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The Chronicles of Aganor

version 0.01

By Jonathan Crow AKA Tralese

Forward

The veil of time lifted and I saw a shimmering light. I found myself in a place of utter silence, yet
turmoil surrounded me. At the center of the light was the will of our creator, Aga. He was surrounded
by Chaos, and I could see the Void beyond. In this place of timelessness, Aga exerted his will and Time
itself was born along with the universe.

I jumped forward in time witnessing the Carnal Wars, where human and changelings tore each other
apart. Cities crumbled, forests burned, and deluges of water poured onto the land drowning thousands
of innocent beings. I stood surrounded by giant storms with roiling black clouds and deafening thunder,
all engendered by magic. The world seemed like it would end, but again in the center I heard the deep
booming voice of the creator shouting, ENOUGH!
In the blink of an eye, the storms ended, and the waters receded.

Forward in time again, I found myself amidst a ritual of some sort. The human at its center, dressed in
a beautifully crafted blood red robe, was surrounded by six other individuals similarly richly adorned.
The six individuals each held out ornately carved staffs, pointing them towards the center man who
held his hands out on a black sphere covered in shimmering silver runes resting on a pedestal made of
obsidian. Green shafts of light emanated from the sphere, shooting high up in the sky.

I then jumped ahead to the Revolutionary Wars. Kings and Queens rallied together to overthrow the
despotic rule of the Council of Sorcery. I saw armies of men engaging in battle against legions of the
living dead. Many humans were being blasted away by eldritch blast powered by the spirits of the
dead. Yet with their numbers, the rebels eventually overthrew their oppressors and established new
kingdoms with new boundaries.

Extract from the Book of Argil.

 Introduction

Welcome to the chronicles of Aganor campaign setting. This document will contain a record of all the
places of interest as well as a chronology of the events that led up to the current situation. It will also
give an account of the various sources of influence that caused all of the events along the way.

Aganor Through the Ages

In the beginning there was Aga, whom most know in the language of humans as the Maker. Aga, being
surrounded by Chaos, decided to shape Chaos into the Pattern, thereby creating the universe. Of course
who is to say that Chaos wanted any part of this. You can already see that this is our first tension point,
for Chaos will always try to fight Aga so as to regain its original state. Aga then created the firstborn,
whom he named Keraga (Children of Aga). The Keraga were the ones who created the world and
many others under the direction of their father. However being created beings, they were not gifted
with the ability to create souls, and thus were limited to making things, such as mountains, tree, oceans,
rivers, stars, and animals, which in and of themselves have no souls, but live and breathe by the will of
the first born. Many beautiful animals were created, from the smallest of insects, to the largest of
dragons, but still they had no souls. For this reason, Aga created the second born, the Neraga
(Grandchildren of Aga), which he placed on one planet that was later named Aganor (Land of Aga).
The Neraga eventually became known as humans in the common tongue.

Humans, like the Keraga, were created perfect and immortal, and began to proliferate. They were
given dominion over Aganor, but remained under the tutelage of their elder brothers and sisters. The
first born taught humans many great things, such as how to make use of the gift, which was intrinsic to
all beings having a soul. Humans with the gift could manipulate the Pattern of the universe and re-
order it to their liking, which was similar to what the Keraga had done when they created the planet and
everything in it. This manipulation eventually became known as Magic by the common folks, and it
was common and natural to all humanity at the time.

Eventually some of the Keraga began to question their inability to create souls of their own. They
spoke to Aga about this and were told that it could not be done for that was the order of things.
Malcontent with the state of things, some of the first born used their gift on humans (on some who
where willing, and on some less willing) to mix the human souls with the animal and natural creations
they had originally brought into being. This gave birth to the changeling races, as well as a slew of
magical beasts that have inhabited Aganor ever since. This series of events brought death into the
world, for while humans in their original form were eternal, animals were not, and the mixing of the
two tarnished those human souls so that they became mortal.

This was the second tension point in the universe, for when Aga saw what had been done, he banished
the Keraga from Aganor, so that they could never again take up physical form in the world, thus
lessening their power on Aganor. Some Keraga repented from their wrong doings, and sought to rectify
things with Aga, while others harbored bitterness and resentment and sought to destroy the humans.

While the first born were banished physically, they were still able to exert their will upon their
followers. They convinced the changelings that humanity was a threat to their existence, which caused
the changeling races to begin preparations for a great war.

Humans feeling threatened went to Aga and sought council. He advised them not to do anything, and
promised that he would not allow humanity to be eradicated. Humans, dismayed by Aga's council, did
not listen to his word, but instead immediately went on the offensive using their gift against the
changelings.

Thus began the carnal wars...

The war was brutal, even cataclysmic in some places. Aga intervened and put an interdiction on the
gift, preventing anyone from using it, thus preventing the utter destruction of Aganor. Because of this
Humans also became mortal. Humans and changelings sought out other sources of power. Some found
it in sorcery, by forcing spirits into their service, others found it in theurgy by appealing to the spirits of
the Keraga who could grant them limited powers, while some goaded by Chaos lost their sanity and
became Chaos Priests and Mages gaining alien powers (those last were and remain very few in
numbers though).

Humans were the quickest to resort to sorcery while changelings were more inclined to theurgy. Lead
by the Council of Sorcery humans redoubled their efforts against the changeling races, and pushed
them back into the confines of their own kingdoms. However, as generations died, new generations
arose and they grew tired of senseless wars. Some of Keraga seeing the errors of their ways spoke to
their followers and advised them to make peace with each other. As a result, pacts and treaties were
written putting an end to the senseless genocides. Still some of the changeling races guided by their
“God” were cut off from the other races of Aganor through the use of both physical and magical
barriers.

The Council of Sorcery ruled over a united human empire, while each of the changeling races lived
mostly separately in their own kingdoms, having little to no interaction with the human Empire.

Eventually the Council of Sorcery turned despotic and acted in a condescending way towards
unenlightened folks. This did not sit well with most people who did not care much for the ways of
sorcerers. The resentment came to a point which resulted in the revolutionary wars, where many
kingdoms overthrew the rule of the Council of Sorcery and set up kingdoms of their own.

