65

(Previous Post: 56, 64, 74, 76)

You step back from the doorway.

"Um, Micaja? Or someone?" You yell over your shoulder. "We've got a god damn gnome in here, a little help please?"

The nome hops down from his perch into the doorway, glaring at you with diamond eyes. You stare at the creature as he raises his right hand, tightening it into a fist. It sounds like rocks grinding on themselves. Behind him you see two similar figures pull Roisin out the back window of her vardo.

“What the hell is that?” Micaja is right behind you, confusion and disgust in his voice.

An obsidian dagger slides from beneath the nome's armor into his left hand.

  • Place your next action in comments below and your story will continue as soon as possible.

76

(Previous Post: 61, 62, 71, 72)

You rolled a 20, and achieve a dramatic success. You may take 1 Hero Point, to be used at any time as a 1-point skill check modifier or to nullify a dramatic failure. OR, you may show an exemplary performance in the action you are currently taking.

You effectively avoid the blow from your attacker.

  • If you would like a Hero Point, mark it on your character sheet and go to 74.
  • If you would like the performance upgrade, continue reading.

75

(Previous Post: 61)

You are struck by the attacker's bony hand, but you turn to absorb the blow and take no damage.

74

(Previous Post: 73, 75, 76)

Your attacker stands atop a dresser, 3½ feet tall and but stocky with the weight of someone with more muscle than his size should allow. His shape is rough and rugged, with dusty gray flesh, stringy gray hair, and armor made of blackish purple obsidian. Three black opals decorate the chestplate. His eyes appear made of diamond.

(If you haven't already, you now recall the Army of the Nome King. Click here for details on the Nome Race. You can assume your character recalls these details, but not necessarily why or how he recalls them.)

  • If you step back from the doorway and call for help, go to 65
  • If you do something else, place your next action in comments below and your story will continue as soon as possible.

73

(Previous Post: 62, 71, 72)

You dodge the attacker's blow with ease.

72

(Previous Post: 71)

You failed your DC of 10, and failed your saving throw. Your hit points are lowered by -1.

The attacker's fist strikes you in the face, you feel your nose break under the force of the blow. Your fists ready themselves instinctively to defend against the next attack. The attacker's flesh is rugged, as if broken from the side of a mountain. His armor made of blackish purple obsidian, with three black opals attached to the chestplate. He makes another swing while you struggle to open your eyes.

Make a Reflex saving throw against a DC 10 to determine your ability to dodge the blow.

  • If you roll a 1, you suffer a dramatic failure and lower your hit points by -1, go to 70
  • If you fail the skill check, go to 70
  • If you succeed in the skill check, go to 73
  • If you roll a 20, go to 76

71

(Previous Post: 61, 62)

You failed your DC of 10, and failed your saving throw. Your hit points are lowered by -1.

It feels as if a stone has struck the side of your head. You turn to see who or what hit you, raising your fists to defend against the attacker. He stands atop a dresser, little over three and a half feet without its assistance. Before you can make out his appearance, he is already throwing another punch.

Make a Reflex saving throw against a DC 10 to determine your ability to dodge the blow.

70

(Previous Post: 61, 62, 71, 72)

You suffered a dramatic failure and have failed your saving throw. Your hit points are lowered by -2.

It feels as if a stone has struck the side of your head. Your eyes can't make out who or what hit you, your raised fists feel as weak as your legs. A darkness begins to envelope the sides of your vision. Quickly it takes over your entire field of vision.

It is under the small, dim, summer star,
You know not who these mute folks are
Who share this unlit place with you--
Those stones out under the low-limbed tree
Doubtless bear names that the mosses mar.

64

(Previous Post: 60)

You rolled a 20, and achieve a dramatic success. You may take 1 Hero Point, to be used at any time as a 1-point skill check modifier or to nullify a dramatic failure. OR, you may show an exemplary performance in the action you are currently taking.

  • If you would like a Hero Point, mark it on your character sheet and go to 63.
  • If you would like the performance upgrade, continue reading.

63

(Previous Post: 60, 64)

Your skill check exceeded DC 15, and you have succeeded.

It's dark inside Roisin's vardo, but before you open the door you notice a figure move past the window. You aren't quite sure what it was, but the long beard it seemed to have makes you certain it wasn't Roisin.

  • Place your next action in comments below and your story will continue as soon as possible.

62

(Previous Post: 60)

You failed to exceed DC 15, and have failed your skill check

"Roisin?" You call again, not pleading—your tone steady and calm—as you start to enter the darkened vardo.

Suddenly, a bony fist is fast approaching your head.

  • If you choose to take the blow, go to 71.
  • If you attempt to dodge, continue reading.

61

(Previous Post: 60)

You suffered a dramatic failure and have failed your skill check

"Roisin?" You call again, not pleading—your tone steady and calm—as you start to enter the darkened vardo.

Suddenly, you are struck by a bony fist.

Make a Fortitude saving throw against a DC 10 to determine how you stand up to the hit.

60

(Previous Post: 59)

You try the door as you peer through the darkened window.

Perform a Spot (WIS) skill check with a DC of 15

  • If you roll a 1, you have suffered a dramatic failure and will experience a -2 modifier on your next skill check. Go to 61
  • If you fail the skill check, go to 62
  • If you succeed in the skill check, go to 63
  • If you roll a 20, go to 64

59

(Previous Post: 58)

You suffered a dramatic failure, or failed to exceed DC 15, and have failed your skill check

58

(Previous Post: 57)

You knock again.

"Roisin? I know you're in there." You pause, straining your ears for any sounds before you continue.

Perform a Spot (WIS) skill check with a DC of 15

  • If you roll a 1, you have suffered a dramatic failure and will experience a -2 modifier on your next skill check. Go to 59
  • If you fail the skill check, go to 59
  • If you succeed in the skill check, go to 55
  • If you roll a 20, go to 56

57

(Previous Post: 54, 55, 56)

You rap your knuckles three times on the door and wait for an answer. None arrives, but you hear shifting inside the vardo.

  • Place your next action in comments below, and your story will continue as soon as possible.

Spells: Daylight (Evocation - Light)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

  • Level: Brd/Clr/Drd/Pal/Sor/Wiz 3
  • Components: V, S
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Object touched
  • Duration: 10 min./level (D)
  • Saving Throw: None
  • Spell Resistance: No

The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.

If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.

Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Flaws (CON): Light Sensitivity (Ex)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

Creatures with light sensitivity are dazzled in sunlight or within the radius of a daylight spell.

While dazzled, the creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks

Spells: Move Earth (Transmutation - Earth)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

  • Level: Drd/Sor/Wiz 6
  • Components: V, S, M
  • Casting Time: See text
  • Range: Long (400 ft. + 40 ft./level)
  • Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
  • Duration: Instantaneous
  • Saving Throw: None
  • Spell Resistance: No
  • Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.

Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.

However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.

This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.

The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.

This spell has no effect on earth creatures.

Special Abilities: Earth Glide (Ex)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A creature with earth glide can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a gliding creature flings it back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.

