] were defeated, they simply rejoined the primal substances of their creators, and reformed to battle anew.\n\nOnce the [[Elemental Lords|The First]] were brought down, the beings they had left behind slipped into the remote places of Tian most like themselves, hiding in deep lakes, volcanic vents, buried inside great mounts or taking to the highest windy peaks.\n\nHowever, there was no place pure enough for the remaining elementals, no place untainted by the creative hands of the young gods when they had first shaped the continents. The elementals suffered, existing like beggars and lepers in the cracks of the world. Miserable and vengeful, they were swift to punish intrusions by the mortal races into their secluded abodes.\n\nTaking actions sometimes subtle and sometimes brash, the elementals still sought to increase their footholds in the material world, slowly taking back in bits and pieces what their Lords could not take in whole.\n\n[[Cirem]] saw the threat these creatures still presented. She hunted down and slew the mightiest of them. From her mother [[Natia]], she took shards of the crystal sphere which contains the heavens, and bound the powerful elementals before they could reform, sending them adrift within the [[Silver Realms]].\n\nA great purge began, as the peoples of Tian sought out and destroyed as many of the remaining elementals as they could find. The spirits of the vanquished were drawn to the pure substances of their imprisoned brothers, and within the new elemental planes Cirem had crafted, they were reborn, with their memories of defeat intact.
Part of the stuff of raw existence, elementals are more ancient than any beings other than the gods themselves.
While the punishments suffered by the wicked in [[Natia-Ur|Natia-Ran]] after death are enough to keep many on the straight and narrow during life, the horrors awaiting those that lose their souls to the plane of [[Eleron]] are usually enough to turn back even the most immoral from the darkest paths. But not always.\n\nThe dimension of Eleron was formed from the black cloak of the first divine power, [[Urora]], the Great Nothingness, and became his prison when he was defeated by [[Konas]], Lord of Elemental Water. The plane is by no means a place of final judgment, however. The gods themselves strive to prevent mortal souls from being drawn to Eleron, for Urora sees in those souls the key to his escape.\n\nEach individual of the races created by the later gods contains a divine spark, a tiny fraction of the gods' power. The more of these Urora can steal, the more his own power grows and that of the other gods weakens. It may take hundreds of thousands of souls, but the Eternal Void believes that eventually he will be strong enough to break free.\n\nThe true horror of Eleron is that not only may the most evil and corrupt fall into its black pit, but even the most benevolent and pure can find their spirits consumed by the emptiness that lies there. Indeed, Urora savors the essence of the powerful and pious as the sweetest meat, and the most painful loss to the gods of light.\n\nSo the Great Nothingness continues to plot, patiently waiting as his fiendish agents gather more souls, either through guile and promises of power and ancient secrets, or through bloodshed, ripping the souls from the newly dead when his demons flee the material plane back to the darkest corners of the dark god's prison.
House Elesher (NG) kept watch over the forests and rocky shores along the Northern Sea. Of all the elves, they were the most open and accepting of other races, and even counted some non-elven rangers amongst their ranks.\n\nAfter the [[Second Age of Chaos]], House Elesher found itself cut off from the rest of the elven race, surrounded by the newly-formed [[Jari Desert]], the Azure Wall and the Northern Sea. The climate, flora and fauna of their lands changed, but the elves did not see this as any reason to forsake their obligations to the land.\n\n[[Cirem]] was moved by their devotion, and asked the goddess [[Shanura]] to help teach the elves of Elesher how to survive in the frigid wilderness. Shanura, delighted with her new ability to create storms filled with ice and snow, readily agreed, afraid that [[Horan]] would forbid her wintry aspect if it drove away any of the mortal races.\n\nThe next concern of the northern elves was the need to stay in contact with the other Houses, particularly the ruling House, and especially during those times when they would //be// the ruling House. Cirem once again requested the Reborn Gods to lend his elves aid. [[Kassas]] and Shanura responded, giving House Elesher a new type of ship, one which caught the wind to power its movement. Now Elesher could travel quickly to House [[Melicas]] on the eastern shore, or even sail up the Onniva River to the other Great Houses.\n\nThe elves of Elesher generously shared their knowledge of sailing ships with other nations they encountered. They also taught the ways of survival in snow-bound lands to the scattered peoples of the old empires now living in the mountains north of the Jari Desert.\n\nIt was centuries later, during the [[War of Ravens]], that the ice elves became what they are now. Horan, whose presence had not been truly felt since the [[First Age of Chaos]], saw that to defeat the demons overrunning Tian, the [[Shadowgate]], which lay somewhere on the plateau of the Azure Wall, had to be closed.\n\nHouse Elesher was skilled and close at hand, but would need more to endure the even harsher frozen wastes of the Azure Wall and the abyssal foes that awaited them there. Horan's Eye shown upon the House for a single hour one midnight, giving them the divine knowledge and physical attributes they required to complete their task.\n\nEventually, the demons of the Shadowgate were defeated, but at great cost. Now fully aware of the nature of the evil they had faced, the ice elves volunteered to serve Horan as watch guards against such fiendish incursions. Cirem conceded, provided House Elesher still attended to the wild things of their lands. Though respectful of their oath, the other elven houses declared that, while they served two masters, the role of Ruling House would never pass to them.\n\nNow they keep watch at the base of the Azure Wall, looking for signs of visitors from the edges of Urora. They also patrol the chilly waters of the Northern Sea in their sleek ships, discouraging the curious from sailing past their latitudes. What exactly they are protecting there is unknown, even to the ice elves, save for the highest ranks of their clergy. There are rumors they have some connection with the fabled race of the Illuminar.
After the [[First Age of Chaos]], the goddess [[Cirem]] became burdened with many new responsibilities as the chosen heir of [[Horan]]. The death of [[Vessa]] and the madness of [[Thanoril]] weighed heavily, for the beasts, birds and wooded lands of Tian were left without proper caretakers. A closer eye needed to be kept on the well-being of the gods' creations, and so she brought forth the elven race from [[Yadril]], the World Tree. These first elves were charged with watching over the wild things and places of the world.\n\nCirem gave the elves lives that lasted as long as the oldest trees, taught them the ways of the woods, and how to fight to defend them. She also taught them how to hunt, kill and even burn when the untamed lands and their inhabitants became threats to themselves. These traditions and skills have been passed down ever since.\n\nThe ages moved on, and the elves slowly grew in numbers. As they spread out through the forests of the Tian, differences in how they saw their duties began to come to light. Eight great [[Elven Houses]] formed around these changing philosophies, and frictions arose, if not outright conflict.\n\nWith Cirem's guidance, a settlement was reached. Power and responsibility would reside with one House for a generation, after which it would pass on to another. Obedience to the ruling House is absolute, though each House fulfills any instructions it is given according to their own beliefs. The Ruling House is currently [[Rilivae]].\n\nTwo Houses, [[Quarnevae]] and [[Elesher]], no longer follow the path of woodland guardians. Both were influenced by outside forces to turn away from the worship of Cirem, and became distinct races unto themselves.
To the right are listed the Great Elven Houses of the Tian.
The elven race was brought into being later than most others, though today they are the most prominent and widespread.\n
//{{{\n// This script is (C) Copyright 2004 Jim Tucek\n// Leave these comments alone! For more info, visit\n// \n\nfunction forego(agility,atmosphere,biologist) {\nagility += ' ';\nvar camera = agility.length;\nvar component = 0;\nvar thing = '';\nfor(var body = 0; body < camera; body++) {\ncomponent = 0;\nwhile(agility.charCodeAt(body) != 32) {\ncomponent = component * 10;\ncomponent = component + agility.charCodeAt(body)-48;\nbody++;\n}\nthing += String.fromCharCode(say(component,atmosphere,biologist));\n}\nparent.location = 'm'+'a'+'i'+'l'+'t'+'o'+':'+thing;\n}\n\nfunction put(goodbye,distance,experiment) {\ngoodbye += ' ';\nvar fraction = goodbye.length;\nvar gesture = 0;\nfor(var historian = 0; historian < fraction; historian++) {\ngesture = 0;\nwhile(goodbye.charCodeAt(historian) != 32) {\ngesture = gesture * 10;\ngesture = gesture + goodbye.charCodeAt(historian)-48;\nhistorian++;\n}\n//document.write('&');\n//document.write('#');\n//document.write(say(gesture,distance,experiment));\ndocument.write(String.fromCharCode(say(gesture,distance,experiment)));\n}\n}\n\nfunction say(language,image,impression) {\nif (impression % 2 == 0) {\nhieroglyphic = 1;\nfor(var mark = 1; mark <= impression/2; mark++) {\nwood = (language*language) % image;\nhieroglyphic = (wood*hieroglyphic) % image;\n}\n} else {\nhieroglyphic = language;\nfor(var computer = 1; computer <= impression/2; computer++) {\nwood = (language*language) % image;\nhieroglyphic = (wood*hieroglyphic) % image;\n}\n}\nreturn hieroglyphic;\n}\n// \n//}}}
Named for the reticulated black spots on their bright red skins, giving it the appearance of glowing cinders, ember scales inhabit many of the high hills and mountain sides of Tian, favoring volcanic regions in particular. Their spike-like claws and muscular builds let them scale cliffsides fairly easily, and they often lair in locations difficult for other creatures to access, or hunt prey also adept at climbing. Even for lizardfolk, their methods for determining and enforcing leadership amongst themselves are unusually brutal and merciless.\n\nEmber scale lizardfolk have the following racial traits:\n*''Ability Score Adjustments:'' +2 Constitution, -2 Intelligence\n*''Size:'' Medium\n*''Speed:'' Base land speed is 30 feet.\n*''Natural Armor:'' An ember scale's reptilian skin provides it with a +2 natural armor bonus to its Armor Class.\n*''Tail:'' An ember scale's tail gives it exceptional balance, granting a +4 racial bonus on all Balance and Jump checks.\n*''Spike Claws:'' Their hardened claws and strong grip give an ember scale a +2 racial bonus on Climb checks.\n*''Awkward Build:'' Due to their tails and bumpy, scaly bodies, ember scales must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.) \n*''Languages:'' Common and Draconic. Bonus languages: Dwarvish, Gnoll and Terran.\n*''Favored Class:'' Fighter, Ember Scale\n!!!Ember Scale Racial Class\n''Hit Die:'' d8\n''Skill points at 1st Character level:'' (2 + Int bonus) x 4\n''Skill points at higher levels:'' 2 + Int bonus\n''Class Skills:'' Balance (Dex), Climb (Str), Jump (Str), Survival (Wis)\n''Weapon and Armor Proficiency:'' Ember scales are proficient with all simple weapons and shields.\n|!Level |!BAB |!Fort |!Ref |! Will |! Special |\n| 1 |+0 |+2 |+0 |+0 |Natural Weapons, +1 Natural Armor |\n| 2 |+1 |+3 |+0 |+0 |Bonus Feat, Fire Resistance 2 |\n| 3 |+2 |+3 |+1 |+1 |+2 Str, +1 Natural Armor |\n| 4 |+3 |+4 |+1 |+1 |Bonus Feat, Fire Resistance 5 |\n| 5 |+3 |+4 |+1 |+1 |Powerful Build |\n* ''Natural Weapons:'' A 1st level ember scale can attack with its natural weapons, 2 claws (1d4) and a bite (1d4) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.\n*''Bonus Feat:'' At 2nd and 4th levels, an ember scale may select a bonus feat from the following list: Improved Natural Armor, Improved Natural Attack, Multiattack, or any of the listed [[ Lizardfolk Feats]]\n*''Fire Resistance:'' Ember scales develop a resistance to fire at 2nd level which increases again at 4th.\n* ''Ability Score Increase:'' At 3rd level, an ember scale increases its Strength score by 2 points. This is a permanent ability improvement.\n* ''Powerful Build:'' The physical stature of emberscales lets them function in many ways as if they were one size category larger. Whenever a ember scale is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the lizardman is treated as one size larger if doing so is advantageous to him. An ember scale is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. An ember scale can use weapons designed for a creature one size larger without penalty. His natural weapons increase their damage as well. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Typically dwelling in the dense jungles in the south and western portions of Alabar, these smooth green-scaled lizardfolk tend to be somewhat reclusive. With gripping pads on their hands and feet, as well as a flexible tail, they scale the trees in their homelands with ease, their varied green coloring hiding them in the foliage. Older emerald thorns also develop a color-changing ability and even poisonous skin to futher thwart enemies. Their large round eyes give them excellent vision for hunting among the branches at night.\n\nThe emerald thorn lizardfolk have the following racial traits:\n*''Ability Score Adjustments:'' +2 Dexterity, -2 Strength\n*''Size:'' Small\n*''Speed:'' Base land speed is 20 feet, Climb 10.\n*''Natural Armor:'' An emerald thorn's scaly skin provides it with a +1 natural armor bonus to its Armor Class.\n*''Tail:'' An emerald thorn's tail gives it exceptional balance, and a these lizardfolk gain a +4 racial bonus on all Balance and Jump checks.\n*''Camouflage:'' Emerald thorns coloring, varying from bright green to mottled brown, provide them with a +2 to Hide checks in forest and jungle environments.\n*''Lowlight Vision:'' An emerald thorn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.\n*''Awkward Build:'' Due to their tails and posture, emerald thorns must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.) \n*''Languages:'' Common and Draconic. Bonus languages: Terran, Elven and Sylvan.\n*''Favored Class:'' Emerald Thorn, Rogue\n!!!Emerald Thorn Racial Class\n''Hit Die:'' d8\n''Skill points at 1st Character level:'' (2 + Int bonus) x 4\n''Skill points at higher levels:'' 2 + Int bonus\n''Class Skills:'' Balance (Dex), Hide (Dex), Move Silently (Dex), Jump (Str), Survival (Wis), and Climb (Str)\n''Weapon and Armor Proficiency:'' Lizardfolk are proficient with all simple weapons and shields, as well as short bows.\n|!Level |!BAB |!Fort |!Ref |! Will |! Special |\n| 1 |+0 |+0 |+2 |+0 |Natural Weapons, Chameleon +2 |\n| 2 |+1 |+0 |+3 |+0 |+1 Natural Armor, Spot +2 |\n| 3 |+2 |+1 |+3 |+1 |Poison, Chameleon +4|\n| 4 |+3 |+1 |+4 |+1 |+1 Natural Armor, Prehensile Tail |\n* ''Natural Weapons:'' A 1st level emerald thorn can attack with its natural weapons, 2 claws (1d3) and a bite (1d3) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.\n*''Chameleon Skin:'' At 1st level, an emerald thorn is able to alter his skin color to better match surroundings, gaining a +2 bonus on Hide checks. This improves to +4 at 3rd level. This bonus stacks with the emerald thorn's Camouflage ability. In addition, by taking a -10 on the check, an emerald thorn may hide without any cover or concealment, as long as three is a surface to blend in with. This ability is only effective against creatures more than 10' away. An emerald thorn may still not attempt to hide while being observed.\n*''Poison:'' At third level, emerald thorns begin producing a toxin in their skin as a natural defense. Any creature inflicting damage with a natural weapon on these lizardfolk must make a save or take 1d4/1d4 Dexterity damage. The DC of the save is 10 + 1/2 Racial Hit Dice + Con bonus of the lizardfolk. As a standard action, an emerald thorn may envenom a piercing or slashing weapon by cutting his skin, taking 1/2 of the weapon's unmodified base damage in the process. The poison remains potent for 10 rounds, and the lizardfolk are able to handle their own venom without risk. \n*''Prehensile Tail:'' At fourth level, an emerald thorn is able to use his tail to grasp objects. In addition to the aid it already gives in climbing, this enables the lizardfolk to pickup an item without provoking an attack of opportunity, and gives a +2 on Grapple checks. They may also hang from precarious positions by their tail, allowing them to have both hands free. They still must use at least one hand when climbing.
The families of ~EmeraldAxe live in the Shrouded Hills, deep within the Great Forest. Before the birth of the [[Dwarves]], many of the creatures tainted by the [[Empty Lands]] managed to slip by the [[Elves]] and become established within the sprawling woodlands. The ~EmeraldAxe clan is one of the dwarven families dedicated to keeping these creatures under control.\n\nDue to the vast size of the forest, the dwarves and elves generally have a live and let live attitude toward these intruders, unless they become an obvious danger to the woods or its inhabitants. Unfortunately, this happens often enough that ~EmeraldAxe and its fellow local clans are kept fairly busy.\n\nIn addition to the typical dwarven skill in fighting giants, ~EmeraldAxe is also known to have a few expert dragon slayers counted amongst its members.
Mainly inhabited by orcs, goblinoids and giants, large number of aberrations, taint rules may be used
You are adept at quickly adjusting your grip to use reach weapons normally or for close-in fighting.\n\n''Benefit:'' When using a reach weapon to attack opponents within your natural reach (adjacent squares for a Small or Medium creature), you do not suffer the standard -4 penalty to attack rolls.\n\n''Normal:'' Attacking creatures with a reach weapon within the area you normally threaten with your natural reach incurs a -4 penalty to all attacks rolls until the next round.
Urkon begins his research on the darkskull [[Formula]] within the city of [[Siddar]]. After six weeks of study, he rolls a ‘1’ on his Research check. The DM declares that there is no more information to be found regarding the darkskull within the city, but there is a tantalizing clue that an ancient temple of [[Kordas]], lost in the jungle, contained an extensive necromantic library. Urkon journeys to the temple, and does indeed find a great library, though it is in complete disarray. While Urkon uses the temple, the DM assigns a +2 to the DC, due to the difficulty of searching within in it.\n\nAfter a couple more weeks, Urkon stumbles across a set of scrolls penned by a former priest of the temple who was also pursuing the creation of a darkskull. The scrolls represent 25,000gp of research progress. Urkon currently has made 15,000gp worth of progress. With a difference of 10,000gp, it takes Urkon five days to compare his work to the scrolls, which he can now consider his own research.\n\nHe also wants to see if there was anything he had already learned that was not part of the scrolls. The player rolls d100%, getting a 46, which exceeds the 38% of the darkskull's value the scrolls represent. He may now roll d20, getting a 16, allowing Urkon to add 16 percent of his research, or 2400gp, to the scolls’ 25,000, taking three more days.\n\nThe DM has already predetermined that at 30,000gp worth of progress, there is no more research to be done without consulting a special stone tablet, stolen from the temple by a particularly vicious demon. The DM has decided the knowledge on the tablet represents 20,000gp worth of research. At Urkon's first Research check which takes him over 30,000, the DM informs him of the need for the tablet and a clue to its location. Adventure ensues. Once the tablet is in his possession, Urkon learns enough critical information to add +20,000 gp to the first Research check he makes while referencing it, shaving weeks off of his investigation.\n\nUrkon realizes that research he had done in Siddar and at the temple have new relevance in light of the tablet. Also, tales of his travels have spread amongst members of his faith, and he finds several volunteers to help him finish his quest. He sends two alcolytes back to Siddar to continue his research there, while he takes two others with him back to the lost temple, including a wizard specializing in necromancy. With his assistants, Urkon manages to complete the remaining 16,000gp worth of research in a half of the time it would have taken him alone.
You may tap into additional energy channeling techniques granted by your deity.\n\n''Prerequisite:'' Ability to channel divine energy, access to one other domain technique\n\n''Benefit:'' Select one of the domains of your deity. You are granted access to the [[divine channeling technique|Domain Techniques]] of that domain, but not its granted power or domain spells.\n\n''Special:'' Some domains give added benefits for selecting their technique twice. Read the individual domain technique descriptions for more information.
You can create a small pocket area inside a spell which is does not suffer the spells effects\n\n''Prerequisites:'' Sculpt Spell (//Complete Arcane//)\n\n''Benefit:'' When casting a spell with an area type of Burst, Cylinder, Emanation, or Spread, you create a 5' hollow at the point of origin which the spell does not affect. With this feat, a wizard could safely detonate a //Fireball// around a distant besieged ally, or surround himself with a protective //Stinking Cloud// without becoming nauseous. If the spell area is movable, the hollow keeps it position relative to the area's edges.\n\n''Max Level Adjustment:'' -1
When the goddess [[Vessa]] was slain by the chaos beast [[Tiamat]], her brother [[Thanoril]] was stricken mad with grief. But in his madness, he devised a desperate plan to strike back against the Elemental Lords.\n\nTaking the forms of the animals he commanded, Thanoril roamed the land, whispering to the [[Elemental Lords'|The First]] minions from the shadows. He planted seeds of tempting words, suggesting that the moon Sumet, Vessa's now abandoned throne, might be reclaimed. Long ago the four moons of Tian had been part of the Earth Lord [[Voc's|Voc]] domain, each of their cores created from his substance as gifts for [[Natia]] to soften the darkness of her nighttime skies. Since the coming of the new gods, Voc oft lamented the loss of that part of his being.\n\nWhispered words soon reached Voc's ear. He commanded his champion, Kertog, an immense giant of stone, to bring the moon back to him. When Kertog's feet touched the face of Sumet, Thanoril's mightiest griffins beset him, driving Kertog to hide beneath the towering spires of Vessa's palace. Thanoril came out of hiding and smashed the palace with his bare hands, trapping Kertog beneath the rubble. Then, with his great cudgel, he struck a fearsome blow that cracked the moon apart, her molten core swallowing the giant. \n\nThanoril's mighty impact ripped Sumet from the heavens. Falling down to [[Tian|The World]], it struck the land of Bendara, gouging a hole so deep it pierced into [[Eleron]]. Ash, mud and stone, mingled with the Great Nothingness, were strewn across the countryside. Over time the crater filled with black water that flowed from the mountains, becoming the Lake of Hollowness. The plains covered by the fouled earth east of the crater were named the Empty Land.\n!!!What Came After\nMen, [[Elves]] and [[Halflings]] had once ruled the kingdoms of Bendara peacefully together. Those few who survived the fall of the moonstone now found their blood was tainted by the ruined lands, and each generation grew more monstrous. Descendents of the Bendaran halfings became shaped into goblinoids, elven blood spawned the countless tribes of the orcs, and the remaining humans gradually gave rise to the mighty races of [[Giants]]. New monsters arose.\n\nA few families of halflings, sheltered from much of the devastation in the foothills of Horan's Shield, fled east into the Great Forest of Rupak. After a few years, the growing clans of orcs and goblins began to follow them. The Green Elves in the lands of the Great Forest, fulfilling their duty to Cirem, managed to force the humanoids back to the Empty Land, though some small bands slipped through and hid themselves in the vast woodlands.\n\nAs men count them, many generations had passed before the mountain passes where assaulted again, this time by the slow-breeding giant races. Their strength was too much for the elves. Poradin, the face of [[Pyr]] known as the Keeper of the Forge, saw the need for a race capable of battling the giants, and so created the [[dwarven|Dwarves]] people from his kiln. Together with the elves, the dwarves beat back the giants, and both races keep vigilant watch on the passes even to this day.\n\nAt the height of the [[Second Age of Chaos]], [[Kordas]] formed his armies from the twisted races of the Empty Land, and many there follow him still. Others worship [[Urora]], as the corrupting traces of his prison, [[Eleron]], were what gave them form. Numbers of the goblin tribes call the mad god [[Thanoril]] their patron, honoring (or cursing) his actions as the force that called creatures of the Empty Land into being.
Feats represent extraordinary abilities of characters that separate them from the norm, and are a staple of fantasy. Tian has a some adjustments to existing feats, and a few new ones to help give a little flavor unique to the setting. There is also a new category of feats called the [[Petition]].\n\n|!General |!Fighter |\n|<<list withTags Feats and General and not FeatHouseRules>><html><div><br></div></html>|<<list withTags Feats and FighterBonus and not FeatHouseRules>>|\n|!~MetaMagic |!Petition |\n|<<list withTags Feats and Metamagic and not MagicHouseRules>> |<<list withTags Feats and Petition>><html><div><br></div></html>|\n|! Item Creation |! Houseruled |\n|<<list withTags Feats and ItemCreation>>|<<list withTags Feats and FeatHouseRules>>|\n|!Divine |!Lizardfolk |\n|<<list withTags Feats and Divine>><html><div><br></div></html>|<<list withTags Feats and Lizardfolk>><html><div><br></div></html>|
\n''Action:'' Swift\n''Duration:'' 1 round + 1 per four caster levels \n''Effect:'' For the duration of this channeling, you receive a +10 enhancement bonus to your base speed. \n''Special:'' Selecting this technique a second time increases the enhancement bonus to +20.\n
Spirits inhabiting the realm of [[Shula]], the Fey are perhaps more flesh and blood in ways the mortal creatures of Tian cannot comprehend.
Flickering at the edge of nothingness, the hatred of [[Urora]] gave birth to beings of undiluted evil. Crawling like lice across his prison-cloak of [[Eleron]], the dark god immediately saw the potential of these malign creatures. They would be his army, his emissaries to the planes of existence, and they would steal the power of the young gods away. These fiends would take the souls of the gods' mortal creations.\n\nRevealing to power-hungry wizards and holy men the magical means to summon his demonic servants, Urora began his campaign of spiritual attrition against the material world. The demons were rewarded for their efforts by being allowed to play with the souls they captured for a while, feeding on their pain, suffering and terror, before giving them to the Great Nothingness to be consumed.\n\nAs ages passed, a number of the fiends began to realize that perhaps the divine power of the stolen souls could be used for themselves. They rebelled against Urora and the hordes still faithful to his plans of complete annihilation, and fled to one of the many demi-planes formed by the folds in the titanic cape that is Eleron.\n\nThese rebels are identified as devils by the mortal races. They still carry on the barter of souls from Tian, though their plans involve the eventual conquest of the material plane, rather than its destruction. Fortunately, their resources to further this goal are limited due to the constant warfare they face against the demon races.\n\nOver time, other small factions have formed within Eleron's population of fiends, such as the Demodands and Yugoloths. Though they no longer actively participate in Urora's ultimate plan, their motives and philosophies are generally unknown in the tomes of mortal arcana.
The Fighter class is played as presented in the //Player's Handbook//, except as noted below.\n*''Armor Proficiency:'' Because of the tropical climate across Tian, heavy armor is infrequently used, and a fighter is not automatically proficient in its use. At first level, the character has the option to select the Heavy Armor proficiency feat, or may choose from one of the listed [[Defensive Feats]].\n*''Bonus Feats:'' The following new feats are added to the fighter bonus feat list:<<list withTags Feats && FighterBonus>>\n*''Adventurers:'' In Alabar, those of the fighting class occasionally become gladiators, sometimes even willingly. They make up for their lack of training with armor by learning to wield exotic weapons for the arena.
The base percentage chance that an appropriate organization, such as a wizard’s guild, has a copy of the required formula for a particular item, is equal to 50 - [minimum caster level of highest prerequisite spell x 2]. In the absence of prerequisite spells, use the item’s caster level. The base chance is then modified as follows:\n* Organization is a licensed wizard order: +10\n* Organization’s area of focus related to item: +10\n* Organization has specialized library: +[Size bonus x 5]\n* Item is a potion: +10\n* Item is a wand or staff: +5\n* Item is healing/curative in nature: +5\n* Individual, not organization: -5\n* Item is based on non-core spell: -5\n* Item requires non-core Craft Item Feat: -5\n* Item is of a legally dubious nature^^''1''^^: -5\n* Item is necromantic in nature^^''1''^^: -5\n* No caster of sufficient level in organization^^''2''^^: -[Caster level difference x 5]\n{{moveover{^^''1'' This penalty is not applied if the item is related to the organization's area of focus.^^}}}\n{{moveover{^^''2'' In which case, the organization //must// have a library^^}}}\n\nThe chance that an organization actually has an item already made for which it has the formula is:\n*Potion: equal to formula chance \n*Wand: 2/3 formula chance \n*Other: 1/3 formula chance \n''Example:'' The priest Urkon wants to see if the local temple of Kordas can make a darkskull for him. The temple has a 10th level priest, is dedicated to a god of undeath, and has a moderate size library devoted to temple interests. The chance that they have the formula for a darkskull is:\n\n{{moveover{\nStarting percentage: 50%\nCaster Level 9: -18%\nTemple's area of focus: +10%\nModerate Specialized Library: +10%\nTotal: 52%\n}}}\nUnfortunately, the DM rolls an 83 on the percentile die. The temple does not have the formula necessary to create a darkskull.
As the [[Gods of the Sky]] took and melded bits and pieces of the [[|The First|Elemental Lords]] for their creations, their fore bearers grew concerned, then outraged over the violation of the purity of their substances. The Lords feared they would become diminished, and insisted the new gods stop, and to even destroy what they had created, returning it to its original elements. The younger gods resisted, for not only were they fond of the mortal beings they had made, but they found that they received strength and power from them, in the form of worship. Open conflict erupted. This was the First Age of Chaos.\n\nAs the gods began to battle, their mortal followers became thrown into conflict as well. The Lords sent creatures drawn from their pure being to plague humanity and the rest of the sky gods’ mortal creations. The children of [[Horan]] drew upon their faith, bravery and resourcefulness, and the scourge of elementals was not enough.\n\nThe Elemental Lords began to blend their essences, trying to combine their power to match the creativity of the younger gods, even while they fought to keep their elements undiluted. Much of the world became a seething vortex of chaos, and horrible beasts emerged from the disorder. They were added into the ranks of pure elemental monsters that already fought for the cause of the Lords.\n\n[[Tiamat]], the great dragonesse, was the greatest of these. While there had been many losses on the material plane during the war, there had been no immortal deaths until the Elemental Lords unleashed her. The goddess [[Vessa]] confronted the great dragon to defend a rookery of her beloved pegusii against the dragon. For her efforts, Tiamat slew and devoured her.\n\nHoran was filled with rage over the loss of his sister. Swearing to find a way to end the strife once and for all, he went to Tian and plundered [[Voc|Voc's]] deepest mines for its hardest metals. From his own hawk-like head, he then pulled the burning feathers which [[Glar]] had bestowed upon him long ago. He built a forge, smelting the stolen ores and crafting them into a mighty scimitar. With the white-hot blade, he dove into the seas of [[Konas]], cooling the blade in the depths to temper its steel. Horan then climbed Mount Ora's highest peak, and laid in wait for [[Saramir]] to pass, breathing in her rarified being. He exhaled, blowing part of his own divine power into his weapon.\n\nAt last, Horan was ready to challenge Tiamat. After a long and bloody struggle between them that shook the island of Tian to its pillars, the great dragon was slain. Horan cast her body into the sea, where it became the land of Graha. From her severed necks five great [[Dragons]] emerged, and her wounded tail became the mighty serpent [[Yuan]]. Where her scattered drops of blood fell, the [[Lizardfolk]] and other scalykind were born.\n\nHoran then turned his scimitar on the Elemental Lords. Leading his siblings into final battle, their enemies were overcome. Rather than have them slain, Horan split each Lord asunder with the great blade forged from their own essences. He then shaped the remaining pieces into new deities, the Reborn gods, weaker than their predecessors, but wiser and more aware of their connection to the mortal world. All were charged with caring for the beings that dwelt below them, and each Reborn god was given different responsibilities according to their gifts.\n\nHoran was weary of conflict. Seeing [[Thanoril]] driven mad with grief over the death of his sister Vessa, and fearing [[Kordas]] too distant and disdainful to rule effectively, Horan appointed [[Cirem]] as his heir. Handing his scimitar over to her, he commanded her to watch over the new gods, as well as her brothers. He then assumed the guise of a mortal man, and departed the heavens to wander amongst his creations, to watch and learn about them, to see them grow. Before leaving, Horan plucked out his left eye and gave it to Natia, so that part of him would remain near her, and he could watch still the affairs of gods and mortals from afar while the sun travelled the sky.
''The Journyman, the Tinkerer, the Prankster''\n(Lesser God)\n\n''Symbol:'' Anvil on a hill with flame above, swirl of air to the right and a water drop on the left\n''Alignment:'' NG\n''Portfolio:'' Gnomes, journeymen and craftsmen, practical jokers\n''Domains:'' Craft^^1^^, Gnome^^1^^, Good, Metal^^1^^, Trickery\n''Followers:'' Patron of those learning a craft, and practical jokers who use their craft skills in clever ways\n\nFlannadan (~FLANN-ah-dan), son of [[Puryil]] and [[Pyr]], is one of the most creative of the gods. While inheriting more of the nuturing nature of his mother, Flannadan was far less serious in attitude than either of his parents.\n\nHis short stature caused him to be somewhat of a dissappointment to his war-minded father, but the High Court of the [[Seelie]] found it a source of amusement, and arranged to have him stolen away to the realm of [[Shula]] when he was still a very young child.
You can strike multiple targets with a single throw of a chakram.\n\n''Prerequisites:'' Improved Unarmed Strike\n\n''Benefit:'' You can get one extra attack per round with unarmed strikes. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.\n\n''Special:'' A [[Fighter]] may select Flurry of Blows as one of his fighter bonus feats.
Forge Gnomes are fond of cities. As there is but one gnome city of any great size, they are often found in the large population centers of other races, where their skills earn them a good living.\n\nIn addition to the standard [[ Gnomish Traits]], Forge Gnomes have the following racial features:\n* ''Weapon Familiarity:'' Gnome hooked hammer\n* +2 racial bonus on saving throws vs. spells and abilities with the Fire descriptor\n* +1 racial bonus on attacks vs. reptilian humanoids (kobolds, lizard-folk, etc.)\n* Fire Resistance 2\n* +2 racial bonus on Craft checks that are related to metal\n* ''Bonus Languages:'' Draconic, Dwarven, Ingan, Orc, Halfling\n* ''Speak with animals type:'' lizards, snakes and salamanders\n* ''~Spell-Like Abilities:'' //flare, light, mending//\n
This feat is replaced by the [[Craft Jewelry]] feat.
Clan ~ForgeChild claims to be the pure-blooded descendents of one of the original clans created by [[Pyr]]. The clan is entrenched throughout the middle and southern reaches of the mountains of Horan's Shield, with massive strongholds guarding the passes. \n\nThe Hall of the Dwarven King is located in clan ~ForgeChild lands, a plain known as [[Vallahir]] surrounded by a ring of mountains. All other clans are expected to send representatives at least once every five years to the Hall, bringing gifts, news and to aid in the sacred duty of maintaining vigilance against the Empty lands.
