Goals/Methods
I. To achieve a magically pure dimension without outer dimensional “contaminents”.
II. To focus power at Melderyn where it may be studied to benefit us and stopped if it will not
III. To place the art, above personal differences, when considering what is best. This does not preclude preference, but demands impartial and unbiased thinking.
IV. To destroy/ nullify any renegades, dangerous magics, or technology when decreed by the councils
V. Destroy/thwart Satan whenever possible
VI. Never to directly confront and Celtic god in magical combat.
Councils of Melderyn
Spheres of Control
3rd Council - Parliament
Leader of the White Robes – Lazarus
Leader of the Black Robes – Avish Foe
These mages are kept very busy being mayors/senators. They greatly respect and revere the upper councils but are not lackeys.
2nd Council – Circle of the Guardians
Members
Mallock the Dominator LG Wizard, ultra pure, may summon across dimensions
Par Salian N Sorcerer, Favored of the Gods
Steven Sagely LG Sorcerer
Lord Kelsin CE
1st Council – Archmagists
Merlyn
LG
Led Zeppelin
Mandrake
Mandragoran
NG
Korak Mandragoran
Math
Mathonwy
Baba Yaga CE Pell Ell (Deathsinger with Stiehl)
First Council Members:
Merlyn
LG
Led Zeppelin
Mandrake
Mandragoran
NG
Korak Mandragoran
Math Mathonwy
Baba Yaga CE Pell Ell (Deathsinger with Stiehl)
As per an agreement between Genin and the Celts, there may only be 5 Archmagists at any time. Each represents a different alignment and the transfer of power is worked out differently for each one.
Merlyn
Stopped magical/druid combination
Worships Bahamut
Favored by Silvanus, he has been granted 14th lvl druid powers
Archmagist special power on charm of illusions (gives powers of archenemy)
Owes me one for taking over a mission for him for Draco Paladine
Math
Checking into gods, their usurping on magic
Traveled with Allanon and Kairn Evael
Archmagist special: Anything said in the wind is heard by Math
Stops deities from affecting magic
Ivanshu
Created several life forms/races (some book of life) (Azers)
Lives on Harn in Misyn, thought of as a God
Stopped new breed of hordlings
Stops interdimensional encroachments
Sent Azers after the Legion of Gold after the Great Migration
Baba Yaga
Will not act against children
Worked against Satan by eliminating the purpose behind a table
Has a “neice” named Natasha, “watching over” Alexia
To get into tesseract go ito the fireplace, under rug, refuse pile
Mandrake
Stop technology from encroaching, Priests of Syrinx
Stop the merge,
2nd Council
Mallock the Dominator LG Wizard, ultra pure, may summon across dimensions
Par Salian N Sorcerer, Favored of the Gods
Steven Sagely LG Sorcerer
Lord Kelsin CE
3rd Council Members
Leader of White Robes – Lazarus
Leader of Black Robes – Avish Foe
Leader
of Red Robes – Stormwarden
Members
of Parliament
By Decree of Paliament, We Do Hereby Enact the Following Laws....
The government of Melderyn is a magocracy ruled by the highest level mage, King Genin Fateshaper. Serving him are his various councilors and advisors and the Council of Parliament. Parliamentary leaders represent the cities within Melderyn to the overall government and in many cases they are the defacto leaders of their cities. Parliamentary appointment varies for each position but all members must have a region of land they represent. Some members have been appointed to their post by their King or by the regent who holds the most power in the region of interest - in many cases this is the Parliamentarian himself. Parliament meets three months out of the year in most years and is responsible for the day to day managing of the kingdom. They enact laws, policies, and even foreign policy when the King deigns to keep silent. All members are given the honorific of Par to their name, i.e. Par Salien. Par Salien is the Chair of Parliament and thus rules it much as the Speaker of the House. House members are divided into three factions denoted by the color of robes that they wear. The highest level MU of the group is the nominal leader of those Robes. Leadership of one of the Robes puts that person in charge of certain parliamentary procedures but does not entail complete rulership over the votes or actions of its members. A member may not be expelled from his Robes but may be expelled from Parliament by a vote.