Special Abilities: Darkvision (Ex)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A creature with darkvision can see with no light source at all, out to a range specified for the creature (typically 30 to 120 feet). Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Special Abilities: Low-Light Vision (Ex)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.

Races: Gnomes (Nomes)

Nomes are a sub-race of gnomes which arose from the ancestors of the first svirfneblin, or deep gnomes, to enter the Dreamlands. The svirfneblin burrowed into a Ghūl gateway from the Waking World into the Dreamlands. The gateway led into the Great Abyss, which joins all parts of the Dreamland Underworld. The svirfneblin travelled for several years before finding a hidden area of the Underworld to call their own—a vast cave extending for miles and miles under the mountain, with volcanic furnaces glowing brightly in every direction around walls of rock, gems and precious metals. It is unclear how the original deep gnomes became the nome sub-race. There are stories of the svirfneblin being possessed by Earth Elementals, or mating with the Earth Mephit native to the Dreamland Underworld. Whatever happened, at some point nomes became one with the rocks around them, able to move through solid earth as easily as humans move through air.

Personality:
Nomes are fond of beautiful gems, and consider the gems of the Dreamlands to be under their protection. They are angered by those living on the surface who often steal these treasures. These feelings have made them suspicious of strangers and prone to greed. Yet, their belief that they are protecting such gems—and by extention, the Dreamland Underworld—has made them into strong fighters, careful planners, and dangerous enemies to those who would question their authority.

Physical Description:
Nomes stand 3 to 3½ feet tall and are often stockier than their gnome cousins, some even rotund. Their shapes are rough and rugged, as if broken from the side of a mountain. Their skin is wiry and rock-colored, usually dusty brown to gray, they have stringy gray hair that appears to be some sort of fungus. Only their eyes vary in color beyond earth tones, typically shining the color of a gemstone—diamond white, emerald green, sapphire blue, ruby red, etc.

Unlike other gnomes, nomes allow their hair to grow untrimmed into bushy hair and flowing beards, their hair and garments matching the color of their flesh. Their garments rarely have the decorations common to their gnome cousins, but may occasionally have a gemstone to indicate societal position. Those in military service may wear glittering armor of polished steel, inlaid with gems of rank. Nomes reach adulthood at about age 40, but seem to live well beyond the lifespan common to a gnome. Some question whether their unique tie to the Dreamlands has provided them with a sort of immortality.

Waking World:
Nomes are a race native to the Dreamlands, but they are also able to enter the Waking World in their through tunnels from the Great Abyss. Few choose to do so, however, unless directed by order of the Nome King. The Waking World is something Nomes can hardly bear, since most of it exists on the surface, and those met on the surface are likely to be warriors or adventurous rogues.

Relations:
Nomes are not fond of those who live upon the surface. Many wars and manipulations by the people of the Emerald Key kingdoms have made nomes into a solitary race. Unlike their gnome cousins, they aren't even fond of dwarves, who they feel are determined to steal their precious stones. Generally, nomes keep to themselves, but may allow audience for those willing to approach them without threatening their underground kingdom.

Alignment:
Most nomes are strictly lawful, following the rule of the Nome King without question. They honor the underground world, and the traditions of their people above all else. While they respect their own way of life, many nomes lean toward evil. If it is necessary to oppress and kill outsiders in an effort to protect their way of life, they will do so. Those leaning toward neutral are still willing to sacrifice themselves to protect the nome lifestyle, but less inclined to actively harm others to do so.

Religion:
Like other chthonic cults, nomes are known to practice ritual sacrifice to appease their gods. Sacrifices are placed in the bothros in the bowels of the dungeons below the nome kingdom, or personal sacrifices are burned on a raised bomos to have the ashes added to the walls of their homes.

Languages:
Nomes speak Undercommon and the language of Earth Elementals, Terran, both of which use the Dwarven script. Although most are easily able to learn Dream Common, many choose not to speak this language—since they believe that their native language should be spoken by any who wish to respect them. speak Dream Common, and those who regularly live in the Waking World are able to learn and use the languages known to Humans.

Names:
Nomes maintain the love of names held by their gnome cousins. They may have a variety of names, and tend to add a new name whenever a significant change has occured in thier lives. In addition to names common to gnomes, examples of nome names include: Bung, Crinkle, Guph, Kaliko, Roquat, and Ruggedo.

Nome Racial Traits
  • +2 Constitution, –2 Strength, –4 Charisma
  • Small: As Small creatures, nomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and lifting and carrying limits are three-quarters of those of a Medium character.
  • Nome base land speed is 20 feet.
  • Earth Glide (Ex): A nome can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Their burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing nome flings them back 30 feet, stunning them for 1 round unless they succeed on a DC 15 Fortitude save.
  • Darkvision (Ex): A nome can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and nome can function just fine with no light at all.
  • Light Sensitivity (Ex): Nomes are dazzled in bright sunlight or within the radius of a daylight spell
  • +3 racial bonus on saves against spells and spell-like abilities.
  • +3 racial bonus on Climb checks, which improves to +4 when climbing on stone or underground
  • +1 racial bonus on Listen and Spot checks.
  • Automatic Languages: Terran and Undercommon. Bonus Languages: Draconic, Dream Common, Dwarven, Earth-based Languages, Elven, Giant, Gnome, Goblin, and Orc.
  • Favored Class: The Tough Hero. A multiclass nome’s Tough Hero class does not count when determining whether they take an experience point penalty.
  • Level Adjustment: +1

56

(Previous Post: 53, 58)

You rolled a 20, and achieve a dramatic success. You may take 1 Hero Point, to be used at any time as a 1-point skill check modifier or to nullify a dramatic failure. OR, you may show an exemplary performance in the action you are currently taking.

  • If you would like a Hero Point, mark it on your character sheet and go to 55.
  • If you would like the performance upgrade, continue reading.

55

(Previous Post: 53, 58)

Your skill check exceeded your Difficulty Check, and you have succeeded.

54

(Previous Post: 53)

You suffered a dramatic failure, or failed to exceed DC 20, and you have failed your skill check

53

(Previous Post: 52)

As you finish your meal, you hear singing coming from one of the vardos, “I am a true born Irishman, a Traveller am I / My home, the road, no fixed abode, I'll travel till I die...” (Right click here to open the song in a new window)

"Well," you say, laying the bare bone back on the plate. "I guess I owe Roisin an apology then. Any final words of advice?" You give him a bemused half-smile, and stand—preparing to walk towards the vardo Roisin ran to.

Micaja takes your plate, and tosses the bone into the fire. “Always burn the bones when you're finished. It sends them to the Valley of Pnath, to honor them and allow the soul a final rest. Otherwise, they are dishonorably sent to the Valley of Achor, their name removed from the Book of Life.” He smiles at you and teases as he nods toward the vardo. “Just don't say anything stupid.”

You shake your head, equal parts amused and annoyed, before heading toward Roisin's vardo.

It's dark inside her vardo, as you lift your hand to knock on the blue door.