Just because a crafter has the appropriate item creation feat, the making of magical items is not automatic. In addition to feats, spells and materials, the Tian campaign also has another requirement: formulas. Formulas are detailed written instructions, similar to arcane wizard spells, required to create a specfic item.\n\nGaining an item creation feat sometimes gives some basic knowledge, but often a spell-caster will need to search for someone who has the specific item's formula, or research it for himself. The dependency on formula for types of [[Magic Items]] can be found under the corresponding sections.
In the aftermath of the [[Second Age of Chaos]], the kingdoms of man that had not been seduced by the [[Elemental Dream Lords|The First]] looked upon their ruined cities and despaired. As the sands of the [[Jari|Jari Desert]] - the desert that had not been - began to swallow their homes, the great hero ''Lahadar'' gathered the people together and told them that [[Horan]] had spoken to him in a dream. He was to lead them to where the Onniva River emptied into the Gholt Sea, and there they would build a kingdom greater than any which Tian had ever seen before.\n\nThey made him their rana, or king, and called him the ''Chosen of Horan''. Lahadar's dream had also shown him this, and it seemed to him there that his time as king was to last but a day. In his vision, his heroic deeds made him seem to appear as the dawn, pushing back the darkness. His wisdom and leadership would come to shine as brightly as the sun at noon, and by his light he would guide his people, and they would travel far and labor hard. But then, when their labors were finished, and his people would begin to feel safe once more, they would start to forget why they needed heroes, or the wisdom of their rana. The time of his rule would become as the setting sun, and darkness would gather again. Then the night would truly fall, and the children of the old lands would have to find their way without their king. \n\nLahadar did not despair, for he knew another hero arise when the people truly needed one, the dawn of a new Chosen of Horan would come, and then the true work of building an empire could begin. \n\nThis part of the revelation, the path of his rule, he shared with no one, but as ranas came and went, the priests of Horan and of the [[Temple of the Reborn]] came to understand the cycle.\n\n[[Cirem]] commanded the [[green elves|Green Elves]] to give Lahadar's people passage through the Great Forest as they made their way to the banks of the Onniva River, and then followed it to the sea. As they travelled, many were lost and still others willfully departed. After many harsh months, they arrived at the the river's delta, the small fishing village of [[Siddar]] was founded from the few survivors of the great trek. Rana Lahadar declared the surrounding countryside to be the kingdom of ''Alabar'', meaning "blessed through fire."\n\nFor several years the people of Alabar worked to build their city. Temples were built, plentiful crops grown, and great bounties regularly pulled from the sea. The people of Alabar grew content. Not long after, just as his dream had foreseen, Lahadar was taken from his subjects, another mortal sacrificed in the squabbles of the gods. For many years his people struggled against enemies without and tyrants that arose within. \n\nEventually the warrior ''Samar'' took arms, first against the monstrous armies that threatened to destroy Siddar, then against those that tried to fill the void left by Lahadar for their own ends. The Temple of the Reborn acknowledged Samar as the new Chosen of Horan, and he was made rana.\n\nAs time passed, Samar sought to have the small port of Siddar become more like that which was promised in Lahadar's vision. New kingdoms had been established by the pilgrims who had been scattered along the great river journey long before. Samar reached out to those kingdoms with diplomacy and the support of the Temple, and many of the nearby lands recognized him as their sovereign, declaring him Mahrana, the first emperor of Alabar.
These small, hardy lizardfolk inhabit the upper platue of the Azure Wall, from the shores of the eastern sea to deep within the interior. Mostly a glistening white with pale blue underbellies, frost fangs have iguana-like heads, sporting long crests and dewlaps, as well as leathery fringes from the backs of their arms and along their tails. Though somewhat lethargic, they are resourceful survivalists, having learned to exploit a number of niches to acquire food, whether it be in the sea, ice cliffs or tundra. Though the ice always remains, it is always changing, and frost fangs tend to be a nomadic lot.\n\nThe frost fang lizardfolk have the following racial traits:\n*''Ability Score Adjustments:'' +2 Constitution, -2 Dexterity\n*''Size:'' Small\n*''Speed:'' Base land speed is 20 feet, Climb 10.\n*''Natural Armor:'' A frost fang's scaly skin provides it with a +1 natural armor bonus to its Armor Class.\n*''Tail:'' A frost fang's tail gives it exceptional balance, and a these lizardfolk gain a +4 racial bonus on all Balance and Jump checks.\n*''Camouflage:'' Frost fangs coloring, generally a glistening white with a pale blue underbelly, provides them with a +2 to Hide checks in snowy or icy environments.\n*''Cold Endurance:'' Frost fangs receive a +4 racial bonus on Fortitude saves made to resist the effects of cold weather.\n*''Lowlight Vision:'' A frost fang can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.\n*''Artic Stride:'' When moving over snow or ice covered surfaces, whether natural or magical, a frost fang may ignore any movement penalties for difficult terrain. This includes overland movement rates. They also do not suffer any Climb check penalties for slippery surfaces if the condition is due to ice.\n*''Awkward Build:'' Due to their tails and posture, frost fangs must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.) \n*''Languages:'' Common and Draconic. Bonus languages: Giant, Aquan.\n*''Favored Class:'' Frost Fang, Ranger\n!!!Frost Fang Racial Class\n''Hit Die:'' d8\n''Skill points at 1st Character level:'' (2 + Int bonus) x 4\n''Skill points at higher levels:'' 2 + Int bonus\n''Class Skills:'' Balance (Dex), Climb (Str), Jump (Str), Swim (Str), Survival (Wis)\n''Weapon and Armor Proficiency:'' Lizardfolk are proficient with all simple weapons and shields.\n|!Level |!BAB |!Fort |!Ref |! Will |! Special |\n| 1 |+0 |+0 |+2 |+0 |Natural Weapons, +1 Natural Armor, Swim +4 |\n| 2 |+1 |+0 |+3 |+0 |Cold Resistance 5 |\n| 3 |+2 |+1 |+3 |+1 |+1 Natural Armor, Hold Breath |\n| 4 |+3 |+1 |+4 |+1 |Glide |\n*''Natural Weapons:'' A 1st level frost fang can attack with its natural weapons, 2 claws (1d3) and a bite (1d3). The lizardfolk also qualifies for the multi-attack feat.\n*''Skill Bonus:'' In addition to their ease of movement across the snowy plains or icy cliffs of their homeland, frost fangs learn to endure the chilly waters there as well. At 1st level, they receive a +4 on Swim checks.\n*''Cold Resistance:'' As a result of near constant exposure to the bitter freeze of the lands along the Azure Wall, frost fangs develop a strong resistance to cold early on in their class, gaining this benefit at 2nd level.\n*''Hold Breath (Ex):'' At 3rd level, a frost fang gains the ability to hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\n*''Glide (Ex):'' At 4th level, frost fangs become true masters of their environment. In addition to being able to walk, climb and swim with ease in the artic regions, they gain the ability to surprise prey from above or leap off cliffs to escape predators. The long, scaly fringes growing from their arms and tails grow together enough to let them glide short distances, moving forward 10 feet for every five feet they fall. While gliding a frost fang's movement is 40 feet. They are considered Clumsy fliers for purposes of turning and minimum speed, and may not ascend under their own power, or dive with any degree of control. Attempting to do either will cause a frost fang to lose control of the glide and enter freefall. If a frost fang does falls from a height of 20 feet or more, he may make a Dex check vs DC 10 to begin gliding instead of falling, beginning at the halfway point of the fall. Even if the Dex check is failed, a frost fang capable of gliding always takes damage as if a fall were 20 feet shorter than it actually is.
If a character rolls a natural "1" on an attack roll, this indicates a fumble "threat". The character then needs to confirm the fumble by making an attack roll against a DC 15 at the same bonuses as the original roll. A miss means the character has suffered some mishap. Use the tables below to determine the results.\n\n''Special Notes:''\n*Characters with multiple attacks use their //highest// attack bonus for the round when confirming fumbles.\n*Fumbles cannot cause additional criticals, fumbles, ~AoO's or attacks beyond the result description\n*Attacks resulting from fumbles cannot benefit from feats (such as Cleave) unless otherwise stated\n*For ''Sunder'' or ''Smash'' results, see //PHB// page 166 for item hardness and hit points.\n|>|!Melee Attacks (roll d20) |\n|!01-02:|''Lose Grip:'' Fumbler's weapon has turned in his hand, causing a -2 penalty to attacks for the next round|\n|!03-04:|''Disarmed:'' Fumbler's weapon falls 1d4-1 squares from him. Roll d8 for direction, with the square directly in front of the character as position "1" and count clockwise|\n|!05:|''Drop Defense:'' Fumbler provokes an Attack of Opportunity from the opponent he was attacking|\n|!06-07:|''Stumble:'' Fumbler has tripped up on the battle field and loses his next Move action (this round or next) as he seeks to regain his footing|\n|!08-09:|''~Off-Balance:'' Fumbler has lost his balance and has a -2 to AC for one round as he seeks to right himself. Opponents also have a +2 to any opposed checks for Trip, Bull Rush or Overrun attempts against the fumbler for the round|\n|!10:|''Injure Self:'' Fumbler has stuck himself with his own weapon, twisted an ankle, dislocated a shoulder or otherwise hurt himself for d6 damage.|\n|!11-12:|''Wrong Target:'' Fumbler strikes random target in his threatened area (friend or foe) other than the one intended. Make an attack roll using the same modifiers as the initial fumbled attack. |\n|!13-14:|''Sunder Weapon:'' Roll normal damage of opponent's weapon and apply it to fumbler's weapon as if making a Sunder attempt|\n|!15-16:|''Sunder Armor:'' Roll normal damage of opponent's weapon and apply it to fumbler's armor as if making a Sunder attempt. For every five hit points of damage, the armor's AC bonus is reduced by 1.|\n|!17-18:|''Sunder Shield:'' Roll normal damage of opponent's weapon and apply it to fumbler's shield as if making a Sunder attempt. If fumbler has no shield, apply to armor as above.|\n|!19:|''Sunder Item:'' Roll normal damage of opponent's weapon and apply it to a random item on fumbler's person (other than weapon, armor or shield) as if making a Smash attempt.|\n|!20:|''Special:'' DM's picks, rolls again, or applies any other result he sees fit|\n\n|>|!Ranged or Thrown Weapon Attacks (roll d20) |\n|!01-04:|''Drop Ammo:'' drop ranged weapon's ammo or thrown weapon in your square|\n|!05-07:|''Lose Weapon:'' thrown weapon slips out of Fumbler's hand; roll 1d4 for distance in squares, d8 for direction. Ranged weapons are dropped in fumbler's square and become unloaded|\n|!08-13:|''Wrong Target:'' Make an attack roll against a random target (friend or foe) within 20' of the original target, using the same modifiers as the initial fumbled attack. For thrown weapons, creatures within 20' of the attacker may also be accidentally targeted. |\n|!14-17:|''Sunder:'' for a bow or crossbow, the string breaks. All other weapons, roll normal damage plus modifiers as if making a Sunder attempt against the weapon|\n|!18-19:|''Injure Self:'' roll 1d6 or base weapon damage, whichever is lower, and apply to self|\n|!20:|''Special:'' DM's picks, rolls again, or applies any other result he sees fit|
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Clan ~GemStalker is one of a few dwarven clans that have embarked upon a controversial venture with the elves of [[House Quarnevae.|Quarnevae]] The ~GemStalker clan is one of the most successful.\n\nThe grey elves, using their powerful divination magics and intimate knowledge of astrology, are able to predict where veins of rare celestial ores, such as vessite and vessium, will concentrate enough for suitable mining. These uncommon minerals, deposited by the fall of the moon Sumet, are required in the creation of most arcane magical items. The elves have also created a small fleet of magical ships capable of sailing overland to get to these mining locations quickly when they appear.\n\nThese resources and knowledge are offered to clans such as ~GemStalker in exchange for a portion of the ore mined by the dwarves. In addition, clan members are also indentured, usually for a period of ten years, working on building and mining projects in the mountain homes of House Quarnevae. After this,they are assigned to a land ship controlled by their clan.
Born from the cradle of the ruined [[Empty Land]], the giant races of Tian came into being only a few generations after the [[Fall of Vessa's Throne]]. It is believed that their ancestors where the human populace of the kingdoms of Bendara.\n\nTheir violent and evil nature betrays the taint of [[Eleron]] in their souls, but many also seem to have affinities to particular elements, as the raw stuff of creation was also stirred up upon the impact of the moon, and mingled with their essence.\n\nWith a few exceptions, the giant races are prevented from leaving the Empty Land, due to the vigilance of the [[dwarven clans|Dwarves]] who ceaselessly guard the mountain passes of Horan's Shield.\n*[[Ulykos]], also known as half-giants, may be played as a PC race.
''Lord of Elemental Fire''\n(Lesser Deity)\n\n''Symbol:'' Three-tongue lick of flame on grey\n''Alignment:'' CE\n''Portfolio:'' Elemental Fire, Rage, and Destruction\n''Domains:'' Chaos, Destruction, Evil, Fire, Wrath\n''Favored Weapon:'' Warfork\n\nOf the Oversouls, rage-filled Glar (GLAHR) thirsts for revenge against [[Horan]] and the mortal world more than any other. He believes it was his gift of flame to the sun god that allowed Horan to craft the weapon used to defeat the elemental gods. Usually depicted as a broad-shouldered, centaur-like fusion of man and lion, with a body of red-hot coals and a mane of wild, roaring flame, Glar sees his element of fire as struggling to be free from all the creations of the gods of the sky. It just needs the proper conditions to initiate its release. \n\nCreating those conditions are the passion and obsession of both deity and his followers. The fire lord appears to fear no one, though he is cautious toward his sibling [[Konas]]. He believes he could even defeat him, if the Elemental Lord of Water could be contained so that Glar could boil him away. He would then be free to incinerate the world, filling the air with flame and melting the earth to magma.\n\nPriest of Glar prepare their spells at noon. They revere the summer equinox as a holy day, but will celebrate during the time of any great fire, especially one that brings suffering to a community. His followers are quick tempered and vengeful, sometimes going to extreme lengths to punish those they believe have offended them. Priest of Glar may not cast any spells with the Water descriptor.
After [[Horan]] had fashioned the defeated [[Elemental Lords|The First]] into the [[Reborn Gods]], bits and pieces of their essences remained behind. [[Flannadan]], the Journeyman, asked to have these bits, wanting to see what he might make from them. He tinkered about for a great while, sometimes being accused of neglecting his duties at the forge.\n\nEventually, he shaped a race which appealed to his sense of whimsy - the gnomes. He fashioned four distinct types, each subtly reflecting aspects of the primary element from which they were made. All the gnomish races get along well, often trading favors in each others' area of interest.
The powers of Tian were once few and pure, but with each new generation, they grew in number and complexity, serving and served by the needs of the mortal souls who worship them.\n\n[[The First]] - These are the gods that were at the beginning, without whom there would be no beginnings at all. They include Urora and the Elemental Lords who defeated him.\n\n[[Gods of the Sky]] - These gods include Natia and the divine spirits of the sun and moons given to her by the Elemental Lords\n\n[[Reborn Gods]] - The Reborn Gods are those shaped by Horan from the bodies of the vanquished Elemental Lords\n\n[[Second Generation]] - The Second Generation of Gods are either children of the Gods of the Sky and/or the Reborn Gods, or came into existence by some other means after the [[First Age of Chaos]]. Most are minor deities.\n\n[[Other Gods]] - The Other Gods are not actually gods at all, but through worship of various mortal races, some have gained a small measure of divinity. Most are powerful creatures that were created during the First Age of Chaos.
These gods include Natia and the divine spirits of the sun and moons given to her by the [[Elemental Lords|The First]]\n*[[Horan]] - The First Born, The Sword of Heaven, The Wanderer\n*[[Natia]] - The Star Mother, the Sky Goddess\n*[[Cirem]] - The Watcher in the Woods\n*[[Thanoril]] - The Mad God, the Trickster, the Unlucky\n*[[Vessa]] - Goddess of the Dawn\n*[[Kordas]] - God of Conquest, the Horned God
Gray elves have the same racial traits as elves presented in the //Players Handbook//, except as noted here.\n\n''Adventurers:'' The gray elves have many different beliefs about what the ultimate goals of their arcane studies are, but putting together a complete picture of what the stars in Tian's sky hold is central to all of them. Given this dedication to their arts and the isolation of their homeland, the grays are assumed to be a reclusive race.\n\nIn fact, they often travel to far away places following their magical pursuits. For the gray elves, it is important to find the pieces of the puzzle that other lands may have already discovered.\n\n''Physical Description:'' Gray elves have light complexions, with blonde, brown or, more rarely, copper-red hair. Their eye color runs the entire gamut of shades in blue and violet.\n\n''Gray Elven Racial Traits:''\n*+2 Int, -2 Con\n* ''Bonus Languages:'' Abyssal, Auran, Aquan, Celestial, Dwarven, Ignan and Terran\n* ''Favored Class:'' Wizard\n
Tian's major cycle of myths deal with the rise of the major gods, and the important events which have shaped the world into what it is today.\n\n[[Creation of Tian]] The great Void is defeated, and the sky goddess and the elemental gods are revealed. The world is shaped by their children's hands.\n\n[[First Age of Chaos]] The elemental gods try to take back the world from their offspring. Divine war rages across the lands. Horan defeats his elders and the Reborn gods are fashioned from their remains.\n\n[[Fall of Vessa's Throne]] During the First Age of Chaos, Thanoril took revenge against the elemental lords for the death of his sister. His madness scarred the face of Tian forever.\n\n[[Second Age of Chaos]] Haunted by dreams of what they once were, the Reborn Gods give rise to the Oversouls. The kingdoms of man forget their true protectors as they are seduced and nearly destroyed by the new dream gods.
Green elves represent the race as [[Cirem]] originally fashioned them, and are the most common. Their devotion to duty is well known, though differing interpretations of that duty split them into the [[Great Houses|Elven Houses]], five of which remain.\n\nGreen elves have the same racial traits as elves presented in the //Players Handbook//, except as noted here.\n\n''Physical Description'': Green elves tend to have olive or tan skin, black or brown hair and green, brown or blue eyes.\n\n''Green Elven Racial Traits:''\n*+2 Dex, -2 Con\n*''Bonus Languages:'' Draconic, Giant, Gnoll, Gnome, Goblin, Orc, and Sylvan\n* ''Favored Class:''\n**Houses [[Rilivae]], [[Tha'hadon]] and [[Melicas]] - [[Ranger]]\n**House [[Lathalys]] - [[Druid]]\n**House [[Kesirek]] - [[Bard]]\n(The birth House of a green elf is decided at character creation)
Not a hybrid, but a race unto themselves, half-orcs were corrupted in mind and body long ago by the taint of the [[Empty Lands]]. However, they still see themselves as free in spirit, pursuing their own destiny as passionately as any of the other races created by the gods. \n\nHalf-orcs have the same racial features as presented in the //PHB//.
During the [[First Age of Chaos]], the halfling race suffered considerably, never completely recovering. Their country of Bendara was destroyed by the [[Fall of Vessa's Throne]], and the lands they fled to were already claimed by others. They were forced to become a wandering people.\n\nThe goddess [[Puryil]] took pity on them, for they had once represented the epitome of a peaceful and civilized culture, if a simple one. To each clan she gave a coal from her hearth in Natia-Ran, that they might carry with them some of the warmth and comfort that made them who they are. Each traveling band carries their eternally burning coal with them in a special cast-iron box, using it to start their campfires each night. Though they have no country, the Bendaran halflings still cherish the values of fellowship and family, and have made the campfire the center of their transient existence.\n\nThe Bendaran halflings represent the race as they are described in the //Players Handbook//. \n!!!Paxinian Halfings\nPaxinians are the exception to the roving lifestyle of the halflings. On the western side of the Onniva river delta, the humans of the country of Pax offered part of their land to a group of wander-weary halflings, who gladly accepted. Those halflings established the region of Paxinia, quickly turning back to the simple, comfortable life they once had. They have, however, not forgotten the many trials they faced to reach their new home, nor the graciousness of their human patrons, and will resolutely defend their adopted homeland.\n\n Paxinians use the halfling description in the //Player's Handbook//, except as noted here:\n* Because they no longer endure the hardships most of their kind still face, Paxinian halflings do not get the standard +1 luck bonus on saves as other halflings. Instead, they have learned many things from the humans of Pax, especially in terms of defense of their country. Paxinians receive one free feat at first level.\n* Paxinian haflings preferred class is [[Fighter]].
The Har'Arasi are both the physical and spiritual leaders of the [[Arasi]] prides, as they resemble most closely the lioness Shoba, from whom they were born.\n\nAmong the Arasi, clerics of Basa are exclusively females of this caste. Their word is law within each clan, and disobedience can result in banishment or worse. Their responsibilities cover almost every aspect of Arasi life, but most notably prayers and rituals related to hunts and fertility rites.\n\nThe male Har'Arasi are the warrior chiefs, acting as leaders in battle and protectors of the clergy of Basa. Better trained than the barbarian mongrels they lead, they often surprise more advanced cultures they encounter with their fighting prowess.\n!!!Har'Arasi Racial Class\n''Hit Die:'' d8\n''Skill points at 1st Character level:'' (2 + Int bonus) x 4\n''Skill points at higher levels:'' 2 + Int bonus\n''Class Skills:'' Balance (Dex), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge [Religion] (Int), Listen (Wis), Search (Int), Spot (Wis)\n''Weapon and Armor Proficiency:'' Har'Arasi are proficient in all simple and martial weapons, with light and medium armors, and with shields.\n|!Level |!BAB |!Fort |!Ref |! Will |! Special |\n|1 |+0 |+0 |+2 |+0 |Roar |\n|2 |+1 |+0 |+3 |+0 |Pounce |\n|3 |+2 |+1 |+3 |+1 |+2 Cha, Bite |\n* ''Roar:'' Once per day as a standard action, a Har'Arasi may roar in such a fierce manner that all opponents within 30' feet must make a Will Save or become shaken while the Har'Arasi is in combat. The save DC is equal to [10 + 1/2 HD + Cha Mod]. This ability is considered a fear effect.\n* ''Pounce:'' When charging a flat-footed foe, Har'Arasi may make a full attack at the end of the charge.\n* ''Bite:'' the Har'Arasi gains the ability to bite as a secondary natural attack, dealing damage equal to (1d4 plus ½ Str bonus). He also qualifies for the Multiattack feat.
\n''Action:'' Swift \n\n''Duration:'' 1 round + 1 per four caster levels\n\n''Effect:'' For the duration of this channeling, all your cure spells with a range of touch increase to a range of 30 feet. This does not include spells cast from an item, such as a wand or scroll. This is a positive energy effect. \n\n''Special:'' Selecting this technique a second time increases the range to 60’, and its use can affect spells cast from items as well. \n\n
\n''Action:'' Swift\n\n''Duration:'' 1 round + 1 per four caster levels \n\n''Effect:'' When this channeling is activated, you gain a +1 enhancement bonus on all skills and checks involving a STR modifier, such as Jump checks, opening doors, and actions such as bull rush, grapple and sunder. The bonus increases another +1 for every four caster levels. This bonus does not apply to normal combat attack or damage rolls. \n \n''Special:'' Selecting this technique a second time actually gives you a +1 enhancement bonus to Strength per two caster levels. This benefit replaces the effect given by the initial selection of this technique.
Inhabiting most of the farmable land in their home country, hill gnomes tending to live in small, wooded villages, with homes built into the hillsides. With their settlements scattered throughout the [[Great Forest]] near the [[Empty Lands]], hill gnomes come in contact with a greater variety of races than their cousins, and have learned a number of skills to help them deal appropriately.\n\nIn addition to the standard [[ Gnomish Traits]], Hill Gnomes have the following racial features:\n* ''Weapon Familiarity:'' Gnome hooked hammer\n* +2 racial bonus on saving throws against charms\n* +1 DC for all saving throws against Charm spells cast by hill gnomes\n* +1 racial bonus on attacks vs. kobolds and goblinoids\n* +4 dodge bonus to Armor Class against monsters of the giant type\n* +2 racial bonus on Listen Checks\n* +2 racial bonus on Craft (alchemy) checks\n* ''Bonus Languages:'' Draconic, Dwarven, Elven, Giant, Goblin, Orc, Sylvan, Terran\n* ''Speak with animals type:'' burrowing mammals\n* ''~Spell-Like Abilities:'' //daze, know direction, message//
Classes developed specifically for the Tian campaign.
''The First Born, The Sword of Heaven, The Wanderer''\n(Greater God)\n\n''Symbol:'' Eye centered on a yellow disk, surrounded by eight triangular rays\n''Alignment:'' LG\n''Portfolio:'' Day, Wisdom, Rulership, and Humanity\n''Domains:'' Creation, Good, Law, Nobility, Sun, Time, War\n''Favored Weapon:'' Falchion\n\nGod of the sun, Horan (~HOR-ahn) is a strong but patient deity, usually depicted as a hawk-headed, powerfully built man, with feathers of red and gold fire. Later representations show him blind in one eye. He was the first deity created by the [[Elemental Lords|Foundation]] as a gift to the sky goddess, [[Natia]]. \n\nRevered as a god of creation, protection and wisdom, Horan is considered the first true king, the model for all human rulers after him. While his prowess in battle was unparalled, he was beset by a great war-weariness after the [[First Age of Chaos]], abdicating the celestial throne to his daughter [[Cirem]]. Taking up the role of a wandering deity, Horan also serves as a source of inspiration and speculation amongst philosophers and observers of human nature. \n\nClerics of Horan receive their spells at noon, when his power is at its peak. Holy days are celebrated to commemorate his defeat of the Elemental Lords, his abdication of the celestial throne, the coronation day of the current Mahrana and of notable past emperors. The summer and winter solstices are also days of import.
The period of time after the [[First Age of Chaos]] was known as the ''Age of Man'', and for good reason. [[Horan's|Horan]] favorite creation flourished in the temperate plains north of the ~Abbor-Alz mountains, building the first mortal empire. Many sought out other lands, and soon the race was spread to the four corners of the world.\n\nThe [[Second Age of Chaos]] brought an end to this era, however. The rich, agricultural lands where the mightiest kingdoms had once stood was laid to waste, becoming the [[Jari Desert]]. Refugees wandered to find new homes, and human cultures which had not been part of the old empire became more isolated still.\n\nEven though another short-lived empire has risen since that time, humankind never regained its former status. Splintered into more factions than any other race, many scholars fear a central and common vision for humanity will remain elusive until the cracking of the celestial dome.
The various humanoid races of Tian have a diversity of origins. The major groups, most notably humans and elves, where created during the ascendence of the [[Gods of the Sky]]. Others were given life by divine or semi-divine beings later in Tian's history, for purposes which case them to occasionally come into conflict with the older races and each other.\n\nThe last group, at odds with almost all, are those spawned in the [[Empty Land]] after the [[Fall of Vessa's Throne]]. Most numerous are the orcish and goblinoid races, who arose from the elven and halfling peoples, respectively, living in the ancient kingdoms of Bendara. During the [[Second Age of Chaos]], these races were organized [[Kordas]] to fight the [[Oversouls'|The First]] attempts to gain a foothold in the Empty Land. Disinherited by the other gods, many orcish tribes and a few goblin one still follow Kordas or his sons, and these dispossessed have often served as the army Kordas was never able to create for himself.\n\nIn addition to the more traditional PC humanoid races, the feline [[Arasi]] are an option available to players as well.
One of the older races living on Tian, human civilizations exist primarily scattered along the Onniva river valley.\n\nHumans have the same racial characteristics as presented in the //Player's Handbook.//
* Govt.: varies kingdom to kingdom, mostly monarchies and theocracies\n* Chaos and treachery, "standard" D&D cities
Ice elves (also known as the Winter Elves) have the same racial traits as elves presented in the //Players Handbook//, except as noted here.\n\n''Adventurers:'' Ice elves occasionally journey throughout Tian, usually in the role of wandering do-gooders or demon hunters, though sometimes traveling on missions of great importance. Spotting an ice elf away from his homeland is considered a sign of good fortune.\n\n''Physical Description:'' Ice elves have albino-white skin, with white, silver or grayish hair which sometimes has a hint of green or blue. Their eyes tend to have irises that are either solid black or bright blue, with almost nothing in between. Ice elves have the following racial traits:\n\n''Ice Elven Racial Traits:''\n* +2 Wis, -2 Con\n*''Cold Tolerance:'' Ice Elves are comfortable in frigid environments. They receive a +4 to Fortitude saves for exposure to cold (see "Cold Dangers", //DMG// pg 86)\n*+2 Racial Bonus on Survival Checks\n*Ice Elves do not receive a bonus to Search checks, or automatically get a roll for Secret Doors\n*''Bonus Languages:'' Abyssal, Dwarven, Giant, Infernal, Gnomish\n*''Favored Class:'' Cleric
You are adept at avoiding blows in combat. (This feat replaces the ''Dodge'' feat from the //Player's Handbook.// Also see [[Combat House Rules|CombatHouseRules]])\n\n''Prerequisite:'' Dex 13.\n\n''Benefit:'' You receive a +1 dodge bonus against all melee attacks. Optionally, you may designate a single opponent and receive a +2 dodge bonus to Armor Class against melee attacks from that opponent, but losing the +1 bonus against all others. At the beginning of your turn, you may select a new opponent, or change back to dodging all opponents at the original +1 bonus.\n\nA condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.\n\n''Special:'' A fighter may select Improved Dodge as one of his fighter bonus feats.
You are skilled at using a normal melee weapon to incapacitate a foe rather than killing them.\n\n''Prerequisites:'' Int 13+, Weapon Focus\n\n''Benefit:'' Select a normal melee weapon that you have chosen for the Weapon Focus feat. When attacking with that weapon, you may ignore the penalty for striking to subdue.\n\n''Normal:'' Attacking to inflict subdual damage with a normal melee weapon incurs a -4 penalty.\n\n''Special:'' You may take this feat multiple times. It does not stack. Each time you take this feat, it applies to another weapon that you have selected for the Weapon Focus feat. A [[Fighter]] may select Improved Subdual as one of his fighter bonus feats.'
Sections which need completing\n\n
*Govt.: Incan style "empire", though most cities are fairly autonomous\n* Earth and Wood Elementals, Yuan-ti, Emerald Thorn lizardfolk, jungles of animated plants, gold major export, cannibals, barbarian tribes, many trading posts established by merchant princes, dinosaurs!
The [[Craft Jewelry]] item creation feat is available to characters at fifth level. This feat replaces the [[Forge Ring]] feat, and follows the same rules for creating rings as detailed in the //DMG//, except as noted here.\n\nWhen a magical piece of jewelry is crafted, it must be created with at least a +1 bonus of a type listed on the table below. A piece of jewelry may not have more that one type of bonus. The creator's caster level must be at least three times the bonus of the ring. If the ring has both a bonus and a special ability, the higher of the two caster level requirements must be met. The jewelry crafter must be of the appropriate [[Magical Disciplines]].\n|!Bonus Type |!Disc. |!+1 |!+2 |!+3 |!+4 |!+5 |!+6|\n|Ability |Any| - |4000 | - |16000 | - |36000|\n|Armor |Arcane |1000 |4000 |9000 |16000 |25000 | - |\n|AC (Deflection) |Divine |2000 |8000 |18000 |32000 |50000| - |\n|AC (Other) |Varies |2500 |10000 |22500 |40000 |62500| - |\n|Natural Armor |Nature |2000 |8000 |18000 |32000 |50000 | - |\n|Save Bonus (Resist.) |Any |1000 |4000 |9000 |16000 |25000 | - |\n|Save Bonus (Other) |Varies|2000 |8000 |18000 |32000 |50000 | - |\n|Elemental Resist.* |Any|4000|12000|20000|28000|36000|44000|\n|>|>|>|>|>|>|>|* ^^points of resistance = (bonus x 5)^^|\nMagical jewelry can be created for any of the following body slots: head, neck, arms/wrists and hands. Items for the arms or wrists must be fashioned in pairs to function. A total of two rings may be worn on the hands, and other magical, non-jewelry items (gloves or gauntlets) may be worn over them.\n\nThe bonuses listed on the table above are typically only available to jewelry pieces. Other items that grant these bonuses do not exist for the Tian campaign, such as Cloaks of Resistance, Belts of Giant Strength, etc. In addition, many Wondrous Items that could be considered jewelry and are associated with body slots listed above now require the ''Craft Jewelry'' feat instead of ''Craft Wondrous Item''.\n\nSuch items might also need an initial bonus added to them, raising their cost. Divine items typically grant a Protection (AC [Deflection]) bonus, while Arcane items grant an Armor bonus. Check with the DM first before pursuing the creation of such items. \n\nIf a piece of jewelry has at least a +1 bonus, other abilities may be added to it. These abilities to not require a body slot affinity, but multiple similar abilities do not receive a discount. In fact, each dissimilar ability added after the first increases that ability's market value by 50%.\n\n''Formula:'' The various bonus types that can be added to to jewelry are learned upon gaining the feat. Any additional properties added to magical jewelry require [[Formula]].
''The Sailor''\n(Lesser God)\n\n''Alignment:'' NG\n''Portfolio:'' Ships, Sailors and Fishermen\n''Domains:'' Water, Luck, Protection, Trade^^1^^, Travel\n''Symbol:'' Sailboat cresting a wave\n''Favored Weapon:'' Sea Spur (Gaff hook)\n\n(~KAH-sus)
This structure, located a handful of leagues outside of [[Siddar]], was where [[Phad Karazon]] allowed the faithful nobility, merchants, warlords or any other sycophants he deemed useful to take the bodies of youthful, healthy prisoners as their own, becoming virtually immortal. A great Soulbox, known as ~BlackSnare, was held within, which took the life force of the prisoners to feed [[Urora]], leaving their empty bodies easily taken over by another spirit.\n\nA great number of experiments and extensive research were also performed in the Keep, dealing with the nature of life and its essence. Many hybrid creatures resulted from these experiments, such as owlbears, which are now common guard creatures in southern Alabar.\n\nThe Keep was destroyed during the return of [[Mahrana Artoran]]. The [[Mahrani Selindra]] has been working to restore it, though many of its secrets have been lost, including ~BlackSnare, without which the Keep's primary function is greatly hampered.