With most sorcerers dead or in hiding, the human empire fragmented itself into a collection of smaller
kingdoms, that have existed ever since. 3,000 years have gone by, and while there is peace in the
world, there is still an occasional outbreak between nations. Most of these are between human
kingdoms, which are the quickest to jump to the offensive. It is very rare to see humans fighting
changelings on a large scale.

 Races of Aganor

Humans
The most common folks living on Aganor. They initially were the only race and remain the most
prolific. Humans are the most industrious race always building, always expanding. They are the most
impatient of the races having the shortest lifespan resulting from their separation from the gift, while
not having been subjects to any modifications by the First Born.

Racial Traits
Average Height: 6' 0”
Average Weight: 170 lb.
Eyes and Hair: varies by region
Skin Complexion: varies by region
Ability Scores: +2 to Any attribute
Size: Medium
Speed: 30
Vision: Normal
Languages: Common
Skill Bonuses: +4 skill points at Level 1, +1/level beyond level 1.
Special Abilities: Gain an extra feat at level 1.
The Changeling Races

The changeling races are a result of humans being transformed by the Keraga right before the time of
the Carnal Wars. Because of this change in physical appearance, most of them inherited

Elf
Elves are the most patient of all the races. Graced with the longest lifespan as a result of their
transformation they are never in a hurry to finish anything, preferring to take their time. They are
however very stubborn when put to a task, and will go on until it is complete, even if it takes them 50
years. Preferring to dwell in forests most Elves rarely venture out of their kingdoms.

Racial Traits
Average Height: 5' 8”
Average Weight: 140 lb.
Eyes and Hair: usually gray or blue eyes, with either blond or black hair.
Skin Complexion: fair
Ability Scores: +2 Dexterity, +2 Intelligence, -2 Constitution
Size: Medium
Speed: 30
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Survival, +2 Perception
Special Abilities: immune to charm and sleep, only meditate 3 hours a day, +4 bonus to resistance
natural diseases, proficient with rapier or long sword and any bow.

Dwarf
Dwarves are also graced with a long lifespan, and while not as agile as elves, they make up for it with a
strong constitution. Dwarves are resilient folks that can also be extremely stubborn. Years of warfare
has made them very suspicious of other races, but they have a great sense of loyalty and will have
enduring friendships. Preferring to dwell underground and in the mountains most Dwarves rarely
venture out of their stone fortresses.

Racial Traits
Average Height: 4' 4”
Average Weight: 130 lb.
Eyes and Hair: usually brown or hazel eyes, with either brown, black or red hair (always bearded)
Skin Complexion: fair to tanned
Ability Scores: +2 Constitution, +2 Wisdom, -2 Charisma
Size: Medium
Speed: 20
Vision: Low-light
Languages: Common, Dwarven
Skill Bonuses: +2 any craft, +2 knowledge(dungeoneering), +2 appraise
Special Abilities: +4 to resist bull rush attempts, +4 bonus to fortitude against poisons, +2 bonus to
saves against spells, martial weapon proficiency, and proficient with any weapons with the word
“Dwarven” in their description. Unimpeded by armor (movement remains at 20 when wearing heavy
armor).

Halfling
Halflings are the smallest of the changeling races. They are very friendly, but a little flighty. They tend
to make light of everything in life, and prefer to run away from trouble. They enjoy the good side of
life, which usually involves eating, singing, and dancing. Halfling were the first of the changeling
races to make peace with the humans, and are also the ones that interact the most with humans.
Halflings have no preference, when it comes to places to live, although most communities are located
in areas with rolling hills and grasslands.

Racial Traits
Average Height: 3' 5”
Average Weight: 65 lb.
Eyes and Hair: varies by region, but predominantly brown hair.
Skin Complexion: fair to tanned
Ability Scores: +2 Dexterity, +2 Charisma, -2 Strength
Size: Small
Speed: 20
Vision: Normal
Languages: Common, Halfling
Skill Bonuses: +4 Sneak, +2 Climbing
Special Abilities: +1 to all saving throws, +1 to Attack rolls, +1 to AC, +1 to thrown weapons or sling,
+2 perception involving hearing.

Gnome
Gnomes are known to all as the tinkering race. They have perfected the art of alchemy and
engineering, and love working on building what they call contraptions. They are a very jovial race, but
rarely mix with other races. Gnomes are the second smallest changeling race in Aganor standing only
inches taller than Halflings. Preferring to live underground, most Gnomes don't travel much, but they
do interact quite a bit with Dwarves, whom they often consider distant cousins.

Racial Traits
Average Height: 3' 11”
Average Weight: 85 lb.
Eyes and Hair: usually brown or hazel eyes, with either brown, or black hair.
Skin Complexion: fair to tanned
Ability Scores: +2 Intelligence, +2 Constitution, -2 Strength
Size: Small
Speed: 20
Vision: Low-light
Languages: Common, Gnomish
Skill Bonuses: +2 Craft(Alchemy), +2 Craft(Engineering), +4 to Sneak
Special Abilities: +2 bonus to fortitude saves against poison, +1 to Attack rolls, +1 to AC, +2
perception involving hearing.

Gnomes get a +2 in Intelligence and Constitution, but a -2 in Strength. They also gain a +2 to all
crafting(alchemy) and crafting(engineering) skill rolls. They are also somewhat resilient to poison
gaining a +2 bonus to fortitude saves against it. They also have the same night vision as Dwarves do.

Osharim
Osharim are often referred to as the Merfolk. With webbed hands and feet, and able to breathe under
water, they built dwellings in deep coral reefs and rarely interact with any of the other races. They are
as long lived as humans, but more patient, although are fearsome when roused to anger . They are able
to live outside of the water, but have a harder time dealing with dry weather, needing to be hydrated
more often.