Perform a Spot (WIS) skill check with a DC of 20

  • If you roll a 1, you have suffered a dramatic failure and will experience a -2 modifier on your next skill check. Go to 54
  • If you fail the skill check, go to 54
  • If you succeed in the skill check, go to 55
  • If you roll a 20, go to 56

Special Abilities: Alternate Form (Su)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A creature with this special quality has the ability to assume one or more specific alternate forms. This ability works much like the polymorph spell, except that the creature is limited to the forms specified, does not require a material component, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the creature:
  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
  • The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
  • The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
  • The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form.
  • The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Spells: Polymorph (Transmutation)

The following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

  • Level: Sor/Wiz 4
  • Components: V, S, M
  • Casting Time: 1 standard action
  • Range: Touch
  • Target: Willing living creature touched
  • Duration: 1 min./level (D)
  • Saving Throw: None
  • Spell Resistance: No
  • Material Component: An empty cocoon.

This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.

Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.

Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Races: Ghūl (Half Breed)

Half Breeds are a Ghūl subrace. (Click here for more details on the Ghūl race).

On occasion a member of another race may wish to become part of a Ghūl camp. Humanoid races may be accepted by Ghūl, if the outsider is willing to adapt to their way of life and has proven themselves useful to the camp. Typically, such individuals already have a nomadic background. When they are fully accepted, they may be invited to partake in the ritual eating of the Ghūl dead. Upon eating a dead Ghūl, the individual becomes a Half Breed—considered Ghūl, but with significant social stigma. Regular partaking of Ghūl meat can cause the Half Breed start to take on characteristics of the natural Ghūl form.


Ghūl Half Breed Racial Traits
  • Size: As original race, but regular partaking of Ghūl meat will move them closer to Medium size.
  • Speed: As original race.
  • Alternate Form (Su): A Ghūl Half Breed will slowly take on the ability to assume Ghūl form. This ability works much like the polymorph spell cast on itself (caster level 12th), except that a Half Breed does not regain hit points for changing form, and any individual Half Breed can only assume the form of a Ghūl and their original form. Further, the Half Breed may only accomplish this transformation with regular digestion of Ghūl meat. Duration factor increases by one each time Ghūl meat is eaten within a month prior to attempting the Alternate Form.
  • Low-Light Vision (Ex): A Ghūl Half Breed can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions, but cannot see if no light is available.
  • Any racial bonuses from their original race are maintained.
  • Automatic Language: As original race. Bonus Languages: Ghouleh, Dream Common, and Undercommon. With some difficulty a Half Breed may be able to learn the language of a race which they have regularly digested.
  • Favored Class: As original race.
  • Level Adjustment: +1

Races: Ghūl

The Ghūl are a race of humanoids residing both in the Dreamlands and the Waking World. The Ghūl are a race of scavengers, who travel through uninhabited spaces, or dwell in the outskirts of or underneath human society—in mausoleums, tunnels and the like. They are necrophagic--consuming corpses and carrion for survival. Such feeding behavior even extends to anthropophagy, the consumption of human meat, or necro-cannibalism, the consumption of their own dead. To the Ghūl, the practice of eating the dead is not only a matter of survival, but a spiritual act.

Personality:
The Ghūl are a nomadic race, itinerant craftsmen and laborers who maintain a nomadic existence due to their need to remain separate from human society. While they exist in a variety of camps, they maintain strong familial units. Extended familial networks offer unwaivering support in camps which can reach between 19 and 30 families, congregating and camping together. Moments of crisis, celebration and mourning draw large assemblies of Ghūl. Funerals especially bring together large crowds, who may or may not be related to the deceased. They come to express their respect for the deceased, and dine on the body together with the family.

Physical Description:
The Ghūl, in their natural form, are hairless semi-humans with canine faces and slumping forms. Their flesh ranges from white to a greenish gray tone with a rubbery texture. They are gaunt to the point of emaciation and semi-quadrupedal, but approximately the same height as an average human when standing on their hind legs. Their hands and feet are paw-like with long hyena nails. Amongst their own race, the Ghūl don't bother with clothing.

That being said, a Ghūl has the ability to take on the appearance of any Small or Medium humanoid race which it has regularly fed upon. Many Ghūl will take the form of a race nearby their camp, easing any necessary interaction. This alternate form makes them appear as they would if born into the race they are impersonating, and they will always return to the same form when imitating that specific race. Some will remain in these alternate forms for a lifetime, without ever reverting to their natural form, wearing clothing and styles typical of the race they masquerade as.

Waking World:
The Ghūl exist both in the Dreamlands and the Waking World. Children born in the Waking World have a Dreamland form, but they are also able to enter the Dreamlands in their waking form. Children born in the Dreamlands do not have a waking form, but they are able to enter the Waking World in their dream form.

Relations:
The Ghūl are generally respectful of living creatures, but are often considered to be unpleasant companions. That being said, their social isolation from other races has actually increased their contact, intermarriage and identification with itinerant clans of other races. This means there are several Ghūl camps with similar cultural patterns to other nomadic camps living on the periphery of the societies of a variety of races.

Alignment:
Like Humans, Ghūl tend toward no particular alignment, not even neutrality.

Religion:
While Ghūl, like humans, practice a variety of religions, the act of eating flesh is defined as a spiritual act within whatever religion they choose.

Languages:
The Ghūl speak Ghouleh, a disgusting gibbering and meeping cries, although most speak Dream Common, and those who regularly live in the Waking World are able to learn and use the languages known to Humans.

Names:
Ghūl have a variety of familial names, and often trace their lineage back to legendary Ghūl and other legendary figures. This name is passed down, with each familial name holding special meanings and honors. For their personal name, Ghūl often take the name of the first individual they partake in eating. Since a Ghūl may eat the corpse from any race or background, their names can be highly varied.

Ghūl Racial Traits
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Ghūl base land speed is 30 feet.
  • Alternate Form (Su): A Ghūl has the ability to assume one or more specific alternate forms. This ability works much like the polymorph spell cast on itself, except that a Ghūl does not regain hit points for changing form, the transformation lasts until the Ghūl decides to return to their original form, and any individual Ghūl can assume forms no larger than Medium. Further, the Ghūl is limited to the forms which have been recently digested, and appears only to be a member of the race (as the form cannot be specified). Duration factor increases by one each time that race is eaten within a week prior to attempting the Alternate Form.
  • Darkvision (Ex): A Ghūl can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Ghūl can function just fine with no light at all.
  • +2 racial bonus on Craft checks.
  • +1 racial bonus on Hide checks, which improves to +2 underground.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Ghouleh. Bonus Languages: Any Earth-based language, Dream Common, Undercommon. A Ghūl can also learn the language of any race which they have digested.
  • Favored Class: Any. When determining whether a multiclass a Ghūl takes an experience point penalty, their highest-level class does not count.

Ghūl Subraces:

52

(Previous Post: 51)

"Alright Micaja." You say, taking a bite of the meat on my plate. It's surprisingly sweet, and seems to melt on your tongue. "How about you and I sit down over there while I eat, and you can fill me in. What do you say?"

“Of course.”

As you sit, Micaja tells you what he knows of being Ghūl.