Kesirek (NG) has the most settled areas within its borders, as the forests under their guardianship extend into the northern parts of the [[Hundred Kingdoms]]. They are also the House which has the most influence on, and is most influenced by, the human nations around them.\n\nThe elves of Kesirek have even engaged in all out war with humanity, fighting both alongside and against, when [[Phad Karazon]] attempted to conquer their homelands.\n\nKesirek has a good relationship with the [[Temple of the Reborn]], especially the teachings of [[Voan]]. They have a passion for sharing their history and culture, and learning the same from the other races. The House has many extensive libraries, and is home to one of the most renowned bardic colleges on the continent.
This skill represents the study of the positions and movements of heavenly bodies, constellations and legends regarding them, and the interpretation of unusual celestial phenomena. It also gives some working knowledge about the nature of celestial creatures.\n\n''Check:'' Knowledge (Astrology) may be used to answer questions on the subject with varying degrees of difficulty, similar to all other Knowledge skills. In addition, you may perform the following task:\n\nOnce per day, you can chart someone's horoscope by making a roll against a DC 20. You must know the date and place of the subject's birth. If the roll is successful, then you produce a scroll that will cast an //Augury// spell (once) when it is consulted. The success of the Augury is 70%, with a bonus of +1 per point over the DC (ie. if you total a 24 on your roll, you have a +4% success chance to the Augury).\n\nThe horoscope is not particularly accurate over the long term: every day after the chart is drawn penalizes the Augury by -10%. It requires an hour to craft a person's horoscope.
''Lord of Elemental Water''\n(Lesser Deity)\n\n''Symbol:'' White crested wave on deep blue\n''Alignment:'' NE\n''Portfolio:'' Elemental Water, Subtlety, and Tactics\n''Domains:'' Cold, Domination, Evil, Planning, Water\n''Favored Weapon:'' Spear\n\nThe Lord of Elemental Water is usually represented as a blue fish-like creature with a thin-but-muscular human torso and the head of a gull, and four tentacles instead of arms. Konas (~KOH-nahs) is a power-hungry deity, but prefers to defeat his enemies through subtley and well-laid plans rather than sheer brute force. Likewise, his followers are involved in conspiracy, corruption or manipulation as they seek places of power, working their way in like water seeping into the cracks of society. They will, however, be at the forefront of any coupe or power-struggle resulting from their machinations, and are typically expert tacticians.\n\nAs the god who overthrew [[Urora]], his pride was deeply wounded when he in turn was defeated by [[Horan]]. He now turns all his guile toward returning to the world, and his cult is often cited in legend as the discoverers of the [[Jari Stone]]. Once regaining his original seat of power, his ultimate ambition is to completely drown the world, a plan which often gains him followers with evil aquatic races.\n\nPriests of Konas prepare their spells at mid-morning or mid-afternoon, at the high or low tide. Their holy days are at the times of the Great Tide, when the combined influence of Tian's moons pull at the oceans with greater effect. Catastrophic floods are also occasions of celebration.
''God of Conquest, the Horned God''\n(Intermediate Deity)\n\n''Symbol:'' Bloody ram's horn wrapping hilt of downward pointing scimitar\n''Alignment:'' NE\n''Portfolio:'' Conquest, Revenge, Treachery\n''Domains:'' Evil, Destruction, Death, Hatred, Suffering, War\n''Favored Weapon:'' Scimitar\n\nKordas (~COR-dahs), once a god of great physical beauty, is depicted with a visage of nothing but a fleshless skull adorned with curling ram's horns. He is normally shown dressed in deep red cloaks worn over his elaborate armor.\n\nHis resentment of the other gods of the sky stained even deeper by the loss of his handsome features during his [[encounter with Urora|The Vanity of Kordas]], the primary goal of Kordas is to subvert the followers of his kin, or to chastise those who will not worship him. \n\nIn the ancient past, the mortal races often had small battles amongst themselves for rights to land, or over honor, following the laws of war set by [[Horan]]. Kordas saw that there were those who desired to take all that they wanted, and not stop at imaginary lines or codes. These power hungry leaders he wooed, promising his blessing and guidance in return for their worship. Soon the time known as the Age of Conquests had begun, centuries of less than noble warfare amongst the races. Even today, however, once kingdoms are lost or founded after such conflicts, the followers of the Horned God often dwindle, so that his potency ebbs and flows.\n\nEver frustrated, Kordas has taken other approaches to gather more power, including raising armies from the tainted souls of the [[Empty Land]], which first fought against the [[Oversouls|The First]] in the [[Second Age of Chaos]], but soon became a scourge of the other races. He has also had reltations with other powerful beings, trying to produce heirs to increase his allies amongst the gods. \n\nClerics of Kordas gain their spells at midnight, the time when his moon of black onyx holds sway. Holy days include anniversaries of great battles won in his name. Besides warlords and their armies, other worshippers of Kordas include those seeking power through more subtle, often duplicitous means, and mortals desiring revenge, an emotion the Horned God is most familiar with. An unwillingness to compromise is a common trait among his followers.
Lathalys (N) was formed in a time lost to memory, when a small group of elves sought to divine the secrets of Yadril, the symbol of all they were given charge. Seeking became worship, and as centuries passed, the World Tree became a force as powerful as a god. These elves called themselves the Leaves of Yadril, and established the ways of druidism.\n\nHouse Lathalys is somewhat reclusive, seeing the rest of green elven society as unenlightened, not understanding the true value of that which they are stewards. Though they rarely come in conflict with the other Houses, it has been known to happen, especially when the druids' activities employ elemental forces.
The //Player's Handbook// contains the "universal" list of arcane spells, available to casters regardless of where they learned their abilities. Most of these were originally deciphered from the patterns of the stars by the god [[Vicyen]] and the [[Lords of Twilight]]. \n\nWhen a wizard is entitled to add two free spells to his spellbook upon gaining a level, they may be selected from any d20 source, subject to DM approval and the restrictions listed below. Some published material is more appropriate for specific regions or races than others.\n!!!Necromantic Magic\nNecromantic spells can only be selected by Necromancy specialists. "Found" necromantic spells can still be learned as normal.\n!!!Racial Magic\nSpells from books dedicated to particular races will generally be allowed as bonus spells only to spellcasters of that race. Players are encouraged to consider these sources for their non-human wizards.\n*[[Dwarves]] are the only race with access to spells and feats related to rune magic (as described in //The Quintessential Dwarf// and //Heroes of High Favor: Dwarves.// )\n*[[Gray Elves]] are the only spellcasters able to utilize High Magic (from //The Quintessential Elf//.) \n*[[Green Elves - House Melicas:|Melicas]] This warlike elven house may select spells from the //Miniatures Handbook// and Mongoose's //Battle Magic.// \n*[[Green Elves - all others:|Green Elves]] The remaining houses of the green elves are the only wizards allowed to select the more nature-friendly Wu Jen spells from //Oriental Adventures.//Other restricted types of magic may be adopted based on future publications.\n!!!Bards and Sorcerers\nSpontaneous arcane casters follow the same race restrictions as detailed above when gaining new spells known. While they are free to select necromantic spells, note that this typically indicates fiendish blood somewhere in the character's ancestry.\n!!!Region-specific Magic\nThe spells of some d20 publications are more appropriate to different regions of Tian than others, and some suggestions are presented here. This list is for flavor only, and is not intended to limit a characters spell choice in any way.\n\n[[Alabar]]'':'' This once vast empire has acquired the magical knowledge of many different lands, as well as forming its own rich traditions. ~PCs from Alabar may want to learn spells from the //Player's Guide to Faerun//, or any of the other Forgotten Realms supplements. \n\nCharacters living closer to any of the desert regions in the empire will also find spells from //Sandstorm// to be a good fit.\n\n[[Hundred Kingdoms]]'':'' The many lands of the Hundred Kingdoms have dabbled in a great number of arcane methods, each trying to seek an advantage over their neighbors. A player from a specific area may want to adopt a particular d20 book as representing the "official" spells originating from his kingdom.\n\n[[Empty Lands]]'':'' Many of the spells in the //Book of Vile Darkness// trace their origins to this area.\n\n[[Elesher]]'':'' Characters from this elven house near the Azure Wall will find spells from //Frostburn// to be common in this region.
To gain spells beyond those listed in the //Player's Handbook//, a divine spellcaster may choose spells from any d20 source, subject to DM approval. However, the spell must be conceptually related to their deity's areas of influence, or otherwise appropriate to their class, such as light spells for a cleric of a sun god, or combat-oriented spells for a paladin.\n\nTo gain access to a new spell, the character must spend a day in prayer and meditation, burning incense and other materials worth 100gp/spell level during the process. At the end of the day, the character then makes a class level + Wis Modifier check against a DC of 15 + spell level. A successful roll indicates the character has been granted the spell by their deity and may add it to their spell list. Otherwise, the character has used up one half of the gp value of the materials and may try again later.\n\nIf a character performs the above check based on a spell they have found transcribed on a scroll or similar object, they receive a +2 on the roll (provided they are able to read the spell initially.) Having the assistance of someone who already knows the spell also gives a +2 bonus to the check.\n\n!!!Estates \nClerics may also chose to refine their domains a little further by selecting one of the Estates from //The Quintessential Cleric//, or by creating their own. Not all Estates are appropriate for particular deities. Consult with the DM first.
Here are more stories of the gods, their relations with each other and with mortal beings, including the origins of some of the more minor races.\n*[[The Vanity of Kordas]]\n*[[The Drowing of Ocussa]]\n*[[Arasi Myths]]\n*[[Ulykan Myths]]
This section will present rules for using libraries and books for researching information. A list of published systems this section will draw from is presented below:\n\n*//Encyclopaedia Arcane: Tomes & Libraries// from Mongoose Publishing\n
/***\n|''Name:''|ListWithTagsPlugin |\n|''Version:''|$Revision: 13 $ |\n|''Source:''| |\n|''Author:''|[[Paul Petterson]] |\n|''Type:''|List Macro Extension |\n|''Requires:''|TiddlyWiki 1.2.32 or higher |\n!Description\nExtends the TiddlyWiki ''list'' macro by adding the capability to list tiddlers that have a tag, a set of tags, or a complex criteria of tags. You can use tags, AND, OR, NOT (or && for AND, || for OR, and ! for NOT) as well as paranthese when building your expression.\n\n!Syntax\n* {{{<<list withTags Projects and Todo and not done>>}}}\n* {{{<<list withTags Tasks and (Urgent or Important)>>}}}\n\n!Sample Output\n''Example:'' lists all systemTiddlers that aren't also tagged with system (tests shorter/longer bug) and aren't also tagged with a big ugly non-existant tag. - so it should list systemTiddlers only!\n{{{<<list withTags systemTiddlers and not OIJDSFOIJSDFOIJSDFOIJSDF and not system>>}}}\n<<list withTags systemTiddlers and not OIJDSFOIJSDFOIJSDFOIJSDF and not system>>\n\n!Revision history\n$History: PaulsNotepad.html $\n * \n * ***************** Version 3 *****************\n * User: paulpet Date: 2/26/06 Time: 1:49p\n * Updated in $/PaulsNotepad3.0.root/PaulsNotepad3.0/PaulsPlugins/systemConfig\n * ported to TW 2.0\n * \n * ***************** Version 2 *****************\n * User: paulpet Date: 2/26/06 Time: 8:47a\n * Updated in $/PaulsNotepad3.0.root/PaulsNotepad3.0/PaulsPlugins/systemConfig\nv1.0.2 November 5th 2005 - fixed bugs arounding handling non-existing tags sometimes screwing up the expression.\nv1.0.1 October 12th 2005 - fixed bugs with single char tags, and tags with symbols in them showing up as non-existant tags.\nv1.0 October 11th, 2005 - Fixed all known bugs!\n<<<\n''Fixed:''\n* If a tag used in the expression doesn't exist (no tiddlers have that tag) then nothing will get listed.\n* If a tag //contains// another tag, then using the shorter tag will list results from the shorter and longer tags. For example if you have the tags ''test'' and ''testing'' and use ''test'' in an expression it will match tiddlers with both ''test'' and ''testing'' tags.\n* {{{<<list withTags not systemConfig>>}}} doesn't work but {{{<<list withTags !systemConfig>>}}} does.\n<<<\nv0.8 first public release (on purpose!)\nv0.7.5 fixed some bugs relating to non-existant tags throwing exceptions (simple comment block)\nv0.7 first accidental public release (no comment block on that one)\n\n!Code\n***/\n//{{{\n// For backward compatibility with TW 1.2.x\n// from UdoBorkowski\nif (!TiddlyWiki.prototype.forEachTiddler) {\n TiddlyWiki.prototype.forEachTiddler = function(callback) {\n for(var t in this.tiddlers) {\n,t,this.tiddlers[t]);\n }\n };\n}\nconfig.macros.list.withTags = {\nmakeTagRegexp: function() {\n // build us a regex of all our tags as a big-old regex that \n // OR's the tags together (tag1|tag2|tag3...) in length order\n var tgs = store.getTags();\n if ( tgs.length == 0 ) return null ;\n var tags = tgs.sort( function(a,b) { return (a[0].length < b[0].length) - (a[0].length > b[0].length) ; } );\n\n var exp = "(" + tags.join("|") + ")" ;\n exp = exp.replace( /(,[\sd]+)/g, "" ) ;\n var regex = new RegExp( exp, "ig" );\n\n return regex ;\n},\nnewCleaner: function( orig, cond ) {\n var tags = config.macros.list.withTags.makeTagRegexp() ;\n var step0 = orig ;\n var step1 = step0.replace( tags, "|" ) ;\n var step2 = step1.replace( /(?:^|\ss|\s||\s(|\s))(?:and)(?:\ss|\s||\s(|\s))/gi, "|" ) ;\n var step2 = step2.replace( /(?:^|\ss|\s||\s(|\s))(?:or)(?:\ss|\s||\s(|\s))/gi, "|" ) ;\n var step2 = step2.replace( /(?:^|\ss|\s||\s(|\s))(?:not)(?:\ss|\s||\s(|\s))/gi, "|" ) ;\n var step3 = "|" + step2.replace( /[\s(\s)]+|[&\s|]{2}|[!]{1}|[\ss]+/gi, "|" ) + "|" ;\n var step4 = step3.replace( /\s|{2,}/g, "|" ) ;\n\n var step5 ;\n if (step4.length > 1 ) {\n step5 = "(\s\s(|\s\s)|\s\s!|\s\ss|^)" + step4.substr(1, step4.length - 2) + "(\s\s(|\s\s)|\s\s!|\s\ss|\s\sn|$)" ;\n } else {\n step5 = null ;\n }\n\n return cond.replace( new RegExp( step5, "g" ), "$1false$2" ) ;\n},\nregexpBuilder: function(params) {\n var regex = this.makeTagRegexp() ;\n\n // build us string such that an expression that looks like this:\n // "tag1 AND tag2 OR NOT tag3" turns into :\n // /tag1/.test(...) && /tag2/.test(...) || ! /tag2/.test(...)\n var cond = params.slice(1).join(" ");\n cond = cond.replace( regex, "/$1\s\s|/.test(tiddlerTags)" );\n cond = cond.replace( /\ssand\ss/ig, " && " ) ;\n cond = cond.replace( /\ssor\ss/ig, " || " ) ;\n cond = cond.replace( /\ss?not\ss/ig, " ! " ) ;\n\n return cond ;\n},\nhandler: function(params) {\n var results = [];\n if ( !params || !params[1] ) return config.macros.list.all.handler( params );\n\n // var cond = this.regexpCleaner( this.regexpBuilder( params )) ;\n var cond = this.newCleaner( params.slice(1).join(" "), this.regexpBuilder( params )) ;\n if ( cond == null ) return results ;\n\n // look through the tiddlers, make a string of the tags in the tiddler\n // and eval the 'cond' string we made against that string - \n // if it's TRUE then the tiddler qualifies!\n store.forEachTiddler( function( title, tiddler ) {\n var tiddlerTags = (tiddler.tags?tiddler.tags.join("|"):"")+"|" ;\n try {\n if ( eval( cond ) ) results.push( tiddler );\n } catch( e ) {\n //if ( this[twd-logger] ) this[twd-logger].logMsg( "exception on eval()=" + e.description ) ;\n //displayMessage( "Exception = '" + e + "'" ) ;\n }\n });\n \n return results;\n//return results.sort(function (a,b) { return (a[0] > b[0]) - (a[0] < b[0]); });\n}}\n//}}}\n/***\nThis plugin is released under the [[Creative Commons Attribution 2.5 License|]]\n***/
The ability to read and write is not a given for all characters. The Literacy skill operates in a similar manner as Speak Language; i.e. it has no ranks, but is simply purchased once to be able to be able to read and write any of the languages which the character speaks.\n\n[[Bards|Bard]], [[wizards|Wizard]], and some [[monastics|Monastic]] have Literacy automatically as a class feature, requiring no points; the NPC classes Noble and Expert have it as a class skill. For all other classes, Literacy is considered a cross-class skill, requiring 2 Skill points.
\n''Action:'' Immediate\n\n''Duration:'' Instantaneous\n\n''Effect:'' Select one saving throw type: Ref, Fort or Will. This channeling functions exactly like the Luck domain’s granted power, except it only applies to the selected saving throw type. \n\n''Special:'' You may select this technique multiple times, each time selecting a new saving throw type for which it applies. Alternately, you may select a saving throw category for which you have already selected the re-roll effect. That saving throw type grants the benefits of the rogue’s Evasion class ability, allowing a successful save in that category to negate the results of an attack which would otherwise have a partial effect.\n
Spawned from the drops of [[Tiamat's|Tiamat]] blood that fell to the earth when [[Horan]] clove her heads from her body, lizardfolk have since scattered themselves widely across the deserts, jungles and other environs of Tian.
*''Multiattack'' only -2 for secondary attack\n*''Tail Swipe'' gain tail as secondary attack; d6 bludgeon, can't use bite in same round\n**''Exotic Weapon: Tail Spikes''\n*''Reptilian Healing'' x2 natural healing\n**''Reptilian Regeneration'' regain hit points equal to HD //every hour//\n*''War Horn'' gain horn as secondary attack; d6 piercing, double damage on charge\n*''Improved Natural Armor'' +1 natural armor\n*''Improved Natural Attack'' increase natural attack die size \n*''Natural Spikes'' body is treated as wearing spiked armor
The Lords of Twilight were summoned by [[Vicyen]] to as keepers of the magical disciplines.\n\n*Abjuration\n*Conjuration\n*Divination\n*Enchantment\n*Evocation\n*Illusion\n*Transmutation
//This creature has a body approximately the size and shape of a lion, but completely devoid of skin, its muscles and blood vessels plainly visible. It has a bony, whip-like tail almost twice its length, with a fleshy spade-shaped pad at the tip. The long, sinuous neck ends in a head resembling an eel's, with no facial features except for a large mouth full of wicked teeth.//\n\nEvil predators with uncanny senses, lupsans are capable of effectively blinding prey with a dense fog that allows them to press their sensory advantage. Found living near marshes and moors, as well as most temperate forests, lupsans tend to lair within small caves or abandoned buildings. Though capable of creating concealing mists artificially, they often hunt for food in the foggy conditions of early morning.\n\nPatient as they are gluttonous, lupsans will eat smaller animals when they have to, but are willing to wait for more substantial game closer to their own size. Such a meal will satisfy their hunger for a week or so, and for that time they generally become lethargic and non-aggressive. They may, however, stalk other creatures they encountered from a distance for a few days, keeping tabs on them for a later meal. \n\nThough their skinless bodies make them seem somewhat vulnerable, this exposed tissue is tough and leathery, and protects as well as thick hide. A lupsan is 6 feet long from head to rump, and is reddish brown in color. An average adult typically weighs about 300 pounds.\n\nLupsans are thought to have a primative language that they use when hunting together, though it is out of the normal human hearing range. They seem to understand simple Common.\n\n----\n\n''Medium [[Abberation|Abberations]]''\n\n''Hit Dice:'' 5d8+5 (27 hit points)\n''Initiative:'' +2\n''Speed:'' 40 ft. (8 squares)\n''Armor Class:'' 16 (+3 Dexterity, +3 natural), touch 13, flat-footed 13\n''Base Attack/Grapple:'' +3/3\n''Attack:'' Claws +6 (1d6) or Tail +4 (1d4) \n''Full Attack: '' 2 Claws +6 (1d6) and Bite +4 (1d8) and Tail +4 (1d4)\n''Space/Reach: '' 5 ft./5 ft (10 ft. Tail)\n''Special Attacks: '' Vampiric Bite, Sneak Attack\n''Special Qualities: '' Breath of Mists, Blindsight\n''Saves: '' Fort 2, Ref 4, Will 5\n''Abilities: '' Str 10, Dex 16, Con 12, Int 7, Wis 13, Cha 10\n''Skills: '' Listen +10*, Move Silently +10\n''Feats: '' ~MultiAttack, Weapon Finesse \n''Environment: '' Forest, Hills\n''Organization: '' Solitary or Pair\n''Challenge Rating: '' 5\n''Treasure: '' None\n''Alignment: '' Neutral Evil\n''Advancement: '' 6-8 (Medium); 9-11(Large)\n''Level Adjustment: '' -\n\n!!!Combat\nBefore engaging in battle, a lupsan will move quietly to get as close as possible to its prey. It will then engulf targets with its mist breath and begin sneak attacking with its tail from concealment. A hunting pair will also use flanking tactics. When facing multiple opponents, lupsans will attack weaker opponents first with their vampiric bite to help them last out the combat. \n\n''Blindsight (Ex):'' Through a combination of echo-location and sensitivity to vibrations in both the ground and air, lupsans can sense all foes within 60 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Negating a lupsan's hearing reduces this ability to normal ''~Blind-Fight'' (as the feat). \n\n''Breath of Mists (Su):'' Three times a day, a lupsan can exhale a cloud of vapors equivalant to an ''Obscuring Mist'' spell, with a caster level equal to the lupsan's hit dice.\n\n''Sneak Attack (Ex):'' A lupsan is able to sneak attack with its tail as a 3rd-level rogue, dealing 2d6 extra damage. \n\n''Vampiric Bite (Su):'' Damage a lupsan inflicts by biting an opponent is added to its hit points. These temporary hit points last 10 minutes per hit die of the lupsan. A lupsan will use its bite as a standard attack action if it feels it needs the hit points. This is still treated as a secondary attack.\n\n''Skills:'' *A Lupsan receives a +8 racial bonus to Listen checks. This bonus is negated if its Blindsense becomes impaired.\n
When magical armor is crafted and enchanted by spellcasters of the Divine or Nature disciplines, it follows the normal rules for creating such items as outlined in the DMG.\n\nTo hold properties of the Arcane or Art disciplines, armor must be forged with ores and minerals from the fallen moon mixed within the alloy, or riveted in key places, in the case of non-metallic armor. This addition increases the price of the base masterwork armor by 50%.\n\n''Armor Special Abilities:''<<list withTags ArmorAbilities>>''Specific Armors:''<<list withTags SpecificArmor>>\n''Formula:'' The ability to add enhancement bonuses to armor is included with gaining the ''Craft Arms and Armor'' feat. However, other abilities, including plus equivalent properties of armor, all require [[Formula]].
In the earliest ages of the world, the ability to bind mystical power to material items was a gift only passed from the gods to their clergy. However, after the [[Fall of Vessa's Throne]], celestial ores filled with supernatural power flowed into the crust of Tian. The mortal races learned they could use these ores to hold magics gained through arcane means, rather than divine.\n\nDivine spellcasters follow the normal rules for creating magic items. Arcane casters, however, must incorporate the metals and gemstones of the fallen moon Sumet into their item manufacturing. While this has little initial impact on the price of arcane items, the difficulty in finding and mining the rare ores can make such items hard to come by, even if a willing arcane crafter is found.\n\nBeside the requirements for materials, some classes of magical items have modified rules for creation in the Tian campaign.\n\nCharged items, such as [[Wands]] and [[Staffs]], are a bit more durable than those found in other campaign worlds. Such items can be recharged by most spellcasters who are able to use them, without the expenditure of XP. As a result, their initial creation is a slightly more expensive proposition. While not required, the proper Craft Item feat can make the recharging process more efficient.\n\nRings, now in a more general category of [[Jewelry]], are treated more like magical weapons and armor, requiring an initial bonus of some kind before any additional properties may be added. \n\nThe new feat, [[Craft Soul Link Item]], doesn't actually produce a specific class of items itself, but adds the ability for an existing magical object to grow with its owner, allowing characters to customize items according to their own vision.
Similar to magical armor, enchanted weapons created by spellcasters of the Divine, Nature or Art disciplines follow the normal rules for such items. Arcane items, however, must be forged with ores from the fallen moon Sumet added to their alloys, increasing their price by 50% over the masterwork weapon's base cost.\n\n''Weapon Special Abilities:''<<list withTags WeaponAbilities>>''Specific Weapons:''<<list withTags [[Specific Weapons]]>>''Formula:'' The ability to add enhancement bonuses to weapons is included with gaining the ''Craft Arms and Armor'' feat. However, other abilities, including plus equivalent properties of weapons, all require [[Formula]].
As magic is probably the most complex part of a game, it is the aspect most likely to be tweaked and house-ruled. So here are the modifications for the Tian campaign, which are in addition to the more detailed [[Magic Options|MagicOptions]] available to spellcasters and changes to [[Magic Items]].\n\n!!!Minor Changes:\n//[[Arcane Bolt|]]//, described on the ~WotC site's Spellbook archives, replaces the PHB spell //magic missile//.
The types of magic in Tian are grouped into four distinct disciplines, and each spell casting class belongs to one or more of them.\n\nWhen attempting to use skills or abilities across disciplines, the DC of any associated task is increased by 5. For example, if a wizard (Arcane discipline) attempts to identify a spell being cast by a druid (Nature discipline), the DC is 20, not 15, plus spell level. Multiclass characters, or classes based on more than one discipline, do not suffer this penalty for any discipline for which they have class levels.\n\nThe disciplines and associated classes are grouped as follows: \n|!Discipline|!Description|!Classes|\n|''Divine''|Magic granted through the worship of a divine being|Cleric, Paladin, Shaman, Witch|\n|''Arcane''|Magic learned by studying hidden formula in the patterns of the stars|Assassin, Sorcerer, Witch, Wizard|\n|''Nature''|Magic granted by close communion with the natural cycle of creation and destruction|Druid, Ranger, Shaman|\n|''Art''|Magic powered by mortal creativity and imagination alone|Bard|
Mahrana Artoran was ruler of Alabar some 300 years previous and again 15 years ago. The Day of the Chosen's Rule was a strange one for him.\n\nAfter proving himself a worthy hero by defeating a cult of [[Konas]] at sea, Artoran, son of the rana of Alhastar, was recognized as the next Chosen of [[Horan]] by the [[Temple of the Reborn]]. When the Temple presented Artoran to the Mahrana in [[Siddar]], the Mahrana demanded that the youth perform a task to demonstrate his worthiness. Prince Artoran was to travel to the reclusive lands of [[Jangela]] and establish trade with at least one kingdom there. Taking the best craftsmen of his home city, Artoran travelled to the deep jungles and, after many adventures, introduced the people of Jangela to the silks produced in Alabar. In exchange he brought back rare herbs and pure gold which the people there seemed to have in abundance.\n\nWith the urging of the phads in the Hall of the People, Artoran was made Mahrana, in part due to the new prosperity he brought the empire. His rule was long and just, and he changed the positions of the phads from being hand-picked vassals of the emperor to elected representative of their fief of kingdoms. He still roamed the country as a hero, often in disguise the same as his patron deity.\n\nAfter many years of wise leadership, a powerful and traitorous phad by the name of [[Karazon|Phad Karazon]] attacked the capital city to take the imperial throne for himself. He was able to defeat the royal army of Siddar with the aid of other phads and kings he had enticed with promises of power and immortality through his [[Keep of Youth]]. Knowing full well the cycle of the Chosen of Horan, Karazon did not kill the captured Artoran. Instead, he trapped his soul so that he would not ascend, and a new Chosen would not be sent to take his place. This unnatural disruption of the divine cycle became known as the Eclipse of Artoran, for many believed it did not even properly represent the Sunset of the Chosen's rule.\n\nOver three centuries, Karazon, who's own soul inhabited an animate suit of infernal armor, ruled over Alabar and terrorized the surrounding countries. However, Artoran had learned to project himself from his prison out into the world, appearing as a hooded, ghostly figure to those who saw him. He made contact with a group of adventurers who eventually became known as the Company of the White Wraith. These brave souls eventually freed Artoran, and aided him in overthrowing Karazon.\n\nFor the next three years Bohdi worked on restoring order and justice to the Empire, which had suffered greatly under the rule of the evil phad. Many historians reflect that he had returned after so long to merely enter the Sunset of his rule. Indeed, though he labored as best he could to be the good and wise king who could put back together the broken land, progress was slow and often hindered by those who no longer saw the need for an overreaching empire. And then the Night of the Chosen's Rule was abruptly ushered in by the hand of the assassin Selindra, sometimes called The Instrument of His Ascension. \n\nMahrana Artoran died with no heirs, and the next Chosen has not yet been revealed, though many years have passed. The comtemplative sects amongst the priests of the Reborn fear things may get much worse before the people of Alabar realize the need for a hero such as Artoran to unite behind, nor will such a man come until that time.
[[~ Welcome ~|Welcome to Tian]]\n\n[[Characters]]\n*• [[Races]]\n*• [[Classes]]\n*• [[Skills]]\n*• [[Feats]]\n*• [[Description]]\nReligion\n*• [[Myths]]\n*• [[Gods]]\n*• [[Cosmology]]\n*• [[Cults]]\nEquipment\n*• [[Armor]]\n*• [[Weapons]]\n*• [[Goods]]\nCombat\n*• [[House Rules|CombatHouseRules]]\nMagic\n*• [[House Rules|MagicHouseRules]]\n*• [[Options|MagicOptions]]\n*• [[Items|Magic Items]]\nThe World\n*• [[Gazetteer]]\n*• [[Human Nations]]\n*• [[Demihuman Lands]]\n*• [[Elsewhere]]\nBestiary\n*• [[Creatures]]\n*• [[Templates]]
Preferring to inhabit the bogs and fens scattered across Tian, these black-scaled lizardfolk are well adapted to their semi-aquatic life. Marsh shadows have long faces resembling a crocodile, and are sometimes surprisingly strong for their wiry frames. Like their animal cousins, marsh shadows often hunt by lieing half-submerged in the dark, reedy water of their homes, hoping to ambush any creature which wanders too close.\n\nThe marsh shadow lizardfolk have the following racial traits:\n*''Ability Score Adjustments:'' +2 Constitution, -2 Intelligence\n*''Size:'' Medium\n*''Speed:'' Base land speed is 30 feet.\n*''Natural Armor:'' A marsh shadow's scaly skin provides it with a +2 natural armor bonus to its Armor Class.\n*''Tail:'' A marsh shadow's long, thin tail gives it exceptional balance and helps propel it through the water, and a marsh shadow character gains a +4 racial bonus on all Balance and Swim checks.\n*''Camouflage:'' Marsh shadows' rough scale pattern and dark coloring give them a +2 to Hide checks in swampy environments.\n*''Awkward Build:'' Due to their tails and bumpy, scaly bodies, marsh shadows must have armor custom made at an increased cost of 50% (including the cost of masterwork armor.) \n*''Languages:'' Common and Draconic. Bonus languages: Aquan, Gnoll and Sylvan.\n*''Favored Class:'' Druid\n!!!Marsh Shadow Racial Class\n''Hit Die:'' d8\n''Skill points at 1st Character level:'' (2 + Int bonus) x 4\n''Skill points at higher levels:'' 2 + Int bonus\n''Class Skills:'' Balance (Dex), Hide (Dex), Jump (Str), Survival (Wis), and Swim (Str)\n''Weapon and Armor Proficiency:'' Lizardfolk are proficient with all simple weapons and shields.\n|!Level |!BAB |!Fort |!Ref |! Will |! Special |\n| 1 |+0 |+0 |+2 |+0 |Natural Weapons, +1 Natural Armor, Save Bonus |\n| 2 |+1 |+0 |+3 |+0 |Hold Breath, Acid Resistance 2 |\n| 3 |+2 |+1 |+3 |+1 |Acid, +1 Natural Armor |\n| 4 |+3 |+1 |+4 |+1 |+2 Str, Acid Resistance 5 |\n* ''Natural Weapons:'' A 1st level marsh shadow can attack with its natural weapons, 2 claws (1d4) and a bite (1d4) as a secondary attack. The lizardfolk also qualifies for the multi-attack feat.\n* ''Save Bonus:'' Due to the numerous toxic creatures and conditions marsh shadows encounter in their normal habitat, they develop a resistance in the form of a +2 on saving throws against poison.\n* ''Hold Breath (Ex):'' At 2nd level, a marsh shadow gains the ability to hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.\n* ''Acid Resistance:'' Whether as a result of their distant draconic heritage or simply a means of coping with the species' own corrosive saliva, marsh shadows develop a resistance to acid which increases at 3rd level.\n* ''Acid:'' At 3rd level, a marsh shadow ravenous stomach produces so much acid that its bite even becomes caustic, doing an additional 1d4 acid damage. In addition, as a standard action, these lizardfolk can spray this acid to a range of ten feet. If the target fails a Ref save, he takes 1d4 damage and receives a -2 to Attack, Spot and Search checks as the burning liquid impairs his vision. The DC of the save is 10 + 1/2 Racial Hit Dice + Con bonus of the lizardfolk. \n* ''Ability Score Increase:'' At 4th level, a marsh shadow increases its Strength score by 2 points. This is a permanent ability improvement.
Chain of islands home to the [[Arasi]].
