<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://dantareth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=The+Lich</id>
		<title>Dantareth - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://dantareth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=The+Lich"/>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php/Special:Contributions/The_Lich"/>
		<updated>2026-04-18T09:29:34Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.3</generator>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4763</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4763"/>
				<updated>2026-02-17T06:12:52Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Spells Known */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ds-logo.gif|right|250px]]&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
Father:  Kharmat, High Priest to the Temple of the Blue Sun, Templar Knight of the 2nd Degree, Gold Grade&lt;br /&gt;
&lt;br /&gt;
Mother:  Shustra, daughter of the ''desai'' (baron) of House Gabor&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;br /&gt;
&lt;br /&gt;
==Spells Known==&lt;br /&gt;
&lt;br /&gt;
1st) (2d4+4 = 10)  calm animal&lt;br /&gt;
&lt;br /&gt;
2nd) (2d3+3 = 9):  augury&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
&lt;br /&gt;
After completing his primary temple studies and training at Mahavarithravana (The Dragon Temple), Melestav was assigned to the Royal Guard detachment at Passale, where he received individual training from the detachment commander.  During his second year, he fell under the unorthodox tutelage of Savrala the River Priest, and perhaps for a time considered leaving the templarate to pursue becoming a River Priest himself.&lt;br /&gt;
&lt;br /&gt;
After completing his postulancy, upon the influence of his father, Melestav served his candidacy at the Hall of Antiquities, located at the Palace of High Mages, serving his first year as a guard, and his second year clerking for the Records and Research Section under Madra the Reader.&lt;br /&gt;
&lt;br /&gt;
After taking the Temple Oath and entering the novitiate, Melestav was assigned to his father's temple as a sinecure guard, allowing ample time for Melestav to continue his studies.  Upon his father's approval, he was awarded one of the familial Salarite stones and took the full oath before the Master-General.&lt;br /&gt;
&lt;br /&gt;
With his father's recommendation, Melestav returned to the Bureau of Temples...&lt;br /&gt;
&lt;br /&gt;
===Shauth Kharmatian===&lt;br /&gt;
&lt;br /&gt;
Though full-blooded Aphothian and born in that city, the young and handsome Shauth was able to achieve the templarate due to legal action from his father, who himself had been allowed to enter the Khormen templarate by Merek Maruk.  Handsome, ambitious, and of a fierce intellect, Shauth resisted the animus of his fellow junior templars, who resented a foreign competitor.  Against his father's wishes, Shauth entered the Ministry of the Revenue and Offices, where he rose quickly, benefiting from a complex scheme selling minor offices for which he was accused of corruption, but resisted the charges at court.&lt;br /&gt;
&lt;br /&gt;
Achieving 1st Degree, he Shauth achieved an important deputy position under a senior templar in his ministry.  Becoming boastful and aggressive to the chagrin of his reserved and learned father, Shauth became increasingly interested in the Council of Sages, the supreme legislative body of Khormen, most often called the &amp;quot;184.&amp;quot;  Specifically he became interested in the special templar unit that guarded, maintained and otherwise liaisoned with the 184, the Blue Orchid Guard, or the Silent Guard.  Shauth rather obsessively followed the politics of the Secretary of the Blue Orchid Guard, and sought a post in her office, arguing this secretarial post to be a path to power.  Shauth eventually achieved an official post under the Secretary, becoming the legislative liaison to his Ministry.&lt;br /&gt;
&lt;br /&gt;
For a short time, Shauth's influence spread, as there a series of important legislation from the 185 not long after he assumed his position, especially concerning Revenue and Offices.  At the summit of his power, Shauth became a powerbroker of sorts, relating details back to the 184, and enhancing the prestige of his office such that he met with the Deputy Minister and with the Khormen nobility at the Durbar.&lt;br /&gt;
&lt;br /&gt;
====Fate of Shauth Kharmatian====&lt;br /&gt;
&lt;br /&gt;
About a year ago Shauth began excusing himself from family functions and even some of his templar duties so that he might see to special and confidential business from the 184.  Some of this business saw him to the Nagavrithra, to which he admitted to his younger brother Melestav upon inquiry, saying that one day, when the time was right, he would share with Melestav.&lt;br /&gt;
&lt;br /&gt;
However, upon a sudden Shauth disappeared.  Without explanation, an investigation was had, but nothing official was ever made clear, save for the determination that he had drowned.  Using necromancy, Kharmat could not summon the spirit of his son, though when he used mightier magic to define what had happened to Shauth, elemental spirits returned with ambiguous answers.  Kharmat was able to launch an internal investigation from the Temple regarding the manner of the death of his son, but this failed to produce concrete results.&lt;br /&gt;
&lt;br /&gt;
====Melestav Searches for His Brother====&lt;br /&gt;
&lt;br /&gt;
After his brother's disappearance, Melestav's own inquiries into the matter led him to discover that his brother had been researching the history of Khormen during the time of the rule of the King of Ghat, the so-called Bane of Anatta, researching the Department of Antiquities records for known temples and structures built there during that age.&lt;br /&gt;
&lt;br /&gt;
Not long after learning this, by chance Melestav learned of the Department of Intelligence's interest in the Delta region, specifically an interest in temples...&lt;br /&gt;
&lt;br /&gt;
Positioning himself as a liaison officer at the Department of Intelligence, soon enough Melestav was approached for his unique knowledge of these temples&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4762</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4762"/>
				<updated>2025-08-25T05:48:42Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Ds-logo.gif|right|250px]]&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
Father:  Kharmat, High Priest to the Temple of the Blue Sun, Templar Knight of the 2nd Degree, Gold Grade&lt;br /&gt;
&lt;br /&gt;
Mother:  Shustra, daughter of the ''desai'' (baron) of House Gabor&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;br /&gt;
&lt;br /&gt;
==Spells Known==&lt;br /&gt;
&lt;br /&gt;
1st) (2d4+4 = 10)&lt;br /&gt;
&lt;br /&gt;
2nd) (2d3+3 = 9)&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
&lt;br /&gt;
After completing his primary temple studies and training at Mahavarithravana (The Dragon Temple), Melestav was assigned to the Royal Guard detachment at Passale, where he received individual training from the detachment commander.  During his second year, he fell under the unorthodox tutelage of Savrala the River Priest, and perhaps for a time considered leaving the templarate to pursue becoming a River Priest himself.&lt;br /&gt;
&lt;br /&gt;
After completing his postulancy, upon the influence of his father, Melestav served his candidacy at the Hall of Antiquities, located at the Palace of High Mages, serving his first year as a guard, and his second year clerking for the Records and Research Section under Madra the Reader.&lt;br /&gt;
&lt;br /&gt;
After taking the Temple Oath and entering the novitiate, Melestav was assigned to his father's temple as a sinecure guard, allowing ample time for Melestav to continue his studies.  Upon his father's approval, he was awarded one of the familial Salarite stones and took the full oath before the Master-General.&lt;br /&gt;
&lt;br /&gt;
With his father's recommendation, Melestav returned to the Bureau of Temples...&lt;br /&gt;
&lt;br /&gt;
===Shauth Kharmatian===&lt;br /&gt;
&lt;br /&gt;
Though full-blooded Aphothian and born in that city, the young and handsome Shauth was able to achieve the templarate due to legal action from his father, who himself had been allowed to enter the Khormen templarate by Merek Maruk.  Handsome, ambitious, and of a fierce intellect, Shauth resisted the animus of his fellow junior templars, who resented a foreign competitor.  Against his father's wishes, Shauth entered the Ministry of the Revenue and Offices, where he rose quickly, benefiting from a complex scheme selling minor offices for which he was accused of corruption, but resisted the charges at court.&lt;br /&gt;
&lt;br /&gt;
Achieving 1st Degree, he Shauth achieved an important deputy position under a senior templar in his ministry.  Becoming boastful and aggressive to the chagrin of his reserved and learned father, Shauth became increasingly interested in the Council of Sages, the supreme legislative body of Khormen, most often called the &amp;quot;184.&amp;quot;  Specifically he became interested in the special templar unit that guarded, maintained and otherwise liaisoned with the 184, the Blue Orchid Guard, or the Silent Guard.  Shauth rather obsessively followed the politics of the Secretary of the Blue Orchid Guard, and sought a post in her office, arguing this secretarial post to be a path to power.  Shauth eventually achieved an official post under the Secretary, becoming the legislative liaison to his Ministry.&lt;br /&gt;
&lt;br /&gt;
For a short time, Shauth's influence spread, as there a series of important legislation from the 185 not long after he assumed his position, especially concerning Revenue and Offices.  At the summit of his power, Shauth became a powerbroker of sorts, relating details back to the 184, and enhancing the prestige of his office such that he met with the Deputy Minister and with the Khormen nobility at the Durbar.&lt;br /&gt;
&lt;br /&gt;
====Fate of Shauth Kharmatian====&lt;br /&gt;
&lt;br /&gt;
