Tuesday, June 18, 2013


Name: Princess Ma'Linda
NPC: Cleric level 1, HP 9, AC 17, Deity: Spider Goddess "Elene" (Child of the nameless one.) 
AL: CN,   Race: Rune,   Sex: Female,   Homeland Runa

STR - 13 
DEX - 10 
CON - 12
INT - 10
WIS - 18
CHA - 16

Armor: Scale and steel shield
Weapons: Mace (masterwork +4 vs Plate mail only), two daggers (special ceremonial) and light crossbow.

Traits: 
1. Princess - You have been raised to expect obedience from those around you, regardless of their station, and are not shy about demanding what you want.

Benefit: You gain a +1 trait bonus to Diplomacy and Intimidate checks, and one of these skills (your choice) is always a class skill for you.

2. Birthmark - You were born with a strange birthmark that looks very similar to the holy symbol of the god you chose to worship later in life.

Benefit: This birthmark can serve you as a divine focus for casting spells, and you gain a +2 trait bonus on all saving throws against charm and compulsion effects.

3. Touch of the Gods - Benefit: You have the ability to stabilize a dying creature with a touch as a standard action.

Feats:
1. Selective Channeling - You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

2. Extra Channel - You can channel divine energy more often.

Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.


She is a good healer and not much on combat. She is a Runic Princess however has no great wealth because her Kingdom is in Ruins. She wants to restore her Kingdom if possible. She loves her people above all things and is very loyal to her friends. If you ask her questions nicely she will answer them completely and truthfully. 

Rune Domain

Granted Powers: In strange and eldritch runes you find potent magic. You gain Scribe Scroll as a bonus feat.
Blast Rune (Sp): As a standard action, you can create a blast rune in any adjacent square. Any creature entering this square takes 1d6 points of damage + 1 point for every two cleric levels you possess. This rune deals either acid, cold, electricity, or fire damage, decided when you create the rune. The rune is invisible and lasts a number of rounds equal to your cleric level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 Perception skill check and disarmed with a DC 26 Disable Device skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. This spell must be of at least one level lower than the highest-level cleric spell you can cast and it must target one or more creatures. Regardless of the number of targets the spell can normally affect, it only affects the creature that triggers the rune.

Domain Spells: 1st—erase, 2nd—secret page, 3rd—glyph of warding, 4th—explosive runes, 5th—lesser planar binding, 6th—greater glyph of warding, 7th—instant summons, 8th—symbol of death, 9th—teleportation circle.

Luck Domain

Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Good Fortune (Ex): At 6th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it's worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.

Domain Spells: 1st—true strike, 2nd—aid, 3rd—protection from energy, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.


Character History::

Deity: Spider Goddess - Elene 
AL: N 
Worshipers: Rune 
Domains: Nobility, Rune, Travel, Luck,
Subdomains: Family, Loss, Tactics, Past 
Favored Weapon: daggers 
Favored Animal - Spider 

The Rune Kingdom's last days. 
The Conjurers had done it, a successful Giuditta. The Royal family captured and marched into the throne room. The three royal children were forced to watch their parents boiled in oil. Then the Conjurers used the oil to create their summoning circle. The children were lead back to the dungeon to wait for their deaths. The kids knew then that when the oil was done they would be boiled next to create more powerful magic circles. 
The children prayed to the "Nameless One" for help. For three days and nights the guards laughed at them. Then at midnight of the third day of pray and odd woman appeared in the cell. 

My name is Goddess Elene, my father has heard your prays and has sent me to test and possibly help you.
The children were very happy, however there was the matter of the test.
The children lined up for the test oldest to youngest one girl and two boys.

Goddess Elene - cast a spell.

The girl looked at her brothers, she was only 16 years old. 
"Do you love your brothers", Elene asked.
May, "nodded yes".
Elene said, "Good, then kill them if you want my help".
May cried, "No?
Elene said, So you don't want to live?
Elene said, "is this your final answer?
May, no please ... give me a weapon and I will kill them both.
Elene gave May two daggers and she plunged them into her brothers.

Goddess Elene repeated this test for each of the boys ages 14 and 12.
The boys however refused to kill their siblings.

The spell ended and Goddess Elene looked at each of them, the boys passed my test surprisingly.
I place the blessing of my father the Nameless One on each of you. A special heart tattoo appeared on them, a mark of the Gods. 