Racial Traits
Average Height: 5' 6”
Average Weight: 115 lb.
Eyes and Hair: deep blue or deep green eyes, with white, blue, green hair.
Skin Complexion: fair with a blue tint
Ability Scores: +2 Dexterity, +2 Wisdom, -2 Constitution
Size: Medium
Speed: 30, 40 in water
Vision: Low-light
Languages: Oshar
Skill Bonuses: +4 Swim, +4 handle animal (only aquatic animal)
Special Abilities: +1 to all skill & attack rolls when in water, however -1 to all skills & attack rolls
when in particularly dry weather. +2 bonus to saves on all spells involving water.

Kanak
Kanak are often referred to as the giants. Averaging 9 to 10 feet in height, they are one of the most
fearsome races in Aganor. Easily angered and prone to bouts of vile temper, they harbor a strong
resentment for humans, who have systematically eradicated most of their kind. They are very strong
and sturdy, but a little slow and brash. Having migrated to the frozen lands of Nordrecht where humans
no longer interfere with their lives, Kanak rarely venture outside of their communities.

Racial Traits
Average Height: 9'
Average Weight: 325 lb.
Eyes and Hair: usually brown or hazel eyes, with either brown, or black hair.
Skin Complexion: pale gray
Ability Scores: +4 Strength, +2 Constitution, -2 Dexterity, -2 Wisdom, -2 Charisma
Size: Large
Speed: 40
Vision: Normal
Languages: Kanak
Skill Bonuses: +2 Intimidate, +2 Survival, +2 Craft(Stonework)
Special Abilities: +2 bonus to saves against any cold effect, -1 to AC, can use two-handed weapons in
single hand, proficient in all martial weapons, unimpeded by armor (movement remains at 40 when
wearing heavy armor), free feat: Throw Anything
Drow
Drow are the most recluse of the changeling races. They are some of the most vicious beings in
Aganor. They are fanatical followers of their “god” Hezzurab who was the Keraga driving the revolt
against Aga. While Drow somewhat resemble human beings in form, they have little left of qualities
such as mercy, compassion, and love. They live to bring about the death and destruction of all human
life form sacrificing humans that stray into their kingdoms to their “god.” Humans have, in return,
made sure to eradicate them, which is why they have been forced to retrieve to the low places of
Aganor, living deep in the dark chasms of the underdark.

Racial Traits
Average Height: 5' 8”
Average Weight: 130 lb.
Eyes and Hair: usually gray or deep blue or green eyes, with white hair.
Skin Complexion: black
Ability Scores: +2 Charisma, +2 Intelligence, -2 Wisdom
Size: Medium
Speed: 30
Vision: Low-light
Languages: Drow
Skill Bonuses: +2 Perception, +2 Knowledge(Dungeoneering), +2 Craft(Poison)
Special Abilities: +2 bonus to saves against spells, Spell Resistance of 11+class level, spell like ability
once a day (dancing light, darkness, faerie fire).

Azerite
Azerites are also a very reclusive race. Slightly taller than the average human, Azerites have large
white feathered wings, which allows them to fly wherever they want. Living in floating cities in the
clouds, they have had little to no dealings with humans. In fact they were the only race of changelings
who chose to not participate in the Carnal Wars. They are a proud and peaceful kind, and prefer to live
out their lives in contemplation and research.

Racial Traits
Average Height: 6' 6”
Average Weight: 195 lb.
Eyes and Hair: usually gray or deep blue, with black hair.
Skin Complexion: tanned to black
Ability Scores: +2 Charisma, +2 Wisdom, -2 Dexterity
Size: Medium
Speed: 30, 90 when flying
Vision: Normal
Languages: Azeri
Skill Bonuses: +2 Diplomacy
Special Abilities: +2 bonus to saves against spells involving air and cold, can fly at a speed of 90.

Naga
The Naga are known as the serpent people. Slightly taller than humans, they have the torso of a
human, but the body of a large snake. Preferring to live in the jungle in hot humid areas, they are not
very prolific. They have a tendency to be aloof and suspicious of any other race, and thus rarely
interact with anyone but their own. They are tougher than most humans and are very quick to act,
relying on their natural speed when necessary.

Racial Traits
Average Height: 6' 2”
Average Weight: 190 lb.
Eyes and Hair: usually gray or green, with brown or greenish hair.
Skin Complexion: tanned
Ability Scores: +2 Dexterity, +2 Constitution, -2 Wisdom
Size: Medium
Speed: 30
Vision: Normal
Languages: Naga
Skill Bonuses: +2 Climb, +2 Stealth, +4 handle animal (snakes only)
Special Abilities: Poisonous Bite (Fort DC15 ,1d6CON, 2d6CON one minute later), Free Feat:
Improved Grapple, +4 bonus to fortitude saves against poisons.

Kerif
The Kerifs are known as the lava folk, or fire folk. With deep amber or reddish skin, these changeling
are of average height, although slightly smaller than humans. They are hot tempered and quick to fight,
but are also very quick to become fast friends. They love the warm places of this world, and thus
prefer regions along the equator, or will seek out and build cities near or inside volcanoes. It is not
uncommon to find a Kerif swimming around in lava, which is their favorite pass time. Similar to
Azerites, Kerifs have little to no interaction with humans, however, it is mostly because humans don't
care much for the places Kerifs live in.

Racial Traits
Average Height: 5' 4”
Average Weight: 120 lb.
Eyes and Hair: usually green or orange, with blond or red hair.
Skin Complexion: black with crackling lines of red
Ability Scores: +2 Dexterity, +2 Constitution, -2 Wisdom
Size: Medium
Speed: 30
Vision: Normal
Languages: Kerif
Skill Bonuses: +2 Swim, +2 Acrobatics
Special Abilities: Immune to fire (normal and magic), able to to cast flame blade at will.