3rd Council Members
Leader of White Robes – Lazarus
Leader of Black Robes – Avish Foe
Leader of Red Robes – Stormwarden
Steven Sagely |
Sorcerer |
Yalein |
|
Sorcerer |
Thay |
Center of Healing/Diancecht |
|
Sorcerer/Fighter |
Ontur |
Paladin Training |
|
Magician |
Zulios |
Fishing/Shipbuilding |
|
Illusionist |
Chyrefall |
Center of Illusion training (g/n) |
|
Thaumaturge |
Wharro |
Center of Thaumaturgical training |
|
Alchemist |
Shenep |
Center of Alchemical Training |
|
|
Magician |
Ridow |
Naval base, center of dragonstudy, underwater, democracy. |
|
|
Laket* |
|
The Red Robed
Sorcerer/Thaumaturge |
Lyf |
Sailors/Shipbuilding |
|
Payar Slom |
Thamaturge/Sorcerer |
Menio |
Farm Center/horses |
Alchemist/Thaumaturge/sorcerer/magician |
Cosyuh |
FarmCenter/horses |
|
|
|
Harden |
Military leaders here |
|
|
Parnam |
Sailors/Fishing |
Cleric/Thaumaturge |
Gythrun |
Macnananmaclir Temple |
|
|
|
Genoth |
Center of Illusion Training (non-good) |
Magician/Thaumaturge |
Gosus |
Center of Magician Training |
|
|
Sorcerer |
Jetust |
Center of Sorcery Training |
Kaliel |
Wizard? |
Solitude |
|
|
|
Cupeth* |
|
|
|
Huvos* |
|
Draco Stormsailor |
Thaumaturge/Fighter |
Nurisel |
Guards Melderynni Isle |
The Black Robed
Avish Foe |
Alchemist/ Magician |
Ramere |
Military Center/Defense of the North |
Pug the Necromancer |
Alchemist |
Parios |
Farmcenter/Keep of Undead |
Saroth Delmorn |
Wizard |
Jothet |
Farm Center |
The Four Horsemen |
Cleric/ Wizard |
Cundras |
(Hangout for all those that plot against isle, and |
|
Anti-Paladin/ |
Fosumo |
center for theives and assasin training, and |
|
Assasin/ Alchemist |
Yael |
center for poisons, disease breakouts), and |
|
Cleric/ |
Racyn |
center for cursed and evil items |
Gaemon Targeth |
Wizard |
Karveth |
Center for Wizardry training |
|
|
Moque* |
|
|
|
|
|
Almost master Sorcerer, Leto comes from a very rich and influential house. Long line of mages. Previous member of house developed the Telepathy Spell. House has many telepathy items to be used by house members only. house sumbol is seveven pairs of hands reaching in toward a circle. Mother was a powerful sorcerer who supposedly obsesively divined the future for her son.
Has many holy items of Diancecht that enact healing. Received great longevity from Diancecht. Spells gear around divination and abjuration. Many protective magics. Practices the layering of multiple spells. (top one must be dispelled before a lower one can be). Reputed to be able to heal using Sorcery (a blessing of Diancecht for healing Par Salien during the attack of the Lythyan-summoned Johrm-Gudur Demon). Has been cited by the Hierophant of Dagda (highest cleric) as a just and righteous man. His House is noted for giving generously to the poor and patroning many poets and druids.
Personality: Very kind hearted but has a stern & dour appearance. Speaks with a strong Lythian accent (his whole family has the same Lythian accent. purportedly they came from Lythia years ago). Leto takes strong actions to protect against perceived threats and to protect his friends, allies, and people he knows of to be lawful and good. In the pursuit of this he tends to be a bit paranoid. He demands perfection from his staff and has high standards for the legislation that comes across his desk. A stalwart defender of the idea that magic should be used for the common good.