Then Goddess Elene turned to May, you failed the test. 
Death awaits you, I only need to pick the painful method.

The boys them peddled for their sisters life and asked the Goddess for mercy.
Goddess Elene then told the boys that their loving sister would have killed them both to save her life. 
Them Goddess Elene asked, Now knowing this do you still ask me for mercy?
Both boys nodded their heads yes.
Goddess Elene, now that's really surprising, children are known to be curl and yet you ask me for mery for your sister May.

Goddess Elene thought long and hard, mercy is granted ... however my punishment will be curl. 

May, you will be marked with the mark of the black widow spider . You will never know love, all your lovers must be sacrificed after orgasm to me by your hands and using my daggers. You and all your female descendants shall bare this curse. And know this, if you do not make an annual sacrifice you and all your family will die. Oh' and one more thing, you will be with child after each sacrifice and only carry the baby for 9 days and give birth, then the child must be fostered. You must never know your children or they will die, as I said ... you must never know love. 

Monday, June 17, 2013

Money

Money

10 copper = 1 silver
10 silver = 1 gold
10 gold = 1 platinum
10 platinum = 1 mithril
10 mithril = 1 adamantine
10 adamantine = 1 Titanium (Mathis alloy)

common coins - copper and silver
uncommon coins - gold
rare coins - platinum 
very rare - mithril - think 500 dollar bill rare.
very rare - adamantine think 1,000 dollar bill rare.
Priceless - Titanium

History Part 1

Dragon Isles History

Casters: All conjurers are greatly miss trusted due to cataclysms caused by them.

The Zuma have been conjurers for centuries summoning Demons and Devils. The Vale, between worlds has become thin due to abuse. 

First great cataclysm - Rune monarchy is over throne by Rune mage conjurers, they install a new democracy.
They then try to conjurer demons to aid them in there was with Zuma. Conjecturing had been forbidden by the King. They made a error and gated in a Demon Prince "Ral" a Balrog. The Rune lost it's Capital and Mathis needed to seal the Rune Capital off because the tare in the Vale could not be fixed. The Rune banded Conjurers after that on pain of death.

Second great cataclysm - The Zuma tried to conjurer a storm from the sky to destroy Methos (the greats mage of Mathis). The spell failed and they sunk their homeland under the sea for 100 years. Methos said he had nothing to due with the outcome.

Third great cataclysm - The Zume never learn, they gated in the God Tiamat and asked for help. What they got was destruction. Methos with the help of the God Bahutmut forged a great sword known as the tooth of Bahutmut. It is rumored that Methos's wife a paladin sacrificed herself during the blades forging and that her soul resided with the blade. The blade was forged using scales from Bahutmut and it required both Methos's magic and the Gods fire to forge this holy weapon. Tiamat was touched by the weapon and fled. 

The Vale became even thinner and sometimes devils and demons may find places weak enough for them to pass into the world.

This is very dark and serious world.


The Great Peace - The eight Primary Races are at Peace due the Peace accord. 

The Peace has lasted over 300 hundred years.

Disputes between races are handled by a court of judges, one from each of the Primary races.
All Judges get one vote.
All ties are settled by Mathis Judge..
Majority always wins.
If 7 Judges abstain and one Judge votes Yes. the motion will pass.

1.  Mathis - Creator of the "Peace Accord". 
  • Their judge always abstain during a vote.
  • They want to remain neutral and only step in as a last resort.
  • They want to maintain the peace at all costs.
  • They are in a decline, not once what they were.
  • No known Navy - once had dragon ships that could fly. 


2.  Zuma - War like! 
  • They are in the middle of a civil war.
  • They want to maintain the peace until their civil war is over.
  • They feel Mathis has grown weak.
  • They fear a preemptive military strike by the other races.
  • No known navy.


3.  Vurt - They are arrogant and feel they should rule.
  • They are allied with the dwarfs and trust them.
  • They hate Zuma.
  • They fear the end of the Zuma civil war.
  • They supply weapons to all sides in the Zuma civil war.
  • They support the dwarfs when voting on motions. 
  • Small navy, not very good. 


4.  Dwarfs - The Iron Cross Kingdom is all that's left.
  • Only known source of Adamantine Ore.
  • They are allies with the Vurt.
  • They support the Vurt when voting on motions.
  • They fear the end of the Zuma civil war.
  • No known navy.
  • They know the Vurt sell weapons to all sides in the Zuma civil war and share in the intelligence gathered.