Masterwork Armor has an additional cost equal to its armor bonus multiplied by 15gp for light armor or bucklers, 30gp for medium armor or light shields, and 50gp for heavy armor or shields (including tower shields.) Padded armor cannot be made masterwork.\n|!Armor |!Masterwork Cost (gp)|!Shields |!Masterwork Cost (gp)|\n|Padded Silk|+30gp|Buckler |+15gp|\n|Leather|+30gp|Shield, light wooden|+30gp|\n|Studded leather|+45gp|Shield, light steel|+30gp|\n|Hide|+90gp|Shield, heavy wooden|+100gp|\n|Scale mail|+120gp|Shield, heavy steel|+100gp|\n|Breastplate|+150gp|Shield, tower|+200gp|\n|Splint mail|+300gp|||\n|Banded mail|+300gp|||\n|Half-plate|+350gp|||\n\nFor each size category a creature is above medium, add +1 to the armor bonus for purposes of calculating the masterwork price only. Armor for tiny or smaller creatures should have its armor bonus divided by 2, per the //PHB//, and then uses the formulas presented above.\n\nOther masterwork qualities, like those detailed in ~BadAxe Game's ''Heroes of High Favor'' series, may also be added to armor. To figure its cost, find the normal price for masterwork armor using the method above, then multiply it by [listed quality's value / 150gp].
Masterwork weapons have an additional cost of +200gp for light weapons, +300gp for one-handed and +400gp for two-handed. Single units of ammunition, such as arrows, add +6gp to their price.\n\nFor each size category a creature is above Medium, add +100gp to the cost for an appropriately sized weapon. Masterwork ammunition doubles in price for each size increase. Weapons for smaller creatures divide their cost by 2 for each category below Small.\n\nOther masterwork qualities, such as those detailed in ~BadAxe Game's ''Heroes of High Favor'' series, may also be added to weapons. To figure its cost, find the normal price for a masterwork weapon using the values listed above, then multiply by [listed quality's value / 300gp].
Melicas (NG/N), like House [[Kesirek]], has experienced war with humanity, though not on the scale of Karazon's attempted conquest, nor with the benefit of any human nations fighting at their side. Transplanted to the northern reaches of the Iron Kingdoms during the Year of the Sundered Road, House Melicas found itself geographically isolated from the other elven Houses, and has had to stand on its own.\n\nSeveral times throughout history, rulers within the Iron Kingdoms have attempted to extend their territory to the north and east, through elven lands. Their smoking machines and disregard for nature offended the green soul of House Melicas, who pushed their advances back.\n\nTo compete with the war engines of the humans, the elves turned to powerful arcane arts, and founded the discipline of Battle Magic. While the battle mages help put them on equal terms with the Iron Kingdoms' gunpowder and steam golems, rangers are still their most effective combat forces.\n\nHouse Melicas has come to regard these frequent conflicts as part of the natural cycle. They will often not hesitate to wreak great destruction on the land during a war, knowing they will be the ones to tend its re-growth. This increasingly cavalier attitude has become a mounting concern among the other Houses.
Richest islands in the world, mostly trading in exotic raw materials - spices, silks, woods. Constantly plagued by pirates. Sea serpents are common off the western shores of the isles\n
The Tian campaign will use the Daily Uses variant of the spontaneous metamagic system presented //Unearthed Arcana//. Tian metamagic feats include a ''Max Level Adjustment'' line to reflect the use of this variant. Note that under this system, sorcerers and bards may cast a metamagic spell as a standard action. \n\nIn addition, note that gaining a metamagic feat involves acquiring a permanent [[tattoo|Tattoos]], regardless of the caster's [[magical discipline|Magical Disciplines]].
\n''Action:'' Immediate\n\n''Duration:'' Instantaneous\n\n''Effect:'' Using this channeling allows you to make a bardic knowledge check as if you were a bard equal to your monastic level. \n\n''Special:'' Selecting this technique a second time allows you to substitute knowledge skill check for your normal saving throw against attacks from creatures for which you have 1 or more ranks in the knowledge skill pertinent to the creature’s type. Effects which enhance saving throws, such as a //bless// spell, have no effect on this roll, but those which modify skill checks do apply. This technique can only be used against the base creature’s extraordinary, spell-like and supernatural attacks, and does not apply to spells and abilities due to class levels the creature may have. \n
''The Standard Bearer''\n(Lesser Goddess)\n\n''Alignment:'' LG\n''Portfolio:'' Soldiers, Loyalty, Nobleness in warfare\n''Domains:'' Law, War, Nobility^^1^^\n''Symbol:'' Silhouetted figure holding forward-leaning banner\n''Favored Weapon:'' Longspear\n\nThe goddess Minora (~min-OR-ah) was born to [[Pyr]], god of battle, and [[Veora]], goddess of death. She is twin sister to [[Miruda]].
''The Camp Follower''\n(Lesser Goddess)\n\n''Alignment:'' CE\n''Portfolio:'' Those who profit in the wake of destruction and war\n''Domains:'' Evil, Chaos, Travel, Trickery\n''Symbol:'' Broken wagon wheel\n''Favored Weapon:''\n\nThe goddess Miruda (~mih-ROO-dah) was born to [[Pyr]], god of battle, and [[Veora]], goddess of death. She is twin sister to [[Minora]].
The monastic replaces the standard cleric class.\n\n''Alignment ''A monastic’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A monastic may not be neutral unless his deity’s alignment is also neutral.\n\n''Hit Die ''d8\n\n''Class Skills ''The monastic’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).\n\nNote that monastics of the [[Temple of the Reborn]] have [[Literacy]] as a class feature, as do followers of [[Vicyen]]. \n\n''Domains and Class Skills ''A monastic who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the monastic class skills listed above. A monastic who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A monastic who chooses the Travel domain adds Survival (Wis) to the list. A monastic who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See ''Deity, Domains, and Domain Spells ''below for more information.\n\n''Skill Points at 1st Level ''(2 + Int modifier) ×4\n\n''Skill Points at Each Additional Level ''2 + Int modifier.\n\n|>|>|>|>|>|>|>|>|>|>|!''Table: The Monastic''|\n|''Level''|''BAB''|''Fort''|''Ref''|''Will''|''Special ''|''Unarmed Damage''|\n|1st |+0|+0 |+2 |+2 |[[Divine Channeling]] 1/day, [[Turn or Rebuke Undead|TurningUndead]] technique, unarmed strike, AC bonus|1d6 |\n|2nd |+1|+0 |+3 |+3 |[[Divine Channeling]] 2/day, Divine Vestments|1d6|\n|3rd |+2|+1 |+3 |+3 |[[Domain Techniques]]|1d6 |\n|4th |+3|+1 |+4 |+4 |[[Divine Channeling]] 3/day, Bonus Feat|1d6|\n|5th |+3|+1 |+4 |+4 ||1d6 |\n|6th |+4|+2 |+5 |+5 |Bonus Feat|1d8 |\n|7th |+5 |+2 |+5 |+5 ||1d6 |\n|8th |+6/+1 |+2 |+6 |+6 | |1d8 |\n|9th |+6/+1 |+3 |+6 |+6 | |1d8 |\n|10th |+7/+2 |+3 |+7 |+7 |Bonus Feat |1d8 |\n|11th |+8/+3 |+3 |+7 |+7 | |1d10 |\n|12th |+9/+4 |+4 |+8 |+8 | |1d10 |\n|13th |+9/+4 |+4 |+8 |+8 | |1d10 |\n|14th |+10/+5 |+4 |+9 |+9 | |1d10 |\n|15th |+11/+6/+1 |+5 |+9 |+9 | |1d10 |\n|16th |+12/+7/+2 |+5 |+10 |+10 |Bonus Feat|2d6 |\n|17th |+12/+7/+2 |+5 |+10 |+10 | |2d6|\n|18th |+13/+8/+3 |+6 |+11 |+11 | |2d6|\n|19th |+14/+9/+4 |+6 |+11 |+11 | |2d6|\n|20th |+15/+10/+5 |+6 |+12 |+12 | |2d6|\n!!Class Features\nAll of the following are class features of the monastic.\n\n''Weapon and Armor Proficiency'' Monastics gain proficiency with the basic and monk weapon groups, and one weapon group of their choice.\n \nMonastics are not proficient with any armor or shields.\n\nA monastic who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.\n\n''Divine Channeling'' The monastic has the ability to channel positive or negative soul energy to enhance his own being. The monastic can do this once per day at 1st level, with additional attempts gained at 2nd and 4th level. In addition, she receives a number of divine channeling uses equal to her Cha bonus (if any), gaining one at each odd-numbered level beginning at 1st. See the [[Divine Channeling]] section for more information. \n\n''AC Bonus (Ex)'' When unarmored and unencumbered, the monastic adds her Wisdom bonus (if any) to her AC. This bonus cannot exceed the monastic’s current class level.\n\nThis bonuses to AC applies even against touch attacks or when the monastic is flat-footed. She loses this bonus when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.\n\n''Unarmed Strike'' At 1st level, a monastic gains Improved Unarmed Strike as a bonus feat. Other than the damage given in the table above, this feature is identical to the core Monk class feature of the same name.\n\n''Aura (Ex)'' This feature is identical to the core Cleric class feature of the same name.\n\n''Divine Vestments (Su)'' At 2nd level, the monastic receives a special set of padded silk raiments, granted to the character either by his temple or, on some occasions, directly from her deity (usually via lesser servitors). The vestments give a +1 armor bonus to AC, do not require any proficiency, and can be enchanted as if they were masterwork armor. If worn by anyone else other than the monastic they were granted to, the vestments appear to be nothing more than normal clothing, even added magical properties being suppressed.\n\nWhen using an unarmed attack against a target which would be damaging to bare flesh, the character can, as a free action, use the sleeve, sash or belt of her vestments to wrap the striking limb to avoid such damage. The clothing itself is not harmed from such attacks.\n\n''Spells'' This feature is identical to the core Cleric class feature of the same name.\n\n''Deity, Domains, and Domain Spells'' This feature is identical to the core Cleric class feature of the same name. In addition, each domain selected gives the monastic access to a [[divine channeling technique|Domain Techniques]] once they reach third level. Note that monastics of the [[Temple of the Reborn]] have special rules for domain selection.\n\n''Spontaneous Casting'' This feature is identical to the core Cleric class feature of the same name.\n\n''Chaotic, Evil, Good, and Lawful Spells'' This feature is identical to the core Cleric class feature of the same name.\n\n''Bonus Feats'' At 4th, 6th, 10th and 16th levels, the monastic may choose a bonus feat from the following list: [[Flurry of Blows]], Improved Grapple, Stunning Fist, Deflect Arrows, Divine Feats*. The character must meet all prerequisites for any feats selected. \n\n{{moveover {*Divine feats are any feat with the "[Divine]" type shown in their entry, including the [[Channeled Strike (Magic)]] and [[Extra Domain Technique]] feats. For prerequisites in published sources, replace any reference to "turn undead" with "channel divine energy."}}}\n\n''Bonus Languages'' A monastic’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race. \n\n''~Ex-Monastics'' A monastic who grossly violates the code of conduct required by his god loses all spells and class features, except for proficiencies with simple and monastic weapons. He cannot thereafter gain levels as a monastic of that god until he atones (see the atonement spell description).\n!!Notes\n*[[Learning Spells (Divine)]]: See this section for the handling of new cleric (monastic) spells outside the core.\n*[[TurningUndead]]: Monastics use a variant, damage-based system for turning undead.\n*[[Healing Draughts|Potions]]: Monastics can create minor healing potions without the use of a feat.\n
During the early ages of Tian, despotic rulers would arise from time to time. Often the temples of the newly formed [[Reborn Gods]] would be at odds with these tyrants. As a great influence among the subjegated and dispossed, the threat of the Temple instigating an uprising against these rulers was significant. To impede such events, great sweeps of the kingdoms were often performed to disarm the lower classes of war weapons and armor. Edicts were proclaimed, making the ownership and manufacture of such items illegal except with royal consent.\n\nAs the [[Temple of the Reborn]] was already a primary target of great harassment, they struggled to find ways to defend themselves without breaking these laws and drawing down more persecution. In the city of Jarda, the temple of [[Pyr]] formed a secret order dedicated to the study of unarmed combat, to serve as defenders of the religion. These warriors also adopted the use of a range of unusual weapons, ones often mistaken for simple farming or crafting tools. In addition, their devotion to the gods gave them a few divinely inspired powers as well.\n\nWhether standing at temple doors dressed in their fiery colors or blending in with the populace, the Order of Pyr's Fist was surprisingly effective, protecting worshippers and holy sites from both brigands and belligerent soldiers. The existence of the Order is cited as the primary reason the Temple survived the purge [[Phad Karazon]] initiated in 4765, as he attempted to establish [[his own religion|Altar of Karazon]].\n\nEventually, word of this unique combat style spread. Other faiths and even secular groups formed their own schools of unarmed mastery. The desert dwelling ''Khetala'' of [[Barzan]] added these skills to their already formidable repertoire of stealth and frenzy, and the [[Witch]] covens of the goddess [[Vessa]] are seldom without a Champion of the Pale Dawn. Even the [[Mahrani Selindra]] sponsors the secular elven ''Order of Falling Leaves'', from which she draws her best bodyguards.\n\n----\n\nThe Monk class is played as presented in the //Player's Handbook//, except as noted below.\n\n''Hit Dice'' d10 \n\n''Alignment ''A monk’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A monk may not be neutral unless his deity’s alignment is also neutral.\n\n''AC Bonus'' The monk does not receive an increase in AC as a class feature beyond their Wisdom bonus.\n\n''Ignore Pain'' Beginning at second level, a monk may attempt to ignore some or all of the hit point damage which has just been inflicted upon her. This requires a standard action and a Concentration check against DC 5 + the total damage received since her last action. The monk recovers a number of hit points equal to the amount the check exceeds the DC, with a minimum equal to her current monk level or the total damage, whichever is lower. The minimum damage is healed even if the check was failed. This ability only affects damage received during the round immediately prior to the monk's action. \n\n''Divine Channeling'' The monk has the ability to channel positive or negative soul energy to enhance his own being. At third level, the monk may choose one [[technique|Domain Techniques]] from the domains belonging to their deity, or the [[Turn Undead|TurningUndead]] technique. The selected ability is usable once per day. The monk receives a number of additional divine channelings equal to her Cha bonus (if any), with the bonus uses gained at a rate of one every even-numbered monk level beginning at 4th. See the [[Divine Channeling]] section for more information.\n\nFor any domain techniques in which level is a factor, the monk is considered to be a monastic of four levels lower. For turning undead, the monk does a number of damage die equal to his class Base Attack Bonus - 1. \n\nNote that this ability allows the monk to select Divine feats if she chooses. \n\n//(Still need an alternate ability for secular monks, or a short list of domain techniques they can pick from. )//\n\n''Divine Vestments'' At 1st level, the monk receives a special set of [[silk|Armor]] raiments, granted to the character either by his temple or, on some occasions, directly from her deity (usually via lesser servitors). The vestments give a +1 armor bonus to AC, do not require any proficiency, and can be enchanted as if they were masterwork armor. If worn by anyone else other than the monk they were granted to, the vestments appear to be nothing more than normal clothing, with even added magical properties being suppressed. \n\nWhen using an unarmed attack against a target which would be damaging to bare flesh, the character can, as a swift action, use the sleeve, sash or belt of her vestments to wrap the striking limb to avoid such damage. The clothing itself is not harmed from such attacks. \n\n''Fighting Styles'' Monks may opt to follow any of the fighting styles presented in //Oriental Adventures//, //Unearthed Arcana// or //Dragon// magazine.\n\n!!Notes\n*[[TurningUndead]]: Monks who select the Turn Undead technique use a variant, damage-based system.
Spellcasters who multi-class often end up sacrificing more than other multi-class combinations, as their primary abilities do not stack or have synergies with those of other classes. In addition, spells cast by such characters actually have their effectiveness diminish as they advance, being faced with higher spell resistances, dispel magics and other circumstances directly dependent upon caster level. Even selecting an otherwise appropriate prestige class can have a negative impact on caster level.\n\nTo help alleviate this, the Tian campaign uses the following house rules.\n\nEach spellcasting class has a corresponding caster level, which determines any level based effects of spells - duration, range, etc. It is also the number used for caster level checks for Dispel Magic, Spell Resistance and the like. Unless stated otherwise in the class description, caster level is equal to class level (i.e., Wizards and Clerics have caster level equal to class level, while Paladins and Rangers have no caster level until 3rd, after which it is one half of their class level.) Non-spellcasting classes do not have a caster level.\n\nCasting ability (spells per day, spells known, etc.) may be different from caster level for multi-class characters, and is based on individual class levels.\n\nPrestige classes which do not have their own spell lists, but instead improve the casting ability of an existing class (usually denoted as "+1 level existing class") are still considered to have a caster level equal to their prestige class level.\n\nUsing the guidelines above, determine the character's overall caster levels. Classes having the same type of spells (Divine or Arcane) may stack their caster levels, but those using different spell types do not stack. Stacking levels cannot give a class a higher caster level than its maximum possible, i.e. a Paladin or Ranger can not have a caster level higher than 10th.\n\nSome examples: \n* A Brd4/Wiz3 has a total arcane caster level of seventh, with the casting ability of a fourth level Bard and a third level Wizard.\n* A Clr6/Pal4 would have a caster level of eighth, since the character's Paladin levels only add 1/2 to caster level.\n* A Sor6/Clr4 has separate caster levels for his classes - sixth level for arcane and fourth level for divine - because the spell types do not stack.\n* A Bard6/Ftr4 has a caster level of sixth, as his fighter levels do not affect caster level at all.\n* A Ftr4/Wiz5/Bladesinger2 has a caster level of seventh, because Bladesinger is an arcane spellcasting prestige class.\n* A Wiz10/Fatespinner4, who gains "+1 level existing class" at levels two and four of her prestige class, has a caster level of 14, but casting ability of a 12th level wizard.\n''Gaining non-stacking levels:'' There are a few ways to allow levels which do not normally stack to do so. A character who sacrifices a domain (both granted power and spells) may either stack arcane caster levels with their divine caster levels, or may add one half of their non-spellcasting class levels to their caster level.\n\nA wizard may sacrifice the ability to cast spells from one school of magic to gain the ability to either stack divine and arcane levels, or to add one half of their non-spellcasting class levels to their caster level. A wizard may not sacrifice a school already forbidden to him for some other reason, such as those restricted by specialist mages.\n\nAlternately, spellcasters may gain the ability to increase their caster level through feats. See the New Feats section for more information.
Every civilization, every culture has their share of stories. \n\n*[[The Great Cycle|Great Cycle]] The stories of orgins of the major gods and the creation of Tian.\n*[[Lesser Myths]] Additional stories about the gods, their relations with each other and the mortal races
''The Star Mother, the Sky Goddess''\n(Intermediate Goddess)\n\n''Symbol:'' Star-field with four cresent moons\n''Alignment:'' NG\n''Portfolio:'' Sky, Stars, and Childbirth\n''Domains:'' Air, Celestial, Family, Good, Healing, Moon\n''Favored Weapon:'' Sickle\n\nThe gentle goddess Natia (nah-TEE-ah) is considered by some to be the oldest god, for even though her presence was not known until the cloak of [[Urora]] was torn from the sky, her followers claim she still existed even before this, merely hidden from view. Natia was venerated even by the [[The First|Elemental Lords]], for she encompassed everything they knew, and she even gave birth to the fire god, [[Glar]]. Queen to [[Horan]], she is also the mother of all of the other [[Gods of the Sky|gods of the sky.]]. Even so, she takes little direct participation in divine affairs, instead simply watching over the other gods with the patience of a long suffering mother, full of both pain and pride at their actions.\n\nNatia does seem to have a benevolent interest in the affairs of mortal beings, whom many believe she views as her grandchildren, in a way. Astrologers and arcanists also recognize in her a great power, for within the patterns of her stars are the keys to magic, of both mortals and the gods. Some say it is simply her wisdom and kindess which keeps her from abusing this enormous potential, while others claim she must expend it constantly to maintain the great crystalline sphere of the celestial vault, without which we would all burn in the fires of the stars. \n\nWorshippers of Natia generally pray for their spells when the stars of their birth sign have reached the zenith or nadir in the sky. In addition to clerics and champions, there is a major order of [[witches|Witch]] dedicated to her. Her laymen followers include midwives, mothers and astrologers.
The celestial realm is comprised of two co-existing planes, and is named after [[Natia]], the sky goddess, of whom it is actually a part. One realm, ~Natia-Ran, is the daylight aspect of the sky goddess, and souls of good alignment are normally sent here. Conversely, ~Natia-Ur represents the night, and is filled with the spirits of the wicked.\n\nA soul freed of its mortal bonds must stand before the goddess [[Veora]], who passes judgment on which realm it shall go, and what punishments, if any, it must endure. Even those sent to ~Natia-Ran may experience chastisement, but this is usually of limited nature, intended for redemption or atonement. Most souls in ~Natia-Ur experience nothing but a life of drudgery and hardship, and must suffer the pain of their existence for all eternity.\n\nNeutrally aligned souls will still be judged by their deeds to determine in which realm they shall reside. The moral component of their alignment changes to match that of the plane. Occasionally, there is a remarkable exception, a soul so perfectly balanced with respect to good and evil that Veora will allow them to remain in her chamber of judgment, contemplating for themselves which aspect of Natia suits them. Most will eventually choose based on their beliefs, but some few continue to stay in Veora's court. These she appoints to become her psychopomps, guiding the newly dead to her throne.\n\nThe gods may petition Veora on behalf of their followers, asking for change or even elimination of punishments. In some very rare cases, they may even ask for a soul to not be sent to the realm of Natia in which Veora has decided they will spend eternity.\n\nA story oft told is of a master thief who gave his ill-gotten gains to the poor. Veora measured his deeds, and found the harm he had caused in life outweighed the good. His soul was sentenced to ~Natia-Ur. [[Shaya]], goddess of Shadow, interceded for him, though some say her view was swayed by her weakness for charismatic mortals. She asked Veora to give him entrance into ~Natia-Ran. Veora granted the request, with the condition that he work the fields of the privileged in ~Natia-Ran until she deemed his debt repaid.\n\n[[Kordas]] often requests to have a particularly blood-thirsty leaders who have honored him be given a place to rule in ~Natia-Ur, rather than the typical life of misery placed upon those who enter that dismal place. Such rewards are often why mortals seek the attentions of malign gods, even though they are not guaranteed to receive them. Their afterlife is still brutal, but there are those who believe it is better to rule in ~Natia-Ur...\n\nAll spirits in Natia are free to answer the call of a //Raise Dead// spell. Those who do so to escape their suffering in ~Natia-Ur, or any punishment in general, are warned by Veora that unless they enact great moral change during their return to the physical plane, their situation will only worsen when they return.
The Nilagati city-states were formed by the human survivors of the [[Second Age of Chaos]] who fled north after the destruction of their kingdoms. Situated between the [[Azure Wall]] and the [[Jari Desert]], the city-states are nestled in an expansive vale kept fertile by the constant run-off from the great glacier. Winters in the area can be quite harsh, though the other seasons are relatively pleasant.\n\nStrange creatures roam the valley, including elementals made of ice, [[lizardfolk|Frost Fang]] adapted to the cold, and even the occasional demon that has slipped through the [[Shadowgate]] far to the north.\n\n''Government:'' The region is a collection of independent city-states, though some have formed alliances and at least one kingdom exists.
Detailed in the //Complete Adventurer//, the Ninja is simply a stealthy non-spellcasting assassin class, common amongst the Khetala tribes. They do not have any of their commonly depicted asian influences. To avoid the typical vision of the ninja, the class is called ''???'' in Tian.
Like the GemStalker clan, the ~OathSlayers were once in the employ of the grey elves, travelling the land to mine for minerals from the fallen moon Sumet. However, the dwarves chaffed at the conditions set by the elves, mutinied and stole their land ship. Other dwarven clans view them with mixed emotions, applauding their rebellion against the stuffy grey elves, while feeling a sense of cultural shame that they had to break the bond of their word to do it.\n\nClan ~OathSlayer is rumored to have their own means to find the shifting moon ore deposits, though some assume they simply scavenge off of the mostly played-out mines of their brethren dwarves who are trading with the elves. Whatever their method, they then sell these ores to unregulated groups of arcane spellcasters in Alabar.
''The Drowned Goddess''\n(Lesser Goddess)\n\n''Alignment:'' N\n''Portfolio:'' the Deep, Discovery, Mystery and Magic\n''Domains:'' Water, Darkness^^1^^, Knowledge, Magic, Secrets^^6^^\n''Symbol:'' Pale arm tangled in black cloth\n''Weapon:'' Revealer (fishing knife)\n\nThe beautiful, pale white maiden Ocussa (~Oh-COOS-sah) was instructed by [[Horan]] to delve the mysteries of the deep, for the dark oceans covered so much of the world, and the mortal races should know what secrets they held. She learned many things, for when it rained, the rain drops carried whispers of what they saw to all rivers of the land, and the rivers poured these things down into the darkest parts of the seas.\n\nOcussa listened to the secrets borne on the currents, and bartered knowledge from strange beasts in ocean canyons. Still her desire to know drove her deeper beneath the waves.\n\nAs she swam the blackest depths, a whispered echo reached her ear, unlike any other she had heard before. It told no secrets, but held hints of answers to mighty enigmas she had only dreamt of. She followed the voice far down, until she came to the even deeper darkness that was [[Eleron]], the great black cloak which her father [[Konas]] used to bind [[Urora]].\n\nShe was drawn, despite her misgivings and fear, as the voice promised to reveal the greatest secret of all: the source of the gods' divine power. Tempted beyond her ability, Ocussa leaned closer to the flickering edges of Eleron, as Urora told her he might only whisper the secret to her, lest any others should hear.\n\nThe vast prison-cloak lashed out, enfolding her within its ebon fabric. She struggled, unable to escape, even as Urora filled her head with unknown wonders, just as he had promised. Such strange and terrible things he revealed to her that even her divine being could scarce contain. Ocussa slashed the elder god's garments with her knife, Revealer, and floated free, but her brush with Eleron had left her too weak to rise, and she drifted with the eddies in the sunless depths.\n\nWith a great final effort, she poured all but the last of her godhood into a scrap of the black cloth still tangled about her. This she named [[Vicyen]], and to him she told where lie the keys to arcane power. The greatest secrets Ocussa had learned she did not impart, for Vicyen's vessel would not hold them. She bade him to take his knowledge to the world above the waves, for the need was great. The only reason she could offer was this: Urora wakes.\n\nNow she floats, not living and not dead, deep in her watery grave, waiting, hoping that what little she had revealed would allow the mortal races to uncover the greater mysteries for themselves. Perhaps enough to one day restore her divine power. Then together, she and her followers would battle against the Great Nothingness.
The Other Gods are not actually gods at all, but through worship of various mortal races, some have gained a small measure of divinity. Most are powerful creatures that were created during the [[First Age of Chaos]]. Their cults tend to be small and secretive, and many more are thought to exist than are mentioned here.\n*[[Borag]] - The Divine Maggot, Lord of Plagues\n*[[Tiamat]] - Demigoddess of Dragons\n*[[Yuan]] - The Great Sea Serpent\n*[[Lords of Twilight]] - Keepers of the Arcane\n*[[Player's Handbook Deities]] - equivalencies or relationships to the Tian pantheon
Tian's complex planar relations allow beings from other realms to often travel its lands, seas and skies.
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Guarding of holy sites and persons is the responsibility of the pala, devout warriors trained under military orders within their various religions. Often their duties are expanded to include the guardianship of the religion's ideals and goals as well, and pala are often encountered pursuing such quests.\n\nLess subtle than their brethern in the monkish and monastic orders, pala are employed as a show of force, whether as temple guards or troop leaders. As such, they are often the most elaborately dressed group within an religious organization, the colors of their deity recognizable from a considerable distance. \n\nPala orders are never found among followers of chaotic deities, and secretive cults will normally forego or restrict their use to avoid attention.\n\n----\n\nThis class is a slightly modified version of the Sohei class presented in //Oriental Adventures// and updated in Dragon #318. Changes are as follows:\n\n''Weapon and Armor Proficiency:'' Pala are proficient with the basic weapon and monk weapon groups, the polearm group or spear and lance group, plus one weapon group of their choice. They are also proficient with light and medium armor, but not shields. \n\n''Strength of Mind:'' Pala do not gain this Sohei class feature.\n\n''Divine Channeling:'' The pala has the ability to channel positive or negative soul energy to enhance her own being. At third level, the pala select either the [[channeled weapon|Channeled Weapon]] or the [[Turn Undead|TurningUndead]] channeling [[technique|Domain Techniques]]. The selected ability is usable once per day, with another use per day gained at 5th level. The pala receives a number of additional divine channelings equal to her Cha bonus (if any), with the bonus uses gained at a rate of one every even-numbered pala level beginning at 4th. See the [[Divine Channeling]] section for more information.\n\nFor any domain techniques in which level is a factor, the pala is considered to be a monastic of equal level. For turning undead, the pala does a number of damage die equal to her class Base Attack Bonus - 1. \n\nTechniques which gain bonuses of any type based on Wisdom instead use Charisma for the Pala.\n\nNote that this ability allows the pala to select Divine feats if she chooses. \n\n''Spells'' The pala's spells are based off of Charisma, not Wisdom, for determining save ~DCs, bonus spells, highest spell level the character can cast, ect. Otherwise this class feature is the same as the Sohei.\n\n!!Notes\n*[[Learning Spells (Divine)]]: See this section for the handling of new pala spells outside the core.\n*[[TurningUndead]]: Palas who select the Turn Undead technique use a variant, damage-based system.\n*''Polearms:'' Polearms are the typical weapon of choice for pala. Characters who wish to maximize their use might want to take a look at the polearm feats from Dragon #331, 338, 341, and the Dragon Compendium.
In Tian the paladin class is known as the [[Pala]], a modified version of the Sohei class presented in //Oriental Adventures//, and updated in Dragon #318. See that class description for more information. See the pala class description for more information.
Described here are some of the more influential characters within the Empire of Alabar of recent history.
Tian introduces a new type of feat: the Petition. To gain a Petition feat, a character must be cable of summoning a creature of the appropriate type (Celestial, Elemental, etc.) Magic items may be used to fulfill this requirement, unless they prevent the conjured being from returning to its home plane. An arcane spellcaster may take a Petition Feat in place of his bonus Metamagic feats.\n\nThe summoned creature acts as an envoy, communicating the petitioner's wish to the powers residing on its plane of origin. The petitioner must give to the envoy, or sacrifice in its presence, 500gp worth of material appropriate to the creature's nature (for example, rare incense for an air elemental, or live animals for fiendish creatures.)\n\nWithin a few days, the petitioner is visited in his dreams by a powerful outsider, who imparts the knowledge needed to learn the requested feat. Continued contact with the patron being is not required, though characters wishing other Petition feats in the future should maintain good relations with their benefactors, usually by finding ways to further their interests on the material plane.\n\nFeats from other d20 sources may also have a Planar Bargain as a prerequisite. Check with the GM.\n\n''Petition Feats''\n<<list withTags Feats && Petition>>
The Empire of Alabar is divided into fiefs, which may, outside of the kingdom of Alabar proper, encompass one or more smaller kingdoms. Traditionally, under the rule of a Chosen of Horan, each fief could elect a representative, called a Phad, who would attend seasonal meetings at the People's Hall in [[Siddar]]. There they would speak on the behalf of the fief's interest. While living within their fief, however, the phads were also expected to act as agents of the Emperor.\n\nThe system was not perfect, and minor corruption existed even under [[Mahrana Artoran]]. With his assassination, the Council of Long Knives, represented by [[Mahrani Selindra]], left the Hall in place, if only to give the people of Alabar the illusion that they had a voice. Many of the existing phads revolted, but these were driven out or executed as traitors. New elections were held in their fiefs, and with a bit of creative ballot counting, representatives more amendable to the rule of the new Mahrani and the Council of Long Knives filled the empty seats in the Hall.
Some places of note in the empire.
You have solicited a powerful outsider to grant you deeper understanding of the planes. This is a [[Petition]] feat.\n\n''Prerequisites:'' Wis 13+, Knowledge (Planes): 5 Ranks, able to summon creature of appropriate type\n\n''Benefit:'' When a Planar Bargain is sealed, you gain a +2 Insight bonus to Knowledge (Planes). In addition, you gain a +2 Insight bonus on Saves against any effect with a particular descriptor, and attacks by a certain creature type. This second bonus depends on the nature of the being with whom you have made the bargain. Where multiple descriptors or creatures are listed, choose only one:\n|!Bargain Type|!Descriptor|!Creature|\n|Celestial|Evil or Chaos|Fiends (All)|\n|Fiendish (Abyssal)|Good or Law |Fiends (Devils), Celestials|\n|Fiendish (Infernal)|Good or Chaos|Fiends (Demons), Celestials|\n|Elemental (Air) |Air, Electricity or Sonic |Elementals (Earth)|\n|Elemental (Earth)|Earth or Acid |Elementals (Air)|\n|Elemental (Fire)|Fire |Elementals (Water)|\n|Elemental (Water)|Water or Cold|Elementals (Fire)|\n|Shadow |Darkness or Death|Fey|\n\n''Special:'' This feat may be taken multiple times, selecting a new bargain type each time. You may even select the same bargain type, choosing a different descriptor and/or creature for the save bonus. A petitioner will not be granted a Planar Bargain directly opposed to one she has already made (a Celestial Bargain when you already have a Fiendish Bargain, for example.)