His Senior Aid (and concubine) is Ben'acht Benai, a beautiful sorceress and student. She is very adept at clairvoyance and it is said she can see things more clearly than most. She helps rally votes behind the scenes. She also keeps track of current voting records for Leto.
A renowned paladin and veteran of several crusades, Duncan is known for his knowledge of the laws of most of the Harnic countries as well as an expert of those in his town, church, and Melderyn. He champions justice and fair laws. Refuses to vote for laws that do not reflect the spirit of the body of laws as a whole or for ones that are morally unjust. Concerned less with how laws affect an individual than how they affect society and the body of laws as a whole. Duncan is very charismatic and excellent at giving rousing speeches in parliament as well as spirited defenses or prosecutions in courts of law (he is recognized as a paladin of Birgit to be a lawful representative of the courts in all Celtic countries).
Duncan has learned Sorcery as a secondary class that is afforded him as on of his 'specialties' as a paladin of Brigitte. His other specialties are history, heraldry, religion, and the laws of several different Harnic nations. He is also the Head of Paladin Training in the sole training center for paladin training in Melderyn. The Orders of Brigitte is the order that directs and manages all the other Paladin Orders. They have the official Codes of Chivalry and keep the records of laws, codes, and traditions upheld by all the knightly orders. This Order also manages various events -i.e. jousts, etc within the city and between the various groups of knights. There are probably five separate paladin orders of various Celtic gods in this city.
Duncan is known for only a few low level spells - scribing & note taking spell, a Rules of Chivalry spell that puts negatives on to hits & damage for actions that don’t follow chivalry during a combat. He supposedly also has a nice 3rd lvl ESP spell that he uses in trials. A clerical spell allows him to make documents readable by someone without reading skills.
All of the Melderyni King's Royal Guard have trained for years in Ontur. The town itself is a little more than a huge Keep with a town built around it. Actually its is like three keeps built inside one keep (several separate defensible areas). Duncan has many friends and contact within the Royal Guard. He also has many military contacts.
Jacob of Water is a magician who focuses on the creation of water related items. He and his underlings have created many magical sails to fly on both fishing and warships. He has also created a few rings of water elemental command and has negotiated a few pacts with the elemental water mage and Melderyn to make the seas around the Melderynni Isle "safe".. He spends a great deal of time in Parliament trying to help his small fishing village and its people prosper. Few of the people in his city of Zulious actually practice magic. Most are fishermen and sailors. There is one small magician group there which does aid in the small shipbuilding industry in Zulious. Jacob noteworthy spells deal with meta-magician specifics and tend to be only understood by magicians. Jacob of water has lots of respect among magicians but is sometimes considered frustrating by many of the others of parliament due to his constant desires for pork barrel projects focusing on the needs of his small town.
Selep Delpro is a powerful Illusionist and he directs Chyrefall, the city which boasts the center of illusionistry training. Selep is a pacifist in that he will not kill anyone with a spell - that’s not to say that he is not combative in parliament (he often is) and that he's not voted in the past to go to war (often on that count as well). His illusions, what Selep refers to as White Magic , are often very strong, with tactile components and usually disbelieving in them has little effect. He is fond of using his illusions to beat the shit out of those who do evil. Additionally, he is known for many illusions that can keep creatures, mages, and others bound and imprisoned. Chyrefal boasts many Cathedrals of Illusionary Art that offer entertainment and enlightenment as well as perfect for carrying out many of the personality and character tests for other organizations. One of these organizations is the Royal Guard who sends its paladins from Ontur to Chyrefal when they complete their training. Chyrefal has been an instrumental starting point for many of the famous quests taken on by people in Melderyn.
Selep is adamantly opposed to the death penalty and believes that all killing is wrong. His usual approach to war is through misdirection.