About a year ago Shauth began excusing himself from family functions and even some of his templar duties so that he might see to special and confidential business from the 184.  Some of this business saw him to the Nagavrithra, to which he admitted to his younger brother Melestav upon inquiry, saying that one day, when the time was right, he would share with Melestav.&lt;br /&gt;
&lt;br /&gt;
However, upon a sudden Shauth disappeared.  Without explanation, an investigation was had, but nothing official was ever made clear, save for the determination that he had drowned.  Using necromancy, Kharmat could not summon the spirit of his son, though when he used mightier magic to define what had happened to Shauth, elemental spirits returned with ambiguous answers.  Kharmat was able to launch an internal investigation from the Temple regarding the manner of the death of his son, but this failed to produce concrete results.&lt;br /&gt;
&lt;br /&gt;
====Melestav Searches for His Brother====&lt;br /&gt;
&lt;br /&gt;
After his brother's disappearance, Melestav's own inquiries into the matter led him to discover that his brother had been researching the history of Khormen during the time of the rule of the King of Ghat, the so-called Bane of Anatta, researching the Department of Antiquities records for known temples and structures built there during that age.&lt;br /&gt;
&lt;br /&gt;
Not long after learning this, by chance Melestav learned of the Department of Intelligence's interest in the Delta region, specifically an interest in temples...&lt;br /&gt;
&lt;br /&gt;
Positioning himself as a liaison officer at the Department of Intelligence, soon enough Melestav was approached for his unique knowledge of these temples&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4761</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4761"/>
				<updated>2025-08-25T05:48:08Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
Father:  Kharmat, High Priest to the Temple of the Blue Sun, Templar Knight of the 2nd Degree, Gold Grade&lt;br /&gt;
&lt;br /&gt;
Mother:  Shustra, daughter of the ''desai'' (baron) of House Gabor&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;br /&gt;
&lt;br /&gt;
==Spells Known==&lt;br /&gt;
&lt;br /&gt;
1st) (2d4+4 = 10)&lt;br /&gt;
&lt;br /&gt;
2nd) (2d3+3 = 9)&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
&lt;br /&gt;
After completing his primary temple studies and training at Mahavarithravana (The Dragon Temple), Melestav was assigned to the Royal Guard detachment at Passale, where he received individual training from the detachment commander.  During his second year, he fell under the unorthodox tutelage of Savrala the River Priest, and perhaps for a time considered leaving the templarate to pursue becoming a River Priest himself.&lt;br /&gt;
&lt;br /&gt;
After completing his postulancy, upon the influence of his father, Melestav served his candidacy at the Hall of Antiquities, located at the Palace of High Mages, serving his first year as a guard, and his second year clerking for the Records and Research Section under Madra the Reader.&lt;br /&gt;
&lt;br /&gt;
After taking the Temple Oath and entering the novitiate, Melestav was assigned to his father's temple as a sinecure guard, allowing ample time for Melestav to continue his studies.  Upon his father's approval, he was awarded one of the familial Salarite stones and took the full oath before the Master-General.&lt;br /&gt;
&lt;br /&gt;
With his father's recommendation, Melestav returned to the Bureau of Temples...&lt;br /&gt;
&lt;br /&gt;
===Shauth Kharmatian===&lt;br /&gt;
&lt;br /&gt;
Though full-blooded Aphothian and born in that city, the young and handsome Shauth was able to achieve the templarate due to legal action from his father, who himself had been allowed to enter the Khormen templarate by Merek Maruk.  Handsome, ambitious, and of a fierce intellect, Shauth resisted the animus of his fellow junior templars, who resented a foreign competitor.  Against his father's wishes, Shauth entered the Ministry of the Revenue and Offices, where he rose quickly, benefiting from a complex scheme selling minor offices for which he was accused of corruption, but resisted the charges at court.&lt;br /&gt;
&lt;br /&gt;
Achieving 1st Degree, he Shauth achieved an important deputy position under a senior templar in his ministry.  Becoming boastful and aggressive to the chagrin of his reserved and learned father, Shauth became increasingly interested in the Council of Sages, the supreme legislative body of Khormen, most often called the &amp;quot;184.&amp;quot;  Specifically he became interested in the special templar unit that guarded, maintained and otherwise liaisoned with the 184, the Blue Orchid Guard, or the Silent Guard.  Shauth rather obsessively followed the politics of the Secretary of the Blue Orchid Guard, and sought a post in her office, arguing this secretarial post to be a path to power.  Shauth eventually achieved an official post under the Secretary, becoming the legislative liaison to his Ministry.&lt;br /&gt;
&lt;br /&gt;
For a short time, Shauth's influence spread, as there a series of important legislation from the 185 not long after he assumed his position, especially concerning Revenue and Offices.  At the summit of his power, Shauth became a powerbroker of sorts, relating details back to the 184, and enhancing the prestige of his office such that he met with the Deputy Minister and with the Khormen nobility at the Durbar.&lt;br /&gt;
&lt;br /&gt;
====Fate of Shauth Kharmatian====&lt;br /&gt;
&lt;br /&gt;
About a year ago Shauth began excusing himself from family functions and even some of his templar duties so that he might see to special and confidential business from the 184.  Some of this business saw him to the Nagavrithra, to which he admitted to his younger brother Melestav upon inquiry, saying that one day, when the time was right, he would share with Melestav.&lt;br /&gt;
&lt;br /&gt;
However, upon a sudden Shauth disappeared.  Without explanation, an investigation was had, but nothing official was ever made clear, save for the determination that he had drowned.  Using necromancy, Kharmat could not summon the spirit of his son, though when he used mightier magic to define what had happened to Shauth, elemental spirits returned with ambiguous answers.  Kharmat was able to launch an internal investigation from the Temple regarding the manner of the death of his son, but this failed to produce concrete results.&lt;br /&gt;
&lt;br /&gt;
====Melestav Searches for His Brother====&lt;br /&gt;
&lt;br /&gt;
After his brother's disappearance, Melestav's own inquiries into the matter led him to discover that his brother had been researching the history of Khormen during the time of the rule of the King of Ghat, the so-called Bane of Anatta, researching the Department of Antiquities records for known temples and structures built there during that age.&lt;br /&gt;
&lt;br /&gt;
Not long after learning this, by chance Melestav learned of the Department of Intelligence's interest in the Delta region, specifically an interest in temples...&lt;br /&gt;
&lt;br /&gt;
Positioning himself as a liaison officer at the Department of Intelligence, soon enough Melestav was approached for his unique knowledge of these temples&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4760</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4760"/>
				<updated>2025-07-27T03:12:17Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
Father:  Kharmat, High Priest to the Temple of the Blue Sun, Templar Knight of the 2nd Degree, Gold Grade&lt;br /&gt;
&lt;br /&gt;
Mother:  Shustra, daughter of the ''desai'' (baron) of House Gabor&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;br /&gt;
&lt;br /&gt;
==Spells Known==&lt;br /&gt;
&lt;br /&gt;
1st) (2d4+4 = 10)&lt;br /&gt;
&lt;br /&gt;
2nd) (2d3+3 = 9)&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
&lt;br /&gt;
After completing his primary temple studies and training at Mahavarithravana (The Dragon Temple), Melestav was assigned to the Royal Guard detachment at Passale, where he received individual training from the detachment commander.  During his second year, he fell under the unorthodox tutelage of Savrala the River Priest, and perhaps for a time considered leaving the templarate to pursue becoming a River Priest himself.&lt;br /&gt;
&lt;br /&gt;
After completing his postulancy, upon the influence of his father, Melestav served his candidacy at the Hall of Antiquities, located at the Palace of High Mages, serving his first year as a guard, and his second year clerking for the Records and Research Section under Madra the Reader.&lt;br /&gt;
&lt;br /&gt;
After taking the Temple Oath and entering the novitiate, Melestav was assigned to his father's temple as a sinecure guard, allowing ample time for Melestav to continue his studies.  Upon his father's approval, he was awarded one of the familial Salarite stones and took the full oath before the Master-General.&lt;br /&gt;
&lt;br /&gt;
With his father's recommendation, Melestav returned to the Bureau of Temples...&lt;br /&gt;
&lt;br /&gt;
===Shauth Kharmatian===&lt;br /&gt;
&lt;br /&gt;
Though full-blooded Aphothian and born in that city, the young and handsome Shauth was able to achieve the templarate due to legal action from his father, who himself had been allowed to enter the Khormen templarate by Merek Maruk.  Handsome, ambitious, and of a fierce intellect, Shauth resisted the animus of his fellow junior templars, who resented a foreign competitor.  Against his father's wishes, Shauth entered the Ministry of the Revenue and Offices, where he rose quickly, benefiting from a complex scheme selling minor offices for which he was accused of corruption, but resisted the charges at court.&lt;br /&gt;
&lt;br /&gt;
Achieving 1st Degree, he Shauth achieved an important deputy position under a senior templar in his ministry.  Becoming boastful and aggressive to the chagrin of his reserved and learned father, Shauth became increasingly interested in the Council of Sages, the supreme legislative body of Khormen, most often called the &amp;quot;184.&amp;quot;  Specifically he became interested in the special templar unit that guarded, maintained and otherwise liaisoned with the 184, the Blue Orchid Guard, or the Silent Guard.  Shauth rather obsessively followed the politics of the Secretary of the Blue Orchid Guard, and sought a post in her office, arguing this secretarial post to be a path to power.  Shauth eventually achieved an official post under the Secretary, becoming the legislative liaison to his Ministry.&lt;br /&gt;