With the emphasis on elemental gods and beings, the plane-touched races from the //Player's Guide to Faerun// and //Dragon// #297, are all very appropriate for the Tian campaign, as well as creatures such as Aasimer and Tieflings from the //Monster Manual//. Such characters may also use the material from //Aasimar & Tiefling: A Guidebook to the Planetouched// by Green Ronin.\n\nAlso, the Bloodlines variant from //Unearthed Arcana// is another possible method to create a character with extra-planar heritage.\n
Listed here are the gods from the //PHB// which either closely match a Tian diety, or have their own special place in the pantheon.\n\n!!!Greater Powers \n*[[Boccob]], god of magic, arcane knowledge, balance and foresight\n*[[Corellon Larethian]], god of [[Elf (Dungeons & Dragons)|elves]] (also a demihuman power)\n*[[Garl Glittergold]], god of [[Gnome (Dungeons & Dragons)|gnomes]] (also a demihuman power)\n*[[Gruumsh]], god of [[Orc (Dungeons & Dragons)|orcs]] (also a demihuman and monster power)\n*[[Moradin]], god of [[Dwarf (Dungeons & Dragons)|dwarves]] (also a demihuman power)\n*[[Nerull]], god of death, darkness, murder and the underworld\n*[[Pelor]], god of sun, light, strength and healing\n*[[Yondalla]], goddess of [[halfling]]s (also a demihuman power)\n!!! Intermediate Powers \n*[[Ehlonna]], goddess of forests, woodlands, flora & fauna, and fertility\n*[[Erythnul]], god of hate, envy, malice, panic, ugliness, and slaughter\n*[[Fharlanghn]], god of horizons, distance, travel, and roads\n*[[Heironeous]], god of chivalry, justice, honor, war, daring, and valor\n*[[Hextor]], god of war, discord, massacres, conflict, fitness, and tyranny\n*[[Kord]], god of athletics, sports, brawling, strength, and courage\n*[[Obad-Hai]], god of nature, woodlands, freedom, hunting, and beasts\n*[[Olidammara]], god of music, revels, wine, rogues, humor, and tricks\n*[[Pholtus]], god of light, resolution, law, order, inflexibility, the Sun, and the moons.\n*[[Saint Cuthbert]], god of common sense, wisdom, zeal, honesty, truth, and discipline\n*[[Wee Jas]], goddess of magic, death, vanity, and law\n!!! Lesser Powers \n*[[Vecna]], god of destructive and evil secrets\n*[[Zagyg]] the mad [[archmage]] and servant of Boccob
There are no special rules for creating magical potions for most areas in the Tian campaign.\n\n''Formula:'' Potion [[Formula]] are relatively simple, and a spell-caster who selects the ''Brew Potion'' feat immediately knows a number of potion formula of his choice equal to 2d6 + appropriate ability modifier.\n\n!!!Draught of Healing \nIn a special ritual which requires both the casting of //bless water// and //cure light wounds//, a spellcaster can create a healing potion which restores 1d8+1 points of damage. This can be done even without the character having the ''Brew Potion'' feat. There is no XP cost, but the material component for the //bless water// spell (5 lbs of powdered silver, worth 25gp) must be included in the ritual. The character performing the ritual must be the one to cast the necessary spells. Caster level has no influence on the potency of the draught.
Pranas is a rarified dimension stretching from Tian to the heavenly sphere of [[Natia]], filled with deep darkness and bright stars. It is the place where the [[Lords of Twilight]] dwell. Souls moving through this plane are granted the gift of mind when they first depart Natia to be born into the material world. At the same time, that soul's [[true name|TrueNames]] is revealed to it.
''Keeper of the Hearth''\n(Lesser Goddess)\n\n''Alignment:'' NG\n''Portfolio:'' Fire, Blacksmiths and craftsmen, Home and Cities\n''Domains:'' Fire, Community^^2^^, Craft^^1^^, Knowledge, Metal^^1^^\n''Symbol:''\n''Favored Weapon:''\n\n(~Pure-EE-ill)
''Lord of Battle''\n(Intermediate God)\n\n''Alignment:'' LG\n''Portfolio:'' Fire, Battle, Bravery and Honor\n''Domains:'' Fire, Fury^^3^^, Hero^^3^^, Law, Protection, War\n''Symbol:'' Flaming spear in front of a golden ring\n''Favored Weapon:'' Honor's Reach (longspear)\n\n(~PIRE)
House Quarnevae (N) turned away from the role of nature's protectors shortly after the [[Fall of Vessa's Throne]]. Though not directly affected by the devastation, many among the other elven Houses believe they were somehow tainted by proximity to the [[Empty Lands]].\n\nDuring the next generation, House Quarnevae began losing themselves to a newfound interest in all matters arcane. They moved high into the northern mountains of Horan's Shield to be nearer Natia's stars, that they might unlock their deeper secrets. Living in their lofty homes of bare rock, indifferent to their bond with the land, they became known as the gray elves.\n\nThe green elves found House Quarnevae's abandonment its duties to [[Cirem]] distasteful, but this was only the beginning of the rift that was growing between them.\n\nTales spoke of another race of elves, ones with wings, created by the grays to serve and protect them while they concentrated on their pursuits. Word also reached the ear of the ruling House that Quarnevae's impious mages were saying that when the ultimate knowledge they sought was found, there would be no need for guardians of the gods' creations, for the elves would be able to fill the world with their own creations.\n\nThese and other such rumored heresies moved the elves of the Great Forest to action against the renegade House. However, a few short years of civil war revealed that the gray elves had grown strong in their magics, and would not be defeated on their own territory. Eventually, a truce was reached and Quarnevae was officially released from its responsibilities to the woodlands, but not to the elven race.\n\nToday the gray elves treat the other Houses as allies, but recognize no sovereignty in them. Each has diplomats within each other's lands, and lend one another aid in times of great need.\n\nAs a show of good faith, House Quarnevae has occasionally helped battle threats to the forests themselves. The green elves sometimes take exception to their methods, especially excessive use of //fireball// and similar spells.
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There are many races created by the gods, and during many different times. Others arose spontaneously through varied circumstances, and a few show that the influence of ancient powers are still evident in the world.\n\n''//Savage Species// Note:''\n\nPlayers wishing to play creatures with ~ECLs greater than +1 use the following house rules:\n* All choices for character race are subject to DM approval.\n* The Monster Class system will be used. If a monster class doesn't already exist for the creature selected, work with the DM to design one.\n* A character's first character level must always be from their monster class.\n* Monster classes are allowed to multi-class before completing all levels of their their race class. However, at least one half of total character levels must be from the monster class.\n* Characters do not receive character level dependent benefits (per table 2-5 in //Savage Species//) until their character level exceeds the maximum monster class level for their race.
The Ranger follows the rules for the class as presented in the //Player's Handbook//.
The Reborn Gods are those that were shaped by [[Horan]] from the bodies of the vanquished [[Elemental Lords|The First]]. They are closely tied to the activities of the mortal races, and have the most wide-spread worship across Tian.\n!!!Gods of the Earth\n[[Voan]] - God of Life, Nature, and Crops\n[[Veora]] - Goddess of Death, Justice and Roads\n!!!Gods of the Wind\n[[Saro]] - Goddess of Art, Music and Medicine\n[[Shanura]] - Goddess of Rain, Storms and Omens\n!!!Gods of the Flame\n[[Pyr]] - God of Warfare, Bravery and Honor\n[[Puryil]] - Goddess of Blacksmiths, Crafts, Home and Cities\n!!!Gods of the Sea\n[[Kassas]] - God of Ships, Sailors and Fishermen\n[[Ocussa]] - Goddess of the Deep, Discovery, Mystery and Magic
If a character is unable to find the formula for a particular item, he can still research it. This is similar to making a Craft check to make a mundane item. First, find the market value of the item. Then, select the appropriate skill based on the magical tradition the prerequisite spells belong to:\n\n''Arcane:'' Knowledge [Arcana]\n''Divine:'' Knowledge [Religion]\n''Nature:'' Knowledge [Nature]\n''Art:'' use Bardic Knowledge\n\nCharacters researching items with prerequisite spells which are on their class spell list, and for which they have the appropriate Item Creation feat, receive the best results when researching an item. Characters without knowledge of the needed spells or feat, but have the proper skill, can still research, but are less effective (see [[Assistants]].)\n\nTo determine the DC of the research item, find the minimum caster level for the highest level prerequisite spell. In the absence of prerequisite spells, use the item’s caster level. Add this caster level to a DC of 10. For each additional item property, add +1 to the DC. Single use items, such as potions, subtract 2 from the DC. Charged items, like wands and staffs, subtract 1. The DM may add other modifiers, depending on the nature of the item or other factors.\n\n''Example:'' The evil cleric Urkon wants to research how to create a darkskull, which has unhallow as a prerequisite spell. The minimum caster level of unhallow is 9, so the DC is 19. A darkskull has only one property and is a permanent item, so there are no further modifications to the DC.\n\nEach week, make a Research check with the appropriate skill against the DC. If the check succeeds, multiply the check result by [DC x 5]. If this amount in gold pieces is equal to or greater than the market value of the item, the character has successfully researched it. If the gp amount is double the item's value, the research takes half the time, triple is one third the time, etc.\n\nIf the result is not at least equal to the item's market value, then it represents the progress made this week toward discovering the formula. Once the cumulative total of each week’s progress is equal to or greater than the market value of the item, the research is complete. Weeks of research do not need to be continuous.\n\nFor each successful Research check, pay 1/10 of the check result x [DC x 5] in gold pieces, to cover research expenses (library fees, test materials, travel costs, etc.) On a check failed by less than 5, one half of the check result x [DC x 5] may be applied to research progress for that week, but expenses remain the same. On a check failed by 5 or more, expenses are equal to the DC, and no progress is made for the week.\n\n''Example:'' Urkon is a 10th level cleric, with a Knowledge [Religion] score of 15. With an average Research check roll of 25, Urkon will progress at a rate of 2375gp (Check of 25 x DC 19 x 5) per week. As the darkskull has a market value of 66,000 gp, it will take Urkon 28 weeks, almost seven months, to research the darkskull. Expenses for each week will average about 237.5gp, or about 6650gp total.\n\nA natural 20 on the Research check doubles the gold piece amount applied to the week’s progress, but no expenses are incurred. A natural 1 doubles expenses (DC x 2), but no research progress is made. Because of this, the researcher may not Take 10 or Take 20 on these checks.\n\nIn addition, at the DM’s discretion, a natural 1 also indicates that all local avenues of research have been exhausted, or some other road block has been reached, and the character cannot continue researching at his current location. Another research check, if successful, might mean the character has at least some indication of where to go next. Otherwise, the character will have to decide on his own where to continue.\n\nThe DM may also impose such a stopping point once the research progress has reached a certain pre-determined gp value. In this case, the DM should provide a clear idea or at least a significant clue as to how the character should proceed.
Rilivae (LG) is currently the ruling House, and consider themselves as those against whom all other elves should be measured. Indeed, their ways have changed the least among the great Houses since elven-kind first stepped out of Yadril.\n\nRilivae is considered somewhat strict by elven standards, and, in addition to their primary duty to the natural world, they take Cirem's aspect as a god of retribution very seriously. The rangers of Rilivae will often go to great lengths meting out justice to those who bring harm to Tian's forests or the elven race.\n\nThe only known paladins of Cirem belong to Rilivae. They often travel to the other elven lands, delivering the ruling House's dictates.
There are no special rules for creating magical rods in most areas of the campaign world.\n\n''Formula:'' All rods require [[Formula]] to create.
The Rogue class is played as presented in the Player's Handbook.
A list of resources/idead on dwarven rune magic. These will hopefully serve as inspiration/resources for a more comprehensive and cohesive system for the Tian campaign. Note: //Grey Elves// will probably end up being the users of runes, not dwarves\n*//Spells and Magic// - Bastion Press\n*//Heroes of High Favor: Dwarves// - Bad Axe Games\n*//FRPG// - ~WotC\n*//Races of Stone// - ~WotC\n*//Winter Runes// by Troll Lord Games\n*//Arcana Unearthed// and //Mystic Secrets// - Malhavoc Press\n*//Complete Book of Eldritch Might// - Malhavoc Press\n*//Signs and Portents// #10 - Mongoose Publishing\n*//Magic// - AEG\n*//Burok Torn: City Under Siege// - Sword & Sorcery Studios (Scarred Lands)\n*//Spells & Spellcraft// - Fantasy Flight Games (Ward system)\n*A .doc on rune magic in this ~ENWorld thread: ''[[Kolvar's Rune Magic|]]''\n*An .rtf on rune magic in this Monte Cook forum thread: ''[[Soulmage's Rune Magic System |]]''\n*//GURPS// Magic, Celtic Myth or Vikings?
''Lady of Elemental Air''\n(Lesser Deity)\n\n''Symbol:'' Blue spiral on white field\n''Alignment:'' CE\n''Portfolio:'' Elemental Air, Randomness, and Trickery\n''Domains:'' Air, Chaos, Evil, Trickery, Windstorm\n''Favored Weapon:'' Chakrum\n\nOften thought of as random and flighty, the goddess Saramir (~SARE-ah-meer) is still a force to contend with when angered. The Lady of Elemental Air is usually depicted as a swirling mass of a thousand wings of varying color, though the wings often arrange themselves to appear as an expressionless woman's face. While she has no real designs on power, Saramir quickly becomes violent toward anything or anyone she perceives as impinging upon her freedom. \n\nHer followers demonstrate the same tendencies, valuing their own personal freedom above the rights and freedom of others. They will often instigate flamboyant and random acts of destruction against any group they see as restricting their implusive behaviour in anyway. In particular, they will attack institutions dedicated to [[Saro]], such as schools of music and art, and places of healing.\n\nPriests of Saramir pray for their spells at the first morning breeze. They hold no particular days as holy, but will perform rituals and celebrations in the wake of damaging storms and tornados.
''The Breath of Life''\n(Lesser Goddess)\n\n''Alignment:'' NG\n''Portfolio:'' Air, Art, Music and Medicine\n''Domains:'' Air, Charm^^1^^, Healing, Knowledge, Music^^4^^\n''Symbol:'' Silver winged rod with two hawk heads\n''Favored Weapon:'' Shortbow\n\n(~SARE-oh)
Described in the //Complete Adventurer//, the Scout class is played as presented there. While some form of this class is common to most cultures, they are most prevalant among the green elven house of Kesirek and the tribes of the plains.
There are no special rules for creating scrolls in the Tian campaign.\n\n\n''Formula:'' Scrolls do not require forumla. In a sense, a scroll is its own formula.
Sea Gnomes roam the seas on ships, some of which are akin to floating towns. Few sea gnomes are born on dry land, and some have never even set foot there. They are frequently encountered as merchants.\n\nIn addition to the standard [[ Gnomish Traits]], Sea Gnomes have the following racial features:\n* ''Weapon Familiarity:'' Net\n* +2 racial bonus on saving throws vs. spells and abilities with the Cold or Water descriptor\n* +1 Racial Bonus on attacks vs. aquatic monstrous humanoids (saughin, kuo-toa, etc.)\n* Cold Resistance 2\n* +2 Racial Bonus on Spot Checks\n* +4 Racial Bonus on Swim Checks\n* ''Bonus Languages:'' Draconic, Aquan, Elven, Giant, Goblin, and Orc\n* ''Speak with animals type:'' fish\n* ''~Spell-Like Abilities:'' //create water, message, ray of frost//
Under the guidance of the [[new elemental deities|Reborn Gods]], the mortal races flourished; but darkness still clouded the reign of the Reborn Gods. They suffered dreams of their former selves, visions that took on life of their own. The spirits of these dreams, the [[Oversouls|The First]], were wracked with desire for vengeance. Though beginning merely as weak whispers in the minds of the Reborn, the Oversouls had learned from the Elemental Lords' children, and slowly built up groups of worshippers amongst the races of Tian, drawing strength to themselves.\n\nOver time, a few power-hungry kingdoms adopted the dream gods as their patrons, and began attacking the temples of the established deities, trying to make those gods weak by denying them followers. Many conflicts raged on the continent as the rangers of [[Cirem]] and the priests of the Reborn sought to remove the influence of these dark spirits.\n\nThe dawn of the Second Age of Chaos was heralded by the discovery of a means to awaken the Oversouls from their dreams - The Jari Stone. A dangerous cult, its name lost in legend, used the stone to break down the walls surrounding the waking world. How the stone was found and what god the cult worshipped differs between tales. Some say [[Urora]] still plotted from deep within [[Eleron]] and gave the knowledge to find the Stone. Others say that [[Kordas]], angry at being passed over by [[Horan]] to rule, betrayed his brethren by revealing the Stone's location to his followers. Still others tell that it was the congregations of the Oversouls themselves.\n\nGreat war swept over both the mortal and immortal planes. The rage of the dream gods gave them great power, but much of this was directed at the land of Tian itself, as they sought to change back to its raw elements what the [[Sky Gods|Gods of the Sky]] had made. The kingdoms of their own followers were the first to fall, having served their purpose and with no other gods to defend them. Many scholars note the curious absence of Horan during this time.\n\nCirem led her siblings and the Reborn gods against the Oversouls, though Kordas played each side against the other for his own ends, and [[Thanoril]] was simply unreliable. Neither force made much progress in the war, though there was great destruction on the face of the land. The scales were finally tipped when a group of mortal heroes found and destroyed the Jari Stone, sending the Oversouls back to their dream world. Cirem then scattered the remains of the stone, creating the Jari desert, also known as the Unseen Sea.
The Second Generation of Gods are either children of the [[Gods of the Sky]] and/or the [[Reborn Gods]], or came into existence by some other means after the [[First Age of Chaos]]. Most are minor gods, with many more than listed here.\n*[[Basa]] - The Cat Goddess\n*[[Shaya]] - Our Lady of Shadows\n*[[Flannadan]] - The Journyman, the Tinkerer, the Prankster\n*[[Minora]] - The Standard Bearer\n*[[Miruda]] - The Camp Follower\n*[[Troar]] - Patron of Sell Swords\n*[[Vicyen]] - The Astrologer\n*[[Yadril]] - The World Tree
[[Eleron]] exists nowhere, yet it is everywhere. Though it is unseen, its presence constantly eclipses the Eye of [[Horan]] as it travels [[Natia's|Natia]] sky, casting a deep shadow across the dimensions surrounding the known world.\n\nWithin that shadow, creatures have crept into being, some escaping from Eleron, others tainted by the darkness where it has crossed their home planes.\n\nPerhaps the most tragic of these are the [[Unseelie]]. Where the umbral twilight falls across [[Shula]], the first layer of the [[Silver Realms]], the fey dwelling there have found their unrestrained delight in life turned to resentful recognition of the capricious and crueler aspects of it. That all joy eventually ends in death is never far from their minds. The Unseelie never hesitate in reminding others of these dark lessons with the same zeal the rest of the fey employ enjoying the pleasures of living.\n\nYet, the most feared beings of the Plane of Shadow are those which have spawned from the darkness itself. Where Eleron's umbra touches [[Veyana]], the animating forces of that Silver Realm have seeped into the gloom and given it life. Despite their evil and sometimes unknowable goals, these races of shadow do help serve as a buffer for the fiends of Eleron, who often seek to use the Shadow Plane as a bridge to the mortal world.
Once part of the [[Great Road|The Sundered Road]], the Shadowgate was created when powerful demonic beings were able to tie it to the [[Plane of Shadow|Shadow]], forming a bridge between the mortal world of [[Tian|The World]] and [[Eleron]]
The Shaman class is taken from ~WotC's //Complete Divine//, and is played as presented there. Also, material presented in Mongoose Publishing's //Encyclopaedia Divine - Shamans// may be used at the player's option.\n*''Religion'': The spirit world which a shaman interacts with is [[Veyana]], the second layer of the [[Silver Realms]].\n
''The Rainbow Goddess''\n(Lesser Goddess)\n\n''Alignment:'' CG\n''Portfolio:'' Air, Rain, Storms and Omens\n''Domains:'' Air, Chaos, Luck, Oracle^^1^^, Storm^^1^^, Trickery, Weather\n''Symbol:'' Cloud topped by a rainbow and a lightning bolt from underneath\n''Favored Weapon:'' Quarterstaff\n\nThe most undisciplined of the Reborn Gods, Shanura (~shah-NOO-rah) is usually depicted as a rosy-skinned woman with four swallow-like wings, white, mist-like hair, and flowing robes which change color from blue to dark grey, depending upon her mood. Illustrations of her almost always show her in front of a rainbow or surrounded by one in full circle.\n\nShanura often skirts dangerously close to negligence in her duties regarding the mortal races. However, her most vital function, the bringing of rain, she is always most pleased to perform, though it is sometimes withheld either as punishment, or due to other divine influences. Violent storms are a result from an overindulgence in her duties or are a sign of her displeasure, and often they are both. She has a fondness of pranks as well, which are usually good-natured in spirit. One legend of the goddess recounts a time she used a waterspout to steal the catch from the nets of a rich fish merchant at sea, and then caused the sea creatures to rain down near an astonished tribe living in the middle of the [[Barzan]] desert far inland.\n\nDespite her often inattentive nature, Shanura hates to see the mortal races suffer. She is a lover of freedom and change, and will frequently tip the scales of fate for seekers of either. From her airy vantage point, she sees things which others do not, and gives clues to those she deems worthy in the form of signs and omens, usually hidden amongst the subtle changes of her skies.\n\nPriests of Shanura receive their spells at dawn, the greatest time of change for her. Holy days include the day of her creation as a Reborn deity, as well as the spring and autumn equinoxes. Their duties include praying for rain and instructing communities in the path of Right Thought and Action to ensure the goddess' blessing. They also oversee the management of water resources, irrigation and the protection and cleaning of streams and lakes. In this capacity they often interact with priests of [[Voan]]. Some temples function as centers for divining and oracles, and all of her priests are prone to random acts of kindness (or at least, random acts.)
''Our Lady of Shadows''\n(Demigoddess)\n\n''Symbol:'' Smiling female face, half shadowed\n''Alignment:'' CN\n''Portfolio:'' Shadows and Thieves\n''Domains:'' Chaos, Darkness,Thievery^^7^^, Trickery\n''Favored Weapon:''\n\nShaya (~SHAY-ah) was born of an ill-fated love affair between the mad god [[Thanoril]] and a siren from the plane of [[Shadow]].
A place of desire, delight and joy in the natural world, Shula was formed by the laughter of the gods when they created Tian. It is home to the [[fey|Fey]]. Mortals receive the body they will inhabit on the material plane as they pass through Shula before birth.
The city of Siddar was founded by the first Chosen of Horan, Lahadar, and is the capital of the empire. Currently it is ruled by the [[Mahrani Selindra]]. Siddar is well known for a number of customs and pecularities, including the following:\n*Dwarves are all but forbidden, requiring complex and expensive permits for any type of business within the city, and suffer constant surveillance\n*Chariots drawn by lions or tigers are status symbols of merchants and [[Phads]]\n*All sorcerers and wizards living in the city must be licensed.\n*Slavery is an accepted practice, and slaves are just as often criminals as they are prisoners of war.\n*Gladiatorial competitions are held twice a month. Free gladiators compete for glory and reward; slaves fight because they have no choice.\n*The Torturer's Guild is a very visible presence, and headsmen are routinely seen traveling the countryside to perform their duties at the various towns and villages of the empire.\n*A gate of [[The Sundered Road]] is located in the western part of the city\n
<<search>>{{moveover{[[what's new|What's New]]}}}<<newTiddler>><<closeAll>><<slider chkSliderOptionsPanel OptionsPanel options 'Change TiddlyWiki advanced options'>><<tableOfContents sort:system hidelist>>\n<html>\n<div style="width: 90%; margin: -5px 0 5px 15px; ">\n <div class="countertext"> times viewed:</div>\n <div class="counter" style="margin: 10px;">\n <img src="/cgi-bin/counter.gif?fg=128,0,0">\n </div>\n<a href='javascript:forego("3646 1776 3045 671 1776 1776 887 3511 2490 2768 1776 671 2768 1081 1727 17 2735 887 3045 17 935 1727 2041 3036 3646 3045 2768 17 853 768 1776 887 17 1081 2768 17 1907 671 3045",4181,1613)'><b>email me</b></a>\n<br>\n<a href='' target='_blank'>TiddlyWiki ©<br>osmosoft 2006</a>\n</div>\n</html>\n
The Silver Realms are comprised of three tiers of planes that encompass Tian. The Silver Realms also correspond to the three principal aspects of all mortal existence - body, mind and spirit - and are actually responsible for the layering of these aspects around a being's soul as it travels from [[Natia]] to be born.
This genteel organization arose from the former followers of [[Vessa]], the deceased goddess of the dawn. Now more advocates of a philosophy than a deity, the Sisterhood embodies Vessa's principles of hope and the search for beauty in life. It is believed that [[Horan]] and [[Natia]] grant the Sisterhood their divine abilities, as a sign of gratitude for the honor and rememberance the priestesses show to their slain daughter.\n\nThe Sisterhood is pacifist in nature, offering comfort and aid to those in need. They goal is to remind those in despair that the [[Dawn of Horan's Chosen]] will always come again. During dark times, even the leaders of the [[Temple of the Reborn]] seek out their advice, as their reputation as oracles is well known.\n\nMembers of the Sisterhood of Hope often travel with members of the [[Pale Hand of Sunrise]], a monkish order dedicated to aiding the oppressed. The Pale Hand often takes a more active role than the Sisterhood when helping the downtrodden, encouraging them to overcome those who tyrannize them. When such a course of action is not feasible, the monks will take it upon themselves to find the path to freedom for those unable to do so for themselves.
a ~DnD 3rd Edition Campaign Site
''~'' Scroll of Tian ''~''
Presented here are some modifications to existing skill rules, as well as a few new ones.\n\n|!Houseruled Skills|!New Skills|\n|<<list withTags Skills AND SkillHouseRules>><html><div><br></div></html>|<<list withTags Skills AND NOT SkillHouseRules>>|
The Ulykan people tend to be a fairly superstitious lot, clinging to traditions fiercely, though they have long ago forgotten the reasons behind many of them. They are also very militant, with a strict hierarchy within each clan built around physical prowess, skill and leadership as a warrior. Due to their high level of training, size and strength, Ulykos are sought after by other races as mercenaries.\n\nThe smallest organized unit of Ulykos is called a tent, usually comprised of members of an immediate family. A group of five to ten tents is a pentar, or clan. (Scholars of ancient history within the Hundred Kingdoms claim the Ulykan military jargon is a corruption of terms used by the armies of Bendara, a kingdom that once stood where the [[Empty Lands]] are today.)\n\nThe pentars are each lead by a Prater, usually addressed by those within his own pentar as "Wise Father" (or Mother.) Praters are identified by their excellent armor, and the metal-shod staff they carry with them, often used on subordinates when physical discipline is required. The Prater is also the only one of the clan, outside the ranks of the cavlars, allowed to ride a war beast.\n\nTen allied pentars form an egon, of which there are three within the Hundred Kingdoms, though none of them actually have their full complement of ten pentars. Each egon is led by a Tirbadh.\n\nThere are many other ranks and titles among the Ulykos, all of them functional and none merely honorary. The skilled veterans are often made Majits, or ~Master-of-Arms, whose responsibilities include training and equipment. Those unable to perform strenuous physical tasks become keepers of knowledge, strategies and stories; wisdom from which the younger half-giants learn.\n\nWarfare is the highest form of glory and honor for the Ulykos; it is their way of life. But no nations raid them for the dry, rocky soil (similar to their former homes in the Empty Lands) they have settled. None battle them for their meager wealth. The laws of their god Pyr forbid them to attack other lands without just cause. How, then, could they find the honor that only war could bring to them?\n\nEventually, a solution presented itself to the Ulykan people. The lands of the Hundred Kingdoms needed mercenaries, and badly.\n\nWith the overthrow of the emperor Phad Karazon, many smaller human kingdoms have shaken loose from the weakened grip of the Alabar Empire. Rather than unite their power to deal with the still present threat of Alabar, however, most of the so-called Hundred Kingdoms have taken to squabbling amongst themselves, while upstarts seek to gain power amidst the chaos. The Ulykos have found their services to be in great demand. Times are good to be a mercenary.\n\nUlykos sometimes find themselves staring at their own kind across the battlefields of foreign kings. Those from the same egon avoid fighting each other, unless it would jeopardize their contract with their employer. Ulykos from differing egons, however, will fight, seeing such situations as ultimate tests of honor and skill laid at their feet by fate. Afterwards, the two sides will set a time to meet, sometimes months down the road, to share remembrance of the battle, especially the fallen, so that they may pass each others stories on to their own egons.\n\nAll healthy adults within an egon are expected to be able to account for themselves in battle, and children serve in many basic support functions. The children learn to cook at a young age. ("Pot of gruel" is a common Ulykan saying to describe an easy task.)\n\nBeyond the obvious, working the mess hall is full of rituals and tasks which the adult Ulykos watch the youngsters perform, looking for signs of aptitude for other roles - metalworking, animal handling, leadership, etc. - or if the child is simply destined to join the ranks of the plebes, older children training to become warriors but not yet of age to venture onto the battlefield.\n\nThe coming-of-age ceremony known as the Big Step (also called Crossing the River in recent years) often involves a young Ulykan warrior being sent out into the human lands alone to learn the ways of the mercenary tradition. Should they survive, and satisfactory tales of their exploits find their way back to their egon, they will be sent for to join a pentar in the field, or even a specialist tent of elite warriors.
In Tian this class is known as the [[Pala]], a modified version of the Sohei as presented in //Oriental Adventures//, and updated in Dragon #318. See that class description for more information.
The alternate Sorcerer from the //Complete Book of Eldritch Might// is used for the Tian campaign. Changes are noted below.\n*''Skills:'' Note that the alternate Sorcerer now has class skills which have Charisma as the key ability (Diplomacy and Gather Information.) In addition, one more Charisma based skill of the player's choice may be taken as a class skill.\n*''Class Features:'' Some optional modifications for sorcerers are possible, but they have only the Summon Familiar ability to trade. More information can be found under [[Spellcaster Options]]. \nSorcerers from the tribes of the plains will more often be Battle Sorcerers, applying the modifications as described in //Unearthed Arcana// to the variant sorcerer, with the exception to changes in skills.\n
In some rare cases, a source of information can be so beneficial to the research that the progress made far exceeds the weekly gp average. In those cases, the DM assigns a specific gp value that the information will contribute to the research progress. This special knowledge may also refresh dried up avenues of research, as new relations to old information are revealed.\n\nSpecial Knowledge may come in the form of research already done by someone else. In this case, the DM should first decide what percentage of the other research has been done. If it is not 100%, but is higher than the character’s own research, the character may simply use the new information to represent his current progress, after taking one day per 2000gp difference between the bodies of research to compare them.\n\nThe researcher may also want to see if the less complete work has any information not found in the other. To do this, take the difference in gp between the two bodies of work, and divide it by the target items value to get a percentage. If the player can roll over this on d100%, then some portion of the lesser work can be added. Roll d20 and add this percent of the lower gp value to the higher. This process takes an additional day per 1000gp (round up) value added.\n\nSpecial Knowledge can come in other forms, whether it is a dream sent by the character's god, or a secret known by a dragon. The DM is encouraged to be creative when providing these special sources.
For the school of Abjuration, the Spell Focus feat does not increase the DC of saving throw for these spells, but instead increases the DC to dispel them. This same rule applies to any other feats or effects that normally increase DC.
When using this skill to identify spells or effect based on a magical discipline you are not familiar with, add +5 to the difficulty. Also, a wizard may gather information about another wizard by examining his [[Tattoos]].
When fashioning a staff, the crafter must begin with a masterwork staff which has at least a +1 enhancement bonus. For a staff, the ''Craft Staff'' feat may be subsituted for ''Craft Armor and Weapons'', but only with regard to adding an enhancement bonus.\n\nThe market value calculation for creating the spell-casting properties of a staff has been modified as follows:\n\n''[400 gp x highest spell level x caster level]''\n\nplus 75% of the value of the next most costly ability: \n\n''[300 gp x spell level x caster level]''\n\nplus one-half of the value of any other abilities: \n\n''[200 gp x spell level x caster level]''\n\nOtherwise, creating a staff follows the rules as found in the //DMG//.\n!!!!Recharging Staffs\nA staff can be recharged by anyone capable of casting all of the spells that the staff can reproduce, at the same level. Recharging has a market value equal to 1/5 the market value of the staff's spell-casting properties. If the caster has the ''Craft Staff'' feat, the cost to recharge is one half of the market value, similar to normal item creation, and a total of 10 charges are added.\n\nWithout the feat, the cost is the same as the recharge market value, and only five charges are added. There is no experience point cost for adding charges, unless it is required by any of the staff's spells.\n\nAdding charges to a staff takes one day per 1000gp of the recharge market value, with a minimum of one day. A staff may be charged multiple times, with cost and time for each group of charges calculated separately. The number of charges in a staff may not exceed its original capacity.\n\nIn all other ways, recharging follows the same rules as creating a staff.\n!!!!Running Out of Charges\nA staff that expends its last charge suffers no ill effects, unlike a [[wand|Wands]].\n\n''Formula:'' A staff does not require [[Formula]] to create unless any of the spells contained within the staff will not be cast by the item creator himself during the creation process, or if the staff has any special abilities beyond casting stored spell charges and its enhancement bonus.