Thaum rules Wharo with a council of five other master thaumaturges. Thaum is the one most respected and revered to protect the interests of Wharro and Melderyn proper. He is a very good natured man who is often very stubborn. His voting record has been very independent. As Wharo is the main center of thaumaturgical training,
Paul was born to subsistence level farmers and was recognized for his keen intellect and creativity at a late age. His training was fully sponsored by Ingarion Goldfingers and Ingarion has done much of his training personally. Now Paul is the Director of Shenep, the center for Alchemical training in Melderyn. The city itself is one big Alchemy lab with walls built around it. More correctly it could be described as a great fort with an alchemy school at its heart. Similar to….. the city is devoted to this one main enterprise. The entire economy of this city is based on Alchemy with all of its job in some way related to this industry. Gardeners tend various herbs and plants used as components for potions. Herbalists select proper trimmings from the plants and prepare them for their use in the alchemical school. Glassworkers supply the endless amount of vials, beakers, and test tubes the labs consume. Foresters forage to feed the many stoves and burners employed in the city. Even an adventurers guild is maintained by the city proper for a source of people to go get specialized components that cant be bought by trade. The Adventurers Guild in this city is quite unique and boasts some of the most famous 5th-8th lvl heroes. Paul Eleb recently replaced a Governor - from the Red Robes. As the Executive Director of the city he is the man in charge of all the laws and policies of Shenep - and thus control over the entire alchemical industry is Melderyn. This has given him much leeway in the Parliament as most concede, that at least in maters related to alchemy he has the last say. Eleb is a good man, if not a bit innocent and naïve. He has tried to take the city in new directions since resting the Directorship from a member of the Red Robes. He has changed employment rules and pay scales to more favor the peasantry. He has tried to shift the sales of many potions to other markets - such as potions of sweet water to fisherman, potions of fertilizer to farmers, and even cheap potions of dexterity to craftsmen. Paul shows a healthy love for the common classes and desires to promote the common wheal through the industry of alchemy. In Parliament he is a vociferous actor in matters of alchemy or the poor. As a mage, Eleb is extremely adept. He is considered a genius by many geniuses - able to calculate complex formulae nearly instantaneously and brilliantly capable of seeing how things interact with each other - weather that’s potions ingredients or economic complexities. Eleb still remains very loyal and well supported by his Patron, Ingarin Goldfingers.
Leader of the Red Robes Of Parliament
He is an accomplished sorcerer who has passed the test of the tower of High Sorcery . Additionally, his powers over thaumaturgy has somehow given him access to weather control and wind manipulation. The secret of this thaumaturgical technique has been within the Stormwarden family for several generations. Several Stormwardens have played prominent roles in Parliament - as robe leader in some cases or as hero or influential backroom manipulator for others. In all cases, Stormwardens have been traditionally of the red robes. The shores of Lyf and the waters around are well warded by new and ancient spells cast by this famous family. Beyond spells that control weather, this mage is known for some spells that cause/release emotions in those who deal with him (or perhaps, some say, its just his personality). In either case he has been a surprisingly adept leader for someone who comes from a small provincial town. He is incredibly good at wheeling and dealing to get votes passed within parliament and his voting record reflects one who still wants to make a mark on this world (likes to take risks). He is strongly allied with S. Cornelius (gets best info)
S. Carolinus
Chiefly an alchemist, S. Cornelius has also studied sorcery, magic, and thaumaturgy. He is knowledgeable about a great many things and is the current best living scholar on the subject o Yishanna or incantatrix. His specialty is in divinations and in meta-magics. S. Cornelius is very studious and tends to miss many votes in parliament. He has been known to get a few things done for the red robes on occasion and tends to be a great source of hard to get information for the red robes.
A powerful and influential high priest in the churches of Mananmaclir, Marco Lugh Leigh is the Melderynni isle's chief liaison with the forces of the sea god. Marco quite often negotiates favors from Melderyn for other churches of mananmaclir…items etc in exchange the priest has always been able to marshal surprising effects of foreign diplomacy using the seas and their troubled storms. This thaumaturge, in some ways similar to the Stormwardens, has been able to employ his mastery of thaumaturgy to control large scale weather effects - in this case the oceans and the seas. Many believe this is done with the miraculous aid of Manananmaclir. Unlike house Stormwarden, Marco's accomplishments are his own and no others seam to be able to accomplish the feats.