&lt;br /&gt;
For a short time, Shauth's influence spread, as there a series of important legislation from the 185 not long after he assumed his position, especially concerning Revenue and Offices.  At the summit of his power, Shauth became a powerbroker of sorts, relating details back to the 184, and enhancing the prestige of his office such that he met with the Deputy Minister and with the Khormen nobility at the Durbar.&lt;br /&gt;
&lt;br /&gt;
====Fate of Shauth Kharmatian====&lt;br /&gt;
&lt;br /&gt;
About a year ago Shauth began excusing himself from family functions and even some of his templar duties so that he might see to special and confidential business from the 184.  Some of this business saw him to the Nagavrithra, to which he admitted to his younger brother Melestav upon inquiry, saying that one day, when the time was right, he would share with Melestav.&lt;br /&gt;
&lt;br /&gt;
However, upon a sudden Shauth disappeared.  Without explanation, an investigation was had, but nothing official was ever made clear, save for the determination that he had drowned.  Using necromancy, Kharmat could not summon the spirit of his son, though when he used mightier magic to define what had happened to Shauth, elemental spirits returned with ambiguous answers.  Kharmat was able to launch an internal investigation from the Temple regarding the manner of the death of his son, but this failed to produce concrete results.&lt;br /&gt;
&lt;br /&gt;
====Melestav Searches for His Brother====&lt;br /&gt;
&lt;br /&gt;
After his brother's disappearance, Melestav's own inquiries into the matter led him to discover that his brother had been researching the history of Khormen during the time of the rule of the King of Ghat, the so-called Bane of Anatta, researching the Department of Antiquities records for known temples and structures built there during that age.&lt;br /&gt;
&lt;br /&gt;
Not long after learning this, by chance Melestav learned of the Department of Intelligence's interest in the Delta region, specifically an interest in temples...&lt;br /&gt;
&lt;br /&gt;
Positioning himself as a liaison officer at the Department of Intelligence, soon enough Melestav was approached for his unique knowledge of these temples&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4759</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4759"/>
				<updated>2025-07-26T22:27:24Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
Father:  Kharmat, High Priest to the Temple of the Blue Sun, Templar Knight of the 2nd Degree, Gold Grade&lt;br /&gt;
&lt;br /&gt;
Mother:  Shustra, daughter of the ''jagir'' (earl) of House Gabor&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;br /&gt;
&lt;br /&gt;
==Spells Known==&lt;br /&gt;
&lt;br /&gt;
1st) (2d4+4)&lt;br /&gt;
&lt;br /&gt;
2nd) (2d3+3)&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
&lt;br /&gt;
After completing his primary temple studies and training at Mahavarithravana (The Dragon Temple), Melestav was assigned to the Royal Guard detachment at Passale, where he received individual training from the detachment commander.  During his second year, he fell under the unorthodox tutelage of Savrala the River Priest, and perhaps for a time considered leaving the templarate to pursue becoming a River Priest himself.&lt;br /&gt;
&lt;br /&gt;
After completing his postulancy, upon the influence of his father, Melestav served his candidacy at the Hall of Antiquities, located at the Palace of High Mages, serving his first year as a guard, and his second year clerking for the Records and Research Section under Madra the Reader.&lt;br /&gt;
&lt;br /&gt;
After taking the Temple Oath and entering the novitiate, Melestav was assigned to his father's temple as a sinecure guard, allowing ample time for Melestav to continue his studies.  Upon his father's approval, he was awarded one of the familial Salarite stones and took the full oath before the Master-General.&lt;br /&gt;
&lt;br /&gt;
With his father's recommendation, Melestav returned to the Bureau of Temples...&lt;br /&gt;
&lt;br /&gt;
===Shauth Kharmatian===&lt;br /&gt;
&lt;br /&gt;
Though full-blooded Aphothian and born in that city, the young and handsome Shauth was able to achieve the templarate due to legal action from his father, who himself had been allowed to enter the Khormen templarate by Merek Maruk.  Handsome, ambitious, and of a fierce intellect, Shauth resisted the animus of his fellow junior templars, who resented a foreign competitor.  Against his father's wishes, Shauth entered the Ministry of the Revenue and Offices, where he rose quickly, benefiting from a complex scheme selling minor offices for which he was accused of corruption, but resisted the charges at court.&lt;br /&gt;
&lt;br /&gt;
Achieving 1st Degree, he Shauth achieved an important deputy position under a senior templar in his ministry.  Becoming boastful and aggressive to the chagrin of his reserved and learned father, Shauth became increasingly interested in the Council of Sages, the supreme legislative body of Khormen, most often called the &amp;quot;184.&amp;quot;  Specifically he became interested in the special templar unit that guarded, maintained and otherwise liaisoned with the 184, the Blue Orchid Guard, or the Silent Guard.  Shauth rather obsessively followed the politics of the Secretary of the Blue Orchid Guard, and sought a post in her office, arguing this secretarial post to be a path to power.  Shauth eventually achieved an official post under the Secretary, becoming the legislative liaison to his Ministry.&lt;br /&gt;
&lt;br /&gt;
For a short time, Shauth's influence spread, as there a series of important legislation from the 185 not long after he assumed his position, especially concerning Revenue and Offices.  At the summit of his power, Shauth became a powerbroker of sorts, relating details back to the 184, and enhancing the prestige of his office such that he met with the Deputy Minister and with the Khormen nobility at the Durbar.&lt;br /&gt;
&lt;br /&gt;
====Fate of Shauth Kharmatian====&lt;br /&gt;
&lt;br /&gt;
About a year ago Shauth began excusing himself from family functions and even some of his templar duties so that he might see to special and confidential business from the 184.  Some of this business saw him to the Nagavrithra, to which he admitted to his younger brother Melestav upon inquiry, saying that one day, when the time was right, he would share with Melestav.&lt;br /&gt;
&lt;br /&gt;
However, upon a sudden Shauth disappeared.  Without explanation, an investigation was had, but nothing official was ever made clear, save for the determination that he had drowned.  Using necromancy, Kharmat could not summon the spirit of his son, though when he used mightier magic to define what had happened to Shauth, elemental spirits returned with ambiguous answers.  Kharmat was able to launch an internal investigation from the Temple regarding the manner of the death of his son, but this failed to produce concrete results.&lt;br /&gt;
&lt;br /&gt;
====Melestav Searches for His Brother====&lt;br /&gt;
&lt;br /&gt;
After his brother's disappearance, Melestav's own inquiries into the matter led him to discover that his brother had been researching the history of Khormen during the time of the rule of the King of Ghat, the so-called Bane of Anatta, researching the Department of Antiquities records for known temples and structures built there during that age.&lt;br /&gt;
&lt;br /&gt;
Not long after learning this, by chance Melestav learned of the Department of Intelligence's interest in the Delta region, specifically an interest in some of&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4758</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4758"/>
				<updated>2025-07-26T21:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
Father:  Kharmat, High Priest to the Temple of the Blue Sun, Templar Knight of the 2nd Degree, Gold Grade&lt;br /&gt;
&lt;br /&gt;
Mother:  Shustra, daughter of the ''jagir'' (earl) of House Gabor&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;br /&gt;
&lt;br /&gt;
==Spells Known==&lt;br /&gt;
&lt;br /&gt;
1st) (2d4+4)&lt;br /&gt;
&lt;br /&gt;
2nd) (2d3+3)&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
&lt;br /&gt;
After completing his primary temple studies and training at Mahavarithravana (The Dragon Temple), Melestav was assigned to the Royal Guard detachment at Passale, where he received individual training from the detachment commander.  During his second year, he fell under the unorthodox tutelage of Savrala the River Priest, and perhaps for a time considered leaving the templarate to pursue becoming a River Priest himself.&lt;br /&gt;
&lt;br /&gt;
After completing his postulancy, upon the influence of his father, Melestav served his candidacy at the Hall of Antiquities, located at the Palace of High Mages, serving his first year as a guard, and his second year clerking for the Records and Research Section under Madra the Reader.&lt;br /&gt;
&lt;br /&gt;
After taking the Temple Oath and entering the novitiate, Melestav was assigned to his father's temple as a sinecure guard, allowing ample time for Melestav to continue his studies.  Upon his father's approval, he was awarded one of the familial Salarite stones and took the full oath before the Master-General.&lt;br /&gt;
&lt;br /&gt;
With his father's recommendation, Melestav returned to the Bureau of Temples...&lt;br /&gt;
&lt;br /&gt;
===Shauth Kharmatian===&lt;br /&gt;
&lt;br /&gt;
Though full-blooded Aphothian and born in that city, the young and handsome Shauth was able to achieve the templarate due to legal action from his father, who himself had been allowed to enter the Khormen templarate by Merek Maruk.  Handsome, ambitious, and of a fierce intellect, Shauth resisted the animus of his fellow junior templars, who resented a foreign competitor.  Against his father's wishes, Shauth entered the Ministry of the Revenue and Offices, where he rose quickly, benefiting from a complex scheme selling minor offices for which he was accused of corruption, but resisted the charges at court.&lt;br /&gt;