Fenrals
The Fenrals are known as the were-beings. A result of melding a human soul with an animal (usually
feline or canine), fenrals resemble humans with distinguishing feral features which they get from the
animal they have been blended with. They worship the God mother of animals Fenris, who is often
fickle and quick to anger. Able to completely shift between their humanoid form and animal form at
will, Fenrals prefer living in small clans in remote locations deep in mountains and forests. The two
places where Fenrals exist are the wild land south of Tokoma and The Ring of Astalin. Both locations
have long been separated from the rest of humanity by magical barrier long ago erected by the council
of sorcery, but since the Revolutionary Wars, the barriers have gradually faded, allowing Fenrals to
now venture into human lands again. To date almost no Fenrals have interacted with the other races of
Aganor.

Racial Traits
Average Height: 5' 10”
Average Weight: 150 lb.
Eyes and Hair: these features are part of the ones they borrow from the animal they become.
Skin Complexion: tanned, and often more hairy than normal humans
Ability Scores: +2 Dexterity (Feline) or +2 Strength (Canine), +2 Constitution, -2 Wisdom
Size: Medium
Speed: 30
Vision: Normal
Languages: Fenra
Skill Bonuses: +2 Run, +2 Acrobatics
Special Abilities: Able to shift into canine or feline form (chosen at character creation) at will,
providing them with animal attacks.

The Chaotic Races

These races have yet to become more common in Aganor. Chaos being angry with Aga and his
creation of the Pattern is working towards destroying Aganor and the universe and return things to the
way they were when Aga first decided to exert his will. These creatures of chaos are crafted with a
single minded drive to utterly destroy any living thing.

Orc
Orcs have the blackest of souls, but thankfully most have limited intelligence. Being creatures of chaos
they revel in the killing of anything that walks the world, and take great pleasure in eating man flesh.
It's on of their favorite treat. Too chaotic to live in any organized society Orcs only abide by the rule of
whoever is the strongest and most deadly is the boss, and you do what they tell you or you end up in
the cook pot. Orcs have little to no drive to live except as long as it serves their ultimate purpose which
is to bring destruction to Aganor and all its inhabitants.

Racial Traits
Average Height: 5' 5”
Average Weight: 135 lb.
Eyes and Hair: usually yellow or red, with black or brown hair.
Skin Complexion: green or grayish
Ability Scores: +2 Strength, +2 Constitution, -2 Wisdom, -2 Intelligence
Size: Medium
Speed: 30
Vision: Low Light Vision
Languages: Orcish, Chaos Speech
Skill Bonuses: +2 Climb, +2 Intimidate
Special Abilities: +2 resistance to poison, sensitivity to light, Proficient with all martial weapons.

Trolls
Trolls are similar in intent to Orcs, except that they are much larger and stronger than Orcs.

Racial Traits
Average Height: 9'
Average Weight: 260 lb.
Eyes and Hair: usually yellow or green, with black or brown hair.
Skin Complexion: green or grayish
Ability Scores: +4 Strength, +2 Constitution, -2 Wisdom, -2 Intelligence, -2 Charisma, -2 Dexterity
Size: Large
Speed: 40
Vision: Low Light Vision
Languages: Troll, Chaos Speech
Skill Bonuses: +2 Climb, +2 Intimidate
Special Abilities: Regeneration 2hp/rd, sensitivity to light, can use two handed weapons in a single
hand.

 Religion in Aganor

Many people humans and changelings combined have taken up the worshiping of Keraga. This was
done initially as a way to find a source of power other than the gift, but has evolved over the years into
a more formalized religious practice.
For this reason churches and shrines have been erected and organized priesthoods lead the worship of
their “deities.” Because of this spiritual link, the Keraga are still able to a lesser degree to plot the
course of humanity. Some of the more benevolent Keraga provide good council and wisdom to their
followers, helping them grow society as a whole, and promoting peace amongst the nations. Still there
are those rebellious Keraga who continue to forment aggression in the hopes of bringing upon another
war that would weaken the humans and allow them to strike a final blow against humanity and their
father, Aga.

Below is a list of the “gods,” their preferences, and the domains they embody.

Name Preference Alignment Domains


Hezzurab Drow Lawful Evil Evil, Destruction, Death, War
Azer Azerite Lawful Neutral Air, Knowledge, Law, Travel
Osha Osharim Neutral Water, Healing, Protection
Ker Kerifs Chaotic Good Fire, Chaos, Good, Magic
Kan Kanak Chaotic Neutral Earth, War, Destruction, Strength
Negesh Naga Lawful Neutral Animal, Earth, Law, Strength
Gotli Gnomes Neutral Good Knowledge, Good, Earth
Jopa Halfling Chaotic Good Nature, Trickery, Luck, Good
Meliel Elves Lawful Good Magic, Healing, Sun, Good
Dogrim Dwarves Neutral Good Earth, Strength, War, Protection
Bellek Plants Neutral Plant, Earth, Water
Fenris Fenrals Chaotic Neutral Animal, Earth, Trickery
Orsue Stars Lawful Good Travel, Law, Good, Sun
Necra Death Chaotic Evil Death, Destruction, War, Chaos
There is also a legend of a being named the eternal man, who is the last living disciple of Aga.
According to legend this man never wavered in his faith and thus was rewarded with Aga's protection
from the Carnal Wars. He is also the only Gifted living being. Prophecy speaks of a time when the
worship of the Maker will be reinstated and disciples of Aga will begin to spread knowledge of his
good will towards men. Little is known on this subject though since no one really knows where, if he
even exists, the eternal man can be found.

Magic in Aganor

Magic users use different sources to alter the pattern created by the Maker. Sorcerers use spirit magic,
tapping into the spirit world and drawing energy from there to weave spells. Priests (who used be
known as Theurgist) draw power from the Keraga they worship performing miracles of all kinds. The
Gifted however draw their power from the gift infused into them by the Maker at the moment of their
creation. Priests are the most common magic users in Aganor, since religion has become the norm in
many regions of the world. Sorcery is much less common, especially since the Revolutionary Wars.
However, it is most commonly found amongst Humans and Elves. The Gifted are the rarest of all.
Only those who chose to become Disciples of Aga can use the gift, and must abide by the code of
conduct set forth by the Maker.