Known for the creation of some magical flames that are items not spells. Specializes in fire spells - start fires, summon fire creatures, fireballs, fire attacks, Fistandantilus’s Ever Returning Flame - a flame that keeps coming back, a faery fire that highlights all fire protection items, elementals that come to take fire protection items or demand payment, teleportation traps that teleport a person into a volcano. Specialized invisibilities & illusions that make fires and flames invisible, transmute liquid to potion of explosions spell...etc. Pang rules the largest Magician Factory in all of Melderyn. Because of the dominance of this factory in a city that is the center of magician work, Pang has risen to the highest part of the food chain and King Fateshaper had him appointed to Govern the city
The Mandragoran Reader
shuffles a Deck of Many Things, or a Tarot Deck, and the deck is layed
in front
of the target creature. The target creature may choose to make a normal
will
save to resist cutting the deck. If their save succeeds and they choose
not to
touch the cards, the spell ends with no other effect. If they touch the
cards,
they must cut the deck, at which point for the next minute (10 rounds)
they can
do nothing but await the rest of the reading. Any attacks made on the
target
will immediately end the spell and free him of his transfixation. The
spell
does provide a minimal protection from external attacks for both the
reader and
the target. An invisible forcefield, similar to a wall of force but
taken down
only by a remove curse (or similar fate canceling magic) surounds the
two in a
five foot radius while the reading takes place. The target creature
draws 5
cards and places them face down as directed by the Mandragoran Reader.
As soon
as the cards ar
e drawn, but not before, the Reader is aware of their identity even
though the
target (now called the "Subject") does not. When all five cards are
on the table the Reader tells the Subject in which of the five
positions to
place each card. The five positions are: The Past, The Past in the
Present, The
Card that is the Subject, the Card that Crosses, and the Future and
they are
layed as such:
"The Mandragoran Lay"
The
Past
The Future
____________
| The
Card |
---------|--------------------|-----------
|
| That
Is
|
| <------- The Card That Crosses
|
|
|
|
---------|-The Subject -|-----------
|___________|
The Past In The Present
The Past, this is the first card that is
revealed. It represents the past of the subject
character and will
become a point of focus for the spell. The card that is revealed must
be
related to some past event in the subjects history - if it is the
Dungeon, it
relates to some time that the subject was imprissoned, if the Comet, it
relates
to some past enemy that the subject defeated and grew stronger by, if
the gem,
a particular magical item that was a part of the creatures past. The
casting of
this spell allows the Mandragoran Reader to learn enough knowledge
about the
subject to select an appropriate event. Once this card is Interpreted
the rest
of the reading is keyed to that event.
The Past In The Present: When
this card is turned it
becomes connected to the specified past event and represents the status
of that
event (those enemies, that item, etc) in this time. For
example, in
lorocus's reading, if the first card that was turned was the Dungeon,
and it
was related to Lorocus having been imprissoned by the Githyanky, this
card
could be interpreted to represent the githyanky at this time. Thus, if
the
"key" (gain a powerful weapon) was in this possition, it might be
Interpreted that a powerful weapon was created or aquired by the
githyanky.
This spell is a manifestation of Observer (or Interpreter) Created
Reality, and
similar to an Alter Reality spell, it may contain a experience point
cost.
While the Mandragoran Reader may Interpret the card, the DM can apply
an
experience point cost as appropriate.
The Card That Is The Subject. Uncovering
this card has no
immediate effect, it simply represents the character. If this card is
ever
drawn from another deck randomly by the subject, the subject gains
either
double the effect or his choice of another card effect in that deck.
i.e. for
Lorocus, if the Card that is the Subject is the "Hierophant" in this
reading, it becomes 'his card' and at some point in the future he comes
across
a deck of many things and happens to randomly draw the Heirophant, he
could choose
to gain a level after defeating his next monster. Good luck! For the
Mandragoran Reading, however, the card that is placed here is
interpreted to
relate to some skill or power that the subject has and that
relationship is
read from the flavor of the card. For example, if the card is the
"Moon" (granted 1-4 wishes) it could be related to an at will power
the character posseses, if the Idiot (lose intelligence) it could be
related to
the characters intelligence or an
intelligence based skill such as spellcraft, etc.