&lt;br /&gt;
Achieving 1st Degree, he Shauth achieved an important deputy position under a senior templar in his ministry.  Becoming boastful and aggressive to the chagrin of his reserved and learned father, Shauth became increasingly interested in the Council of Sages, the supreme legislative body of Khormen, most often called the &amp;quot;184.&amp;quot;  Specifically he became interested in the special templar unit that guarded, maintained and otherwise liaisoned with the 184, the Blue Orchid Guard, or the Silent Guard.  Shauth rather obsessively followed the politics of the Secretary of the Blue Orchid Guard, and sought a post in her office, arguing this secretarial post to be a path to power.  Shauth eventually achieved an official post under the Secretary, becoming the legislative liaison to his Ministry.&lt;br /&gt;
&lt;br /&gt;
For a short time, Shauth's influence spread, as there a series of important legislation from the 185 not long after he assumed his position, especially concerning Revenue and Offices.  At the summit of his power, Shauth became a powerbroker of sorts, relating details back to the 184, and enhancing the prestige of his office such that he met with the Deputy Minister and with the Khormen nobility at the Durbar.&lt;br /&gt;
&lt;br /&gt;
====Fate of Shauth Kharmatian====&lt;br /&gt;
&lt;br /&gt;
About a year ago Shauth began excusing himself from family functions and even some of his templar duties so that he might see to special and confidential business from the 184.  Some of this business saw him to the Nagavrithra, to which he admitted to his younger brother Melestav upon inquiry, saying that one day, when the time was right, he would share with Melestav.&lt;br /&gt;
&lt;br /&gt;
However, upon a sudden Shauth disappeared.  Without explanation, an investigation was had, but nothing official was ever made clear, save for the determination that he had drowned.  Using necromancy, Kharmat could not summon the spirit of his son, though when he used mightier magic to define what had happened to Shauth, elemental spirits returned with ambiguous answers.  Kharmat was able to launch an internal investigation from the Temple regarding the manner of the death of his son, but this failed ot produce concrete results.  His last whereabouts in the Delta Swamp were however confir&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4757</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4757"/>
				<updated>2025-07-26T15:34:35Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
Father:  Kharmat, High Priest to the Temple of the Blue Sun, Templar Knight of the 2nd Degree, Gold Grade&lt;br /&gt;
&lt;br /&gt;
Mother:  Shustra, daughter of the ''jagir'' (earl) of House Gabor&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;br /&gt;
&lt;br /&gt;
==Spells Known==&lt;br /&gt;
&lt;br /&gt;
1st) (2d4+4)&lt;br /&gt;
&lt;br /&gt;
2nd) (2d3+3)&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
&lt;br /&gt;
After completing his primary temple studies and training at Mahavarithravana (The Dragon Temple), Melestav was assigned to the Royal Guard detachment at Passale, where he received individual training from the detachment commander.  During his second year, he fell under the unorthodox tutelage of Savrala the River Priest, and perhaps for a time considered leaving the templarate to pursue becoming a River Priest himself.&lt;br /&gt;
&lt;br /&gt;
After completing his postulancy, upon the influence of his father, Melestav served his candidacy at the Hall of Antiquities, located at the Palace of High Mages, serving his first year as a guard, and his second year clerking for the Records and Research Section under Madra the Reader.&lt;br /&gt;
&lt;br /&gt;
After taking the Temple Oath and entering the novitiate, Melestav was assigned to his father's temple as a sinecure guard, allowing ample time for Melestav to continue his studies.  Upon his father's approval, he was awarded one of the familial Salarite stones and took the full oath before the Master-General.&lt;br /&gt;
&lt;br /&gt;
With his father's recommendation, Melestav returned&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4756</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4756"/>
				<updated>2025-07-25T04:06:03Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
Father:  Kharmat, High Priest to the Temple of the Blue Sun, Templar Knight of the 2nd Degree, Gold Grade&lt;br /&gt;
&lt;br /&gt;
Mother:  Shustra, daughter of the ''jagir'' (earl) of House Gabor&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4755</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4755"/>
				<updated>2025-07-25T03:44:54Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Offices and Titles==&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
'''Military Rank''':  Warrant Officer, 2nd Class&lt;br /&gt;
&lt;br /&gt;
'''Governmental Position'''&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;br /&gt;
&lt;br /&gt;
*Bureau:  Bureau of Temples&lt;br /&gt;
&lt;br /&gt;
*Department:  Department of Antiquities&lt;br /&gt;
&lt;br /&gt;
*Section:  Records &amp;amp; Research&lt;br /&gt;
&lt;br /&gt;
*Office:  Office of Acquisitions&lt;br /&gt;
&lt;br /&gt;
*Office Held:  Liaison Officer to the Bureau of Intelligence with Special Assignment to the Dept. of Counterintelligence, Blue Orchid Section&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4754</id>
		<title>Melestav Gabor</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Melestav_Gabor&amp;diff=4754"/>
				<updated>2025-07-25T03:20:19Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: Created page with &amp;quot;    '''Templar Rank''':  Squire  '''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade  Governmental Position  *Ministry:  Ministry of the Courts, Temples and Benefices&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Templar Rank''':  Squire&lt;br /&gt;
&lt;br /&gt;
'''Templar Degree &amp;amp; Grade''':  Acolyte, Copper Grade&lt;br /&gt;
&lt;br /&gt;
Governmental Position&lt;br /&gt;
&lt;br /&gt;
*Ministry:  Ministry of the Courts, Temples and Benefices&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4753</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4753"/>
				<updated>2025-06-15T18:59:59Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Age:  42 (in FY17)&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military Rank and Position:  &lt;br /&gt;
&lt;br /&gt;
::Active House Rank - Cadet, 3rd class (insignia:  2 empty silver circles)&lt;br /&gt;
&lt;br /&gt;
::Active House Military Position - battalion subordinate staff (administration, quartermaster, intelligence), command psionic guard&lt;br /&gt;
&lt;br /&gt;
:::Immediate Superior:  Lieutenant Oromdor (uncle, far-minder)&lt;br /&gt;
&lt;br /&gt;
::Militia Position - Company Commander (50 dwarves)&lt;br /&gt;
&lt;br /&gt;
:::Superior - Battalion Commander, Lady Manada Manithra-Nakhon (older sister, married to Braxan noble-scion of House Nakhon)&lt;br /&gt;
&lt;br /&gt;
:::Immediate Subordinate - Sergeant Borogo&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; militia brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, daughter of the ''deshmukh'' (marquis) of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; militia brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===House Rault Military===&lt;br /&gt;
&lt;br /&gt;
The standing military force of House Rault is of battalion strength, 400 strong.  It was in recent years at regimental strength, at some 800 strong, but many of these units have since been disbanded or reduced in size, their constituent dwarves released from less profitable military service to work House Rault fields and public works.  The current House Rault standing military is distributed across House Rault lands in detachments and companies, and is commanded by the son of Lord Rault's second eldest brother Baron Mard Rault, Lord Marden Rault.  The Headquarters Company is double-strength, and is commanded by Thurien's elder brother, Senior Captain Vranden Rault, leading 100 dwarves at constant arms.&lt;br /&gt;
&lt;br /&gt;
House Rault is rated by the Kingdom of Khormen to raise as many as 2,500 militia-dwarves, or a brigade-group.  At Lord Rault's command, he may activate his militia to service, and commission subordinate officers to lead such troops, at his pleasure.  Activating his militia to active service is a great cost to House Rault.&lt;br /&gt;
&lt;br /&gt;
It is currently being proposed by various members of the family that the standing force of House Rault be greatly reduced, perhaps as far as half their numbers.&lt;br /&gt;
&lt;br /&gt;
===Patron Family:  House Nakhon-suth===&lt;br /&gt;
&lt;br /&gt;
House Rault is the sole dwarven noble house that serves the Dukes of Nakhon-suth, a powerful noble house the previously ruling Braxan aristocracy (recently displaced by the Draxan newcomers). In this capacity House Rault is part of a patron-client network with several other human noble families in Khormen, which collectively constitute much of House Nakhon's considerable power.  House Nakhon's seat of power is in the capitoline palace district of Khormen, where they maintain their primary palace, Shandanara, or the Palace of Shadows.&lt;br /&gt;
&lt;br /&gt;
Thurien has personally served at Shandanara for three periods in his early life.  The first was in his early minority, when for three years he was a manservant and then cup-bearer.  Years later, he returned for a further four years as a page and squire, and became childhood friends with Nagram and Zanatha Nakhon, two grandchildren of the duke.  Thurien returned to Shandanara yet again upon his majority, serving for yet another four years as a junior cadet.&lt;br /&gt;
&lt;br /&gt;
In return for his service to House Nakhon-suth, Thurien received much training and learning, almost entirely from House Nakhon's private tutors.  Thurien also benefited from the mentorship of House Nakhon-suth dwarven majordomo, Nadoham.&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4752</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4752"/>
				<updated>2025-06-15T17:57:19Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military Rank and Position:  &lt;br /&gt;
&lt;br /&gt;