Both Sorcerers and the Gifted use the Spellcrafting skill to manipulate the pattern and weave spells.

 Sorcery

Sorcerers learn their spells through the use of spell books (use the Wizard rules of the Player's
Handbook to determine number of spells learned at each level as well as the spell progression).
The DC to weave a single spell is dependent on the level of the spell itself:+

Spell Level Spell DC For every spell woven beyond the first within a minute or
1 5 less of having woven a spell or for every spell beyond the
Sorcerer’s level + INT cast in a given day without resting
2 10
for 4 hours, the DC increases by 2.
3 15
4 20 Example: A Sorcerer casting a third level spell right after
having woven another spell a minute before would have a
5 25 spellcrafting DC of 17 instead of 15 on this second spell.
6 30 A second level Sorcerer with a 16 intelligence (+3 bonus)
would be able to weave 5 spells in a day without suffering
7 35
any increase in DC from fatigue.
8 40
9 45 Any increase in DC occurs only upon weaving success.

Note: Level 0 Spells (cantrips) can be cast at will without modification for recasting, or daily limits.

Using Scrolls
A sorcerer can attempt weaving a spell beyond his level using an existing scroll, but he must succeed in
a spellcrafting skill roll of equivalent difficulty.

Weaving Failure
Failure to successfully weave a spell requires a Fortitude check with DC of the equivalent spell
level+10. A failed save results in a –1 to all actions including weaving spells. If failed by 5-9 the result
is unconsciousness. If failed by 10 or more the result is 1d8 points of damage per level of the spell.
For each weaving failure already rolled previously in a given day the DC increases by 5.

Circling
Multiple Sorcerers can combine efforts to create greater effects. For each Sorcerer involved in the
weaving of a spell add 2 to the Spellcrafting roll. According to the rule of 5, no more than 5 Gifteds
can combine efforts to weave a spell.

 The Gift

The Gifted use a slightly different approach to magic that is a little more free form, but can be
formalized through the use of gestures, incantations, and symbol drawings.

Every spell follows the rule of 5. In the same way a person has 5 fingers, so does the spell have 5
components: Matter, Spirit, Time, Space, and Energy. In order for a Gifted to weave a spell they must
first roll a Spellcrafting skill roll. The level of difficulty dictates the DC of the Spellcrafting roll
starting with 5 for a level 1 spell and increasing by 5 for each additional level (a level 3 spell would
thus have a DC of 15).
Combining elements increases the difficulty of a spell by 5 for each element included beyond the first.
This difficulty can be mitigated by adding specific enhancements to the weaving of the spell (such as
using gestures, incantations, drawing symbols, or using a physical focus). The table below indicates
what bonuses can be derived from using such techniques.

Enhancements Effect
Incantations reduce DC by 5
Gestures reduce DC by 5
Symbol drawing reduce DC by 5, but spell takes 1 hour/level to cast
Physical Focus reduce DC by 5

A physical focus is usually a physical component that somehow has properties that parallel the desired
effect of the weaving. For example a Gifted could use a torch, or bonfire as a physical focus, using up
the energy of the torch to create his fists of fire. It makes the spell easier since he’s not creating it out
of thin air, but simply transferring the energy from the torch into his hands.

Spell Level
Unlike Sorcerers, the Gifted are not limited to weaving certain levels of spells. A level 2 Gifted person
can attempt to weave a level 3 weave, but he must do so at his/her own risk.

Fatigue
For every spell woven beyond the first within a minute or less of having weaved a spell the DC
increases by 2. A Gifted weaving a third level spell as a second spell within a minute would have a
willpower DC of 14 instead of 12. This increase in DC occurs only upon success only.
Weaving too many spells in a given day can also be a source of fatigue. A Gifted can weave a number
of spells equal to her level + intelligence modifier every day without resting. After that the difficulty
for each additional spell increases by 2.

Weaving Failure
Failure to successfully weave a spell requires a Fortitude check with DC of the equivalent spell
level+10. A failed save results in a –1 to all actions including weaving spells. If failed by 5-9 the result
is unconsciousness. If failed by 10 or more the result is 1d8 points of damage per level of the spell.
For each weaving failure already rolled previously in a given day the DC increases by 5.

Circling
Multiple Gifted can combine efforts to create greater effects. For each Gifted involved in the weaving
of a spell add 2 to the Spellcrafting roll. According to the rule of 5, no more than 5 Gifted can combine
efforts to weave a spell.

Spell Components and Level Effects


All spells are comprised of the five components from the rule of 5. Below is a description of each
component and their potential effects.

• Matter
This component is necessary to shape the various elements of the universe (mineral, water, air, plant,
flesh, energy, void)
- Level 1: spell affects only one element (a rock, or the air around you)
- Level 2: spell affects only two elements (a weapon made of wood and metal)
- Level 3: spell affects only three elements (a barn – wood, air, mineral)
- Level 4: spell affects only four elements (a boat – wood, water, air, mineral)
- Level 5: spell affects only five elements
- Level 6: spell affects only six elements
- Level 7: spell affects all 7 elements

Note: A person wanting to weave a pattern on a human being must include the material component of
flesh.

• Life
This component is necessary to affect any being, be it animal, insect or humanoid.
- Level 1: 1 sense affected or 1 attribute changed by 1d4, cure minor wound
- Level 2: 2 senses affected or 1 attribute changed by 1d6, cure light wound
- Level 3: 3 senses affected or 1 attribute changed by 1d8, cure moderate wound
- Level 4: 4 senses affected or 1 attribute changed by 2d4, cure serious wound
- Level 5: 5 senses affected or 1 attribute changed by 2d6
- Level 6: 5 senses affected or 1 attribute changed by 3d6, cure critical wound
- Level 7: 6 senses affected or 1 attribute changed by 3d8
- Level 8: 6 senses affected or 1 attribute changed by 3d10, Heal