The Card that Crosses: This is a very
special possition. The
card in this position is what links the Past In The Present with the
character
himself. It can represent a new fate strand that has crossed the the
Subject's
own. The Mandragoran Reader may either choose to visit the card effect
on the
subject at the end of the reading or just use the card to interpret the
link.
The Card That Crosses must represent an item, place, or entity that is
already
in existence. Again, the Mandragoran Reader has access to a legend Lore
for
purposes of gaining details. Only a minimal amount of reality
shaping may
be done here with the appropriate experience point cost. For example,
in
Lorocus's reading, if the card is the "Rogue", (a friend turns against
you) the Mandragoran reader could say that Grak Demontooth has betrayed
you to
them and it is his machinations that will bring the githyanky and you
together.
At the end of the reading, the Deck of Many Things card effect would
take pla
ce and Grak turns against him. For experience point cost the Reader may
loose
500 experience points for specifying that the henchmen in question was
Grak
(the reality creating effect). Note that there should be no experience
point
cost for the bare minimal interpretation, i.e. the Reader could simply
say that
a henchmen who turns on you will bring you two together. The Card That
Crosses
is also the Card That Hangs in the Balance. It may represent what is at
stake.
Success in the endevour may mean that the hechmen is not turned or is
turned,
or perhaps the Reader does not specify which - Grak connects you two
and he may
or may not turn or have turned on you. The Card that Crosses also
affects The
Future.
The Future: (and final card to be
turned). This card effect
will visit the character in the future. It is usually the standard Card
Effect
(as played out through reality ...i.e. you learn you inheret a kepp
rather than
one just appears). If it is good, it is what is attainable, and what
will
happen if pitfalls are avoided. If it is bad it, it is what
is currently
inevitable and must be battled against. The DM decides the place and
time and
manner of this card effect but it IS in the characters future. The
Reader can
say that for sure. It could strike at any time or it could be
intrinsically
related to the storyline (it does not have to be - it is often the
mistake of
subjects, and sometimes the Reader, to assume that it does).
Note on special cards: If the "Jester", the
"Idiot", or any card that allows you to draw more cards is picked,
the Reader specifies the position in which the card will be placed
BEFORE the
new cards are drawn. These new cards are placed face up to the upper
right of
the original card and modify/apply to that possition. Also, all
Mandragorans have
a card which can always symbolize them. For Mandrake, it is the Magican
(tarot
deck) or The Fates (DoMT). If Mandrake is the Reader and this card is
drawn by
the Subject, Mandrake can choose for the card to represent himself in
the
storyline (in whatever appropriate possition.
The
derstand it (or need to).
The second component of a reading is the
set up of a
conflict of some sort, it may be physical, magical, or otherwise. It is
related
to what the cards are and the story is. The third component is the
skill or
power of the subject that could be beneficial to the Subject in this
conflict -
it is selected by the Reader but might only be vaguely communicated. In
some
cases the reader might choose it only generally during the reading
("i'm
picking some charisma based skill") or he could opt to pick a specific
skill and only hint at that skill to the Subject. In either case, when
this
item, skill, power, or ability is used by the character in the conflict
it will
be done with a bonus of +20 on any die roll and have double the normal
effects.
This bonus may or may not be enough for the character to succeed, nor
is this
the only way that the character can succeed in the conflict
resolution
necessarily (determined by the DM).
The fourth and final component to the
The Mandragoran Reading is as much
reality shaping as it is
card effects as it is prognostication as it is just blind guesswork. No
one is
sure just how much of these things would have occured if the
Finally, the Mandragoran Reader MUST make up a reading based
on the
cards that are drawn. If he fails to come up with a coherent reading,
the spell
ends and the Reader takes 10d6 in magical damage and gains a curse of
-2 to all
saves. (Cann only be removed by someone other than the Reader).