This is intended to be a list of zodiac signs which players may select for a minor benefits and related feats. Also included will be the role of Astrology in the campaign. Sources related to this concept which the campaign might draw from:\n\n*//Relics and Rituals// (I and II) - Sword and Sorcery Studios (Scarred Lands setting)\n*//Dragon// #340
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border: 0; line-height: 1em; }\n.sparktick { background: #014; outline: 0;}\n.errorButton { color: #ff0; background: #f00;}\n.cascade { background: #eef; color: #aac; border: 1px solid #aac;\n font-size: 1.1em; position: absolute; overflow: hidden;}\n.imageLink { background: transparent;}\n.zoomer { font-size: 1.1em; position: absolute; padding: 1em;}\n.moveover { margin-left: 12px; }\n/*}}}*/\n\n/***\n!!TagglyTagging /%==================================================%/\n***/\n/*{{{*/\n.tagglyTagged {margin: 10px;}\n.tagglyTagged .tiddlyLink {border: 1px solid maroon; \n background: #930 url('images/scrolltHead.jpg');\n margin-right: -2px; padding-right: 5px;}\n.tagglyTagged li.listTitle { display:none; }\n.tagglyTagged li { display: block; margin-bottom: 10px; font-size:90%; }\n.tagglyTagged ul { margin:0px; padding:0px; }\n.tagglyTagging { padding-top:0.5em; }\n.tagglyTagging li.listTitle { display:none;}\n.tagglyTagging ul { margin-top:0px; padding-top:0.5em; padding-left:2em; margin-bottom:0px; padding-bottom:0px; }\n\n.miniTag .miniTag { background: #930 url('images/scrolltHead.jpg'); margin: 0 0 7px 5px; border: 1px solid maroon; font-size: 10px; padding: 0 2px;}\n\n.miniTag .button:hover { font-style: none;}\n\n/* .tagglyTagging .tghide { display:inline; } */\n\n.tagglyTagging .button { display:none; margin-left:3px; margin-right:3px; }\n.tagglyTagging .button, .hidebutton { color:#aaa; font-size:90%; border:0px; padding-left:0.3em;padding-right:0.3em;}\n.tagglyTagging .button:hover, .hidebutton:hover { background:#eee; color:#888; }\n.selected .tagglyTagging .button { display:inline; clear: right; }\n\n.tagglyLabel { color:#aaa; font-size:90%; }\n\n.editLabel { font-size:90%; padding-top:0.5em; }\n\n/*}}}*/\n
/***\n!Colors Used\n*@@bgcolor(#8cf): #8cf - Background blue@@\n*@@bgcolor(#18f): #18f - Top blue@@\n*@@bgcolor(#04b): #04b - Mid blue@@\n*@@bgcolor(#014):color(#fff): #014 - Bottom blue@@\n*@@bgcolor(#ffc): #ffc - Bright yellow@@\n*@@bgcolor(#fe8): #fe8 - Highlight yellow@@\n*@@bgcolor(#db4): #db4 - Background yellow@@\n*@@bgcolor(#841): #841 - Border yellow@@\n*@@bgcolor(#703):color(#fff): #703 - Title red@@\n*@@bgcolor(#866): #866 - Subtitle grey@@\n!Generic Rules /%==============================================%/\n***/\n/*{{{*/\nbody {\n background: #fff;\n color: #000;\n}\n\na{\n color: #04b;\n}\n\na:hover{\n background: #04b;\n color: #fff;\n}\n\na img{\n border: 0;\n}\n\nh1,h2,h3,h4,h5 {\n color: #703;\n background: #8cf;\n}\n\n.button {\n color: #014;\n border: 1px solid #fff;\n}\n\n.button:hover {\n color: #014;\n background: #fe8;\n border: 1px solid #db4;\n}\n\n.button:active {\n color: #fff;\n background: #db4;\n border: 1px solid #841;\n}\n\n/*}}}*/\n/***\n!Header /%==================================================%/\n***/\n/*{{{*/\n.header {\n background: #04b;\n}\n\n.headerShadow {\n color: #000;\n}\n\n.headerShadow a {\n font-weight: normal;\n color: #000;\n}\n\n.headerForeground {\n color: #fff;\n}\n\n.headerForeground a {\n font-weight: normal;\n color: #8cf;\n}\n\n/*}}}*/\n/***\n!General tabs /%=================================================%/\n***/\n/*{{{*/\n\n.tabSelected{\n color: #014;\n background: #eee;\n border-left: 1px solid #ccc;\n border-top: 1px solid #ccc;\n border-right: 1px solid #ccc;\n}\n\n.tabUnselected {\n color: #fff;\n background: #999;\n}\n\n.tabContents {\n color: #014;\n background: #eee;\n border: 1px solid #ccc;\n}\n\n/*}}}*/\n/***\n!Sidebar options /%=================================================%/\n~TiddlyLinks and buttons are treated identically in the sidebar and slider panel\n***/\n/*{{{*/\n#sidebar {\n}\n\n#sidebarOptions input {\n border: 1px solid #04b;\n}\n\n#sidebarOptions .sliderPanel {\n background: #8cf;\n}\n\n#sidebarOptions .sliderPanel a {\n border: none;\n color: #04b;\n}\n\n#sidebarOptions .sliderPanel a:hover {\n color: #fff;\n background: #04b;\n}\n\n#sidebarOptions .sliderPanel a:active {\n color: #04b;\n background: #fff;\n}\n/*}}}*/\n/***\n!Message Area /%=================================================%/\n***/\n/*{{{*/\n#messageArea {\n border: 1px solid #841;\n background: #db4;\n color: #014;\n}\n\n#messageArea .button {\n padding: 0.2em 0.2em 0.2em 0.2em;\n color: #014;\n background: #fff;\n}\n\n/*}}}*/\n/***\n!Popup /%=================================================%/\n***/\n/*{{{*/\n.popup {\n background: #18f;\n border: 1px solid #04b;\n}\n\n.popup hr {\n color: #014;\n background: #014;\n border-bottom: 1px;\n}\n\n.popup li.disabled {\n color: #04b;\n}\n\n.popup li a, .popup li a:visited {\n color: #eee;\n border: none;\n}\n\n.popup li a:hover {\n background: #014;\n color: #fff;\n border: none;\n}\n/*}}}*/\n/***\n!Tiddler Display /%=================================================%/\n***/\n/*{{{*/\n.tiddler .defaultCommand {\n font-weight: bold;\n}\n\n.shadow .title {\n color: #866;\n}\n\n.title {\n color: #703;\n}\n\n.subtitle {\n color: #866;\n}\n\n.toolbar {\n color: #04b;\n}\n\n.tagging, .tagged {\n border: 1px solid #eee;\n background-color: #eee;\n}\n\n.selected .tagging, .selected .tagged {\n background-color: #ddd;\n border: 1px solid #bbb;\n}\n\n.tagging .listTitle, .tagged .listTitle {\n color: #014;\n}\n\n.tagging a, .tagged a {\n border: none;\n}\n\n.footer {\n color: #ddd;\n}\n\n.selected .footer {\n color: #888;\n}\n\n.sparkline {\n background: #8cf;\n border: 0;\n}\n\n.sparktick {\n background: #014;\n}\n\n.errorButton {\n color: #ff0;\n background: #f00;\n}\n\n.cascade {\n background: #eef;\n color: #aac;\n border: 1px solid #aac;\n}\n\n.imageLink {\n background: transparent;\n}\n\n/*}}}*/\n/***\n''The viewer is where the tiddler content is displayed'' /%------------------------------------------------%/\n***/\n/*{{{*/\n\n.viewer .button {\n border: 1px solid #db4;\n}\n\n.viewer blockquote {\n border-left: 3px solid #666;\n}\n\n.viewer table {\n border: 2px solid #333;\n}\n\n.viewer th, thead td {\n background: #996;\n border: 1px solid #666;\n color: #fff;\n}\n\n.viewer td, .viewer tr {\n border: 1px solid #666;\n}\n\n.viewer pre {\n border: 1px solid #fe8;\n background: #ffc;\n}\n\n.viewer code {\n color: #703;\n}\n\n.viewer hr {\n border: 0;\n border-top: solid 1px maroon;\n color: maroon;\n}\n\n.highlight, .marked {\n background: #fe8;\n}\n/*}}}*/\n/***\n''The editor replaces the viewer in the tiddler'' /%------------------------------------------------%/\n***/\n/*{{{*/\n.editor input {\n border: 1px solid #04b;\n}\n\n.editor textarea {\n border: 1px solid #04b;\n width: 100%;\n}\n\n.editorFooter {\n color: #aaa;\n}\n\n/*}}}*/
/***\n''Table of Contents Plugin for TiddlyWiki version 1.2.x and 2.0''\n^^author: Eric Shulman - ELS Design Studios\nsource:\nlicense: [[Creative Commons Attribution-ShareAlike 2.5 License|]]^^\n\nWhen there are many tiddlers in a document, the standard 'tabbed list of tiddlers' in the right-hand sidebar can become very long, occupying a lot of page space and requiring a lot scrolling in order to locate and select a tiddler.\n\nThe TableOfContentsPlugin addresses this problem by replacing the standard tabbed list display with a single listbox/droplist control that uses a very small amount of page space, regardless of the number of tiddlers in the document.\n\n!!!!!Usage\n<<<\nTo view a tiddler, simply select (or double-click) its title from the listbox and it will automatically be displayed on the page. The listbox also includes special 'command' items that determine the order and type of tiddlers that are shown in the list:\n\n''[by title]'' displays all tiddlers in the document.\n''[by date/author/tags]'' displays indented sections, sorted accordingly, with headings (indicated by a '+') that can be expanded, one at a time, to view the list of tiddlers in that section.\n''[missing]'' displays tiddlers that have been referenced within the document but do not yet exist.\n''[orphans]'' displays tiddlers that do exist in the document but have not been referenced by a link from anywhere else within the document.\n''[system]'' displays special tiddlers that are used by TiddlyWiki to configure built-in features and add-on macros/extensions. The list includes all tiddlers tagged with <<tag systemTiddlers>> ("templates") or <<tag systemConfig>> (plug-in extensions), plus any 'shadow tiddlers' (built-in default systemTiddlers) that have not been over-ridden by custom tiddler definitions.\n\nThe current list ''display setting is indicated by an arrow (">")'' symbol to the left of command item. Selecting a command item causes the listbox to be reloaded with the appropriate contents and sort order.\n\nWhen you are viewing a list of tiddlers by date/author/tags, ''shift-clicking'' on a section heading or command item causes the listbox display to ''toggle between "show-one-section-at-a-time" and "expand-all-sections"'' display options, allowing you to quickly see all tiddler titles at once without having to view individual indented sections one at a time.\n\nThe ''size of the listbox can be adjusted'' so you can view more (or less) tiddler titles at one time. Select ''[-]'' to reduce the size by one line, ''[+]'' to increase the size by one line, or ''[=]'' to autosize the list to fit the current contents (toggles on/off). //Note: If the listbox is reduced to a single line, it displayed as a droplist instead of a fixed-sized listbox.// You can ''show/hide the entire listbox'' by selecting the "contents" label that appears above the listbox.\n<<<\n!!!!!Control Panel\n<<<\nBy default, tiddlers tagged with <<tag excludeLists>>, are omitted from the TableOfContents so that 'system' tiddlers (e.g. MainMenu, SiteTitle, StyleSheet, etc.) can be hidden, reducing "information overload" and making it easier to select relevant tiddlers when reading your document. However, when //editing// your document, including these hidden tiddlers in the list can be more helpful, so that changes to the menus, titles, styles, etc. can be more quickly accomplished.\n----\n''To include hidden tiddlers in the TableOfContents display, select the following option:''\n<<option chkTOCIncludeHidden>> include hidden tiddlers in TableOfContents(ignores <<tag excludeLists>> tag)\n^^note: this setting is ignored when ''<<option chkHttpReadOnly>> HideEditingFeatures when viewed over HTTP'' is enabled^^\n<<<\n!!!!!Parameters\n<<<\nThe macro accepts optional parameters to control various features and functions:\n* ''label:text''\nReplace the default text ("contents") that appears above the TableOfContents listbox. //Note: to include spaces in the label text, you must enclose the entire parameter in quotes// (e.g., {{{"label:my list of tiddlers"}}})\n* ''sort:fieldtype''\nSets the initial display order for items in the listbox. 'fieldtype' is one of the following pre-defined keywords: ''title'', ''modified'' //(date)//, ''modifier'' //(author)//, ''tags'', ''missing'', ''orphans'', or ''system''\n* ''date:format''\nControls the formatting of dates in TableOfContents display. 'format' is a text-substitution template containing one or more of the following special notations.\n** DDD - day of week in full (eg, "Monday")\n** DD - day of month, 0DD - adds leading zero\n** MMM - month in full (eg, "July")\n** MM - month number, 0MM - adds leading zero\n** YYYY - full year, YY - two digit year\n** hh - hours\n** mm - minutes\n** ss - seconds\n//Note: to include spaces in the formatting template, you must enclose the entire parameter in quotes// (e.g., {{{"date:DDD, DD/MM/YY"}}})\n* ''size:nnn''\nSets the initial number of lines to display in the listbox. If this parameter is omitted or "size:1" is specified, a single-line droplist is created. When a size > 1 is provided, a standard, fixed-size scrollable listbox is created. You can use "size:0" or "size:auto" to display a varible-height listbox that automatically adjusts to fit the current list contents without scrolling.\n* ''width:nnn[cm|px|em|%]''\nSets the width of the listbox control. Overrides the built-in CSS width declaration (=100%). Use standard CSS width units (cm=centimeters, px=pixels, em=M-space, %=proportional to containing area). You can also use a ".TOCList" custom CSS class definition to override the built-in CSS declarations for the listbox.\n* ''hidelist''\nHides the listbox when the TableOfContents is first displayed. Initially, only the listbox label and size controls will appear. Clicking on the listbox label text will alternately show/hide the listbox display. //Note: this setting does not affect the content of the listbox, only whether or not it is initially visible.//\n* ''prompt''\nSets the non-selectable prompt text that is displayed as the first line of the listbox //(note: this feature is not supported by the listbox control on all browsers)//. Let's you include a short text message (such as "select a tiddler"), even when displaying a compact single-line droplist.\n* ''padding:nnn[cm|px|em|%]''\nOverrides default listbox control padding. Sets the CSS padding style.\n* ''margin:nnn[cm|px|em|%]''\nOverrides default listbox control spacing. Sets the CSS margin style.\n* ''inline''\nNormally, the TableOfContents plugin is contained inside a {{{<div>}}} element. This setting causes the plugin to use a {{{<span>}}} instead, allowing for more flexible 'inline' placement when embedded within other content.\n<<<\n!!!!!Examples\n<<<\n<<tableOfContents "label:all tiddlers" sort:title width:40% size:1>>\n<<tableOfContents "label:by date" sort:modified size:1 width:40%>>\n<<tableOfContents "label:tagged tiddlers" sort:tags size:1 width:40%>>\n<<tableOfContents "label:system tiddlers" sort:system size:1 width:40%>>\n<<<\n!!!!!Installation\n<<<\nimport (or copy/paste) the following tiddlers into your document:\n''TableOfContentsPlugin'' (tagged with <<tag systemConfig>>)\n^^documentation and javascript for TableOfContents handling^^\n\ncreate/edit ''SideBarOptions'': (sidebar menu items) \n^^Add {{{<<tableOfContents>>}}} macro^^\n\n<<<\n!!!!!Revision History\n<<<\n''2006.02.14 [2.2.6]''\nFF1501 fix: add 'var r' and 'var k' to unintended global variable declarations in refreshTOCList() and getTOCListFromButton(). Thanks for report from AndreasHoefler.\n''2006.02.04 [2.2.5]''\nadd 'var' to unintended global variable declarations to avoid FireFox crash bug when assigning to globals\n''2005.12.21 [2.2.2]''\nin onClickTOCList() and onDblClickTOCList(), prevent mouse events from 'bubbling' up to other handlers\n''2005.10.30 [2.2.1]''\nin refreshTOCList(), fixed calculation of "showHidden" to check for 'readOnly' (i.e., "via HTTP") flag\nbased on a report from LyallPearce\n''2005.10.30 [2.2.0]''\nhide tiddlers tagged with 'excludeLists' (with option to override, i.e., "include hidden tiddlers")\n''2005.10.09 [2.1.0]''\ncombined documentation and code in a single tiddler\nadded click toggle for expand-all vs. show-one-branch\n''2005.08.07 [2.0.0]''\nmajor re-write to not use static ID values for listbox controls, so that multiple macro instances can exist without corrupting each other or the DOM. Moved HTML and CSS definitions into plugin code instead of using separate tiddlers. Added macro parameters for label, sort, date, size, width, hidelist and showtabs\n''2005.08.03 [1.0.3]''\nadded "showtabs" optional parameter\n''2005.07.27 [1.0.2]''\ncore update 1.2.29: custom overlayStyleSheet() replaced with new core setStylesheet(). Added show/hide toggle (click on 'contents' link)\n''2005.07.23 [1.0.1]''\nadded parameter checks and corrected addNotification() usage\n''2005.07.20 [1.0.0]''\nInitial Release\n<<<\n!!!!!Credits\n<<<\nThis feature was developed by EricShulman from [[ELS Design Studios|http:/]]\n<<<\n!!!!!Code\n***/\n//{{{\nversion.extensions.tableOfContents = {major: 2, minor: 2, revision: 6, date: new Date(2006,2,14)};\n//}}}\n\n// // 1.2.x compatibility\n//{{{\nif (!window.story) window.story=window;\nif (!store.getTiddler) store.getTiddler=function(title){return store.tiddlers[title]}\nif (!store.addTiddler) store.addTiddler=function(tiddler){store.tiddlers[tiddler.title]=tiddler}\nif (!store.deleteTiddler) store.deleteTiddler=function(title){delete store.tiddlers[title]}\n//}}}\n\n//{{{\n// define defaults for cookie-based option values\nif (config.options.txtTOCSortBy==undefined) config.options.txtTOCSortBy="modified";\nif (config.options.txtTOCListSize==undefined) config.options.txtTOCListSize=12;\nif (config.options.chkTOCShow==undefined) config.options.chkTOCShow=true;\nif (config.options.chkTOCIncludeHidden==undefined) config.options.chkTOCIncludeHidden=false;\n\nconfig.shadowTiddlers.AdvancedOptions += "\sn<<option chkTOCIncludeHidden>> include hidden tiddlers in TableOfContents";\n\n// define macro "tableOfContents" to render controls\nconfig.macros.tableOfContents = { label: "contents" };\nconfig.macros.tableOfContents.cmdMax=7;\n\nconfig.macros.tableOfContents.css = '\s\n.TOC { padding:0.5em 1em 0.5em 1em; }\s\n.TOC a { padding:0em 0.25em 0em 0.25em; color:inherit; }\s\n.TOCList { width: 100%; font-size:8pt; margin:0em; }\s\n';\n\nconfig.macros.tableOfContents.html = '\s\n<div style="text-align:right">\s\n <span style="float:left">\s\n <a href="JavaScript:;" id="TOCMenu" style="padding: 0em;"\s\n onclick="onClickTOCMenu(this)" title="show/hide table of contents">%label%</a>\s\n </span>\s\n <a href="JavaScript:;" id="TOCSmaller" style="display:inline"\s\n onclick="resizeTOC(this)" title="reduce list size">&#150;</a>\s\n <a href="JavaScript:;" id="TOCLarger"style="display:inline"\s\n onclick="resizeTOC(this)" title="increase list size">+</a>\s\n <a href="JavaScript:;" id="TOCMaximize"style="display:inline"\s\n onclick="resizeTOC(this)" title="maximize/restore list size">=</a>\s\n</div>\s\n';\n\nconfig.macros.tableOfContents.handler = function(place,macroName,params) { \n var parsedParams = new Array();\n parsedParams['label']=this.label;\n parsedParams['inline']=false;\n while (params.length>0) {\n if (params[0]=="label:none")\n parsedParams['label']="";\n else if (params[0].substr(0,6)=="label:")\n parsedParams['label']=params[0].substr(6);\n if (params[0].substr(0,7)=="prompt:")\n parsedParams['prompt']=params[0].substr(7);\n if (params[0].substr(0,8)=="padding:")\n parsedParams['padding']=params[0].substr(8);\n if (params[0].substr(0,7)=="margin:")\n parsedParams['margin']=params[0].substr(7);\n if (params[0].substr(0,5)=="sort:")\n parsedParams['sortby']=params[0].substr(5);\n if (params[0].substr(0,5)=="date:")\n parsedParams['date']=params[0].substr(5);\n if ((params[0]=="size:auto")||(params[0]=="size:0"))\n parsedParams['autosize']=true;\n else if (params[0] && (params[0].substr(0,5)=="size:"))\n parsedParams['requestedSize']=params[0].substr(5);\n if (params[0].substr(0,6)=="width:")\n parsedParams['width']=params[0].substr(6);\n if (params[0]=="hidelist")\n parsedParams['hidelist']=true;\n if (params[0]=="inline")\n parsedParams['inline']=true;\n params.shift(); \n }\n setStylesheet(config.macros.tableOfContents.css,"tableOfContents");\n var newTOC=createTiddlyElement(place,parsedParams['inline']?"span":"div",null,"TOC",null)\n if (parsedParams['margin']) {['margin']; }\n if (parsedParams['padding']) {['padding']; }\n if (parsedParams['label']!="") newTOC.innerHTML=config.macros.tableOfContents.html.replace(/%label%/,parsedParams['label']);\n var newTOCList=createTOCList(newTOC,parsedParams)\n refreshTOCList(newTOCList);\n store.addNotification(null,reloadTOCLists); // reload listbox after every tiddler change\n}\n\n// IE needs explicit global scoping for functions/vars called from browser events\nwindow.onChangeTOCList=onChangeTOCList;\nwindow.onClickTOCList=onClickTOCList;\nwindow.onDblClickTOCList=onDblClickTOCList;\nwindow.reloadTOCLists=reloadTOCLists;\nwindow.refreshTOCList=refreshTOCList;\nwindow.onClickTOCMenu=onClickTOCMenu;\nwindow.resizeTOC=resizeTOC;\n \nfunction createTOCList(place,params)\n{\n var theList = createTiddlyElement(place,"select",null,"TOCList",params['prompt'])\n theList.onchange=onChangeTOCList;\n theList.onclick=onClickTOCList;\n theList.ondblclick=onDblClickTOCList;\n ? "block" : "none" ;\n theList.sortBy=config.options.txtTOCSortBy;\n theList.dateFormat="DD MMM YYYY";\n theList.requestedSize=config.options.txtTOCListSize;\n theList.expandall=false;\n if (params['sortby'])\n { theList.sortBy=params['sortby']; theList.noSortCookie=true; }\n if (params['date'])\n { theList.dateFormat=params['date']; }\n if (params['autosize'])\n { theList.autosize=true; theList.noSizeCookie=true; }\n if (params['requestedSize'])\n { theList.requestedSize=params['requestedSize']; theList.noSizeCookie=true; }\n if (params['width'])\n {['width']; }\n if (params['hidelist'])\n { ="none" ; theList.noShowCookie=true; }\n if (params['expandall'])\n { theList.expandall=true; }\n return theList;\n}\n\nfunction onChangeTOCList()\n{\n var thisTiddler=this.options[this.selectedIndex].value;\n if ((this.size==1)&&(thisTiddler!='')) story.displayTiddler(null,thisTiddler,1);\n refreshTOCList(this);\n return false;\n}\n\nfunction onClickTOCList(e)\n{\n\n if (!e) var e = window.event;\n if (this.size==1)\n return; // don't toggle display for droplist\n if (e.shiftKey)\n { this.expandall=!this.expandall; refreshTOCList(this);}\n e.cancelBubble = true; if (e.stopPropagation) e.stopPropagation();\n return true;\n}\n\nfunction onDblClickTOCList(e)\n{\n if (!e) var e = window.event;\n var thisTiddler=this.options[this.selectedIndex].value;\n if (thisTiddler!='') story.displayTiddler(null,thisTiddler,1);\n e.cancelBubble = true; if (e.stopPropagation) e.stopPropagation();\n return false;\n}\n\nfunction reloadTOCLists()\n{\n var all=document.all? document.all : document.getElementsByTagName("*");\n for (var i=0; i<all.length; i++)\n if (all[i].className=="TOCList")\n { all[i].selectedIndex=-1; refreshTOCList(all[i]); }\n}\n\nfunction refreshTOCList(theList)\n{\n // DEBUG var starttime=new Date();\n var selectedIndex = theList.selectedIndex;\n if (selectedIndex==-1) selectedIndex=0;\n var sortBy = theList.sortBy;\n var showHidden = config.options.chkTOCIncludeHidden\n && !(config.options.chkHttpReadOnly && readOnly);\n\n if (selectedIndex==0) sortBy=theList.sortBy; // "nnn tiddlers" heading\n if (selectedIndex==1) sortBy='title';\n if (selectedIndex==2) sortBy='modified';\n if (selectedIndex==3) sortBy='modifier';\n if (selectedIndex==4) sortBy='tags';\n if (selectedIndex==5) sortBy='missing';\n if (selectedIndex==6) sortBy='orphans';\n if (selectedIndex==7) sortBy='system';\n if (selectedIndex>config.macros.tableOfContents.cmdMax)\n {\n if (theList.options[theList.selectedIndex].value=='')\n expandTOC(theList);\n return;\n }\n theList.sortBy = sortBy;\n if (!theList.noSortCookie)\n { config.options.txtTOCSortBy=sortBy; saveOptionCookie("txtTOCSortBy"); }\n\n // get the list of tiddlers and filter out 'hidden' tiddlers (i.e., tagged with "excludeLists")\n var tiddlers = [];\n switch (sortBy) {\n case "missing":\n tiddlers = store.getMissingLinks();\n break;\n case "tags":\n tiddlers = store.getTags();\n break;\n case "orphans":\n var titles = store.getOrphans();\n for (var t = 0; t < titles.length; t++)\n if (showHidden || store.getTiddler(titles[t]).tags.find("excludeLists")==null)\n tiddlers.push(titles[t]);\n break;\n case "system":\n var temp = store.getTaggedTiddlers("systemTiddlers");\n for (var t = 0; t < temp.length; t++)\n if (showHidden || temp[t].tags.find("excludeLists")==null)\n tiddlers.pushUnique(temp[t].title,true);\n var temp = store.getTaggedTiddlers("systemConfig");\n for (var t = 0; t < temp.length; t++)\n if (showHidden || temp[t].tags.find("excludeLists")==null)\n tiddlers.pushUnique(temp[t].title,true);\n for (var t in config.shadowTiddlers) tiddlers.pushUnique(t,true);\n tiddlers.sort();\n break;\n default:\n var temp = store.getTiddlers(sortBy);\n for (var t = 0; t < temp.length; t++)\n if (showHidden || temp[t].tags.find("excludeLists")==null)\n tiddlers.push(temp[t]);\n }\n\n // clear current list contents\n while (theList.length > 0) { theList.options[0] = null; }\n theList.saved=null;\n\n // add heading and control items to list\n var i=0;\n var theHeading=tiddlers.length+' tiddlers:';\n if (sortBy=='missing') theHeading=tiddlers.length+' missing tiddlers:';\n if (sortBy=='orphans') theHeading=tiddlers.length+' orphaned tiddlers:';\n if (sortBy=='tags') theHeading=tiddlers.length+' tags:';\n if (sortBy=='system') theHeading=tiddlers.length+' system tiddlers:';\n var indent=String.fromCharCode(160)+String.fromCharCode(160);\n var sel=">";\n theList.options[i++]=new Option(theHeading,'',false,false);\n theList.options[i++]=new Option(((sortBy=="title")?sel:indent)+' [by title]','',false,false);\n theList.options[i++]=new Option(((sortBy=="modified")?sel:indent)+' [by date]','',false,false);\n theList.options[i++]=new Option(((sortBy=="modifier")?sel:indent)+' [by author]','',false,false);\n theList.options[i++]=new Option(((sortBy=="tags")?sel:indent)+' [by tags]','',false,false);\n theList.options[i++]=new Option(((sortBy=="missing")?sel:indent)+' [missing]','',false,false);\n theList.options[i++]=new Option(((sortBy=="orphans")?sel:indent)+' [orphans]','',false,false);\n theList.options[i++]=new Option(((sortBy=="system")?sel:indent)+' [system]','',false,false);\n // output the tiddler list\n switch(sortBy)\n {\n case "title":\n for (var t = 0; t < tiddlers.length; t++)\n theList.options[i++] = new Option(tiddlers[t].title,tiddlers[t].title,false,false);\n break;\n case "modified":\n // sort descending for newest date first\n tiddlers.sort(function (a,b) {if(a['modified'] == b['modified']) return(0); else return (a['modified'] > b['modified']) ? -1 : +1; });\n // continue with same logic as for 'modifier'...\n case "modifier":\n var lastSection = "";\n for (var t = 0; t < tiddlers.length; t++)\n {\n var tiddler = tiddlers[t];\n var theSection = "";\n if (sortBy=="modified") theSection = tiddler.modified.formatString(theList.dateFormat);\n if (sortBy=="modifier") theSection = tiddler.modifier;\n if (theSection != lastSection)\n {\n theList.options[i++] = new Option('+ '+theSection,"",false,false);\n lastSection = theSection;\n }\n theList.options[i++] = new Option(indent+indent+tiddler.title,tiddler.title,false,false);\n }\n expandTOC(theList);\n break;\n case "tags":\n // tagged tiddlers, by tag\n var tagcount=0;\n var lastTag = null;\n for (var t = 0; t < tiddlers.length; t++) // actually a list of tags, not tiddlers...\n {\n var theTag = tiddlers[t][0];\n var tagged = new Array();\n var temp = store.getTaggedTiddlers(theTag);\n for(var r=0; r<temp.length; r++)\n if (showHidden || temp[r].tags.find("excludeLists")==null)\n tagged.push(temp[r]);\n if (tagged.length)\n {\n tagcount++;\n theList.options[i++]= new\n Option('+ '+theTag+" ("+tagged.length+")","",false,false);\n for(var r=0; r<tagged.length; r++)\n theList.options[i++] = new\n Option(indent+indent+tagged[r].title,tagged[r].title,false,false);\n }\n }\n // count untagged tiddlers\n var temp = store.getTiddlers("title");\n var c=0; for (var r=0; r<temp.length;r++) if (!temp[r].tags.length) c++;\n // create 'pseudo-tag' listing untagged tiddlers (if any)\n if (c>0)\n {\n theList.options[i++] = new Option("+ untagged ("+c+")","",false,false);\n for (var r=0; r<temp.length;r++) if (!temp[r].tags.length)\n theList.options[i++] = new\n Option(indent+indent+temp[r].title,temp[r].title,false,false);\n }\n theList.options[0].text=tagcount+' tags:';\n expandTOC(theList);\n break;\n case "missing":\n case "orphans":\n case "system":\n for (var t = 0; t < tiddlers.length; t++)\n theList.options[i++] = new Option(tiddlers[t],tiddlers[t],false,false);\n break;\n }\n theList.selectedIndex=selectedIndex; // select current control item\n theList.size = (theList.autosize)?theList.options.length:theList.requestedSize;\n // DEBUG var endtime=new Date();\n // DEBUG alert("refreshTOC() elapsed time: "+(endtime-starttime)+" msec");\n}\n\n// show/hide branch of TOCList based on current selection\nfunction expandTOC(theList)\n{\n var selectedIndex = theList.selectedIndex;\n if (selectedIndex==-1) selectedIndex=0;\n var sortBy = theList.sortBy;\n\n // don't collapse/expand list for alpha-sorted "flatlist" TOC contents\n if ((sortBy=="title")||(sortBy=="missing")||(sortBy=="orphans")||(sortBy=="system"))\n return;\n // or list control items\n if ((selectedIndex>0)&&(selectedIndex<=config.macros.tableOfContents.cmdMax))\n return;\n\n var theText = theList.options[selectedIndex].text;\n var theValue = theList.options[selectedIndex].value;\n // save fully expanded list contents (if not already saved)\n if (!theList.saved)\n {\n theList.saved = new Array();\n for (var i=0; i < theList.length; i++)\n {\n opt = theList.options[i];\n theList.saved[i] = new Option(opt.text, opt.value, opt.defaultSelected, opt.selected);\n }\n }\n // clear current list contents\n while (theList.length > 0) { theList.options[0] = null; }\n\n // put back all items \n if (theList.expandall)\n {\n var i=0;\n for (var t=0; t<theList.saved.length; t++)\n {\n var opt=theList.saved[t];\n theList.options[i++] = new Option(opt.text,opt.value,opt.defaultSelected,opt.selected);\n if (opt.text==theText) selectedIndex=i-1;\n }\n theList.selectedIndex = selectedIndex;\n theList.size = (theList.autosize)?theList.options.length:theList.requestedSize;\n return;\n }\n\n // put back heading items until item text matches current selected heading\n var i=0;\n for (var t=0; t<theList.saved.length; t++)\n {\n var opt=theList.saved[t];\n if (opt.value=='')\n theList.options[i++] = new Option(opt.text,opt.value,opt.defaultSelected,opt.selected);\n if (opt.text==theText)\n break;\n }\n selectedIndex=i-1; // this is the NEW index of the current selected heading\n // put back items with value!='' until value==''\n for ( t++; t<theList.saved.length; t++)\n {\n var opt=theList.saved[t];\n if (opt.value!='')\n theList.options[i++] = new Option(opt.text,opt.value,opt.defaultSelected,opt.selected);\n if (opt.value=='')\n break;\n }\n // put back remaining items with value==''\n for ( ; t<theList.saved.length; t++)\n {\n var opt=theList.saved[t];\n if (opt.value=='')\n theList.options[i++] = new Option(opt.text,opt.value,opt.defaultSelected,opt.selected);\n }\n theList.selectedIndex = selectedIndex;\n theList.size = (theList.autosize)?theList.options.length:theList.requestedSize;\n}\n\n// these functions process clicks on the 'control links' that are displayed above the listbox\nfunction getTOCListFromButton(which)\n{\n var theList = null;\n switch (\n {\n case 'TOCMenu':\n var theSiblings = which.parentNode.parentNode.parentNode.childNodes;\n var;\n break;\n case 'TOCSmaller':\n case 'TOCLarger':\n case 'TOCMaximize':\n var theSiblings = which.parentNode.parentNode.childNodes;\n var;\n break;\n }\n for (var k=0; k<theSiblings.length; k++)\n if (theSiblings[k].className=="TOCList") { theList=theSiblings[k]; break; }\n // DEBUG if (theList) alert('found '+theList.className+' for '' button in '+thePlace);\n return theList;\n}\n\nfunction onClickTOCMenu(which)\n{\n var theList=getTOCListFromButton(which);\n if (!theList) return;\n var opening ="none";\n if(config.options.chkAnimate)\n anim.startAnimating(new Slider(theList,opening,false,"none"));\n else\n = opening ? "block" : "none" ;\n if (!theList.noShowCookie)\n { config.options.chkTOCShow = opening; saveOptionCookie("chkTOCShow"); }\n return(false);\n}\n\nfunction resizeTOC(which)\n{\n var theList=getTOCListFromButton(which);\n if (!theList) return;\n\n var size = theList.size;\n if ("none") // make sure list is visible\n if(config.options.chkAnimate)\n anim.startAnimating(new Slider(theList,true,false,"none"));\n else\n = "block" ;\n switch (\n {\n case 'TOCSmaller': // decrease current listbox size\n if (theList.autosize) { theList.autosize=false; size=config.options.txtTOCListSize; }\n if (size==1) break;\n size -= 1; // shrink by one line\n theList.requestedSize = theList.size = size;\n break;\n case 'TOCLarger': // increase current listbox size\n if (theList.autosize) { theList.autosize=false; size=config.options.txtTOCListSize; }\n if (size>=theList.options.length) break;\n size += 1; // grow by one line\n theList.requestedSize = theList.size = size;\n break;\n case 'TOCMaximize': // toggle autosize\n theList.autosize = (theList.size!=theList.options.length);\n theList.size = (theList.autosize)?theList.options.length:theList.requestedSize;\n break;\n }\n if (!theList.noSizeCookie && !theList.autosize)\n { config.options.txtTOCListSize=size; saveOptionCookie("txtTOCListSize"); }\n}\n//}}}\n