::Active House Rank - Cadet, 3rd class (insignia:  2 empty silver circles)&lt;br /&gt;
&lt;br /&gt;
::Active House Military Position - battalion subordinate staff (administration, quartermaster, intelligence), command psionic guard&lt;br /&gt;
&lt;br /&gt;
:::Immediate Superior:  Lieutenant Oromdor (uncle, far-minder)&lt;br /&gt;
&lt;br /&gt;
::Militia Position - Company Commander (50 dwarves)&lt;br /&gt;
&lt;br /&gt;
:::Superior - Battalion Commander, Lady Manada Manithra-Nakhon (older sister, married to Braxan noble-scion of House Nakhon)&lt;br /&gt;
&lt;br /&gt;
:::Immediate Subordinate - Sergeant Borogo&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; militia brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, daughter of the ''deshmukh'' (marquis) of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; militia brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===House Rault Military===&lt;br /&gt;
&lt;br /&gt;
The standing military force of House Rault is of battalion strength, 400 strong.  It was in recent years at regimental strength, at some 800 strong, but many of these units have since been disbanded or reduced in size, their constituent dwarves released from less profitable military service to work House Rault fields and public works.  The current House Rault standing military is distributed across House Rault lands in detachments and companies, and is commanded by the son of Lord Rault's second eldest brother Baron Mard Rault, Lord Marden Rault.  The Headquarters Company is double-strength, and is commanded by Thurien's elder brother, Senior Captain Vranden Rault, leading 100 dwarves at constant arms.&lt;br /&gt;
&lt;br /&gt;
House Rault is rated by the Kingdom of Khormen to raise as many as 2,500 militia-dwarves, or a brigade-group.  At Lord Rault's command, he may activate his militia to service, and commission subordinate officers to lead such troops, at his pleasure.  Activating his militia to active service is a great cost to House Rault.&lt;br /&gt;
&lt;br /&gt;
It is currently being proposed by various members of the family that the standing force of House Rault be greatly reduced, perhaps as far as half their numbers.&lt;br /&gt;
&lt;br /&gt;
===Patron Family:  House Nakhon-suth===&lt;br /&gt;
&lt;br /&gt;
House Rault is the sole dwarven noble house that serves the Dukes of Nakhon-suth, a powerful noble house the previously ruling Braxan aristocracy (recently displaced by the Draxan newcomers). In this capacity House Rault is part of a patron-client network with several other human noble families in Khormen, which collectively constitute much of House Nakhon's considerable power.  House Nakhon's seat of power is in the capitoline palace district of Khormen, where they maintain their primary palace, Shandanara, or the Palace of Shadows.&lt;br /&gt;
&lt;br /&gt;
Thurien has personally served at Shandanara for three periods in his early life.  The first was in his early minority, when for three years he was a manservant and then cup-bearer.  Years later, he returned for a further four years as a page and squire, and became childhood friends with Nagram and Zanatha Nakhon, two grandchildren of the duke.  Thurien returned to Shandanara yet again upon his majority, serving for yet another four years as a junior cadet.&lt;br /&gt;
&lt;br /&gt;
In return for his service to House Nakhon-suth, Thurien received much training and learning, almost entirely from House Nakhon's private tutors.  Thurien also benefited from the mentorship of House Nakhon-suth dwarven majordomo, Nadoham.&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4751</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4751"/>
				<updated>2025-04-20T01:19:37Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Family */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military Rank and Position:  &lt;br /&gt;
&lt;br /&gt;
::Active House Rank - Cadet, 3rd class (insignia:  2 empty silver circles)&lt;br /&gt;
&lt;br /&gt;
::Active House Military Position - battalion subordinate staff (administration, quartermaster, intelligence), command psionic guard&lt;br /&gt;
&lt;br /&gt;
:::Immediate Superior:  Lieutenant Oromdor (uncle, far-minder)&lt;br /&gt;
&lt;br /&gt;
::Militia Position - Company Commander (50 dwarves)&lt;br /&gt;
&lt;br /&gt;
:::Superior - Battalion Commander, Lady Manada Manithra-Nakhon (older sister, married to Braxan noble-scion of House Nakhon)&lt;br /&gt;
&lt;br /&gt;
:::Immediate Subordinate - Sergeant Borogo&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; militia brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, daughter of the ''deshmukh'' (marquis) of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; militia brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===House Rault Military===&lt;br /&gt;
&lt;br /&gt;
The standing military force of House Rault is of battalion strength, 400 strong.  It was in recent years at regimental strength, at some 800 strong, but many of these units have since been disbanded or reduced in size, their constituent dwarves released from less profitable military service to work House Rault fields and public works.  The current House Rault standing military is distributed across House Rault lands in detachments and companies, and is commanded by the son of Lord Rault's second eldest brother Baron Mard Rault, Lord Marden Rault.  The Headquarters Company is double-strength, and is commanded by Thurien's elder brother, Senior Captain Vranden Rault, leading 100 dwarves at constant arms.&lt;br /&gt;
&lt;br /&gt;
House Rault is rated by the Kingdom of Khormen to raise as many as 2,500 militia-dwarves, or a brigade-group.  At Lord Rault's command, he may activate his militia to service, and commission subordinate officers to lead such troops, at his pleasure.  Activating his militia to active service is a great cost to House Rault.&lt;br /&gt;
&lt;br /&gt;
It is currently being proposed by various members of the family that the standing force of House Rault be greatly reduced, perhaps as far as half their numbers.&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4750</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4750"/>
				<updated>2025-04-20T01:18:12Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Family */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military Rank and Position:  &lt;br /&gt;
&lt;br /&gt;
::Active House Rank - Cadet, 3rd class (insignia:  2 empty silver circles)&lt;br /&gt;
&lt;br /&gt;
::Active House Military Position - battalion subordinate staff (administration, quartermaster, intelligence), command psionic guard&lt;br /&gt;
&lt;br /&gt;
:::Immediate Superior:  Lieutenant Oromdor (uncle, far-minder)&lt;br /&gt;
&lt;br /&gt;
::Militia Position - Company Commander (50 dwarves)&lt;br /&gt;
&lt;br /&gt;
:::Superior - Battalion Commander, Lady Manada Manithra-Nakhon (older sister, married to Braxan noble-scion of House Nakhon)&lt;br /&gt;
&lt;br /&gt;
:::Immediate Subordinate - Sergeant Borogo&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, daughter of the ''deshmukh'' (marquis) of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===House Rault Military===&lt;br /&gt;
&lt;br /&gt;
The standing military force of House Rault is of battalion strength, 400 strong.  It was in recent years at regimental strength, at some 800 strong, but many of these units have since been disbanded or reduced in size, their constituent dwarves released from less profitable military service to work House Rault fields and public works.  The current House Rault standing military is distributed across House Rault lands in detachments and companies, and is commanded by the son of Lord Rault's second eldest brother Baron Mard Rault, Lord Marden Rault.  The Headquarters Company is double-strength, and is commanded by Thurien's elder brother, Senior Captain Vranden Rault, leading 100 dwarves at constant arms.&lt;br /&gt;
&lt;br /&gt;
House Rault is rated by the Kingdom of Khormen to raise as many as 2,500 militia-dwarves, or a brigade-group.  At Lord Rault's command, he may activate his militia to service, and commission subordinate officers to lead such troops, at his pleasure.  Activating his militia to active service is a great cost to House Rault.&lt;br /&gt;
&lt;br /&gt;
It is currently being proposed by various members of the family that the standing force of House Rault be greatly reduced, perhaps as far as half their numbers.&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4749</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4749"/>
				<updated>2025-04-20T01:17:22Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* House Rault Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military Rank and Position:  &lt;br /&gt;
&lt;br /&gt;
::Active House Rank - Cadet, 3rd class (insignia:  2 empty silver circles)&lt;br /&gt;
&lt;br /&gt;
::Active House Military Position - battalion subordinate staff (administration, quartermaster, intelligence), command psionic guard&lt;br /&gt;
&lt;br /&gt;
:::Immediate Superior:  Lieutenant Oromdor (uncle, far-minder)&lt;br /&gt;
&lt;br /&gt;
::Militia Position - Company Commander (50 dwarves)&lt;br /&gt;
&lt;br /&gt;
:::Superior - Battalion Commander, Lady Manada Manithra-Nakhon (older sister, married to Braxan noble-scion of House Nakhon)&lt;br /&gt;
&lt;br /&gt;
:::Immediate Subordinate - Sergeant Borogo&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, of the ''deshmukh'' of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===House Rault Military===&lt;br /&gt;
&lt;br /&gt;
The standing military force of House Rault is of battalion strength, 400 strong.  It was in recent years at regimental strength, at some 800 strong, but many of these units have since been disbanded or reduced in size, their constituent dwarves released from less profitable military service to work House Rault fields and public works.  The current House Rault standing military is distributed across House Rault lands in detachments and companies, and is commanded by the son of Lord Rault's second eldest brother Baron Mard Rault, Lord Marden Rault.  The Headquarters Company is double-strength, and is commanded by Thurien's elder brother, Senior Captain Vranden Rault, leading 100 dwarves at constant arms.&lt;br /&gt;
&lt;br /&gt;