(You are now aware that you are Ghūl. Click here for details on the Ghūl Race. You can assume Micaja provides these details to your character.)

  • If you finish your meal and decide to apologize to Roisin, go to 53
  • If you do something else, place your next action in comments below and your story will continue as soon as possible.

51

(Previous Post: 50)

"A Ghūl." You say flatly. "...as in, a Ghoul?"

You stand before them, your expression monotone, your eyebrows frozen in an arched, expectant position. You show no revulsion--only curiosity.

Roisin looks at you, tears welling in her eyes, before rushing off to one of the vardos.

Micaja nods, “Yes, but you could have phrased it more gently. Ghoul isn't exactly the most polite of terms. Did you think you were human, like me?”

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50

(Previous Post: 49)

"You know I don't." You reply, sarcasm just below the surface. "Want to enlighten me?"

“We knew you'd lost your memory, but how could we know you'd forget this.” Micaja stands, throwing his hands into the air.

“What?” Roisin pleads, still unaware of what is being discussed. “What did Aiden forget?”

“He hasn't just forgotten who he is. He's forgotten what he is.” Micaja points at you. “He doesn't even know he's Ghūl.”

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49

(Previous Post: 48)

You peer at the plate. Your brain refuses to register what she's telling you.

"So." You begin, your stomach lurching a bit. "What exactly... is this?" You nod at the meat, not sure you want to hear the answer.

Roisin looks at you, confused by your question. Micaja looks into your eyes, his brow furrowing.

“You do remember what you are,” Micaja looks into your eyes, his brow furrowing, “don't you?”

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48

(Previous Post: 47)

You take the plate from Roisin.

"Polyandrian field?" You ask questioningly, unsure of her meaning. "And what do you mean 'battles'?" You want to sit down again but aren't sure if you should return to where you last rested, or go inside.

“Polyandrian field. Um.” She searches for the right word as she sits next to the fire. “A graveyard. The Battle of Corn Creek happened just south of here. Several battles fought during the Creek War happened around this area. Soldiers were buried in mass graves—Polyandrian fields.”

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47

(Previous Post: 46)

"What was it like then?" You ask, studying Micaja's face. "And how long has it been since she passed?"

“She's been gone for almost three years. And,” Micaja grimaces as he glances toward the figure moving toward both of you, “it was better.”

“Aindréas and Dervla were saving this for a stew, but I convinced them we'd traipse past another polyandrian field.” Roisin presents you with a plate of heavily salted meat--a thin layer of dry skin covering its outer surface. It is held together by a thick bone, and gives off the sickly sweet scent of decay. “There were plenty of battles in this area, we'll have a chance to harvest soon.”

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46

(Previous Post: 45)

You smile easily, unembarrassed, trying to ease the moment for her.

"One day I'd like to meet them, if I haven't already." You give her hand an affectionate squeeze, then stand up. "Is there anything left to eat? I know it must seem like all I do is sleep, but I've worked up quite an appetite."

“Of course.” Roisin quickly stands. “I'm sure there's something left. I'll get you some.”

Her hand slides away from your grip, as she quickly walks toward a vardo where smoke still rises from the chimney. At first you move to follow, but Micaja's heavy hand lands on your shoulder.

“She wasn't telling the whole truth.” Micaja sits, the weight of his hand making it easier for you to do the same. “You are friends. She is promised. But, that doesn't mean there isn't something more.”

Your look betrays some element of curiosity. He gives you a broad grin, before his face takes on a more somber look.

“The fact is, Nan wasn't just upset because a vardo was taken. She was upset because of who took the vardo. Roisin's her granddaughter, promised to another clan. To have her run off with a Half Breed and a Tamei.... Roisin has feelings for you, and you have them for her. But Roisin is a Formori through and through. She believes the ancient stories and practices the modern rituals. She'll marry the Ghilan, even if it isn't what she wants.” He breaths in deeply, letting out an exhausted sigh. “Things were different when your mother was around.”

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45

(Previous Post: 44)

None of this sounds familiar to you, but you can see Roisin has told you all she knows. She doesn't have all the answers, but has done her best to help--and although you're still feeling confused, you smile gratefully at her.

"Thank you. I don't know what it all means yet, but for the first time since I woke in the vardo, I'm starting to put the pieces together." You pause, glancing down at our locked fingers, before looking thoughtfully at her face. You can't quite read her expression. "I guess I only have one more question for now. What are we? ...To each other, I mean."

She smiles, blushing slightly. “We are friends. I am promised to another. Someone from the Ghilan Kawmpa.”

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44

(Previous Post: 43)

"I think you may be right." You say, speaking quietly. "I can't be certain, but I think you may be right." Your mind wanders back to the lake, the temple, and the strange lizard Goddess who--while somewhat intimidating--seemed to take a liking to me.

"I don't know who might be coming for us, though.” You breath in. “Have I told you anything about who they might be? What have I said?"

“You said they were strange, shadowy forms.” Roisin struggles with her description. “They're the color of rocks, and rough and rugged as if broken from stone. You weren't sure what they wanted, but thought it had something to do with who we are—what we are.”

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43

(Previous Post: 42)

"Okay." You say, staring off for a moment. "Okay."

You let this information sink in. It feels right, but it's as though you're hearing about someone else's life, not your own. Still, you feel as if you have no choice but to accept what she says as the truth.

"My mother..." You begin, turning to meet Roisin's eyes with your own. You realize you're still holding her hand. "What were her dreams like? What happened to her?"

“Ena used to dream of a land with wee brooks running straight across it from side to side, and the ground between divided into squares by a number of green hedges that reached from brook to brook. In her dreams there was a golden sultan from a land called Samarkand. He was coming after her. We all just took them to be nightmares, but....” Roisin pauses as Micaja returns.

“I was there when she passed.” Micaja cuts in. “The day she died, she spoke in her sleep. She said, 'He's found me.' Some of the kawmpa dismissed it—probably because a Half Breed was the one to tell them—but then you started having dreams about a distant land, and this time someone was coming for all of us. I for one ain't willing to risk it.”

“Neither am I.” Roisin squeezes your hand gently. “The stories of our ancestors speak of a land beneath the two worlds, where death-fire lights the way of dreamers. There was a time when the Fomori lived in both realms, feasting on the flesh of Dôls. I think Ena lived in both realms. I think you live in both realms.”

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42

(Previous Post: 41)

You sit next to Roisin; she seems to be the only one with any compassion for your situation.

"Who am I?" You ask imploringly. "I know my name is Aiden. I know my mother is Ena. I know, now, that both my parents are gone. But who am I? Why does everyone keep asking me what I've dreamed, what I know? Why is Nan angry with me? And--who are we?" You motion my hand toward the others.

“So many questions.” Roisin gives you a sad smile. “You'd been losing memories since a few dreams ago, but I had no idea.... You are Aiden O'Neill, son of Ena Kavanagh and Owen Zachary O'Neill, and one of the Magian kawmpa. We are all Magian Travellers, born true from the line of Irish Fomori—a line older than the gods. Well, all except Micaja, he's still a Half Breed.”