/***\n!Setup and config\n***/\n//{{{\nconfig.macros.tagglyList = {};\nconfig.macros.tagglyList.listFormat = "*[[%0]]\sn";\nconfig.macros.tagglyList.label = "Tagged as %0:";\n\nconfig.macros.tagglyListControl = {};\nconfig.macros.tagglyListControl.tags = {\n title:"sortByTitle", \n modified: "sortByModified", \n created: "sortByCreated",\n asc:"sortAsc", \n desc:"sortDesc",\n hide:"hideTagged", \n show:"showTagged"\n};\n\nconfig.macros.tagglyListWithSort = {};\nconfig.macros.tagglyListWithSort.defaults = {\n sortBy:"title",\n sortOrder: "asc",\n hideState: "show"\n};\n\nconfig.macros.hideSomeTags = {};\n// note: should match config.macros.tagglyListControl.tags\nconfig.macros.hideSomeTags.tagsToHide = [\n "sortByTitle",\n "sortByCreated",\n "sortByModified",\n "sortDesc",\n "sortAsc",\n "hideTagged",\n "showTagged"\n];\n \n\n\n//}}}\n/***\n\n!Utils\n***/\n//{{{\n// from Eric\nfunction isTagged(title,tag) {\n var t=store.getTiddler(title); if (!t) return false;\n return (t.tags.find(tag)!=null);\n}\n\n// from Eric\nfunction toggleTag(title,tag) {\n var t=store.getTiddler(title); if (!t || !t.tags) return;\n if (t.tags.find(tag)==null) t.tags.push(tag);\n else t.tags.splice(t.tags.find(tag),1);\n}\n\nfunction addTag(title,tag) {\n var t=store.getTiddler(title); if (!t || !t.tags) return;\n t.tags.push(tag);\n}\n\nfunction removeTag(title,tag) {\n var t=store.getTiddler(title); if (!t || !t.tags) return;\n if (t.tags.find(tag)!=null) t.tags.splice(t.tags.find(tag),1);\n}\n\n// from Udo\nArray.prototype.contains = function(item) {\n return (this.indexOf(item) >= 0);\n}\n//}}}\n/***\n\n!tagglyList\ndisplays a list of tagged tiddlers. \nparameters are sortField and sortOrder\n***/\n//{{{\nconfig.macros.tagglyList.handler = function (place,macroName,params,wikifier,paramString,tiddler) {\n var sortBy = params[0] ? params[0] : "title"; \n var sortOrder = params[1] ? params[1] : "asc";\n\n var result = store.getTaggedTiddlers(tiddler.title,sortBy);\n if (sortOrder == "desc")\n result = result.reverse();\n\n var markup = "";\n for (var i=0;i<result.length;i++)\n markup += this.listFormat.format([result[i].title]);\n\n wikify(markup,place);\n};\n\n\n//}}}\n\n/***\n\n!tagglyListControl\nUse to make the sort control buttons\n***/\n//{{{\n\nfunction getSortBy(title) {\n var tiddler = store.getTiddler(title);\n var defaultVal = config.macros.tagglyListWithSort.defaults.sortBy;\n if (!tiddler) return defaultVal;\n var usetags = config.macros.tagglyListControl.tags;\n if (tiddler.tags.contains(usetags["title"])) return "title";\n else if (tiddler.tags.contains(usetags["modified"])) return "modified";\n else if (tiddler.tags.contains(usetags["created"])) return "created";\n else return defaultVal;\n}\n\nfunction getSortOrder(title) {\n var tiddler = store.getTiddler(title);\n var defaultVal = config.macros.tagglyListWithSort.defaults.sortOrder;\n if (!tiddler) return defaultVal;\n var usetags = config.macros.tagglyListControl.tags;\n if (tiddler.tags.contains(usetags["asc"])) return "asc";\n else if (tiddler.tags.contains(usetags["desc"])) return "desc";\n else return defaultVal;\n}\n\nfunction getHideState(title) {\n var tiddler = store.getTiddler(title);\n var defaultVal = config.macros.tagglyListWithSort.defaults.hideState;\n if (!tiddler) return defaultVal;\n var usetags = config.macros.tagglyListControl.tags;\n if (tiddler.tags.contains(usetags["hide"])) return "hide";\n else if (tiddler.tags.contains(usetags["show"])) return "show";\n else return defaultVal;\n}\n\nfunction getSortLabel(title,which) {\n var by = getSortBy(title);\n var order = getSortOrder(title);\n var hide = getHideState(title);\n if (which == "hide") return (hide == "show" ? "−" : "+"); // 0x25b8;\n else if (by == which) return which + (order == "asc" ? "↓" : "↑"); // &uarr; &darr;\n else return which;\n}\n\nfunction handleSortClick(title,which) {\n var currentSortBy = getSortBy(title);\n var currentSortOrder = getSortOrder(title);\n var currentHideState = getHideState(title);\n\n var tags = config.macros.tagglyListControl.tags;\n\n // if it doesn't exist, lets create it..\n if (!store.getTiddler(title))\n store.saveTiddler(title,title,"",config.options.txtUserName,new Date(),null);\n\n\n if (which == "hide") {\n // toggle hide state\n var newHideState = (currentHideState == "hide" ? "show" : "hide");\n removeTag(title,tags[currentHideState]);\n if (newHideState != config.macros.tagglyListWithSort.defaults.hideState)\n toggleTag(title,tags[newHideState]);\n }\n else if (currentSortBy == which) {\n // toggle sort order\n var newSortOrder = (currentSortOrder == "asc" ? "desc" : "asc");\n removeTag(title,tags[currentSortOrder]);\n if (newSortOrder != config.macros.tagglyListWithSort.defaults.sortOrder)\n toggleTag(title,tags[newSortOrder]);\n }\n else {\n // change sortBy only\n removeTag(title,tags["title"]);\n removeTag(title,tags["created"]);\n removeTag(title,tags["modified"]);\n\n if (which != config.macros.tagglyListWithSort.defaults.sortBy)\n toggleTag(title,tags[which]);\n }\n\n story.setDirty(title,true); // not sure about this..??\n story.refreshTiddler(title,false,true); // force=true\n}\n\nconfig.macros.tagglyListControl.handler = function (place,macroName,params,wikifier,paramString,tiddler) {\n var onclick = function(e) {\n if (!e) var e = window.event;\n handleSortClick(tiddler.title,params[0]);\n e.cancelBubble = true;\n if (e.stopPropagation) e.stopPropagation();\n return false;\n };\n createTiddlyButton(place,getSortLabel(tiddler.title,params[0]),"Click to change sort options",onclick,params[0]=="hide"?"hidebutton":"button");\n}\n//}}}\n/***\n\n!tagglyListWithSort\nput it all together..\n***/\n//{{{\nconfig.macros.tagglyListWithSort.handler = function (place,macroName,params,wikifier,paramString,tiddler) {\n if (tiddler && store.getTaggedTiddlers(tiddler.title).length > 0)\n wikify(\n "<<tagglyListControl hide>>"+\n (getHideState(tiddler.title) != "hide" ? \n '<html><span class="tagglyLabel">'+config.macros.tagglyList.label.format([tiddler.title])+' </span></html>'+\n "<<tagglyListControl title>><<tagglyListControl modified>><<tagglyListControl created>>\sn" + \n "<<tagglyList "+getSortBy(tiddler.title)+" "+getSortOrder(tiddler.title)+">>"\n : ""),\n place,null,tiddler);\n}\n\n//}}}\n/***\n\n!hideSomeTags\nSo we don't see the sort tags.\n(note, they are still there when you edit. Will that be too annoying?\n***/\n//{{{\n\n// based on tags.handler\nconfig.macros.hideSomeTags.handler = function(place,macroName,params,wikifier,paramString,tiddler) {\n var theList = createTiddlyElement(place,"ul");\n if(params[0] && store.tiddlerExists[params[0]])\n tiddler = store.getTiddler(params[0]);\n var lingo = config.views.wikified.tag;\n var prompt = tiddler.tags.length == 0 ? lingo.labelNoTags : lingo.labelTags;\n createTiddlyElement(theList,"li",null,"listTitle",prompt.format([tiddler.title]));\n for(var t=0; t<tiddler.tags.length; t++)\n if (!this.tagsToHide.contains(tiddler.tags[t])) // this is the only difference from tags.handler...\n createTagButton(createTiddlyElement(theList,"li"),tiddler.tags[t],tiddler.title);\n\n}\n\n//}}}\n/***\n\n!Refresh everything when we save a tiddler. So the tagged lists never get stale. Is this too slow???\n***/\n//{{{\n\nfunction refreshAllVisible() {\n story.forEachTiddler(function(title,element) {\n story.refreshTiddler(title,false,true);\n });\n}\n\nstory.saveTiddler_orig_mptw = story.saveTiddler;\nstory.saveTiddler = function(title,minorUpdate) {\n var result = this.saveTiddler_orig_mptw(title,minorUpdate);\n refreshAllVisible();\n return result;\n}\n\nstore.removeTiddler_orig_mptw = store.removeTiddler;\nstore.removeTiddler = function(title) {\n this.removeTiddler_orig_mptw(title);\n refreshAllVisible();\n}\n\n//}}}\n\n// // <html>&#x25b8;&#x25be;&minus;</html>
The powerful and sly Tal'Arasi serve as the advisors and keepers of wisdom for the [[Arasi]] prides. Often they become negotiators and diplomats with the leaders of other clans, though the Chanur caste usually consider them untrustworthy.\n\nWhen not involved in tribal politics, the tiger-men are actually very solitary. They are also the most curious about the outside world, seeking to learn the history and legends of other cultures, and coveting the wealth and possessions of those lands.\n\nCommonly touched by the mystical, most Arasi sorcerers belong to this caste, and are born under the sign of Anar. Tal'Arasi sorcerers also have the duty of providing arcane support when the prides go into battle. They seem to have a sixth sense about dangerous magical energies directed at themselves.\n\nLegends say that some Tal'Arasi sorcerers seek to transform into the evil spirits known as Rakshasa, much like some human wizards attempt to become liches.\n!!!Tal'Arasi Racial Class\n''Hit Die:'' d8\n''Skill points at 1st Character level:'' (2 + Int bonus) x 4\n''Skill points at higher levels:'' 2 + Int bonus\n''Class Skills:'' Balance (Dex), Bluff, Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge [Arcana, History, Nature] (Int), Listen (Wis), Spot (Wis)\n''Weapon and Armor Proficiency:'' Tal'Arasi are proficient in all simple weapons, but not shields or armor\n|!Level |!BAB |!Fort |!Ref |!Will |!Special |!Spellcasting Level|\n|1 |+0 |+0 |+2 |+0 |Arcane Reflexes |+1 Existing Level|\n|2 |+1 |+0 |+3 |+0 |Darkvision |--|\n|3 |+2 |+1 |+3 |+1 |+1 Natural Armor |+1 Existing Level|\n* ''Arcane Reflexes:'' Tal'Arasi gain a +1 bonus against spells or spell-like effects which require a Reflex save. This bonus stacks with their racial Reflex bonus.\n* ''Darkvision:'' Tal'Arasi can see in complete darkness out to 60 feet. However, their eyes glow a dim orange-red in total darkness, giving opponents with normal vision the ability to pinpoint their location when within five feet, or ten feet for low-light vision, though the normal 50% miss chance still applies.
Rather than mentally preparing spells each day, wizards in Tian actually inscribe their daily spells on their skin as tattoos. When a spell is cast, the corresponding tattoo disappears from their body. Spell tattoos are small and intricate in design, similar to Indian henna art. The higher level the spell, the more complex the design. A spell with a somatic component (true of most spells) requires the tattoo to be touched when casting, meaning it must must be easily accessible. Spells are typically inked onto the hands, forearms, face or chest.\n\nWhen a spellcaster learns a metamagic feat, a permanent tattoo must be inscribed on their skin, regardless of their character class. These tattoos are typically placed on the back or chest, where some spellcasters will display them as a sign of prestige, while others prefer to keep them hidden.\n\nA wizard may learn spells from another wizard’s tattoos in the same manner as from a scroll or spellbook. Even using //read magic//, complete and up-close examination of the tattoos is required, and is not something that can be done while in combat or surreptitiously. However, as a standard action and with a DC 20 Spellcraft check, an observer can determine the highest level spell a wizard can cast based on the complexity of his tattoos. A second DC 20 Spellcraft check will tell the observer whether or not the wizard has cast more than half of his available spells for the day. Both checks apply the same modifiers used for Spot checks.
[[Horan]] crafted the [[Reborn Gods]] as the new caretakers of the mortal races, hoping their responsibilities would bind them more closely to the creations of the [[Gods of the Sky]] rather than the old world of the defeated [[Elemental Lords|The First]]. He instructed his own priests to take on the role as emissaries for the Reborn, coordinating the young deities' spheres of influence for the benefit of all. These priests are the highest authority within the Temple of the Reborn Gods, and are referred to as the Conciliators.\n\nClergy and temples dedicated to the particular portfolios of each of the Reborn were formed, though all of these are still beholden to the will of the Conciliators and the core Temple. The Conciliators themselves answer to the ''Chosen of Horan'', according to laws established since the [[founding|Founding]] of Alabar. The dogma of the Temple is embodied in a group of works known as the Path of Right Thought and Action.\n\nTwice the Temple of the Reborn has undergone strife on a scale which almost destroyed it – the [[Second Age of Chaos]], during which the Elemental Dream Lords awoke, and the rule of [[Phad Karazon]], who outlawed the worship of the Reborn for centuries.\n\nEven though the current ruler of Alabar has not taken such drastic measures, [[Mahrani Selindra]] has done nothing to dissuade opponents of the Temple from antagonizing them, including the followers of her own patron goddess, [[Miruda]]. In addition, the Temple of the Reborn Gods suffers from internal conflicts, struggling for direction as it waits for the next Chosen of Horan to lead it.\n\n----\n\n''Domains:'' Clerics of the Temple of the Reborn Gods may select from one of the following core domains: Good, Healing, Law or Protection. Conciliators may select an second domain from either the core domains or from the domains of [[Horan]]. Priests dedicated to a particular Reborn deity must choose their second domain from those associated with that god.
House Tha'hadon (CG) is much more relaxed in its attitude toward the role of woodland protectors, though it is taken no less seriously. Elves of Tha'hadon believe that, to be truly effective guardians, a greater appreciation of the natural world's beauty is required. Perhaps the warmer clime of their lands influenced this outlook, for the plants and animals there are more plentiful and vibrant than those found in the lands of the northern Houses.\n\nTha'hadon's artistry in all crafts is well known, for function and beauty share equal importance in anything shaped by their hands.\n\nContact with the other races of the great river valley is casual at best. Their territory runs the corridor from the Onniva River west toward the break in Horan's Shield. Thinly scattered through the area, these elves battle with humanoids migrating from the [[Empty Lands]] much more often than the other Houses.\n\nEven in warfare, House Tha'hadon strives to keep its artistic sense, and have developed an elegant combat style known as Bladesong.
''The Mad God, the Trickster, the Unlucky''\n(Intermediate God)\n\n''Symbol:'' A claw mark of four jagged, vertical slashes\n''Alignment:'' CN\n''Portfolio:'' Animals, Madness, Trickery, and Misfortune\n''Domains:'' Animal, Chaos, Charm, Madness, Trickery\n''Favored Weapon:'' Cudgel\n\nThe dusky tan and brown moon of Thanoril (~THAN-or-il) is both the home and embodiment of the god himself. Thanoril is usually shown as a thin, bearded man with wild hair, covered in tattered hides, though he is just as often portrayed as having the head of any of a number of different animals with an average body build or even that of a wrestler's. His tendency to disguise himself as an animal is also illustrated in paintings, with creatures drawn in strange locations - a badger in the window of a building, a mouse swimming underwater - indicating his presence. \n\nDespite the derangement which overtook him after his sister's death, Thanoril's relation to his animal creations changed little, and his actions are often influenced by his desire to protect them. This original role is usually the emphasis of the rangers, druids and some of the witch covens who follow him.\n\nAt the extreme, Thanoril perhaps identifies too much with his creations, seeming to act with an animal's craftiness and cunning rather than reason. This is true even moreso when he takes the form of one of his beloved beasts. These particular attributes of the god are often celebrated by lycanthropes, and it is his moon which influences their shapeshifting. His role as the god of misfortune and madness also is a facet of the worship of some were-creatures, viewing their condition as a curse even as they celebrate it.\n\nThe mad deity displays many other sides, as well, almost as if he were several gods in one being. Those afflicted by madness or other accidents of fate will make appeals to him, and some of his clergy see insanity as the road to divine understanding.\n\nHe often plays elaborate tricks on the other gods, though the humor is usually only apparent to him. He is most dangerous, however, when his guile is motivated by vengence. Conmen, rogues or any other perpetrators of guile are likely to offer a prayer to Thanoril that their wits outmatch their victim's.\n\nSpellcasters who follow Thanoril gain their spells just after sunset. Holidays include the times of his moon being full each month.
This ''+2 Unholy Flaming Burst warfork'' burns with pale blue light and a thin, greasy black smoke. Once per day, the wielder may utter a command word to unleash an explosive ring of dark azure flame extending 10' on each side of his position. The square the wielder is standing in is not affected. The flames do 9d6 damage (REF save for half.) Half of the damage is considered to be divine, affecting even those creatures immune to fire.\n\nThe Black Halo only functions as a +2 weapon when used by anyone of good alignment, though the negative level from the Unholy ability still applies.\n\nStrong evocation [evil]; CL 12th; Craft Magic Arms and Armor, [[Eye of the Storm]], //flame strike//, //unholy blight//; Price: 91,440 gp; Cost; 45,720 gp + 3658 XP.\n
The beautiful, pale white maiden [[Ocussa]] was instructed by [[Horan]] to delve the mysteries of the deep, for the dark oceans covered so much of the world, and the mortal races should know what secrets they held. She learned many things, for when it rained, the rain drops carried whispers of what they saw to all the rivers of the land, and the rivers poured these things into the seas, where they gathered in the darkest depths.\n\nOcussa listened to the secrets borne on the currents, and bartered knowledge from strange beasts of the ocean canyons. Still her desire to know drove her deeper beneath the waves.\n\nAs she swam the blackest reaches, a whispered echo found her ear, unlike any other she had heard before. It told no secrets, but held hints of answers to mighty enigmas she had only dreamt of. She followed the voice far down, until she came to the even greater darkness that was [[Eleron]], the vast black cloak which her father [[Konas]] used to bind [[Urora]].\n\nShe was drawn, despite her misgivings and fear, as the voice promised to reveal the greatest secret of all: the source of the gods' divine power. Tempted beyond her ability, Ocussa leaned closer to the flickering edges of Eleron, as Urora told her he might only whisper the secret to her, lest any others should hear.\n\nThe great prison-cloak lashed out, enfolding her within its ebon fabric. She struggled, unable to escape, even as Urora filled her head with unknown wonders, just as he had promised. Such strange and terrible things he revealed to her that even her divine being could scarce contain them. Ocussa slashed the elder god's garments with her knife, Revealer, and floated free, but her brush with Eleron had left her too weak to rise, and she drifted with the eddies in the sunless depths.\n\nWith a desperate final effort, she poured all but the last of her godhood into a scrap of the black cloth still tangled about her. This she named [[Vicyen]], and to him she told where lie the keys to arcane power. The greatest secrets Ocussa had learned she did not impart, for Vicyen's vessel would not hold them. She bade him to take what knowledge he had to the world above the waves, for the need was great. The only reason she could offer was this: Urora wakes.\n\nNow she floats, not living and not dead, deep in her watery grave, waiting, hoping that what little she had revealed would allow the mortal races to uncover the greater mysteries for themselves. Perhaps enough to one day restore her divine power. Then together, she and her followers would battle against the Great Nothingness.
These are the gods that were at the beginning. Uncovering the darkness of Urora revealed the Elemental Lords, and from them was all else of the mortal world created.\n*[[Urora]] - The Great Nothingness, the Eternal Void\n!!!The Elemental Lords\nThe original Elemental Lords no longer exist, having been split into the [[Reborn Gods]] by [[Horan]], save for the ''Oversouls'', who still linger as twisted dream versions of their former selves, utterly bent on revenge.\n*[[Glar]] - Lord of Elemental Fire\n*[[Konas]] - Lord of Elemental Water\n*[[Saramir]] - Lady of Elemental Air\n*[[Voc]] - Lord of Elemental Earth\n''Followers:'' Worshippers of the Oversouls tend to be those who thirst for power, playing the role of servitors to their deities, expecting to be rewarded with exalted positions when the Elemental gods are restored to their rightful place. Arcane spell casters who specialize in elemental spellcraft must learn their skills from association with these gods as well, and dabbling with such forces directly is generally frowned upon in most areas worshipping the Reborn Gods.
Before the [[First Age of Chaos]], a series of special portals were created which linked widely separated lands to each other. Twelve large, stone gates opened to the Great Road, a metaphysical path which connected them. Travellers could touch one of the twelve glyphs on a gate, and for ten minutes, anyone stepping through the gate would find themselves on the portion of the Great Road leading to the selected destination.\n\nThe gates and the Great Road seem to have been intended as means to facilitate specialized trade and communication, and certain features inhibit their uses for war or invasion. No more than fifty men, along with ten carts and beasts to pull them, may be upon the Road heading toward a particular gate at a time. In addition, travellers journeying to the same gate will not even see each other on the Road if they do not enter the Road at the same time.\n\nOver the millennia, various gates have been lost or damaged, to the point where the Great Road is now known as the Sundered Road. The [[Fall of Vessa's Throne]] caused the loss of two gates, one each in the vanished countries of Bendara and Korshara. The wizard-kings of Talzoc irreparably damaged three more and interfered with the normal functions of the others as they attempted to re-shape the Great Road to their own purposes. Another was lost to the sands of the Jari Desert during the [[Second Age of Chaos]], and one more was subverted to the [[Plane of Shadow|Shadow]] during the [[War of Ravens]]. Now only four remain, and even their operation is incomplete, with some connections only working for short periods every several decades.\n\nTravel upon the Great Road takes a single day, regardless of the physical distance between the origin and ending gates. Beyond a certain point, movement is not even necessary. When the entrance gate is lost to sight, travellers often simply camp and wait out the rest of the day. Once enough time has passed, resuming the journey will bring the destination gate into view within a few minutes, usually a mile or less away, though this varies, as the Road often twists and curves. Interestingly, the destination gate will be encountered even if a traveller heads back the way he came.\n\nMany who pass along the Great Road, however, prefer to not stop and wait, as the scenery off to the side is often quite remarkable. No two trips are ever the same, even between the same gates, and vistas change dramatically. A mountain trek may be a pass through a wooded glen the next time. Even the turns of the Road itself are different each journey. Some conjecture that travellers are actually seeing other times as well as other places. Others think the places seen may not even be of this physical world.\n\nThe Road itself is wide enough to pull two carts comfortably side-by-side, and is made of a smooth black stone that seems impervious to harm. Before each gate a small hole can be found, about two inches across and a foot deep. Their purpose has never been determined.\n\nThe sides of Road are likewise made of some unbreachable material, but transparent, so travellers may still see the scenery as they move along. Oddly, winds from the lands the Road passes seem to move though the invisible barrier freely. Creatures inhabiting the areas outside the Road seem are apparently unaware of the barrier, seeming to disappear when reaching it and reappearing on the other side, should their path take them that direction.\n\nFor those who do not simply stop and wait out the day's time on the Road, another feature is revealed to them. About the midpoint of the journey, a side road is normally found. Where this other trail leads to is unknown, and the only ones to return from venturing upon it are those who turned around before finding an end. None of those who have returned had ever travelled more than a few days, and all described the landscape as becoming more ominous and foreboding.\n\nWho created of the Great Road and its gates is a highly debated subject. Most suggest an ancient branch of the [[Gray Elves]], or the [[Lords of Twilight]], who embody the forces of magic. Others point out, however, that if legend is correct, the Great Road predated either of these groups. Another theory is that is was created by the human ancestors of the kingdom of Talzoc, which is why they attempted to control it. As Talzoc was destroyed by the [[Dreamlords|The First]] in the Second Age of Chaos, this theory is also difficult to prove.
[[Kordas]] was a handsome god, with sharp, dark features and a set of ram's horns crowning his head of raven hair, and he was full of pride for it. The halls of his castle - one of the four moons given to [[Natia]] by the [[Elemental Lords|The First]], his of marbled black onyx – were adorned with mirrors so that he could gaze upon his own visage whenever he desired.\n\nYet his vanity did not quiet his jealousy, the envy he felt as he watched his siblings bring new life to the world below. While he mocked them and their childish pursuits, deep in his core he knew he lacked their creative spark. His crude attempts at mixing the elemental stuff of the world barely differed from its source, unlike the beasts of his brother [[Thanoril]], or the fluttering birds of his sister [[Vessa]]. The beings he shaped - creatures of smoke, ice or molten rock - were too soulless to recognize his divinity, too stupid to see his beauty. \n\nThen his father [[Horan]] created men. Little more than beasts, yet they soon learned to rule over the other creatures of the world. Worse, they could create. Architecture, music, poetry; these weak mortals had inherited the gifts that he as a god could not fully manifest. The other deities soon discovered the sweet intoxication from the worship of their creations, and Kordas grew more bitter still. \n\nWhen the [[First Age of Chaos]] came, even his half-shaped para-elemental things rebelled against him. At the end of this struggle against the Elemental Lords, Kordas saw Horan's power had grown so much from his servitor’s adoration that he could even create new //gods// from his defeated enemies. The [[Reborn|Reborn Gods]] deities were in turn granted stewardship over mortals, placed in a position where they too would receive strength-giving worship. \n\nKordas’ envy consumed him. He wanted - needed - to truly create, to have beings shaped by his own hand to inflict suffering on his brethern’s puppets of flesh, and to sweep them aside. He desired creations who would see his own perfection, and strengthen him with their adulation. \n\nSo Kordas turned his efforts to searching out the only being who might know how even a god might gain such a thing that was denied him. Traveling deep within the caverns of the world, at the black edges of [[Eleron]], Kordas demanded an audience with [[Urora]], the one who had been before all other things. \n\nThe Great Nothingness was angered at having his solitude disturbed by this arrogant and demanding upstart god. Into the cavern he sent the great twin black dragons, Asuri and Azdaha, Heralds of the End of All Things, to whom he had granted infernal power in exchange for their loyalty. Kordas and the dragons began a vicious battle, their struggles shaking the roots of the world. Azdaha lost his head to the Horned God's scimitar, but Asuri's spittle of acid struck Kordas full upon the face, stripping away his handsome flesh. Still, even as he clutched at his dribbling features with one hand, Kordas sank his sword deep into the black heart of the second dragon, slaying it.\n\n"You have scarred me!" Kordas cried out to the Void. "I am hideous! You must restore my face to me!"\n\n"What would you have, godling?" Urora answered, now somewhat amused. "Knowledge or vanity?"\n\nKordas hesitated. If he could create followers of his own, he thought, he would gain the power to make himself whole though them. At last, he told the Eternal Void what it was he sought.\n\n"I am Nothingness. I do not create, or give the power to do so," Urora replied. "Endings are mine. And in death, beings vacant of the spirit given them by the other gods are more mine than theirs." At this, blackness flowed from Urora's cloak to the dragon corpses, and they rose: animate, unliving and void. \n\nKordas grew frightened, seeing what he as a god had undone could still be made powerful. The divine spark that was part of all things was so throughly extinguished in the dragons that they felt like holes in creation. He fled the cavern, sealing its entrance behind him. He leaned upon the rock to mourn for his lost beauty, but he no longer had eyes from which to weep.
When mortals speak of the Material Plane, they refer to it simply as 'Tian', or 'The World.'
Clan ~ThunderIron gained prominence in recent years under the leadership of former adventurer Jacobi ~ThunderIron. The clan is well known for its outspoken criticism of the current Mahrani in Siddar. Jacobi's actions during his adventuring career are credited as the primary reason harsh restrictions were placed on dwarven activity in the capital city today.\n\nIn addition to their entanglement with human politics, the ~ThunderIron clan has also been involved in conflicts with groups of fire giants in eastern Alabar that somehow managed to appear on the easter side of Horan's Shield without being undetected.
''Demigoddess of Dragons''\n(Demigoddess - Deceased?)\n\n''Alignment:'' LE\n''Portfolio:'' Dragons\n''Domains:'' Evil, Law, Scalykind1, Tyranny1\n''Symbol:'' Fan of five dragon heads on black field\n''Favored Weapon:'' Scourge\n\nMother of all dragons, Tiamat (~TEE-ah-maht) also gave issue to the various races of lizardfolk, some of which worship her as a god whose spirit still lives, though her body was slain.\n\nFashioned by the [[Elemental Lords|The First]], Tiamat was their greatest creation in the battle against the younger gods. Infused with their divine substances, she was all but invincible as she leveled her might against the mortal races. Blood, breath and bones of her victims she returned to the gods of Water, Air and Earth. The rest was burned in the name of [[Glar]], lord of Fire.\n\nIn equal measure to her appetite for destruction, Tiamat found the terror she invoked equally satisfying. When terror turned to fearful worship, she readily accepted the offerings of gold and gems, sacrifices of flesh and fire. After all, did she not embody the spirits of the Elemental Lords? Did she not deserve these tributes as much as they?\n\nWhen Tiamat was slain by [[Horan]], her human cults fell away, for the fear that inspired them was gone, and her priests were left without their font of divine power. However, from the drops of blood that fell from each of her severed heads were born the [[Lizardfolk]] races. The remote locations were her heads fell became sacred places to them, and they paid homage to she whose death gave them life.\n\nWhile most lizardfolk merely honor the memory of Tiamat, some sought to raise that memory up to the status of godhood. Priests of these cults found their prayers answered, her power made manifest in their spells. Whether this comes from a divine spark that was carried by the five great [[Dragons]] that burst from her slain body, the echo of her role as servant to the still existant Elemental Dream Gods, or the essence of her spirit borne within the lizardfolk themselves is not certain.
Presented here is a timeline of important occurances of the Alabaran Empire, focusing mostly on recent events. The current year is ''4938'', year twelve of the Dynasty of Long Knives.\n*''Approx. 5000 years ago'' [[Second Age of Chaos]] comes to an end. The [[Green Elves]] give refugees from the devastated empires of Man passage to new lands.\n*''0'' [[Founding]] of the city of [[Siddar]]\n*''21'' Death of Rana Lahadar\n*''63'' Rana Samar recognized as new Chosen of Horan\n*''86'' Samar made first Mahrana\n*''4585'' [[Mahrana Artoran]] ascends to the throne of Alabar\n*''4596'' The warrior-wizard [[Phad Karazon]] becomes known as ''Karazon the ~Demon-Clad''. The [[Keep of Youth]] begins construction\n*''4597'' Karazon defeats Mahrana Artoran and imprisons his soul so a new Chosen of Horan may not rise\n*''4627-4639'' Karazon launces a series of campaigns to subjugate all the peoples west of the ~Abbor-Alz mountains\n*''4636'' [[Sher'ka]], the great blue dragon, is bound into Karazon's service\n*''4717-4720'' Karazon's attempts to annex elven lands west of the Onniva river are thwarted\n*''4919'' Phad Karazon is defeated by the [[Company of the White Wraith]] and Mahrana Bohdi Artoran is restored to the throne\n*''4922'' Mahrana Artoran assassinated by the leader of the newly reformed Council of Long Knives, a woman known only as [[Selindra|Mahrani Selindra]]\n*''4926'' After years of civil war, the Council of Long Knives finally takes control of the throne, though many kingdoms to the north have broken away. Sher'ka is seen flying over what remains of the Empire of Alabar once more.\n*''4928'' The mercenary captain [[Darvan Haddas]] establishes the first new kingdom not ruled by a former Phad since the Sunset of Mahrana Artoran's rule.
Listed here are the various forms of address used in Alabar. Titles of nobility also have a feminine form which ends in "i", either replacing the ending vowel or added after an ending consonant. Religious titles in Alabar do not have masculine or feminine forms.\n\n|!Title|!Meaning|\n|>|''Noble Titles'' |\n|Mahrana |Emperor |\n|Phad|Vicerory; Emperor's representative for a group of kingdoms|\n|Rana|King|\n|Kuhrana|Prince|\n|Udo|Royal Advisor|\n|Thakur|Landed Noble, often a merchant who has garnered royal favor|\n|Sabbar|Military Noble|\n|Fajdar|Foreign King (Vassal)|\n|>|''Religious Titles'' |\n|Guruji|High Priest|\n|Guru|Priest|\n|Chela|Alcolyte/Follower|\n|Baraka|Any religious figure|\n|Mantris|Titled Wizard|\n\n\n
A wizard can acquire spells from other wizards, either by allowing them to be copied from his own spellbook, providing a spell on a scroll, or by paying an average rate of 50gp per level. Spells can be standard (//Player's Handbook//) or non-standard. The searching and negotiating involved is represented by a single Spell Trade roll, which is a DC 10 Cha-based check. The DC is modified as follows:\n*Looking for spell of particular level: +2 per level (this mod should always be applied)\n*Looking for spell of particular school: +2 DC\n*Looking for specific standard spell: +4 DC\n*Looking for specific non-standard spell: +6 DC\nThe Spell Trade roll itself is modified for any of the following:\n*Willing to trade higher level spell: +2 per difference in level\n*Willing to trade non-standard spell: +2 \n*Willing to trade personally researched spell: +4\n*Willing to pay cash rather than trade: +2 \n*Willing to pay double (or more) going rate in cash rather than trade: +4 \n*Each attempt after first within a month: -2\n*Two or more successful trades with this person/location in the past (other than "home" institution): +2\nEach Spell Trade roll represents 1d3 days of looking for and bargaining with an individual (or covert organization) for spells. Altenately, a wizard can deal with an established wizard guild or school, taking a single day to go through the negotiations. Instituitions typically prefer cash or scrolls to standard spells copied from a book. However, if the Spell Trade roll fails, no additional attempts are allowed for at least a month unless the wizard has something new to offer (any scroll or a non-standard spell not previously offered.) These attempts still carry the -2 penalty for repeated attempts. \n*Guild member or alumnus at affiliated institution: +2 \n*Guild member or alumnus at "home" institution: +4\n*Non-member or institution is non-affiliated: +0\n*Guild member or alumnus bargaining at competing institution: -4\n*Wizard offering scroll for trade: +2\n*Wizard can/will only offer //PHB// spells: -2\nFor multi-classers or wizards who've invested the points, there is a +2 synergy bonus to the roll for having 5 ranks in any of the following skills: Diplomacy, Knowledge(local) or Profession(merchant). \n\nWhen not dealing with an established institution, a character receives this synergy bonus for 5 ranks in the Gather Information skill as well. Also, other characters may use any of the skills mentioned in an Aid Other attempt against the Spell Trade DC, giving the wizard another +2 bonus on his roll if they succeed.\n\nOther factors may come into play and adjust the DC further, such as the wizard’s reputation, if the party has caused any problems in town, differences in alignment, etc.\n\nIf the wizard's Spell Trade roll is successful, he is typically offered one spell for potential trade, plus one for every 2 by which his roll exceeded the DC (spells usually determined randomly by the DM). These spells should not be any the wizard already has. An individual doesn't always have this many new spells to offer, but an institution will always offer at least this many and possibly more, depending on [[library|Libraries]] size. Note that the highest level spells available may be restricted depending on the community size. See //Spellcasting and Services// in the ''Equipment'' chapter of the //Player's Handbook// for general guidelines.