House Rault is rated by the Kingdom of Khormen to raise as many as 2,500 militia-dwarves, or a brigade-group.  At Lord Rault's command, he may activate his militia to service, and commission subordinate officers to lead such troops, at his pleasure.  Activating his militia to active service is a great cost to House Rault.&lt;br /&gt;
&lt;br /&gt;
It is currently being proposed by various members of the family that the standing force of House Rault be greatly reduced, perhaps as far as half their numbers.&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4748</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4748"/>
				<updated>2025-04-20T00:51:38Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military Rank and Position:  &lt;br /&gt;
&lt;br /&gt;
::Active House Rank - Cadet, 3rd class (insignia:  2 empty silver circles)&lt;br /&gt;
&lt;br /&gt;
::Active House Military Position - battalion subordinate staff (administration, quartermaster, intelligence), command psionic guard&lt;br /&gt;
&lt;br /&gt;
:::Immediate Superior:  Lieutenant Oromdor (uncle, far-minder)&lt;br /&gt;
&lt;br /&gt;
::Militia Position - Company Commander (50 dwarves)&lt;br /&gt;
&lt;br /&gt;
:::Superior - Battalion Commander, Lady Manada Manithra-Nakhon (older sister, married to Braxan noble-scion of House Nakhon)&lt;br /&gt;
&lt;br /&gt;
:::Immediate Subordinate - Sergeant Borogo&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, of the ''deshmukh'' of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===House Rault Military===&lt;br /&gt;
&lt;br /&gt;
The standing military force of House Rault is of battalion strength, 400 strong.  In companies and detachments it is distributed across House Rault lands, and is commanded by the son of Lord Rault's next youngest brother Baron Mard Rault, Lord Mard Rault II.  The Headquarters Company is double-strength, and is commanded by Thurien's elder brother, Senior Captain Vranden Rault, leading 100 dwarves at constant arms.&lt;br /&gt;
&lt;br /&gt;
House Rault is rated by the Kingdom of Khormen to raise as many as 2,500 militia-dwarves, or a brigade-group.  At Lord Rault's command, he may activate his militia to service, and commission subordinate officers to lead such troops, at his pleasure.  Activating his militia to active service is a great cost to House Rault.&lt;br /&gt;
&lt;br /&gt;
It is currently being proposed by various members of the family that the standing force of House Rault be greatly reduced, perhaps as far as half their numbers.&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4747</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4747"/>
				<updated>2025-04-20T00:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Military Rank and Position:  &lt;br /&gt;
&lt;br /&gt;
::Active House Rank - Cadet, 3rd class&lt;br /&gt;
&lt;br /&gt;
::Active House Military Position - battalion subordinate staff (administration, quartermaster, intelligence), command psionic guard&lt;br /&gt;
&lt;br /&gt;
:::Immediate Superior:  Lieutenant Oromdor (uncle, far-minder)&lt;br /&gt;
&lt;br /&gt;
::Militia Position - Company Commander (50 dwarves)&lt;br /&gt;
&lt;br /&gt;
:::Superior - Battalion Commander, Lady Manada Manithra-Nakhon (older sister, married to Braxan noble-scion of House Nakhon)&lt;br /&gt;
&lt;br /&gt;
:::Immediate Subordinate - Sergeant Borogo&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, of the ''deshmukh'' of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===House Rault Military===&lt;br /&gt;
&lt;br /&gt;
The standing military force of House Rault is of battalion strength, 400 strong.  In companies and detachments it is distributed across House Rault lands, and is commanded by the son of Lord Rault's next youngest brother Baron Mard Rault, Lord Mard Rault II.  The Headquarters Company is double-strength, and is commanded by Thurien's elder brother, Senior Captain Vranden Rault, leading 100 dwarves at constant arms.&lt;br /&gt;
&lt;br /&gt;
House Rault is rated by the Kingdom of Khormen to raise as many as 2,500 militia-dwarves, or a brigade-group.  At Lord Rault's command, he may activate his militia to service, and commission subordinate officers to lead such troops, at his pleasure.  Activating his militia to active service is a great cost to House Rault.&lt;br /&gt;
&lt;br /&gt;
It is currently being proposed by various members of the family that the standing force of House Rault be greatly reduced, perhaps as far as half their numbers.&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4746</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4746"/>
				<updated>2025-04-19T23:31:04Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, of the ''deshmukh'' of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===House Rault Military===&lt;br /&gt;
&lt;br /&gt;
The standing military force of House Rault is of battalion strength, 400 strong.  In companies and detachments it is distributed across House Rault lands, and is commanded by the son of Lord Rault's next youngest brother Baron Mard Rault, Lord Mard Rault II.  The Headquarters Company is double-strength, and is commanded by Thurien's elder brother, Senior Captain Vranden Rault, leading 100 dwarves at constant arms.&lt;br /&gt;
&lt;br /&gt;
House Rault is rated by the Kingdom of Khormen to raise as many as 2,500 militia-dwarves, or a brigade-group.  At Lord Rault's command, he may activate his militia to service, and commission subordinate officers to lead such troops, at his pleasure.  Activating his militia to active service is a great cost to House Rault.&lt;br /&gt;
&lt;br /&gt;
It is currently being proposed by various members of the family that the standing force of House Rault be greatly reduced, perhaps as far as half their numbers.&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4745</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4745"/>
				<updated>2025-04-19T22:52:44Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''Thurien''''', Seventh Child of Baroness Ora Rault, Grandchild of Countess Marada Rault&lt;br /&gt;
&lt;br /&gt;
Race:  dwarf, of the Children of Nola&lt;br /&gt;
&lt;br /&gt;
Social Class:  noble&lt;br /&gt;
&lt;br /&gt;
Honorific:  &amp;quot;Master&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Family==&lt;br /&gt;
&lt;br /&gt;
House Rault, the Earls of Thult and Lords of Adrayac Island&lt;br /&gt;
&lt;br /&gt;
Grandfather:  Lord Mraden Rault, ''jagirdar'' (earl) of Thult; Lord of Adrayac Island; brigadier-general&lt;br /&gt;
&lt;br /&gt;
Grandmother:  Countess Marada Rault, of the ''deshmukh'' of House Maraga; clairsentient&lt;br /&gt;
&lt;br /&gt;
Father:  Lord Thorkran Rault, first child of Lord Mraden Rault, ''desai'' (baron) of Thult; ''desai'' of Rezham; brigadier&lt;br /&gt;
&lt;br /&gt;
Mother:  Lady Ora Rault, second child of Lord Nog Yrandor, ''desai'' of Yrandor&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4744</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4744"/>
				<updated>2025-03-22T19:23:28Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Smuggling Background&lt;br /&gt;
&lt;br /&gt;
Bhorzhen, dwarven proprietor of the Black Cinder, in the Delta&lt;br /&gt;
&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4743</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4743"/>
				<updated>2025-02-02T12:21:14Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
Name: Ghedran&lt;br /&gt;
&lt;br /&gt;
Race/Class: Dwarven Thief/Psionicist (Telepath)&lt;br /&gt;
&lt;br /&gt;
Level: 1/1&lt;br /&gt;
&lt;br /&gt;
Alignment: Lawful Evil&lt;br /&gt;
&lt;br /&gt;
Stats: &lt;br /&gt;
STR: 20 DEX: 18 CON: 14 INT: 14 WIS: 17 CHA: 15&lt;br /&gt;
&lt;br /&gt;
[[Category:Dark Sun Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Thurien&amp;diff=4738</id>
		<title>Thurien</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Thurien&amp;diff=4738"/>
				<updated>2025-01-26T17:38:39Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: Created page with &amp;quot; ==Motivations of Thurien==  He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Motivations of Thurien==&lt;br /&gt;
&lt;br /&gt;
He wishes to see the dwarves ascendant and he believes that the other races of Khormen lack the will and resolve to assert themselves. Thurien is disgusted by the amalgam of races in Khormen proper, mainly because, to him, they lack a cohesive cultural identity. Only the dwarves know what is best and have the fortitude to carry out what needs to be done. Thurien's primary focus (desire to rise to the top of a well disciplined Khormen army) will be a dangerous and expensive endeavor. Thus, his short and medium term goals are:&lt;br /&gt;
&lt;br /&gt;
1. Lead a dwarven family militia. Make it the most disciplined and professional military outfit in the region, respected even by those of Khormen. Eventually become the leader of all dwarven militia forces. Leverage this reputation into a senior officer position in the King's military.&lt;br /&gt;
&lt;br /&gt;
2. Ensure that the dwarves are the undisputed masters of trade in the region. Eventually, &amp;quot;all roads to Khormen go through the dwarves&amp;quot; with our people taking a healthy cut of all trade in exchange for our weights and measures standards, our military protection and our reputation.&lt;br /&gt;
&lt;br /&gt;
3. On the side, and using my learned knowledge and contacts from legitimate trade endeavors, set up an illicit trade that enriches me personally. Thurien intends to use the funds to pay for excellent equipment for his troops and for himself.&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=House_Rules&amp;diff=4737</id>
		<title>House Rules</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=House_Rules&amp;diff=4737"/>
				<updated>2024-07-08T09:41:30Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class Rules==&lt;br /&gt;
&lt;br /&gt;
[[Rogues]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Thief===&lt;br /&gt;
&lt;br /&gt;
====Thief Skill Selection====&lt;br /&gt;
&lt;br /&gt;
'''''Single-Classed Thieves''''': At 1st level, single-classed thieves may choose, with the approval of the DM, ''any'' eight thief skills.  As they advance in level, they may choose other skills, as specified below:&lt;br /&gt;
&lt;br /&gt;
1st:  8 skills&lt;br /&gt;
&lt;br /&gt;
6th:  9 skills&lt;br /&gt;