• Time
This component is necessary to increase the duration of a spell. Instantaneous or near instantaneous
spells have no time component associated to them.
- Level 1: 1 round per level
- Level 2: 1 minute per level
- Level 3: 1 hour per level
- Level 4: 1 day per level
- Level 5: 1 week per level
- Level 6: 1 month per level
- Level 7: 1 year per level
- Level 8: Permanent

• Space
This component is necessary to increase the area of effect of a spell. Spells without this component
require the gifted to touch the object or being they want to affect. This spell also dictates the size of the
objects that can be affected by the spell.
- Level 1: 5 feet radius or 20 feet range or tiny objects (the size of a cat or box)
- Level 2: 10 feet radius or 50 feet range or small objects (the size of a dog or chest)
- Level 3: 30 feet radius or 100 feet range or medium objects (human sized)
- Level 4: 100 feet radius or 1 mile range or large objects (a troll or tree)
- Level 5: 500 feet radius or 10 miles range or huge objects (a giant or a house)
- Level 6: 1 mile radius or 100 mile range or gargantuan objects (a dragon or a castle)
- Level 7: 10 miles radius or 1000 mile range or colossal objects (a lake or a village)
- Level 8: 100 miles radius or unlimited range or objects (a province or a mountain peak)

• Power
This component is necessary to increase the amount of energy put into a spell. The more energy is put
in, the more damage can be done or prevented. Also more energy can increase the inertia behind the
spell.
- Level 1: 1D4/gifted lvl (max 5d4) or DR of 3/+1 or absorbed 10 or movement of 50ft per round
- Level 2: 1D6/gifted lvl (max 5d6) or DR of 5/+1 or absorbed 15 or movement of 100ft per round
- Level 3: 1D8/gifted lvl (max 5d8) or DR of 5/+2 or absorbed 20 or movement of 100 yards per round
- Level 4: 1D6/gifted lvl (max 10d6) or DR of 7/+2 or absorbed 25 or movement of 1 mile per round
- Level 5: 1D8/gifted lvl (max 10d8) or DR of 7/+3 or absorbed 30 or movement of 10 mile per round
- Level 6: 1D10/gifted lvl (max 10d10) or DR of 10/+3 or absorbed 40 or movement of 100 miles per round
- Level 7: 1D10/gifted lvl (max 15d10) or DR of 10/+5 or absorbed 50 or movement of 1000 miles per round
- Level 8: disintegration or impervious to damage or unlimited movement per round

Examples of Spells:

Fist of Fire: The Gifted surrounds her fists with crackling flames that can do severe damage to an
opponent she touches. Because the spell includes the components of time, power, and matter the base
DC for that spell at level 1 is 15 (+10 for two extra components, and 5 for the fact that it’s level 1). At
level 1 this spell would last for one round per level, and do 1D4 damage per level of the Gifted to
opponents on a successful touch attack. If the Gifted uses gestures and incantations, the DC for the 1st
level spell would only be 5.

The Gifted could increase the level of the spell to increase the damage and length of time the spell will
last. For example at level 3 this spell would do 1D6 damage per level (max 5d6) and last 1 hour per
level but would have a DC of 25. Using incantations and gestures would then bring the DC down to
15.
Shock: with this spell the Gifted creates a single accumulation of energy that culminates in a violent
explosion damaging everything in the wave of shock. The spell involves matter, space, and power
which would have a base DC of 15 for a level 1 effect.
The explosion would blow up 20ft away from the Gifted doing 1D6 damage per level to everyone in a
5ft radius (4 adjacent squares).

A more powerful Gifted could provoke a much more powerful explosion on a much larger area. The 5th
level version of this would do 1D8 damage per level on a 500ft radius (ranging up to 10 miles) but the
DC would increase to 35.

Ring of Earth: The Gifted weaving this spell forces the earth around him to rise up and form a tall
wall in the form of a circle around him. This spell uses Matter (earth), Space and Time to create the
ring of earth around the Gifted. The base DC for a level 1 spell would be 15. However, it would only
create a ring of earth that is 5ft in radius and height around the Gifted and would last 1 round per level.
Therefore the more common version of this spell is level 3 which increases its DC to 25, but creates a
ring of earth that is 30 feet in height and radius (it can also be created around opponents rather than the
Gifted herself) and would last one hour per level or until destroyed.

Glowing Light: The Gifted calls forth a glowing ball of pure energy above her hand. The ball radiates
light around illuminating her way. The spell involves the use of energy, time, and space. The base DC
for this spell at level 1 would be 15. The Gifted using this would be able to create a small ball of light
that would illuminate a 5ft radius and could be sent hovering up to 20 feet away. The duration of the
spell would be 1 round per level.

The Gifted wanting to fully illuminate a 100ft radius cave would have to increase the space effect of the
light spell to level 4 which would cause the DC to increase to 30. Still using gestures and incantations
and some glow mushrooms would reduce the DC to 15.

Magic Shield: The Gifted calls forth an invisible shield of power that protects her from various forms
of energy. This spell involves energy, and time at its minimum, if she wants to protect herself from
energy alone, but should she want the shield to block other things such as arrows, then matter needs to
be involved. Let assume she wants a shield that can block incoming arrows for 10 minutes per level.
Using gestures and voice the overall difficulty to weave the spell would be DC20 since it must be level
3 since arrows are made of a combination of minerals, plant, and feathers (flesh). The advantage is that
is provides her with a damage reduction of 5/+2 for up to one hour, or would absorb the first 20 points
of damage done by arrows (her choice).

Ray of Weakness: The Gifted calls forth a black ray of negative energy that saps a person’s strength.
The spell involves the use of matter (flesh), space, life, and time. The base DC for this spell at level 1
would be 20. If the spell successfully strikes the opponent (Ranged Touch attack) the target would
have their strength reduced by 1d4 for 1 round per level of the Gifted weaving the spell.

A powerful Gifted could boost the level of the spell to level 5 and reduce the strength of a whole crowd
(500 ft radius) by 2d6 for one week per level. However the DC for such a spell would be 40.