5.  Elves - Bare a horrible secret (unlocking of quest line required).
  • Only source of Mithril silver.
  • Fear Zuma Green Dragons (they eat elves).
  • They fear the decline of Mathis and what it will bring.
  • Third largest Navy.
  • They believe magic will be their savior.
  • They have more than on secret to keep hidden.
  • Shadow Elves are real (possibly a third secret). 


6.  Storm Raiders - Raid everyone but Mathis. 
  • They fear Mathis because of the last raid, none came back.
  • They vote oddly, almost as if they are being paid off.
  • They believe the elements guide them.
  • They do not fear Zuma and have allies with them in the past.
  • They have the largest Navy (long ships).


7.  Angleeions - They are a mix of clans.
  • They elect a king for life, each clan chief has one vote.
  • They have been allied with everyone at one time or another.
  • They fear only dragons.
  • They have the second largest Navy (long ships) 
  • They have the best mercenary company for hire the "Wotan" This company contains sapper, scouts and assassins, rangers, fighters and rogues (all races can join).


8.  Rune - Ancient enemy of the Zuma.
  • They have no allies.
  • They have no Navy.
  • They no capital city.
  • They vote on motion oddly.
  • Their government is split Royalists and Democrats.
  • They are not at civil war. 
  • They group that restores their ancient capital will reunite the Rune (story line to unlock) and rule.





Wednesday, May 15, 2013

Organizations



Dragon Isles Organizations

Wootan: 
  • Mercenary Group AL: N
  • This group consists of dwarf sappers, rangers, scouts and assassins. 
  • This is a special OPS group that specializes in breaking sieges and covert operations.


The Order of the Shield - Order of Vurt Knights  
  • This order of knights is made up of mostly Vurt.
  • AL: Any

Green Dragon Knights - Zuma Dragon Riders Knights 
  • Only four of these knights are known.
  • AL: LE
  • Class: fighter, paladin, cavalier 

Golden Dragon Knights - Mathis Dragon Riders Knights
  • Ancient order of knights that have not been seen in over 900 years.
  • Class: fighter, paladin, cavalier 

Silver Dragon Knights Mathis Dragon Riders Knights 
  • Ancient order of knights that have not been seen in over 900 years.
  • Class: fighter, paladin, cavalier 

Order of the Elements - Magic circles of the Storm Raiders. 
  • Air - Lightning 
  • Fire - Fire, heat, flame
  • Water - Water, ice, frost
  • Earth - earth, mud, rock, dirt
  • Class: fighter, paladin, cavalier 
  • AL: Any


Houses of Mathis:
  • Senate Houses (families) of Mathis


More to come ... 











Tuesday, May 7, 2013

Damla Hamlet Details







Zuma


Factions:

Green Dragon Knights - LE (dragon riders + infantry)
1st - 4th Pikeman - 4,000 - two green dragon knight riders

Demon Summors - CE - (army: summoned creates)
One Summon demon army numbers unknown

Note: Demon and Devil armies may not be on the same battle field. 

Devil Summors - LE - (army: summoned creates)
One Summon Devil army numbers unknown

Necromancy - NE (army of undead) 
One undead army for now.)

High Magic (invocation) - any neutral AL (army: constructs)
One army of constructs and mages.


Their island home has just risen from the sea, they are rebuilding slowly. Their people were scattered across the land and are returning home.  If the factions of Zuma could ever work together nothing could stop them. The one good thing is the Demons and Devils will never work together.


Civil War - Zuma or Zama! 

Tuesday, April 30, 2013

The Empire of Mathis

The Empire of Mathis

History:

The first race that the Gods created Mathis. These first men were friendly with Dragons. Dragons thought of these men as little brothers and they worked together. Mathis grow into a great civilization learning magic and creating great cities and libraries.  

The Army of Mathis:
Legons: 5,000 men total.
3,000 infantry: tower shield, short sword, chain mail, composite long bow and spear.
1,000 cavalry: Chain mail, medium shield, long sword, composite long bow and spear.  
1,000 archers: studded leather, medium shield, long sword and composite long bow.

Government:
Republic: Senate 100 sets.
Every year 25 sets come up for bid.
  1. The senate elects a proconsul, consul and censor.
  2. The three vacated sets are put up for bid. 

  • Army Units:
  • Infantry: 500 size.
  • Cavalry: 250 size
  • Archers: 250 size - scouts, skirmishers.