&lt;br /&gt;
9th:  10 skills&lt;br /&gt;
&lt;br /&gt;
12th:  11 skills&lt;br /&gt;
&lt;br /&gt;
15th:  12 skills&lt;br /&gt;
&lt;br /&gt;
18th:  13 skills&lt;br /&gt;
&lt;br /&gt;
21st:  14 skills, and one more skill every third level thereafter (24th, 27th, 30th, etc.)&lt;br /&gt;
&lt;br /&gt;
A purchased skill will start with the base chance listed in its description, and may be modified by race and statistic scores.&lt;br /&gt;
&lt;br /&gt;
Thief skill slots may also be used to purchase Rogue Class only non-weapon proficiency slots.  For example, the non-weapon proficiency &amp;quot;disguise&amp;quot; may be purchased with a thief skill slot.&lt;br /&gt;
&lt;br /&gt;
For single-classed thieves, instead of skills, the thief may &amp;quot;improve&amp;quot; his dexterity score by one point in one particular skill that he already possesses, but such an improvement in dexterity ''will only apply to this particular thieving skill'', and will not modify his defensive, missile or reaction adjustments.  A single-classed thief may increase his dexterity score with regard to one of his thieving skills up to and not beyond his racial maximum.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Thorion the Bitter has reached 6th level.  Instead of pursuing a new skill, he increases his 15 dexterity with regards to a single thief skill to a 16, thereby possibly improving his ability in one particular thief skill or rogue-category non-weapon proficiencies.  Thorion however does not gain a 10% bonus to his experience because of a &amp;quot;16 dexterity&amp;quot;, nor does he gain the extra defensive adjustments that come with a 16 dexterity.  His dexterity remains a 15, but with regards to this selected thieving skill or proficiency, he now has a 16.  Thorion selects Open Locks.  His ability rises by 5% in this skill, and the DM rules that for his locksmithing non-weapon proficiency, he may now use the 16 in dexterity and not a 15, since the skill set is so similar.  As a human, Thorion the Bitter may do this twice more, until he maxes his dexterity with Open Locks out at 18, which at earliest he could accomplish at 12th level, and which would grant him a further 10% bonus in his Open Locks checks.''&lt;br /&gt;
&lt;br /&gt;
'''''Multi-Classed Thieves'''''&lt;br /&gt;
&lt;br /&gt;
Multi-classed thieves may acquire thief skills at the same rate as single-classed thieves, but such skills begin with no base percentile, meaning they start at 0%, modified by racial and ability score modifiers.  Multi-classed thieves are also unable to improve their dexterity with regards to skills, as single-classed thieves may do.&lt;br /&gt;
&lt;br /&gt;
====Backstabbing====&lt;br /&gt;
&lt;br /&gt;
''No Surprise Necessary'':  Backstabs do not require &amp;quot;surprise&amp;quot;.  Being to the rear of an opponent grants a thief the opportunity to multiply damage.  However, the bonus to hit is only +2 in such cases, as the remaining +2 is due to surprise.&lt;br /&gt;
&lt;br /&gt;
''Missile Backstabs'':  Utilizing thrown or shot weapons as deemed acceptable by the DM, thieves may gain the backstab multiplier for damage in the case of such attacks.  Unlike with melee attacks, opponents ''must'' be surprised by such attacks, for missile weapons cannot be guided as forcefully as melee weapons, which can be made to seek out internal organs.&lt;br /&gt;
&lt;br /&gt;
''Flanking Attacks'':  Single-classed thieves are especially adept with knives and piercing weapons, and if successfully gaining a flank on an opponent, they may as authorized by the DM attack for multiplier damage.  Such skill is one multiplier less than that listed for normal backstab attacks.  For example, a flanking attack by a 5th level single-classed thief will be at x 2 damage, instead of the normal x 3 damage in the case of a backstab attack at that level.&lt;br /&gt;
&lt;br /&gt;
====Traditional Thief Skills Errata and House Rules====&lt;br /&gt;
&lt;br /&gt;
'''''Pick Pockets'''''&lt;br /&gt;
&lt;br /&gt;
Leveled and wary potential victims of pick pocketing may have a chance to detect even a successful pick pocketing.  If a pick pocket is failed altogether, there is a greater chance the attempt was noticed.  The modified rules for this follow below.&lt;br /&gt;
&lt;br /&gt;
:''Chance for Noticing a Pick Pocket'':  Leveled characters have the chance of noticing if they are being pick-pocketed.&lt;br /&gt;
&lt;br /&gt;
::''Warriors, Priests, Psionicists, Wizards, Monsters'':  level x 1%&lt;br /&gt;
&lt;br /&gt;
::''Rangers, Bards'':  level x 2%&lt;br /&gt;
&lt;br /&gt;
::''Thieves'':  level x 3%&lt;br /&gt;
&lt;br /&gt;
::''example'':  Hamden the Bald, an 8th level bard, sings a great song to his audience, while meanwhile Thonoven the Indignant, sitting behind the bard, looks to rob Hamden of his purse.  Thonoven possesses a 98% pick pocket percentage chance.  As Hamden is an 8th level bard, his chance of noticing the theft is 16%.  This is calculated by subtracting 16% from Thonoven's 98%.  Therefore, as long as Thonoven rolls an 81% or below, he succeeds in stealing the purse without Hamden noticing.  Thonoven's player rolls an 82%.  Hamden notices.  The DM rolls a modified surprise check for Hamden, who has a reaction bonus of +1 due to a 16 dexterity, and a +1 from his being an 8th level bard (see House_Rules#Surprise), for a total of a +2 bonus.  The DM rolls a 2 on the d10, and due to Hamden's bonuses, he is not surprised.  Hamden elects to try to grab Thonoven's hand as he steals the purse.  Initiative is resolved between the two rogues.  Hamden goes first, and rolls high enough to catch Thonoven's hand before he even successfully steals his purse.  Thonoven will have to be faster next time.&lt;br /&gt;
&lt;br /&gt;
:''Rogues vs. Rogues'':  If a rogue attempts to pick pocket another rogue, the base percentage chance for noticing is quadrupled.&lt;br /&gt;
&lt;br /&gt;
::''chance to notice calculation'':  x3 the victim’s level from 100 or, if the thief’s percentage is higher than 100, whatever than number is.  Thus, someone with 200% in PP stealing from a 10th level fighter would have no chance of the fighter noticing (it would be 170%).  If the victim is a rogue himself, this chance is quadrupled, as mentioned above.&lt;br /&gt;
&lt;br /&gt;
::''example'':  Avish steals from 7HD monster with 40% PP.  Thus, if Avish roles 79% or above, the creature notices.  He is however higher level, meaning the real chance would be if he roles 84% or above.&lt;br /&gt;
&lt;br /&gt;
::''example'':  A 44th level thief has a 267% PP, versus a 17th level thief with a 120% PP.  The 17th level thief will, at first calculation, be unable to detect any theft attempt (199% being the tally).  Even though 20% is above 100% for the 17th level thief however, the 17th level thief still has no chance of detecting the attempt, save for a role of a 100 by the 44th level character, the final calculations being 179%, then 206% after the levels are factored in.&lt;br /&gt;
&lt;br /&gt;
'''''Detect Noise''''':  Whatever the ability score is above 100%, that is the percentage chance the character has to detect another rogue moving silently.  In the die rolls, this effectively decreases the MS roll of the enemy rogue by the number of percentage points one has above 100%.&lt;br /&gt;
&lt;br /&gt;
'''''Move Silently''''':  The normal movement rate for this ability is at 1/3 the normal movement rate of the character.  There is a -10% penalty to increase the speed to 2/3, and a further -10% to increase into to normal speed.  Continuing -10% penalties continue to accrue all the way to x5 speed.  Running at the maximum x5 speed would therefore penalize a thief's MS percentage by -70%.&lt;br /&gt;
&lt;br /&gt;
'''''Hide in Shadows'''':  The normal movement rate for this ability is at 1/3 the normal movement rate of the character.  There is a -10% penalty to increase the speed to 2/3, and a further -10% to increase into to normal speed.  Continuing -10% penalties continue to accrue all the way to x5 speed.  Running at the maximum x5 speed would therefore penalize a thief's MS percentage by -70%.&lt;br /&gt;
&lt;br /&gt;
:''Hiding in Shadows from Thieves'':  Thieves have an eye for detecting other thieves hiding in shadows.  For every level they have attained, thieves effectively lower a hiding thief's chance to hide themselves from him by one percentile point.  Those who have the blind-fighting non-weapon proficiency (whether a thief or another class), lower a hiding thief's HS score by 5%.&lt;br /&gt;
&lt;br /&gt;
'''''Open Locks''''':  &lt;br /&gt;
&lt;br /&gt;
:''Silent Lock Picking'':  -10% to lock pick rating, but it will be performed quietly on any roll save 1-10%, 1-9% at 10th, 1-8% at 15th, 1-7% at 20th, 1-6% at 25th, 1-5% at 30th, etc.  A -1% bonus is awarded for a dexterity of 17, a -2% for an 18, etc.&lt;br /&gt;
&lt;br /&gt;
====New Thief Skills====&lt;br /&gt;
&lt;br /&gt;
'''''Tumbling''''':  Access to this base rogue skill, which duplicates the non-weapon tumbling proficiency, requires access to the tumbling proficiency, as listed in the ''PH'', or it may be purchased by a thief skill slot, as discussed in the house rules above.  A second skill slot must be purchased in order to gain access to specialized skills in tumbling.&lt;br /&gt;
&lt;br /&gt;