Theurgists and Magic


Unlike their sorcerous counterparts, Theurgists (also known as priests and druids) are more limited in
their spell weaveing. They are at the mercy of their deity and rely on their link to the Keraga to
channel magic. Daily prayer and supplication provides them with a certain number of spells they can
cast (same as use priest rules from PHB).

 Regions of Interest in Aganor

Him'Shara
A land of white sand and withering heat, Him'Shara is caught between the great Ring of Astalin and
the hot Jungles of Naphar. 90% of the land is covered by what is known as the Desert of Tears, spotted
here and there with small oasis' and havens to the nomadic Mujaidin. To the north east, where the
desert hasn't encroached, lies the verdant plains of Kishta. The green land on either side of the Mafati
River lead down from the Ring of Astalin straight to the Jewel of Him'Shara, the great city of Namadin
on the shores of Ysmir Lake (Mirror Lake).

Capital: Namadin
Hierarchy: (Benevolent Monarchy) Sultan Karrim Azef Shemoul sits on the throne. Although he is
young (17) and inexperienced, no one would contest his rule for all kings of Him'Shara are appointed
by god. Most of the day to day business is in the hands of the Warlord and Shieks. Warlords are in
charge of the military defense, while Shieks are the administrators. Every Region in Him'Shara has a
Warlord and Shiek in charge, that reports to the Sultan should there be a dispute.
Race: Mostly Humans who call themselves Him'Shir
Religion: Him'Shir worship Orsue whom they call Namas, the god of stars and travelers. There are no
churches erected, but, when traveling, one can usually find a shrine dedicated to Namas in almost any
town or oasis.
Climate: The climate is hot and dry, mostly due to the fact that 90% of Him'Saha is covered by the
Desert of Tears. The weather is more temperate close to Namadin, but it remains warm throughout the
whole year.
Economy: Him'Shara's most valuable trade commodity is spices and fragrant oils, although Him'Shir
merchants also do quite a bit of Camel Wool export.
Politics: Him'Shir love breeding horses and thus have strong ties with the horse masters of Baikal,
They also buy iron from the Dwarves living in the Ring of Astalin. They do not trust anyone from
Naphar, being superstitious about snakes that they consider bad omens. It doesn't help that Naga in the
old days would hunt down humans and eat them (a practice that is long gone, but left a very deep scar)
Military: The army is mostly made of companies that are under the direction of the Warlords. All the
Warlords report to the Sultan directly. The army is comprised of the Mujaidin cavalry, renown for its
striking speed and tactical attacks, the infantry core usually armed with round shields and scimitars,
and a small contingent of archers who use short recurved bone bows (since wood is kind of scarece in
these regions). The Moon Guard belonging to the Sultan is made up of the fiercest Him'Shir warriors.
They have perfected the art of fighting with dual scimitars, and are respected by all.

Zalastir
Located on the far western edge of the continent under the shadow of the Elder Crags, a line of high
mountains running east to west for hundreds of miles, Zalastir is a harsh land of bitter winters and
stormy summers. The Elder Crags to the north give way to the Highlands of Balta that progress south
ending in the extensive Ludlan Moors which create a natural border between Zalastir and Cormandor.
To the far east stands the Drosdan Mountains cold and unfriendly cutting Zalastir off from both
Feldwim and Norokev. Its capital, the port city of Sealanor, is located on the edge of the Melanic
Ocean. The climate in this land is particularly cold, even during the summer months. If it weren't for
the Elder Crags the bitter winds of the Stormy Sea to the north would bring much worse conditions to
the people living there. The people of Zalastir are almost as ruthless as the land they live in. Slavery
is common practice and in-fighting is not unusual.

Capital: Sealanor
Hierarchy: (Ruthless Monarchy) King Adarien Kelemnor is the uncontested ruler of Zalastir. He rules
over the the House of Lords who are each responsible for the running of their province.
Race: Mostly Human, although Zalasts tend to be on average taller than most (avg 6'6”).
Religion: The main religion in Zalastir is the worship of Osha, who they call Varga the Storm God.
Climate: Temperate to cold, depending on the season. Often covered in snow during the winter
months.
Economy: The main trade in Zalastir is fishing and mining. Slaves are used for much of the hard labor,
and are also employed in Zalasts' favorite form of entertainment, the gladiator fights.
Politics: Ongoing border disputes between Zalastir and Comandor have kept a level of animosity
between the two regions quite sharp. Luckily the Ludlan Moors have kept these two countries from
going on all out wars. King Adarien is on good terms with King Vladimir Korbin who makes sure
Zalastir has a steady supply of slaves from Feldwin and Mithlannar.
Military: Zalastir has a powerful standing army, for every citizen is considered part of it, even down to
the slaves. The army is comprised mostly of foot soldiers, with a small cavalry contingent (since horse
are highly prized animals in this unforgiving land). The pride of Zalastir resides in its ships, which
next to the Kanak warboats, is the strongest Navy in the known lands.

Norokev
From the Vodvirin Sands on the Edge of the Sea of Storms in the north to the low fens of Feldwin in the
south, standing between the Drosdan Mountains to the west and the great forests of Mithlannar to the
east lays the land of Norokev. The capital city of Roskaja stands atop the frozen plateau of Drushkin,
accessible only through small roads that were carved out of the cliff face. The open grasslands to the
north experience only two seasons, Winter and Summer, and even summers can be harsh due to the
high winds and frequent storms that buffet the northern beaches. Farther south the climate and terrain
become more mixed. The people of Norokev, known as Norovians, live a very fragmented lifestyle. The
rich Magocracy rules the land with a grip that could be described as ruthless, but the resulting
reduction of crime is a source of pride to all Norovians. Many inhabitants pursue a more bohemian
lifestyle, traveling from city to city seeking work wherever they stay for a while.