Micaja gives her a stern glare as he helps the others start to gather their plates from a dinner long since over. Bones stripped bare of their meat are tossed into the fire, plates gathered to wash later. The sun is starting to creep above the horizon, and it seems most everyone is overdue for some rest.

“Nan's just angry because we stole a vardo. You said we needed to force the kawmpa in a different direction. You've been dreaming of someone or something coming for us and, if your dreams are anything like your ma's, we should be paying attention.”

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41

(Previous Post: 39)

"I couldn't tell you anything if I wanted to,” you rise, standing tall in front of her and staring into her eyes, “so you'll get no answers from me." You raise your gaze to look at the others before you continue. "My memory is broken—the story I've just heard is the only clue I have to who I am. I need someone to tell me what's been happening, so I can figure out what's going on... Please."

Nan clicks her tongue, and waves away everyone, “Gackawacka.” She marches back to her own vardo, leaving you with those around the fire.

Roisin takes your hand, pulling you to a seat next to her. “What do you want to know?”

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40

(Previous Post: 39)

"Tell me." You say, your tone deadly serious.

39

(Previous Post: 38)

"What's going on?" You demand to know. You're confused about the presence of these people, about what you've just learned of your parents, and about the implications of what Roisin just said. You fully sit up and stare intently at the old woman--at Nan.

"Tell me." You say, your tone deadly serious.

“Hoo byaig a vardo from thribli 'nd just gokhyi, grawkin.” Nan speaks quickly, punctuating sentences with sharp thumps from her cane. Between the anger in her voice and her thick Irish accent, the English and randomly blended Shelta she speaks are difficult to follow. “Ye've been snared rapid, an' now ye tink you deserve answers? Gloree me—we laabi in dolimi, because ye say 'they are coming,' but ye force us to tcholi lud through woods 'nd boreens. I'm jaded. Who is coming? Why didja take the vardo?”

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38

(Previous Post: 37)

Your attention has been completely transfixed by the story, and you sit up without thinking. "Where's Ena now? Where's my mother?"

“Oh, Aiden.” Roisin looks to you, and then at the ground in front of her. “She had a good life, but she fell asleep and just--”

“Aiden.” An old woman strikes the ground with her walking stick as she stands, and everyone gives their full attention to her. “We must speak.”

“Nan, he only just woke up--” Roisin begins.

“We have little time.” The old woman interrupts.

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(creative commons photo by Hamed Saber, not necessarily a character
portrayed in this story. Used for illustration purposes only.)

37

(Previous Post: 36)

You close your eyes again and prepare to listen to Roisin's story... to your story.

“When both Aiden and I was young, his ma used to talk about the Good People—about how she used to wrap a piece of bread in his dress when he was just a wee squealer. Or how she listened for the bean sidhe on the day her father, Kuklip, disappeared. She never heard it, and we all know he's a Kavanagh. But, the story I remember best is the one about the tinker fairy.”

Some chuckles rose around the campfire at the thought of a fairy Traveller, but Roisin continued unfazed.

“Aiden's ma, Ena, was interested in a man from another kawmpa—Owen Zachary O'Neill... that was his vardo over there. She loved him and, after some begging to her father, Kuklip talked with the O'Neill's about a marriage between clans. That's about the time Kuklip started taking Owen on the road, to see if he had the qualities a man should have if he was going to marry Ena Kavanagh. Ena told us that, to hear Kuklip tell it, O'Neill could work a buffer like nobody's business. And the engagement was soon secured.

“The wedding was the biggest event in all of America. More Travellers showed up for it than buffers showed up to the Colombian Exhibition. And everyone knew their love would bring good things.

"At some point, a circus was traveling through the same town as a camp, and O'Neill got a job working the crowds, drawing them in to Bailum & Barney's Great Consolidated Shows—'three rings in one tent and a menagerie on the side.' He was the best of the grifters, drawing people in with fast talk and promises of magic. The camp followed the circus for a time, and a lot of folks took up jobs with 'em. Those that didn't sold things to the gadje's who just thought the Traveller camp was part of the show. Ena used to make these wee tin bells and tie them to ribbons. People would buy them for their gadje children to use as noise makers under the circus tent.

“Then came the balloon...”

You notice, suddenly, how quiet everyone is now. Not a shuffle. Not a sniffle. Long gone are the giggles. It's as if everyone has heard the story before, and knows something is coming.

"Ena hated the idea of O'Neill getting up in a balloon.” Roisin continued. “But, Bailum bought it to draw crowds to the circus, and that was O'Neill's job. So, every day before he went up, she would tie one of her wee tin bells to the basket of the balloon and tell him, 'Owen, my spurkera, this is so the tinker fairy knows where you are. She'll blow some fairy dust on ye, to keep you afloat.' And the light tinkle of bells could be heard for the hours he flew above the tents. Ena never failed to bring a new bell before she left, and they soon covered the sides of the basket.

“But, one day, Ena was sick with child. Aiden was a difficult pregnancy for her, and this morning she was too ill to see O'Neill off. She asked him to stay with her, but he couldn't risk losing a day of work. Too many lives were dependent on the circus. So, Ena smiled and kissed him on the cheek, and then she gave him his bell. Now, when Ena tied a bell to the basket, it was with the care of a loving wife, and with the strength of a tinker. She tied it where she thought the fairy was most likely to see it that day. But, O'Neill wasn't one to believe in such things. He tied it in a loose bow where he could be reminded of his lovely wife.

“That day, the weather took a sudden turn. In the turbulent wind the ropes got twisted, so that he couldn't come down again. The balloon went higher and higher, up above the clouds. It went so far that a current of air struck it and carried it many, many miles away.

“Some of the men were almost instantly on horseback, chasing the balloon. They rode until their horses were too flah'ed out to follow, but the balloon was too fast. There was word of a large balloon passing for miles. But, as the days and nights passed, it was evident that the balloon and O'Neill seemed to have vanished.

“When the men went to give Ena the news, she already knew. Despite her sickness, she'd made her way to the doorway of their vardo during the ruckus. And on the ground just outside, was the wee tin bell she'd given her husband. She wasn't there to make sure her offering got to the Good People, so that sídhe tinker took O'Neill instead.”

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36

(Previous Post: 35)

You rub your knees as you speak--sitting down has only made you feel more tired.

"I'd like to see it. But if I could rest for a bit and have some food first, I'd feel more up to the task, and make a better assessment. If that's alright with you?"

With the smallest motion, Kihawahine orders Laitaino to grant your request. He rushes out, and in moments you are brought stacks of pillows of blue, red, white and Tyrian purple. You lay back on the soft cushions, the soreness in your body quickly evident. Plates of food and bottles of wine soon follow, but you're so tired... your eyes so heavy. The last thing you see before falling asleep is the polar star, shining in the afternoon sky.

Child of the pure unclouded brow
And dreaming eyes of wonder!
Though time be fleet, and I and thou
Are half a life asunder,
Thy loving smile will surely hail
The love-gift of a fairy-tale.