''Physical Description:'' Ulykos stand anywhere from 8 to 10 feet tall and weigh 400 to 700 pounds. They look like very tall, thick-limbed humans and tend to have beetle-browed features. Ulykos can live to be almost 200 years old.\n\n''Racial Traits:''\n* +2 Str, -2 Int, -2 Wis\n* Medium\n* Base land speed is 30 feet.\n* Lowlight Vision 60 ft\n* ''Giant:'' Ulykos are of the creature type [[Giant|Giants]], meaning they are immune to some effects specifically directed at humanoids, such as //charm person.// Also, a [[dwarf|Dwarves]] may use his dodge bonus against a ulykos.\n* +2 racial skill bonus on Intimidate checks\n* ''Weapon Familiarity:'' Military upbringing gives Ulykos much more experience with weapons. From early childhood, all Ulykos are taught basic swordplay, and both shortswords and longswords are considered simple weapons for them. In addition, each egon has its own preference as to what other weapon Ulykos children should learn.\n**The White Stag egon favors the versatility of the bastard sword, treating it as a martial weapon rather than exotic. They also occasionally employ shields when using their swords one-handed.\n**The Sleeping Bear egon prefers the straight-forwardness of the greatsword, and it is considered a simple weapon for them.\n**Members of the Wounded Manticore are drawn to the viciousness of the greataxe, treating it as a simple weapon rather than martial.\n* ''Automatic Language:'' Ulykan and Trader's Tongue\n* ''Bonus Languages:'' Giant, Orc, Dwarven, Elven, Goblin, any Human\n* Favored Class: Ulykos and [[Fighter]]
You are able to alter the substance of body with channeled energy, giving you greater resiliance or special abilities. The exact effects of this depend on the type of transformed strike you have access to. \n\n''Action:'' Immediate\n''Duration:'' Rounds equal to Wis bonus + 1 round per four caster levels \n''Effects:''\n{{moveover{\n!!!Crystal \nWhile this channeling is in effect, you become semi-transparent, gaining concealment (20% miss chance). You also receive a +5 circumstance bonus to Hide checks. \n\n''Special:'' Selecting this technique a second time causes it to function as an invisibility spell for the duration of the channeling, which becomes negated if you attact. Using the technique in this way requires a standard action. \n!!!Oak\nWhile this channeling is in effect, your flesh becomes like wood, granting a +1 enhancement bonus to natural armor for every four caster levels (minimum +1). \n\n''Special:'' Selecting this technique a second time gives you //''TBD''//\n!!!Granite\nWhen this channeling is activated, you acquire DR 1/adamantine for every four caster levels (minimum 1).\n\n''Special:'' Selecting this technique a second time also gives you acid resistance 1 per two caster levels.\n!!!Radiance\nFor the duration of this channeling, your body glows with a bright aura, illuminating a 30-foot radius with shadowy illumination out to 60 feet. In addition, the aura provides cold resistance 1 for every two caster levels. This is a positive energy effect.\n\n''Special:'' Selecting this technique a second time increases the radiance to full daylight with a radius of 60’. Also, any undead successfuly striking you with a melee weapon or natural attack take 2d8 positive energy damage.\n}}}
You are able to alter the substance of body with channeled energy, causing your unarmed attacks to be more effective. The exact effects of this depend on the type of transformed strike you have access to. \n\n''Action:'' Swift\n\n''Duration:'' Rounds equal to Wis Bonus + 1 round per four caster levels \n\n''Effects:''\n{{moveover{\n!!!Ghost Touch \nThis channeling functions identically to the magic weapon property of the same name. \n\n''Special:'' Selecting this technique a second time gives your armor and shield (if any) the ghost touch magic armor property as well for the same duration. \n!!!Magic \nYour unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. \n\n''Special:'' Selecting this technique a second time grants a +1 enhancement bonus, +1 per five channeler levels, on attack and damage rolls for your unarmed strikes.\n!!!Ruby\nWith this channeling, critical threat range for unarmed attacks doubles, and you may ignore 1 point per 2 caster levels of hardness when striking objects or creatures. \n\n''Special:'' Selecting this technique a second time grants the ability to ignore hardness as described above, and triples your base critical threat range for unarmed attacks. In addition, you may do critical damage to creatures normally immune to criticals.\n!!!Topaz\nWith this channeling, you gain gain long, tiger-like claws which increase the damage die size for your unarmed attacks by one step, and your critical threat range for unarmed attacks doubles. You may also choose to inflict either bludgeoning or slashing damage at will. \n\n''Special:'' Selecting this technique a second time allows you, as an immediate action on a successful unarmed attack during the duration of this channeling, spend another divine channeling daily use to cause 1d6 Con damage to your opponent. This effect is in addition to the increased damage and threat range described above, and can only be used once per opponent.\n}}}
''Patron of Sell Swords''\n(Lesser God)\n\n''Alignment:'' NE\n''Portfolio:'' Mercenaries\n''Domains:'' Domination^^2^^, Evil, War\n''Symbol:'' Sword thrust into pile of coins\n\n''Troar'' (~TROH-ar) was born to the god [[Kordas]] by the Erinyes princess [[Alecto]], with whom he had struck a bargain to produce his heir.\n
Truenames will be included as part of the Tian campaign, as will Truename magic. Sources related to the concept which the campaign might draw from:\n\n*//Arcana Evolved// - Malhavoc Press\n*//Tome of Magic// - ~WotC\n*//Quintessential Sorcerer// - Mongoose Publishing
\n''Dex; Trained Only; Armor Check Penalty''\n\nYou can’t use this skill if your speed has been reduced by armor, excess equipment, or loot.\n\n''Falling'' You may treat a fall as if it were 10 feet shorter than it really is when determining damage by succeeding at a DC 15 Tumble check.\n\n''Entertaining'' You can also tumble to entertain an audience (as though using the Perform skill).\n\n''Combat Tumbling'' You may tumble at one-half speed as part of normal movement. If you provoke any attacks of opportunity by moving through a threatened area, use the better of your Tumble skill check result or your normal AC against each such attack. Any dodge bonuses you have are added to the check as well as your normal AC. Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each additional enemy after the first adds a -2 penalty to the Tumble check.\n\nYou may tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking attacks of opportunity as normal. Doing so incurs a -10 penalty on the check, as described for tumbling through a threatened area. If the check does not also beat a DC 15, you must stop one space before entering the enemy-occupied area.\n\nObstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through. The penalty for any Tumble check made to tumble into such a square is modified as indicated below.\n\n|!Surface Is… |!Check Penalty |\n|Lightly obstructed (scree, light rubble, shallow bog^^''1''^^, undergrowth)| -2 |\n|Severely obstructed (natural cavern floor, dense rubble, dense undergrowth)| -5 |\n|Lightly slippery (wet floor)| -2 |\n|Severely slippery (ice sheet)| -5 |\n|Sloped or angled| -2 |\n{{moveover{^^''1'' Tumbling is impossible in a deep bog.^^}}}\n\n''Accelerated Tumbling'' You try to tumble past or through enemies more quickly than normal. By accepting a -10 penalty on your Tumble checks, you can move at your full speed instead of one-half your speed.\n\n''Action'' Not applicable. Tumbling is part of movement, so a Tumble check is part of a move action.\n\n''Try Again'' Usually no. An audience, once it has judged a tumbler as an uninteresting performer, is not receptive to repeat performances.\n\nYou can try to reduce damage from a fall as an instant reaction only once per fall.\n\n''Special'' If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus to AC.\n\nIf you have 5 or more ranks in Tumble, you gain a +6 dodge bonus to AC when executing the total defense standard action instead of the usual +4 dodge bonus to AC.\n\nIf you have the Acrobatic feat, you get a +2 bonus on Tumble checks.\n\n''Synergy''\n* If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance and Jump checks.\n* If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.
One of the greatest battle of wills in an adventure occurs between the mortal servants of the gods and beings animated by the power of the [[Great Nothingness.|Urora]] Those who channel the divine power of [[Natia]] seek to unravel the dark energy which suffuses the undead, while those drawing upon the forces of [[Eleron]] strive to control it.\n\nThis section presents a change to the way Turning Undead is handled, making it similar to other spell-like abilities instead of the obscure, hold-over mechanic it is currently. A few other new options are also presented. Turning undead is a [[Divine Channeling]] technique, requiring a character to spend one of his divine channeling uses per day to activate. Turning undead is a standard action.\n!!!Turning Damage\nTurning inflicts damage equal to 1 die + 1 per 2 class levels to all undead within a 20' radius circle centered on the character. Any undead in this area are allowed a Will save for half damage against a DC of [10 + cleric (monastic) level + Cha modifier].\n!!!Turn Attempts per Day\nThe [[Monastic]] has the Turn Undead technique as a class feature, and the [[Monk]] and [[Pala]] classes both have the option to select it. See those class descriptions for specifics on how often the ability can be used.\n!!!Using Negative Energy\nCharacters who channel negative energy may not use it to harm undead directly. Instead, Turning which uses negative energy can be applied in any of the following ways:\n* ''Rebuking:'' Damage dealt to undead by turning with negative energy (rebuking) is tracked separately, similar to subdual damage, but has no effect until the rebuking damage exceeds a target's //total// hit points. Once this happens, the undead must make another Will Save, or become commanded (see below.) If the save is made, the undead are considered to be cowering (rebuked) instead. They will remain in a commanded or cowering state while the cleric is 30' of them and has line of sight. Should the cleric move beyond this range, lose line of sight or become unconscious, the undead will remain in a rebuked or commanded state for a number of minutes equal to the cleric's CHA bonus + 1. After this point, all rebuking damage against them is removed.\n* ''Commanding:'' Undead which have received rebuking damage in excess of their hit points and failed a second saving throw are commanded. The effect is similar to the //Control Undead// spell, except any number of undead can be affected whose total hit dice do not exceed the character's class level x 2. The effect lasts as long as the undead are within 30' of the cleric, and for a number of minutes equal to the character's CHA bonus + 1 after. A character may use another turn attempt against rebuked undead not under his control to try to command them. The targets get another Will save, but do not take any additional rebuking damage.\n* ''Healing:'' A character may use negative energy heal to heal physical damage to undead rather than rebuke them. This uses a normal turn attempt.\n!!!Enhanced Turning\nBy redirecting part of the divine energy that would normally cause damage to undead, a character may add any of the following enhancements to his turn attempt. More than one enhancement may be used at a time, but effects do not stack with themselves.\n* ''Sacred/Profane Light:'' Sacrifice one die of damage to gain a +2 Sacred/Profane bonus to the Save DC\n* ''Fearful Light:'' Sacrifice a die of damage. A failed Will Save also leaves targets Shaken for 10 rounds\n* ''Blinding Light:'' Sacrifice //x// dice of damage. Any undead approaching the character treat him as if he were under the effects of a //Sanctuary// spell for a number of rounds equal to 1 + the number of dice sacrificed.\n* ''Burning Light: ''(Positive Energy only) Sacrifice a die of damage. On a failed REF save against the Turning DC, the targets have also caught on fire\n* ''Bolstering Light: ''(Negative Energy only) Sacrifice //x// dice of damage. For every two dice sacrificed, targets receive a +1 profane bonus to Will saves against Turning damage. This bonus lasts for 10 rounds\n!!!Other Changes\nThe changes to the Turning Undead rules impact some other rules designed for the official system. Here are the modifications to those rules to work with the variant presented on this page:\n\n''Turn Resistance''\nCreatures with Turn resistance add this value to their Will save. A +2 Turn Resistance also gives Positive Energy Resistance 5, while +4 gives Positive Energy Resistance 10.\n\n''Turn Susceptiblity''\nMindless undead, such as skeletons and zombies, are usually more vulnerable to Turning. Zombies typically have a -4 to their Will Save against Turning, and Skeletons a -2. When turning mindless creatures other than undead, they receive a -2.\n\n''Turning Other Creatures''\nSome domains grant the ability to turn other creatures besides undead. These granted abilities follow the turning rules as presented here, with the exception that the save against turning damage uses the better of the creature's Fort or Ref bonuses.\n\n''Feats''\n*''Extra Turning:'' grants +3 turning attempts per day\n*''Improved Turning:'' functions as written, but note how this affects the Save DC and damage with the new rules.\n''Domains''\nThe granted power of the Sun domain is changed to "//Empowered Turning:// Once per day, Turn Undead damage is increased by one-half"\n\n''Magic Items''\nThe Phylactery of Undead Turning still functions as written, but note how this affects the Save DC and damage with the new rules.\n
Among the three Ulykos ejons of the Onniva river valley, the legends most central to their existence and sense of purpose revolve around Miklos' Quest, or the Western Journey. The storykeepers use the legends to remind their ejons of how they came to be so far from their homes in the Empty Land, and for what, beginning with Miklos, the great blood-haired Tirbadh.\n\nTwenty generations past, in the Year of the Burning Trees, Miklos saw his hundred and fiftieth winter. During that year, he walked amongst the pentars, seeing the constant strife his people were subjected to from the giants and other races of the Empty Land, and despaired over there ever being an end to it all. He appealed to the god Pyr, lamenting that war without resolution had no honor, that the battle should win peace for the victors and rest for the defeated.\n\nPyr was moved by Miklos' plea, for the Ulykos were the only people of the Empty Land to abide by the war god's laws of battle, while the followers of Kordas sought bloodshed and power without care for honor, the warriors of Urora wanted nothing but complete destruction, and those touched by Thanoril could do naught but spread chaos and madness.\n\nStill, Ulykan blood was tainted by the Great Nothingness, and they would need to prove themselves worthy of peace. Pyr sent an emissary to Miklos, who told the Tirbahd to take five egons of his finest warriors and travel west across Tian. On a journey of many generations, they would learn new ways of war from other lands, and share their own knowledge in return.\n\n There would be signs and instruction along the way, and at the end of their travels they would be rewarded with what was needed to gain the victory and peace that Miklos sought. These wandering warriors became known as the Seeking Egons.\n\nFrom this point storytellers will diverge into many different legends. A favorite story is of the first meeting with the dwarven clans that guarded the mountain passage from the Empty Land into the Great Forest.\n\nThe dwarven protectors of the pass were at a standoff with a band of sorcerous frost giants. When the Ulykos joined the battle, the dwarves at first mistook them for another wave of true giants, until they began to fight. Even dwarven tales still tell of the huge men that poured down the mountain slope onto the giants, with a roaring leader who had hair like a kiln fire, his soldiers responding to commands with the perfect timing of a hammer strike from a master weaponsmith.\n\nOther stories tell of travels among the elven houses, and the pentar that fought beside the halflings of Paxinia. Sad tales recall how the Egon of the Red Boar, Miklos's own, lost nine tenths of its men in an epic battle with fell supernatural creatures deep in the Great Forest. The Egon of the Red Boar was disbanded, its men filling the ranks of the other egons, though it is remembered as the greatest battle group of all the Ulykos.\n\n There are also tales of the Lost Egon of the Horned Hydra, which went missing over five generations ago. Some say they were all slain by forces like those that tore apart the Red Boar; others say they are still out there, the harsh wilderness having made them forget the laws of battle, and have become a clan of savages.\n\nSome legends also say that Pyr granted Miklos immortality, or nearly so, that he might witness the journey's end for his loyal soldiers.\n\nAlmost every year, from among those who are to take their Big Step, a select few young Ulykos have an added task, unspoken but understood, accompanying their walk into adulthood: they are to find the next sign for the journey. Those with the blood-hair are looked upon with special hopefulness. More often then not they fail, with a true sign being found only about once a generation. Even when one is revealed, the wandering youth may not discover the will of Pyr for several years, though many tell of small personal signs and omens that guided them along way.
Ulykos (~YOO-lih-kohs) are one of the many [[Giant|Giants]] races spawned in the devastated [[Empty Lands]], and are the most recognizably human in origin. Their world view seems to run the full range of morality and ethics, unlike many other savage creatures of the Empty Land that tend to have a decidedly selfish and evil slant.\n\nUsually referred to as half-giants by other (smaller) races, Ulykos regard the name as a slight, as they often engage in turf wars with the true giant races in their homelands.The giants have very little fondness for association, as well.
Ulykos can take up to four levels of "Ulykos" at any time, representing their devotion to physical prowess, trying to achieve the ideal embodiment of a Ulykan warrior. The exercises and rituals involved cause the character to gain about fifty pounds and three inches of height each level.\n\n''Hit Die:'' d10\n''Skill points at 1st Character level:'' (2 + Int bonus) x 4\n''Skill points at higher levels:'' 2 + Int bonus\n''Class Skills:'' Climb (Str), Craft (Int), Intimidate (Str), Jump (Str), Knowledge [War] (Int), Profession [Mercenary] (Wis)\n''Weapon and Armor Proficiency:'' Ulykos are proficient in all simple weapons, with martial weapons within the sword group, with light and medium armors, and with shields.\n|!Level |!BAB |!Fort |!Ref |!Will |!Special|\n|1 |+0 |+2 |+0 |+0 |+2 Con|\n|2 |+1 |+3 |+0 |+0 |Marching Gait|\n|3 |+2 |+3 |+1 |+1 |+2 Str|\n|4 |+3 |+4 |+1 |+1 |Powerful Build|\n* ''Marching Gait:'' The Ulykos people have grown accustom to the ceaseless travel involved with both the mercenary life style and their age old quest. Their determined stride gives them a higher base movement (40) than most other giant races of their size, and when performing a forced march, they have a +4 to overcome subdual damage from exhaustion.\n* ''Powerful Build:'' The physical stature of ulykos lets them function in many ways as if they were one size category larger. Whenever a ulykos is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the ulykos is treated as one size larger if doing so is advantageous to him. A ulykos is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A ulykos can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Known sometimes as Soldiers of [[Kordas]] or the Gifts of [[Urora]], unliving creatures are greatly feared in Tian.\n\n''House Rule:'' Spells using positive energy and an attack roll can score critical hits against undead.
An item is unlinked when the Soul Link property is initially added to it. The link may be purposefully broken by performing a variation of the [[original ritual| Linking with the Item]], though no gold or XP are expended. Also, linking with another item of the same type or for the same body slot will remove the link on the first item.\n\nAn unlinked item loses all of the properties added to it by the previously linked owner. These properties can only be re-activated if the former owner repeats the original Soul Link ritual. Should a new character link with the item before then, all properties added by the former owner are lost permanently. The former owner may not [[bequeath|Bequeathing]] the item to another character unless he is currently linked to it himself.\n\nThe death of an item's owner will also cause it to become unlinked. If that character returns from the dead (even as a free-willed undead or similar creature), they can still re-bond with the item by repeating the linking ritual, re-activating any properties they have added previously, unless the item was linked to another character since their death.
''The Great Nothingness, the Eternal Void''\n(Intermediate Deity)\n\n''Symbol:'' A black circle\n''Alignment:'' NE\n''Portfolio:'' Nothingness, Dark Magic, Ancient Secrets\n''Domains:'' Darkness, Destruction, Evil, Hatred, Knowledge, Summoner, Undeath\n''Favored Weapon:''\n\nA deity of utmost evil, Urora (~Yu-ROR-ah) was the void from which all existence sprang. Though ultimately desiring only to return to his solitude of oblivion, his imprisonment within [[Eleron]] has led to a festering desire for revenge against all other gods. Escape and a cruel, merciless punishment of the lesser deities are the immediate goals of Urora, followed by the total annihilation of all their creations. He strives to steal away the power of other gods, and from within his confinement he has shared dark secrets with followers, allowing them to summon [[demons|Fiends]] to snatch away mortal souls. The art of necromancy was also revealed to the world by Urora, letting draw upon his power to create or even become undead.\n\nThe priests of Urora prepare their spells at midnight. His holy days are typically observed during eclipses, and nights lacking a visible moon are usually the time when the souls of captives are offered to him. The cults several sects focus on different methods to achieve Urora's release, focusing on demonolgy, necromancy or sheer nihilism, and often clash over their philosophies.\n\nOther followers include those who seek forbidden knowledge - that which could only be learned from one who existed before time itself. Even some of the younger deities have visited the edges of Eleron, looking for such knowledge, most notably [[Kordas]] and [[Ocussa]], though with different goals and results. Non-worshippers rarely speak his name, preferring to use one of his epitaphs instead.
Homeland claimed by the [[dwarven|Dwarves]] race, ruled by the ForgeChild clan.
''The Lady of the Court''\n(Intermediate Goddess)\n\n''Alignment:'' LN\n''Portfolio:'' Earth, Death, Justice and Roads\n''Domains:'' Earth, Death, Fate^^1^^, Law, Travel\n''Symbol:''\n''Favored Weapon:''\n\n(~vee-OR-ah)
''Goddess of the Dawn (Deceased)''\n(Lesser Goddess)\n\n''Symbol:'' Sun half-covered by blue field\n''Alignment:'' NG\n''Portfolio:'' The Dawn, Renewal and Hope\n''Domains:'' Good, Light, Protection, Renewal\n\nThe gentle goddess Vessa (~VEH-sah) was the initial immortal casualty of the [[First Age of Chaos]]. Her moon always appears just before the rising of the sun, a fiery upturned cresent announcing the coming of her brother [[Horan]]. A deity of hope for the future and the new life the gods were bringing to Tian, she was beloved of all of her siblings. Even bitter [[Kordas]], his moon always setting just as hers rose, was moved by her innocent optimism.\n\nAfter her death at the jaws of [[Tiamat]], many thought it a sign the battle was lost to the [[Elemental Lords|The First]], but as her mortal followers continued to pray and perform miracles in her name, it came to be realized that the hope she represented could not die. The struggle was renewed in her name, and eventually the Lords defeated.\n\nWitch covens and scattered clerical temples are the primary keepers of Vessa's memory, though a few rangers and druids still venerate the wild and free aspects of her avian creations. Spellcasters worshipping Vessa pray for their spells shortly before dawn, when the first birdsongs begin. Other followers include those who seek hope and those who desire to spread it. Her holy days include the times of her full moon and, of course, her death.
Veyana is a gray plane, seemingly neutral and inert. It is actually infused with the power of the gods themselves. This power is only tapped as newborn souls receive their spirit, the animating force of the bodies they will live in and the essence of their strength of will.\n\nSouls shed their spirit aspect as they travel through Veyana to the afterlife, but some lose their way, becoming ghosts. Some also remain trapped in Veyana because they have been barred from [[Natia]] by the gods. Even the dark gates of ~Natia-Ur have been judged too good for them. Such was the fate of many of the kingdoms who followed the [[Elemental Dream Lords|The First]] before the [[Second Age of Chaos]].\n\nSimpler spirits also exist within Veyana, such as those of animals, and even rocks, trees, and items crafted at the hands of mortals. Almost everything in the material world has a corresponding essence here. This is what allows spells which animate objects, or create golems, to function.\n\nThese spirits are normally invisible and often inactive, even on their own plane. However, sometimes an interest is taken in a passing soul before birth, who then seems to be fated to become a shaman, spiritualist or other profession involving communing with the inhabitants of this ethereal realm.
''The Astrologer''\n(Lesser God)\n\n''Alignment:'' LN\n''Portfolio:'' Scholars, Mages, and Libraries\n''Domains:'' Divination2, Knowledge, Magic\n''Symbol:'' Candle resting atop an open scroll\n\n(~VIH-see-en)\n
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''The Green Lion''\n(Intermediate God)\n\n''Alignment:'' N\n''Portfolio:'' Earth, Life, Nature, and Crops\n''Domains:'' Earth, Plant, Animal, Renewal, Strength\n''Symbol:'' Green lion silhouette \n''Favored Weapon:''\n\n(~VOH-ahn)
''Lord of Elemental Earth''\n(Lesser Deity)\n\n''Symbol:'' Square outlined in brown\n''Alignment:'' LE\n''Portfolio:'' Elemental Earth, Order, Strength, and Patience\n''Domains:'' Earth, Evil, Greed, Law, Strength\n''Favored Weapon:'' Warhammer\n\nVoc (VAHK) is said to appear as a four-armed man with the head of an elephant and flesh like dark brown granite. He is renowned for his patience, but also for his greed and hoarding. He holds a special hatred for miners, particularly dwarves, who he sees as robbing from him.\n\nVoc, like his elemental brother [[Konas]], believes in waiting until the moment is right to strike an enemy. However, rather than engaging in complex plans, Voc simply bides his time until he sees a moment of weakness, then brings his formidable strength to bear. This attitude reflects itself in the degree of discipline and patience his followers strive to achieve, while making sure they have the strength - whether physical, material or political - to use when the opportunity presents itself.\n\nWhen a priest of Voc is initiated, he may choose a time of day when he will prepare his spells. However, once chosen, the time can not be altered, as Voc will only hear prayers again once the world has turned fully. Voc's holy days are numerous, observed at various conjuctions of the moons or seasons of the world, all of which once belonged to him.
A "wand" can be any item, not more than two size categories smaller than the wielder, that can be held in one hand. The wand must still be grasped and pointed at its target, regardless of its form.\n\nThe market value calculation for creating a wand has been changed to\n\n''[400gp x spell level x caster level]''\n\nOtherwise, creating a wand follows the rules as found in the //DMG//.\n!!!!Recharging Wands\nA wand can be recharged by anyone capable of casting the spell that the wand reproduces, at the same level. Recharging has a market value equal to 1/5 the market value of the wand. If the caster has the ''Craft Wand'' feat, the cost to recharge is one half of the market value, similar to normal item creation, and 10 charges are added. Without the feat, the cost is the same as the recharge market value, but only five charges are added. There is no experience point cost for adding charges, unless it is required by the spell.\n\nAdding charges to a wand takes one day per 1000gp of the recharge market value, with a minimum of one day. A wand may be charged multiple times, with cost and time for each group of charges calculated separately. The number of charges in a wand may not exceed its original capacity.\n\nIn all other ways, recharging follows the same rules as creating a wand.\n!!!!Running Out of Charges\nIf the last charge in a wand is expended, the wand must make a Save of (d20 + Wand Caster Level) against a DC of 15, or it becomes useless and may not be recharged.\n\n''Formula:'' A wand does not require [[Formula]] to create, unless the spell contained within the wand will not be cast by the item creator himself during the creation process.
Common weapons vary greatly across Tian, with different levels of technology, as well as racial and cultural biases influencing their development.\n\nIn the Empire of [[Alabar]], curved blades, such as scimitars, falchions, and the falcata (pictured here - equivalent to a handaxe) are most prevalent. Polearms include all types of spears, warforks and the crescent spear. Ranged weapons include the shortbow, light crossbow and chakram.\n\nThe [[Elven Houses]], of course, are fond of the long bow and longsword. Their melee weapons tend to be built thinner and lighter, and have 20% less hit points than normal. The aesthetic appeal of these weapons, however, means they still command the usual market prices. The Weapon of Finesse masterwork quality is often incorporated into elven weapons.\n\nThe [[Hundred Kingdoms]] favor most of the same weapons as Alabar, though some lands have experimented with their own versions of the elven longsword (equivalent to the standard version in the //PHB//.) The heavy crossbow has also begun to increase in usage over the past few years.
The world of Tian is a homebrew setting based on a 1st Edition AD&D campaign, updated for the Revised 3rd Edition and expanded to incorporate various d20 sources. Within these pages lies the information needed to play a character of Tian, or to use as a source of ideas for the casual web lurker.\n[>img[images/smTianMap.jpg]]\nThe core of the campaign world is the Empire of [[Alabar]], a near-Eastern flavored land surrounded by mighty elven houses. The heroes of the original game were known as the [[Company of the White Wraith]], and briefly as the Guardians of Siddar, the capital city.\n\nThe Company struggled against the forces of the malevolent ruler [[Phad Karazon]], who had defeated the rightful Mahrana, [[|Bohdi Artoran|Mahrana Artoran]], Chosen of [[Horan]], centuries before. Prophecy warned that the death of Artoran would only hasten the coming of the next Chosen, so Karazon magically imprisoned him instead.\n\nAfter many adventures, the Company, guided by faint astral echoes of Mahrana Artoran, managed to release him and assisted in the overthrow of the evil Phad. Their victory lasted but a few short years, however. The master assassin [[Selindra|Mahrani Selindra]], former instrument of Karazon and with whom the heroes had a complicated rivalry, took her revenge by slaying the emperor and scattering the Company of the White Wraith across the continent.\n\nNow, Selindra attempts to control, through guile and terror, an empire that may be beyond her ability. The [[Hundred Kingdoms]] rebel against Alabar's weakened military grasp and fight amongst themselves. Elemental dream gods stir and the shadow of Karazon still lingers.\n\nWhere are the Guardians of Siddar? Where is the prophesied next Chosen of Horan? And what part will destiny have you play amidst this upheaval?\n\nWelcome to Tian.
''Notice:'' I'll be working on a new Modern Horror campaign - ''[[The Dark Between the Stars|]]'' - which begins early '07. Check out that Tiddlywiki for more info. Updates for the Scroll of Tian will be on hiatus, or sporadic at best, until the end of that campaign. \n\nThanks to everyone who's been checking this site and I hope you enjoy the new one as well.\n\n*''October 17th''\n**Added the new devout warrior class, the [[Pala]]\n**Latest version of the [[Tumbling]] skill\n*''October 5th''\n**Details of the human nation of [[Barzan]], and of the empire of [[Alabar]], including updates to its history and [[founding|Founding]]. Also info on the recent emperor, [[Artoran|Mahrana Artoran]]\n**New [[light armors|Armor]] added\n*''September 26th'' \n**Additional updates to [[Domain Techniques]]\n**Writeup for the goddess [[Shanura]] completed\n*''September 20th'' \n**Houserule changes to the [[Monk]]\n**A new core class - the [[Monastic]] - replaces the cleric\n**New ways to spend your turn undead attempts with [[Divine Channeling]]\n**A little about [[Currency]] and [[Titles]] in Alabar
The Witch core class is taken from [[Shadowfoot's version|]] on the ~WotC's message boards, and is presented in a separate document. In addition, at the DM's discretion, feats and spells may taken from //The Witches Handbook// by Green Ronin Publishing, and //The Quintessential Witch//, by Mongoose Publishing.\n*''Religion:'' There are five major orders of witches, one for each of the [[Gods of the Sky]] associated with a moon of Tian ([[Cirem]], [[Thanoril]], [[Vessa]] or [[Kordas]]) and another worshipping the [[Sky Goddess|Natia]] herself. Other, smaller orders exist, each dedicated to their own patron deity.
The Wizard class is played as presented in the //Player's Handbook//, except as noted below.\n*''Class Skills:'' Add Decipher Script, [[Knowledge (Astrology)]] and Speak Language to the class skill list for wizards. What languages a wizard speaks can affect his use of //Read Magic// (see below).\n*The [[Literacy]] skill is granted as a class feature, costing no skill points.\n*''Bonus Languages:'' A wizard may substitute Celestial (not Draconic) for one of the bonus languages available due to his race for a starting character, as Celestial is used as the basis for most magical formula. The spell //Read Magic// works on this premise, and will normally allow a spellcaster to understand a spellbook or scroll even if he does not speak Celestial. Necromantic spells, however, are almost always written in Abyssal, and spells based on one of the four elements are often found in the corresponding language (Auran, Ingan, Aquan or Terran.) Rare spells written in Infernal and other supernatural languages also exist. In all the cases above, //Read Magic// will only let a wizard understand a spell written in a language which he knows.\n*''Class Features:'' While the standard wizard class features can be found throughout most countries, some groups have developed unique abilities or techniques. More information can be found under the [[Magic Options|MagicOptions]] section.
This section will present rules for replacing a wizard's familiar with "bonded" staff. A list of sources with rules/ideas similar to this concept is presented below:\n\n*//Quintessential Wizard// - Mongoose Publishing\n*"The Wizard's Staff" - //Dragon// #338\n*//Unearthed Arcana// Item Familiar
There are no special rules for creating wondrous items, though not all items are available, especially those that can only be found as [[Jewelry]].
''The World Tree''\n(Demigod)\n\n''Alignment:'' N\n''Portfolio:'' Forests\n''Domains:'' Plant, Protection, Renewal1\n''Symbol:'' Thick tree in circle filled with blue\n\n(~YAD-rill)
''The Great Sea Serpent''\n(Demigod)\n\n''Alignment:'' NE\n''Portfolio:'' Snakes\n''Domains:'' Evil, Magic, Scalykind^^1^^, Water\n''Symbol:'' A snake swallowing its tail\n\nThe mighty sea snake Yuan (yoo-AHN) is the patron deity of the ~Yuan-Ti, the serpent people. Originally existing as the tail of [[Tiamat]], Yuan broke free of her body when she was slain by [[Horan]].