Capital: Roskaja
Hierarchy: (Magocracy) As a powerful wielder of Sorcery, King Vladimir Korbin keeps his kingdom
in a tight grip. He is surrounded by a council of Magi who spread his “benevolence” to the people of
his kingdom.
Race: Mostly Human, Norivians are grim, but very friendly once they get to know you. They are also
fierce warriors due to their constant vigilance against possible invasion from the Kanak across the Sea
of Storm.
Religion: There is no inherent religion in this land, only the fear of what lives in the dark keeps the
people of Norokev in line. Because sorcery in Norokev is not only condoned, but looked upon as a
form of superior intellect, most people live very superstitious lives.
Climate: The climate in Norokev runs from cold and windy in the north to more temperate in the south.
The north has very bitter winters and stormy summers with almost no spring and fall, while the
southern areas have four distinct seasons.
Economy: The primary trade in Norokev is raw materials ranging from coal to various minerals.
Norovians are also into slave trading, often selling captured slaves from other lands to their closest
allied Kingdom of Zalastir. They are also accomplished seafarers and fishermen.
Politics: Allied with Zalastir for no other reason that Norokev doesn't want to be surrounded by
enemies, Norovians are very proud folks. They believe firmly that it is the power of their people that
keeps their land, and that of everyone else, safe from another Kanak invasion. Border disputes with
Feldwin often result in land changing hands along the southern border. Norovians also harvest the
wood from the forests of Mithlannar, which has led to a strong enmity between the two kingdoms.
Military: The main force of Norokev resides in its infantry which is conscripted from the various cities,
they also have a decent navy, but their most fierce contingent is the small but extremely powerful Order
of Battlemages which act as protectors to King Vladimir.

Feldwin
Tucked between the Ring of Astalin on its southern border and the high plateaus of Norokev to the
north Feldwin is a land of rolling hills and lush green vales. Water springs from the Ring of Astalin
and the Drosdan Mountains flow into many rivers all feeding the great River Flaanar, which flows
north and separates Feldwin and Norokev from the great Forest of Mithlannar.

Capital: Ardaele
Hierarchy: (Theocracy) While King Deoráin is the figurehead, the true power resides in the Druidic
Circle which influences the political developments of Feldwin.
Race: The Felds are Mostly Human, although some Elves live there and some have even married
humans creating half-elven offspring.
Religion: Steeped in the druidic tradition and the worship of Belek (also known as Gaia or Mother
Earth), the inhabitants are very superstitious beings. It is very common for even the smallest hamlet to
have a druid elder who guides the authority figure (usually a chief).
Climate: From temperate summers to cold winters, Feldwin is often considered like a dreary place by
visitors. In contrast the amount of rain that falls and the many rivers that flow through the land provide
the land with very lush fens and vales.
Economy: Feldwin has three main exports, food from crops, wool from sheep, and gold from the rivers
and mine flowing out of the many mountains surrounding them.
Politics: Surrounded by mountains to the south and east, and flanked by Norovian enemies to the north
the Felds have been able to build strong ties to with the Elven Kingdom of Mithlannar, which has
enabled them to keep their borders somewhat safe. It is however only a matter of time before the
Norovians decide to invade again.

Panerma
King Justin Kelledor / Human
Think Greek culture

Capital: Pinnachor
Hierarchy: (Democracy)
Race:
Religion:
Climate:
Economy:
Politics:
Mithlannar
King Menelkir / Elven
Think Gaelic Culture

Capital: Galthalion
Hierarchy: (Benevolent Monarchy)
Race: Exclusively Elven
Religion:
Climate:
Economy:
Politics:

Derufin
King Odrek Varim / Dwarven
Think Germanic culture

Capital: Keled'varim
Hierarchy: (Firm Monarchy)
Race: Exclusively Dwarven
Religion:
Climate:
Economy:
Politics:

Baikal
Warlord Najv Bessi / Human
Think Mongolian culture

Capital: Ojmundir
Hierarchy: (Oligarchy) Ruled by the High Clans
Race: Human
Religion:
Climate:
Economy:
Politics:

Hillsome
Meister Ludovic (Ludo) Gaddock / Halfling
Think American farming community

Capital: Hillsdale
Hierarchy: (Loose Republic)
Race: Mostly Halflings
Religion:
Climate:
Economy:
Politics:

Gildor
King Edward Demorlay / Human
Think French culture

Capital: Port Berathon


Hierarchy: (Lax Monarchy)
Race: Mostly Humans
Religion:
Climate:
Economy:
Politics:

Nordrecht
King Arian Danak / Kanak
Think Nordic culture

Capital: Olgard
Hierarchy: (Strong Monarchy)
Race:
Religion:
Climate:
Economy:
Politics:

Naphar
Queen Jebbra Dijmi / Naga
Think Amazonian culture

Capital: Zadij
Hierarchy: (Firm Matriarchy)
Race: Exclusively Naga
Religion:
Climate:
Economy:
Politics:

The Wastes of Broma


King Furiden Borgi / Kerif
Think Brazilian Culture

Capital: Malbak
Hierarchy: (Loose Theocracy)
Race: Exclusively Kreif
Religion:
Climate:
Economy:
Politics:

Cormandor
King Uther Valendor / Human
Think British Culture

Capital: Val Alanor


Hierarchy: (Strong Monarchy)
Race: Mostly Human
Religion:
Climate:
Economy:
Politics:

Tokoma
Emperor Wei Nakushimi / Human
Think Asian Culture

Capital: Ishi Baya


Hierarchy: (Firm Monarchy) Strong influence of the “Four Winds”
Race: Mostly Human
Religion:
Climate:
Economy:
Politics:

Peregos
Queen Bella Nadario / Human
Think Spanish culture

Capital: Cipriano
Hierarchy: (Benevolent Matriarchy)
Race: Mostly Human
Religion:
Climate:
Economy:
Politics:

The Winds of Saddelia


King Valerius Kromus / Azerite
Think Roman Empire Culture

Capital: Hendressa
Hierarchy: (Strict Democracy)
Race: Exclusively Azerite
Religion:
Climate:
Economy:
Politics:

Dimblin
King Lubek Kiplin / Gnome
Think Italian Culture

Capital: Fondiboz
Hierarchy: (Benevolent Monarchy)
Race:
Religion:
Climate:
Economy:
Politics:
Map of Aganor

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