But oh, beamish child, beware of the day,
If your Snark be a Boojum! For then
You will softly and suddenly vanish away,
And never be met with again!
You will return by night or morning,
and remain alive if yet heed my warning.

Races: Elf (Ilarnekian)

Ilarnekian elves are a sub-race of elves which arose from the ancestors of the first elves residing in the Dreamlands came to live in Ilarnek. Early in their history, these elves lived alongside the humans from the land of Mnar. The humans had dark skin and hair, so light hair and complexion were considered valued by early Ilarnekian Elves (who wished to demonstrate their not being kin to the men of Mnar). As these elves began having children born in the Dreamlands, their selective breeding began to show through. Generations of children born in Ilarneck eventually grew into a race taller than the average elf, with yellow hair and blue eyes being the norm.

Personality:
Living in such close proximity to a city documented to be destroyed by a god has caused Ilarnekians to favor a more adventurous lifestyle. They maintain the curiosity, focus and relentlessness of their ancestors, but tend to be less known for the martial side demonstrated by other elves; knowing you have the protection of a god provides little need for mastering the skills of self-preservation.

Physical Description:
Ilarnekian Elves are slim, but taller than the average elf, standing about 5 to 6 feet tall. Ilarnekian women and men are generally the same height and weight, with little to no average difference between them. They are graceful, with pale skin, yellow hair and light blue eyes. They dress in light, luxurious fabrics dyed blue, red, white and Tyrian purple. Men wear wraparound skirts or robes fringed in gold; women wear long shawls wrapped around their bodies, decorated in simple border patterns.

Waking World:
Ilarnekian Elves have no physical form in the Waking World. Children born in the Dreamlands exist only in the Dreamlands, and the few elves from the Waking World that remain--from those who once joined the city--have long ago mourned the death of their waking bodies. The nature of the Dreamlands has bred out the natural elven immunity to magic sleep effects, but

Relations:
Ilarnekian Elves consider themselves chosen of their god, Bokrug, and consider interaction with other somewhat distasteful. Still, living in such close proximity to a city documented to be destroyed by a god has caused Ilarnekians to favor a more adventurous lifestyle. Such adventures often force interaction with others, something they find to be a necessary annoyance. They are generally pleasant and gracious, like their elven ancestors, but often feel others are below them.

Alignment:
Ilarnekian Elves have lost the wander lust of their ancestors, and the proximity of their god has ensured extreme devotion. This causes them to lean toward law. Despite looking at others as their lessers, they still respect the freedom of others, and often lean toward good.

Religion:
Seeing the destructive power of Bokrug, and the occasional physical appearance of Bokrug (to select Ilarnekians), has ensured Bokrug a place of high esteem among the Ilarnekians. While the Seldarine are still worshiped and respected, Bokrug is considered the primary deity of Ilarnekian Elves.

Languages:
Ilarnekian Elves speak Elven almost exclusively, although most also speak Dream Common--the language of their god.

Names:
Ilarnekian Elves typically take elven names. Like their ancestors, around the time of their hundredth birthday a new name is taken to replace the "child name." While a few small families have developed since the arrival of the first elves in Ilarnek, most family names stem from the first three families: Ai'Hosti Ilterendi (the Unbreakable Little Tribe), Hosthini (the Gathered Children), and Kaimelilfirin (the Dreaming Immortals). The largest families to have developed since the original families are the holy family of Bokrug, Aina'Bokrugdil, and the honored after-comers, Late Hildor.


Ilarnekian Elven Racial Traits
  • +2 Dexterity, –2 Constitution.
  • Medium: As Medium creatures, Ilarnekian Elves have no special bonuses or penalties due to their size.
  • Ilarnekian Elf base land speed is 30 feet.
  • Low-Light Vision (Ex): An Ilarnekian Elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +2 morale bonus on saving throws against fear. Ilarnekian Elves are certain of their god will watch over them.
  • +2 racial bonus on Listen, Search, and Spot checks. An Ilarnekian Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it.
  • Automatic Languages: Dream Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Devoted Hero. A multiclass Ilarnekian Elf’s Devoted Hero class does not count when determining whether they take an experience point penalty.

35

(Previous Post: 33)

"It's fine," you reply with an amused grin. "I didn't know what he was saying when he first approached. So, I thought it best to keep quiet in case he wasn't friendly. Sorry about that." You continue, turning to the man and giving him a light, patronizing smile. He returns your smile with an amused grin.

You then I turn to face Kihawahine again. "Any chance I can sit down?" Your tone is one of polite humor, but your legs are on the verge of buckling. "I realize the lake may not be a challenge for you, but it left this mortal pretty worn out."

“Please, Koa, rest.” She motions to the steps before her throne. As you sit, suddenly realizing the amount of strain you have placed on your muscles, Kihawahine turns to Laitaino. “Have you secured us passage?”

“Yes, your grace.” Laitaino responds. “There are few that plan travel northward on the Ai during this season. But, there is a hunting party from the Land of the Golden Key. One among them has given us a place on their vessel for a reasonable cost.”

“Have you shown the Koa this vessel?”

His eyes glance at you, without a movement from his body. He then shifts his view back to the god. “No, your grace.”

“Then, how am I to know if the vessel is acceptable?” Her mouth doesn't move when she speaks, the words entering both of your minds. She turns to you, her head tilted at an odd angle. “Koa, I wish the vessel to be acceptable for you on our journey. Laitaino will take you to it, if you desire. Or, if you require, you may rest first.”

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34

(Previous Post: 33)

You follow the man to the large ziggurat at the end of the street, and up the many steps to the top. Your body is sore from exertion, and you wonder several times if your knees will allow you to continue. As you reach the top of the ziggurat, there is a temple surrounded by satin drapery. Far below, you can see the bustling city. Far above, you can see the tower that reaches to the heavens. But beyond all this, there is the winding river Ai, it's green waters snaking through the trees further than your eyes can see.

33

(Previous Post 31)

You follow the man to the large ziggurat at the end of the street, and up the many steps to the top. Your body is sore from exertion, and you wonder several times if your knees will allow you to continue. As you reach the top of the ziggurat, there is a temple surrounded by satin drapery. Far below, you can see the bustling city. Far above, you can see the tower that reaches to the heavens. But beyond all this, there is the winding river Ai, it's green waters snaking through the trees further than your eyes can see.

Kihawahine sits on a throne in the center of the temple. She is again in her human form, but her flesh is lighter, her body longer, and her eyes now an emerald green. She is covered in a pale blue robe. A horned, silver diadem sits on her head, golden slippers on her feet. Three pillars stand beside her—the white pillar to her left marked with the word, “arauka”; the black pillar to her right marked with the word, “beleg”; the cracked and yellowed pillar behind her marked with the word, “amarth.” At her feet, offerings of white flowers and pomegranates sit on a bed of palm leaves.

“Mae govannen, Laitaino.” Kihawahine speaks, “Cormamin lindua ele lle. Have you brought my Koa with you?”

“Yes, your grace." The man replies. "He accompanies me.”

“And, is he well, Laitaino?”

“He cannot speak, Great One, but he is uninjured.”

“Koa, approach.” She looks at you with confusion. “What has become of your voice?”