  • Senate: two dragon ships
  • Obsidian Mage Tower: one dragon ship
  • Golden Mage Tower: one dragon ship
  • Silver Mage Tower: one dragon ship

Dragon Ships: think spell jammer like ships only they only fly (no space travel).

Mage orders: silver, gold and obsidian (class: any arcane caster).
Dragon Knight Orders: silver and gold (class: paladins and fighters).
Order of Saints (Lords of Mathis - class: any).

Mathis the Jewel of Empires which history is rich and lasted for over seven thousand years before they adopted a policy of isolationism.


Friday, April 26, 2013

Main Contentant


  • These maps are very old and most are done using color pencils.
  • I'm planning on redoing the maps using http://www.profantasy.com/products/cc3.asp 
  • This map was done in 1979 and is of one of the contentants. 

Thursday, April 25, 2013

Legendary Magic Items

Common Knowledge and legends
  • Holy Sword of Mathis (Named Weapon)
    • Created by the Arch Mage Methos.
    • Forged from a scale from the God Bahamut.
    • Intelligent weapon that may take on the form of any edge weapon.
    • Only rumors about the sword true purpose exist. 
    • The truth about this sword has never been revealed.  
  • Dragon Orbs
    • Some say they can be used to control dragons, however that seems way to simple.
  • The Staff of Methos (Named Weapon)
    • It's said to be a staff of power.
  • Beast Pipes
    • Anyone can use them, however it comes at a cost.
  • The Hammer of Disruption (Named Weapon)
    • It returns
    • It Disrupts undead
    • It's magic and much more ... however it's not all good.
  • The Book
    • The "Rune" book of naming.
    • Contains the true name of Demons, Devils and more.
  • The Bell  
    • Created by the Arc Mage Methos, it's use is unknown.
  • The Candle
    • It's Origin and use is unknown.
    • The Arc Mage Methos was said to own it last.
  •  The Four Rings of Elemental Command
    • Air
    • Earth
    • Fire
    • Water
  • Thorn Legendary Sword

Monday, April 22, 2013

Character Creation

Classes:
  • All Pathfinder Core Classes.
  • All Advanced Player Guide Classes.
  • All Ultimate Magic Classes.
  • No Ultimate Combat Classes (No Guns or Eastern Classes).
Role Method: 
  • 25 point buy method from the pathfinder rules.
  • Hero points Yes, one per level maximum 3 points. 
  • All characters start with max hit point dice.
  • Starting money can be rolled 0r take the average starting money.
  • Each character gets one free master work item.
    • This item can be armor, a weapon or a miscellaneous item. 
    • This item will become magical at level 4 and grow more powerful with the character. 
    • Example sword, +1 magical at level 4, adds bane at level 6.
Races: 
  • Humans (Playable Races) all human start with three traits.
    • Mathis (first men) 
    • Zuma
    • Angleeions
    • Vurt
    • Rune
    • Storm Raiders 
  • Elves - two traits 
  • Dwarves - one trait 
  • Gnomes - lesser race
  • Half Elves 
  • Havfing - lesser race
  • Half Ors - lesser race
  • Other Races are possible, please see below link: Must be approved by GM. 
    • http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/featuredRaces.html
Please contact the GM about other possible races.


Friday, April 19, 2013

Dragon Isles Religions

Gods of the Dragon Isles
Version 0.1


The One - a force for good in the world.
  1. Worshipers: Any non evil alignment.  
  2. Sphere or influence good.  
  3. Primary God of the Vurt.
The Other - Pure evil.
  1. Worshipers: Any non good alignment. 
  2. Sphere or influence evil.
  3. Primary God of Zuma.   
Mother Nature or the Living planet, keeps the peace and is neutral.
  1. Worshipers: Any alignment.
  2. Sphere or influence nature.
  3. Primary God of the Angleeions and Storm Raiders.
IA and IO - Magic - neutral and help Mother Nature keep the peace. 
  1. Worshipers: Any alignment. 
  2. Some cultures call them MA and PA magic. IO is the son of Mother Nature.
  3. Primary God of Magic.
Tiamat - Five Headed Dragon - Evil
  1. Worshipers: Any non good alignment. 
  2. Primary God of all evil dragons.
Bahamut - Platinum Dragon - Good
  1. Worshipers: Any non evil alignment.  
  2. Primary God of Mathis and all good dragons.
  3. Primary God of Mathis.
NameLess One - Greater God
  1. Worshipers: Any alignment.
  2. Neutral in nature. 
  3. Primary God of Rune.
Deity: Spider Goddess - Elene - Lessor Goddess
AL: N 
Worshipers: Rune 
Domains: Nobility, Rune, Travel, Luck,
Subdomains: Family, Loss, Tactics, Past 
Favored Weapon: daggers 
Favored Animal - Spider 