At the option of the Subject, the
Subject may elect to pay
all or some portion of the experience point cost of the
Example 2:
in Steven Sagely's
Sagely's Subject card is the "Star" (gain +2 to one inherent
ability). The Mandragoran Reader chooses the 'inherent ability" to be
charisma and tells Sagely that he is 'the Star' - a
charismatic person
who can speak well yet sometimes fools people with his charm,. The
reader
secretly chooses bluff as the personal skill the card represents. The
Card that
Crosses is the Skull (defeat death of forever be destroyed). The Reader
then
can use this card to tie in a new fate line ot the character and say
that what
joins him (the Subject) with the Past in the Present (his carpet which
is about
to be destroyed) is this guy that is going to come and try to kill him.
The
reader could simply visit death upon Sagely at the end of the reading
(who
might end up destroying the carpet in the battle) or he could say that
he will
soon meet a stranger that will link him with the event that possibly
causes his
carpets destruction (and he will most likely do battle with this
stranger). The
card t
hat crosses is also the card that hangs in the balance, and thus
something
about it may be gained or beneficial (there is always something good
and
something bad about the card that crosses. Finally the future is
revealed to be
the Vizier. This card effect will visit Sagely i the futture - at some
point he
will know the answer to his next dilema.
Sagely rises from teh table ad walks out the door. In two days death
comes for
him (summoned by a powerful demon lord that doesnt like sagely) and
attacks
him. Attacking his carpet first. sagely thinks about the reading and
remembers
he was the Sun and chooses to try many charisma based skills,
eventually he
attempts to bluff Death into believing that he has been killed that
round.
Surprisingly, he finds he has a +30 on the skill check and it has
double
effect. Death believes Sagely to be dead but urns the carpet
anyways.
Sagely screams and death looks back, schocked and amazed that he could
actually
be fooled ito thinking someone dead when they weren't. He is so amazed
at this
in fact, that he has a strongly positive reaction to the spunky
Sorcerer and
offers him friendship (remember Death hung in the balance). Death then
offers
to help sagely out by offering him a ride on his skiff to the bowels of
the
abyss, where Sagely learns the answer on how to convert the drow elves
to good (although it might not be practical to do) hehehehe.
Lesson here,
fate doesnt turn out how you nescessarily imagined it would after
hearing the
reading. A good reading is only a guide. Subjects tend to hear more
prediction
than is actually said.
The fates of the subject are intertwined with this spell and the Reader
may
access all information as per legend lore spell to properly read the
cards.
Mandragoran Runes
level 4th
range: 0
duration: permanent until understood
area of effect: 1 surface
components, V, S, M (1,000gp in magical inks)
This spell allows the mage to scribe a message that is unreadable to
any
creatures who do not posses certain pieces of information. The
information that
is 'key' to being able to decipher the message is specified by the
caster when
the spell is cast. If a creature learns the keying information or knows
it at
the time they read the runes, then all or a portion of the message
becomes
understandable. The keying information may be knowledge of certain
events,
understanding of a certain process or etc. Spells which divine writings
or
decode meanings fail to decipher Mandragoran Runes because a part if
not all of
the information is not actually written in the ruin, it is in the
keyying
information of the readers themselves. If the reader knows the caster
of the
Runes personally, then as they comprehend the meaning of the message,
it will
incorporate in the form of long forgotten memories of conversations
with the
caster. As the message is communicated in these disparate, half forg
otten and disjointed memories, it is near impossible for Detect
Thoughts and
similar mind reading or knowledge knowing magics to glean the message
from the
readers mind. Its not a secret, as a whole the information is just
partially
forgotten memories!
Dragon Overland Flying Speeds |
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|
Dragon’s
Fly Speed |
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|
100
feet |
150
feet |
200
feet |
250
feet |
Hour |
|
|
|
|
|
15 miles |
20 miles |
30 miles |
40 miles |
Hustle |
24 miles |
40 miles |
60 miles |
80 miles |
Day |
|
|
|
|
|
120 miles |
160 miles |
240 miles |
320 miles |