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32

(Previous Post: 31)

You watch his motions intently, then nod your head vigorously as he uses words that sound familiar. You raise your hands and mimic the same walking motion, point in the distance, then nod and smile encouragingly at him.

He nods, and seems to give you a patronizing smile.

You struggle into my wet--but no longer dripping--clothing and boots, and he seems instantly ready to walk.

31

(Previous Post: 29)

You watch his motions intently, then nod your head vigorously as he uses words that sound familiar. You raise your hands and mimic the same walking motion, point in the distance, then nod and smile encouragingly at him.

He nods, and seems to give you a patronizing smile.

You struggle into my wet--but no longer dripping--clothing and boots, and he seems instantly ready to walk.

“Khila amin.” He says, motioning for you to follow as he walks up incline toward the city. As you reach the top of the hill, you see the hardened ground of a caravan route. It leads directly to Ilarnek. You find yourself short of breath as you realize how immense the great golden city actually is. Its monumental size and appearance is beyond anything imaginable. And, as you walk, you realize it is further than you expected. By the time you reach the outer gates, your clothing has dried. The shadow of the moon falls over a great tower, whose top may reach unto heaven. And you are in awe.

The gate you pass through has a golden idol of a lizard embossed around its edge. It stands over 100 feet tall, looking down on all who enter. Inside, a river divides the city in two, with several canals feeding the city. You enter on the east side of the river, passing through a gargantuan market. Vendors sell chickpeas and sesame, barley and dates. Plants and animals you never knew existed are being bartered and sold. The scent of fresh fruit mixes with that of fish, caught only this morning. Hundreds of languages are being spoken, all blending together to form an almost familiar group-voice.

The man you follow continues to down the street toward a large ziggurat at the end of the street.

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30

(Previous Post: 29)

You continue wringing out the shirt in your hand, your eyes cast down. After a moment you look up, look into his eyes, and raise your eyebrows apologetically. Then you raise your hand to your throat, pat your larynx, and shake your head sadly to indicate that you have no ability to communicate with him.

29

(Previous Post: 27)

You continue wringing out the shirt in your hand, your eyes cast down. After a moment you look up, look into his eyes, and raise your eyebrows apologetically. Then you raise your hand to your throat, pat your larynx, and shake your head sadly to indicate that you have no ability to communicate with him.

“Amin n'rangwa edanea.” The man seems to say to himself. He then points to the city over the hill, speaking slower and more loudly, “I-lar-nek.” He then pats his chest, “Lait-ai-no; amin Bokrug tualle. Iire lye auta, Dinaer?” He makes a walking motion with his fingers, and follows it with an open handed gesture toward the ground. “Manka lle merna, esta sinome.”

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28

(Previous Post: 27)

You stand on the shore, knees bent with your hands resting on your thighs, and try to catch your breath. It's taking a moment to acclimate yourself to being an upright human again.

As you catch your breath you nod in acknowledgment to the man approaching you, and half-heartedly wave back. Exhausted, you squat by your bundle, untie it, and begin wringing out your drenched clothes.

“Long journey?” The man chuckles as he stands by your side, looking you up and down. He is dressed in simply, comfortable clothing—pastel blue and tauntingly dry. “I'm Laitaino. When do we leave?” He looks at you expectantly.

27

(Previous Post: 25)

You stand on the shore, knees bent with your hands resting on your thighs, and try to catch your breath. It's taking a moment to acclimate yourself to being an upright human again.

As you catch your breath you nod in acknowledgment to the man approaching you, and half-heartedly wave back. Exhausted, you squat by your bundle, untie it, and begin wringing out your drenched clothes.

“An lema?” The man stands by your side, looking you up and down. He is dressed in simply, comfortable clothing—pastel blue and tauntingly dry. “Amin Laitaino. Iire lye auta?” He looks at you expectantly

  • If you have the skill “Speak Language: Elvin,” this post has been translated for you, go to 28
  • If you feign an inability to speak, go to 29
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26

(Previous Post: 25)

You swim for almost an hour, reaching the opposite side tired and out of breath. Your package of clothing sloshes on the ground as you toss it on shore. You're fairly certain there's no chance anything made it across dry.

25

(Previous Post: 24)

You swim for almost an hour, reaching the opposite side tired and out of breath. Your package of clothing sloshes on the ground as you toss it on shore. You're fairly certain there's no chance anything made it across dry.

"Aaye!" A short, slim young man with yellow hair and blue eyes calls out to you from down shore. He waves as he approaches. "Yallume! Oio naa elealla alasse' Lle quena i'lambe tel' Eldalie?"

  • If you have the skill “Speak Language: Elvin,” this post has been translated for you, go to 26
  • If you wave back without answering, go to 27
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24

(Previous Post: 23)

"...Great." You say out loud, feeling bemused as you watch your new lizard friend disappear. Then, thinking to yourself: I'm floating in the middle of a lake--which may only be a figment of my broken mind, of course--in my underwear. I don't know who I am, I don't know where I'm from, I don't know what I'm doing. All I know is that I'm apparently called Aiden, and I know how to swim. You watch as the wake of ripples in front of you starts to fade, then speak again to the air around you, "Not that it's doing me any good at the moment, of course."

You consider my options. Your clothes are on the shore behind you. You have no idea how far, much less where this temple of hers is located. And you can't very well go mucking about barefooted.

So, back to the shore it is.

Once there, you spread the coat on the ground, unbuttoned, then bundle your clothes and place them in the middle of the coat. After sticking the wire cutters inside the right boot, you lay both boots on top of the clothes. Then you button the coat around the pile, fold the bottom of the jacket upwards, and tie the sleeves across, creating a makeshift handle.

"I guess that will have to do," you mutter, not altogether pleased about the idea of wearing wet clothing once you reach the opposite side of the lake. Your only hope is that the coat will protect your sparse belongings somewhat, but that hope is slim.

Grabbing my bundle by the newly fashioned handle, you step towards the lake and stare across. "Here goes nothing," you say with a raised eyebrow and sense of resignation--before wading into the lake and beginning to swim.

Go to 25

23

(Previous Post: 22)

Movement in the water feel natural to you. Not as easy as walking on land, but by no means an unfamiliar sensation.

Kihawahini is suddenly underwater, barely causing a ripple in the surface, despite her immense form.

“We will meet across the lake in the city of Ilarnek, just north of the shore. I will prepare for our journey while I await your arrival in my temple.” A twitch of her tail sends launches her through the water at unimaginable speeds. You open your mouth, questions on the tip of your tongue. Chief among them, the location of her temple. But, it is too late, her form has disappeared in the distance, leaving behind only the light blue glow of the moonlight she trails behind her.

  • If you choose to swim across the lake, but return for your belongings first, go to 24 
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22

(Previous Post: 21)

You pause. This is one of those things you should know intuitively, but you don't. Even so, you don't feel afraid of the water...

"Guess we should find out," you say, eying the lake behind her. You kneel down, undo your boots, then step out of your clothes. Unembarrassed, you walk toward the water in your underclothes and begin to wade in. The water rises to your knees... then your thighs... then your waist.... Finally, you push off the soft ground with your toes and submerge yourself, preparing to swim...