Fey (Purple Dragon)

  1. Worshipers: Any alignment.
  2. Primary God of Elves. 
  3. Rumors say Fey is a purple dragon, well that's what the Elves think. The Dwarves however have another idea (Story Arc - needs to be unlocked).
  4. Primary God of the Elves.

Dwarf (Stone Dragon)
  1. Worshipers: Any alignment.
  2. Primary God of Dwarves. 

More to come :)

Dragon Isles Races

The Dragon Isles 
By: David C. Palumbo
Version 0.1
Page last edited on 4-19-13


Question: What is the Dragon Isles?
Answer: The Dragon Isles is my gaming world.

Question: what's a story arc?
Answer: When a player creates a character of specific race in the game it will open up a story line or arc. This includes special items and quests that will be made available to that player's class and race. 

RPG Platform:
  1. Pathfinder (work in process)

Races: 

Humans - no evil player characters allowed.

1. Mathis - The first race created by the Gods, "The Lost Empire". 
  • Story arc - to be revealed during game play.
  • Quests: the magic amulet, the glass sword and  armor, what armor?.
  • Alignment - Any 
  • Government: Republic
  • Language: Mathesian 
2. Rune - Masters of the written word, use tattoo's runes to case spells.
  • Story arc - Restoration of their homeland.
  • History: lost capital city in war, summoned demon lord and lost control. 
  • Quest - for the bell, book and candle to banish the demon lord.
  • Alignment - Any
  • Government: Democracy
  • Language: Runic Symbols
  • Special Class: Rune Mage - uses tattoo's to cast spells, no spell book required.
    • Each rune tattoo can cast a spell once per day.
    • Each spell level tattoo costs 1,000 gold.
    • Must have spell component or feat.
    • Major advantage is not requiring a spell book or studying spells every day.
    • Disadvantage - each new spell requires a new tattoo and costs gold.
3. Storm Raiders - Masters of the sea and elemental magic. 
  • Story arc, quest for the four elemental rings of command. 
  • Quests - fore each ring, Air, Water, Fire and Earth.
  • Alignment - Any non evil
  • Government: Monarchy
  • Language: Trade Tough or Common
  • Modeled after "flavor" Viking's with longships, Plus elementmental casters.  

4. Vurt - They are so Lawful it hurts. 
  • Story arc, the balance of good and evil.
  • Quests: the copper plates, the shield, immortality, it's a curse or is it? 
  • Alignment - Any non chaotic
  • Government: Monarchy
  •  Language: Vurt
  • Modeled after French knights.

5. Angleeions (an'glee'ions) - They are a bit chaotic. 
  • Story arc, let chaos rain.
  • Quests: The bard's song, the great sword, boots what boots? 
  • Alignment - Any non lawful
  • Government: Monarchy
  • Language: Anglo
  • Modeled after Celts 

6. Zuma - Necromantic magic, demon summoning you get the idea. 
  • Story Line, Rebirth. 
  • History - Three great wars two with the Rune and one with Mathis which caused there island homeland to sink into the ocean. 
  • Quests: at hell's gate, demon in the attic, guess who's coming for dinner? 
  • Alignment - Any non good (player characters must be neutral) .
  • Government: Democracy - no discrimination against undead, devils or demons. 
  • Language: Dranic

7. Elves - Standard (Halfing part of Elven kingdom) 
  • Story line, Fear of the return of Zuma.
  • Quests: the long bow, the forest and the staff 
  • Alignment - Any
  • Government: Monarchy
  • Language: Elven

8. Dwarves - Standard (Gnomes part of Dwarf kingdom) 
  • Story line, fear of the return of dragons. 
  • Quest: the forge, the battle axe, the hammer
  • Alignment - Any 
  • Government: Monarchy
  • Language: Dwarven
9. Ice Maidens
  • Special (More information to coming)
  • Betrayed by all but Mathis and the Angleeions during the first great war.
  • Story Arc will need to be unlocked.