...you hope.

  • If you have at least one rank in Swim, go to 23
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21

(Previous Post: 20)

You choose to travel north through Ilarneck.

"I think I'm going to follow your recommendation," you say. "That is, if you don't mind sharing the longer journey with me. The other paths just sound a little too risky for my tastes right now.”

The great lizard before you yawns, her mouth now large enough to engulf you.

“I sleep for 1000 years. I eat once every few millennia. I do not mind the longer journey. It has been too long since I left my mud throne. We will learn of this world together.” Her great bulk shifts, sending waves lapping against the shore. “Do you swim?”

(Before you answer the question, be sure you have completed Character Creation through Step 5: Skills)

  • If you test the waters, go to 22
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Character Creation: Step V - Skills

Starting Skill PointsThe number of skill points available when creating a 1st Level character are four times greater than with skill points gained in later levels. Each Hero Type has a different starting skill point level which is multiplied by the Intelligence Modifier of the character. This number is then multiplied by four to get the starting skill points.
  • Charismatic Hero Type: (7 + INT Modifier) x 4
  • Dedicated Hero Type: (5 + INT Modifier) x 4
  • Fast Hero Type: (5 + INT Modifier) x 4
  • Smart Hero Type: (9 + INT Modifier) x 4
  • Strong Hero Type: (3 + INT Modifier) x 4
  • Tough Hero Type: (3 + INT Modifier) x 4

Buying Skills
For every point a character spends, they may receive 1 rank of an in-class skill. For every two points a character spends, they may receive 1 rank of a cross-class skill. Half ranks may be purchased, but will not assist in rolls until the entire rank is purchased. (Click here for more information on skills in character creation)

The maximum rank in a class skill is equal to character level + 3. So, for a level one character, the maximum rank is 4.

The maximum rank in a cross-class skill is one-half of this number. So, for a level one character, the maximum rank is 2.

In-Class Skills
Each Hero Type has a different in-class skills (listed below), all other skills are considered cross-class.
(Click here for the full list of available skills)
(Click here for notes on how to read skill descriptions)

Charismatic Hero Type:
  • Bluff (CHA)
  • Craft: Visual Art, Writing (INT)
  • Diplomacy (CHA)
  • Disguise (CHA)
  • Gather Information (CHA)
  • Handle Animal (CHA)
  • Intimidate (CHA)
  • Knowledge: Arcane Lore, Art, Behavioral sciences, Business, Civics, Current Events, Popular Culture, Streetwise, Theology, Philosophy (INT)
  • Perform: Act, Dance, Humor, Keyboards, Percussion instruments, Sing, Stringed Instruments, Wind Instruments (CHA)
  • Profession (WIS)
  • Read/Write Language (none)
  • Speak Language (none)

Dedicated Hero Type:
  • Craft: Pharmaceutical, Visual Art, Writing (INT)
  • Gamble (WIS)
  • Investigate (INT)
  • Knowledge: Arcane Lore, Art, Behavioral Sciences, Business, Civics, Current Events, Earth and Life Sciences, History, Physical Sciences, Popular Culture, Streetwise, Tactics, Technology, Theology, Philosophy (INT)
  • Listen (WIS)
  • Profession (WIS)
  • Read/Write Language (none)
  • Sense Motive (WIS)
  • Speak Language (none)
  • Spot (WIS)
  • Survival (WIS)
  • Treat Injury (WIS).

Fast Hero Type:
  • Balance (DEX)
  • Craft: Mechanical (INT)
  • Drive (DEX)
  • Escape Artist (DEX)
  • Hide (DEX)
  • Knowledge: Current Events, Popular Culture, Streetwise (INT)
  • Move Silently (DEX)
  • Pilot (DEX)
  • Profession (WIS)
  • Read/Write Language (none)
  • Ride (DEX)
  • Sleight of Hand (DEX)
  • Speak Language (none)
  • Tumble (DEX)

Smart Hero Type:
  • Craft: Chemical, Electronic, Mechanical, Pharmaceutical, Structural, Visual Art, Writing (INT)
  • Decipher Script (INT)
  • Demolitions (INT)
  • Disable Device (INT)
  • Forgery (INT)
  • Investigate (INT)
  • Knowledge: Arcane lore, Art, Behavioral Sciences, Business, Civics, Current Events, Earth and Life Sciences, History, Physical Sciences, Popular Culture, Streetwise, Tactics, Technology, Theology, Philosophy (INT)
  • Navigate (INT)
  • Profession (WIS)
  • Read/Write Language (none)
  • Repair (INT)
  • Research (INT)
  • Search (INT)
  • Speak Language (none)

Strong Hero Type:
  • Climb (STR)
  • Craft: Structural (Int)
  • Handle Animal (CHA)
  • Jump (STR)
  • Knowledge: Current Events, Popular Culture, Streetwise, Tactics (INT)
  • Profession (WIS)
  • Read/Write Language (none)
  • Repair (INT)
  • Speak Language (none)
  • Swim (STR)

Tough Hero Type:
  • Climb (STR)
  • Concentration (CON)
  • Craft: Mechanical, Structural (INT)
  • Drive (DEX)
  • Intimidate (CHA)
  • Knowledge: Current Events, Popular Culture, Streetwise (INT)
  • Profession (WIS)
  • Read/Write Language (none)
  • Ride (DEX)
  • Speak Language (none)
  • Spot (WIS)
  • Survival (WIS)

(Go to Step 6 – Select Feats)

Skills: Craft - Writing (INT)

The skill of creating short stories, novels, plays, newspaper articles and similar works of writing.
Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work.

No Wealth check is necessary to use this Craft skill.

Time.
Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project.

Special.
  • A character with the Creative feat gets a +2 bonus on all Craft (writing) checks.

Skills: Craft - Visual Art (INT)

The skill of creating paintings, drawings, photographs, or some other work of visual art.
Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

When attempting to create a work of visual art, the character simply makes a Craft (visual art) check, the result of which determines the quality of the work.
Unless the effort is particularly elaborate or the character must acquire an expensive piece of equipment, the basic components have a purchase DC of 5.

Creating a work of visual art requires at least a full-round action, but usually takes an hour, a day, or more, depending on the scope of the project.

Special.
  • A character with the Creative feat gets a +2 bonus on all Craft (visual art) checks.

Skills: Craft - Structural (INT)

The skill of building wooden, concrete, or metal structures from scratch.
Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.
Special.
  • A character without a mechanical tool kit takes a –4 penalty on Craft (structural) checks.
  • A character with the Builder feat gets a +2 bonus on all Craft (structural) checks.

Skills: Craft - Pharmaceutical (INT)

Requires Training

The skill of creating compound medicinal drugs to aid in recovery from treatable illnesses.

Unless otherwise marked as "House Rules," the following material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. The text may have been modified slightly from that of the System Reverence Document (v.3.5) or Modern System Reference Document.

A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease.

The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.

Special.
  • A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks.
  • A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.