:''Tumbling Evasion'':  Evasion, available only to single-classed rogues who have spent an initial slot on tumbling and secondary slot on tumbling evasion specifically, enables the character to opt to evade attacks directed at him or her.  If it is a full-round action, tumbling evasion, if rolled successfully, provides the rogue with complete immunity to almost any melee or missile attack, avoiding them completely unless his opponent rolls a natural 20.  If a partial round action is declared, the thief must successfully roll first in the initiative order against his opponent.  If he succeeds in this, he actually attacks or otherwise acts last in the initiative order, but if he rolls his evasion percentage roll successfully hhe gain an AC bonus throughout that round against every opponent he preceded in initiative order. The  armor class bonus he gains is equal to the percentile score rolled divided by 5 (rounded down).  For example, ''Thorion the Bitter has a 25% chance total percentile score for tumbling evasion.  Thorion defeats his opponent in initiative order, and therefore rolls his percentile chance die before his opponent attacks.  Thorion rolls 25% exactly, thereby granting him a -5 bonus to his armor class for the remainder of the round.''  After his opponent attacks, the rogue may attack at the end of the round.  Percentile scores for this skill cannot exceed a base of 6O%, adjusted for dexterity and/or race.  Tumbling evasions may be combined with parry rules, but cannot be performed with any armor beside leather, studded leather or elven chain and their equivalents, nor can it be performed with any shield save for a buckler.  The starting percentile for this skill is 10%, with a bonus of 2%, 3%, 5%, and 8% for a dexterity of 16, 17, 18 and 19 respectively.  Dwarves, elves and gnomes gain a 5% racial bonus to tumbling evasion, but halflings gain a 10% bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Pole Vaulting''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Tightrope Walking''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Jumping''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Detect Illusion''''':  (source:  ''Dragon Kings'')  This skill is not available to thieves until they reach 10th level.  In addition to perceiving the deceptions of illusionary magic, this skill once activated also lowers a rival rogue's hide in shadow ability by the number of percentage points he has in the skill.  For example, a character with 50% in DI rolls 37% for his DI roll against a suspected hiding thief.  The thief that is hiding had a modified 65% HS score, but with regards to the master thief who is searching for him, his HS score is reduced to 15%. &lt;br /&gt;
&lt;br /&gt;
====Advancing Beyond 95%====&lt;br /&gt;
&lt;br /&gt;
Thieves may advance beyond 95% in any thief skill.  However, save for very rare circumstances, rolling a 96%+ will always remain a failure, as the excess percentile points are typically at play only in the case of penalties to thief skill rolls; i.e. a 100% chance does not truly mean a thief has a 100% chance to perform a thief skill.&lt;br /&gt;
&lt;br /&gt;
==Combat Rules==&lt;br /&gt;
&lt;br /&gt;
===Firing into Melee===&lt;br /&gt;
&lt;br /&gt;
The rules follow those stated in the book, but with the following changes when aiming at specific targets.  Percentages should be placed next to each other just as possible targets are next to each other.  The number of potential targets considered should not extend beyond the target's immediate melee range for what he will encounter that round.  Distance penalties, such as for long distance (-5) are increased by a factor of five, thus making a bonus penalty of +25% points for firing from such a distance.  For each THAC0 point better 20 of the attacking character, a -3% bonus is given to the attacker’s roll.  Dexterity bonuses to hit are factored in at the rate of 5% per +1 bonus, with a -5% bonus for elves, a -2% bonus for half-elves and a -5% bonus per +1 of the attackers weapons, including both arrows and bows.  DMs may supply penalties for extreme movement on the battlefield, in which case recommendations are +5% for strong movement (thick melee fighting, x 2 run), +10% for a running and intermingling movement (x3 movement, thick mounted combat), and a +25% penalty spectacularly quick movement (teleportation fields, running hastes, galloping mounted combat in melee etc.).  Perfect stillness provides a +20% bonus, with only occasional movement providing a +10 (a coffee table conversation). &lt;br /&gt;
&lt;br /&gt;
''Garom the Guardsman, a 3rd level fighter with a 17 dexterity is firing his crossbow into a thick melee from normal range, aiming for the enemy cavalry commander, Nerok.  Garom has a crossbow +1 and bolts +2.  Nerok is riding on a large heavy warhorse, charging at a group of five infantrymen allied with Garom.  The DM rules that there are 7 possible targets (including Garom's horse), ignoring the various other soldiers in the battle farther away.  Being a large creature, Garom's horse is considered double percentage value.  Dividing 8 into 100 and completing the math, the DM decides there is a base 12.5% chance or 1 of 8 chance to hit Nerok over his horse or any of the either soldiers.  The DM then modifies the base percentile chance, assigning the horse a 25% chance to be hit, the allied soldiers a 15% chance to be hit each of the other five soldiers, and a 15% chance to hit Nerok.  Garom is 3rd level however, granting him a -6% bonus chance to hit Nerok.  Garom also has a +2 missile attack bonus, a +1 crossbow and a +2 bolts, granting him a further -25% bonus to hit Nerok.  Unfortunately, Nerok is charging his opponents through the thick of battle, and the DM adds a +25% penalty to Garom's chance to hit.  Therefore, when all factors are calculated, Garom only has a -6% bonus to hit Nerok and not Nerok's horse or one of his allies.  Therefore, upon final examination, Garom realizes he only has a modified 21% chance to hit Nerok, but chooses to fire anyway.  Garom rolls a 19 on his attack die, and can defeat Nerok's heavy armor.  However, he still may hit an unintended target, especially Nerok's horse.  Garom rolls a 22% on his percentile die.  Since the horse is the next closest target to Nerok, the crossbow bolt instead strikes the horse, causing it to buck and throw Nerok.  Nerok suffers falling damage, but he makes his surprise roll and continues to fight that very round.  Garom draws his sword, knowing he has no choice but to fight Nerok blade to blade.''&lt;br /&gt;
&lt;br /&gt;
===Sleeping &amp;amp; Stunned Opponents:  Instant Kill Rules===&lt;br /&gt;
&lt;br /&gt;
Against a sleeping, stunned, ''held'', or otherwise utterly immobile opponent, role to hit.  Avoid incorporating AC adjustments due to actual armor or dexterity, as these obviously do not apply.  A +4 bonus to hit is awarded.  The DM may declare that a natural roll of a 1 is still a hit, but some awkward or unfortunate circumstance for the attacker occurs.  The DM may also rule that a natural 1 is not a hit, due to the clumsiness of the attacker, the wakening of the target, etc.  If a hit, the victim is granted a save vs. death magic to avoid instant death, unless the DM rules otherwise.  All warriors, and thieves, ninjas, assassins (and all others the DM rules) may inflict a -4 penalty to the victim's save vs. DM, due to the vigor and/or lethal skill of the attacker.&lt;br /&gt;
&lt;br /&gt;
If the victim fails his saving throw vs. DM, he will almost certainly die instantly, unless the DM rules otherwise.  If he succeeds in his saving throw, the victim still takes damage, suffering four times the damage dice, +4 damage.  Any bonuses due to strength, magical bonuses or specialization are ''not'' multiplied.  For a rogue, these multiples are in addition to any applicable backstab bonuses.  For example, a thief with a x3 backstab multiplier now enjoys a x7 multiplier for this attack.  Duel-wielding will generally not duplicate these multiplier bonuses.  Follow-up attacks during that round will also not receive the multiplier bonuses.&lt;br /&gt;
&lt;br /&gt;
Ex.  ''Blackard the Cruel, a 13th level thief, finds Baron Blumming sleeping soundly in his bed.  Blackard creeps forward, the DM successfully rolling his Move Silently roll so that the Baron does not awaken with Blackard's approach.  Blackard removes his dagger and slashes the Baron's throat, rolling a 19 for his attack roll.  Baron Blumming however also roles a 19 for his saving throw vs. DM, and thus survives an inherent instant kill.  Blackard wield a +3 dagger, and with a strength of 17 has a +1 damage bonus.  As a 13th level thief, his backstab damage multiplier is x5, which will accrue to the x4 sleeping multiplier, making Blackard's total multiplier x9.  In total, Blackard's damage formula is therefore:  9d4 + 1 (strength) + 3 (magic weapon) + 4 (sleeping).  He roles a total of 26 damage.  The DM rules that the Baron, having 36 hit points, awoke just as the dagger crossed his throat, his warrior senses attuned well enough so that some part of him sensed danger was immediately at hand.  Further, the Baron makes his surprise check (despite the -8 penalty), and being unarmed attempts to wrestle with Blackard that very round, holding his wrist.  Blackard was using his hand to cover the Baron's mouth, so he cannot dual-wield that round, but at least the Baron's scream is muffled.  Blackard will have to decide very carefully what he will do next round!''&lt;br /&gt;
&lt;br /&gt;
===Parrying===&lt;br /&gt;
&lt;br /&gt;
In combat, characters parry and dodge aside from weapons, spells and worse all the time.  If necessary, such parrying and dodging can be a focus of a character's actions during a round.&lt;br /&gt;
&lt;br /&gt;
There are three forms or varieties of parrying:&lt;br /&gt;
&lt;br /&gt;
:1.  '''Full-Round Parry'''&lt;br /&gt;
&lt;br /&gt;
:2.  '''Individual Attack Parry'''&lt;br /&gt;
&lt;br /&gt;
:3.  '''Limited Full-Round Parry (Spread Parry)'''&lt;br /&gt;
&lt;br /&gt;
Regardless of what form of parry is chosen, there are certain rules to parrying that apply to all parries.  Parries can only be applied to forward and logical flanking attacks; parrying can provide no protection against rear attacks.  Parries ''can'' be applied to missile attacks, per the DM's approval.  Parrying bonuses do not apply to any saving throws rolled.  Weapon bonuses, whether from being well-crafted or magical, or from high strength or specialization, do not apply to parries.  Parrying can improve an AC beyond -10.  Regardless of the situation, saving throws involving parries never lack defense adjustment modifiers, if applicable.&lt;br /&gt;
&lt;br /&gt;
====1.  Full-Round Parries====&lt;br /&gt;
&lt;br /&gt;
As described as an optional rule in the ''Player's Handbook'', a full-round parry provides the maximum amount of protection a character can give himself during a given round.  A full-round parry ''must'' be declared at the beginning of a round; although other forms of parrying are available mid-round, the benefits of a full-round parry can only be taken if announced at the beginning of a round.&lt;br /&gt;
&lt;br /&gt;
If the character makes no other actions besides self-defense, a full-round parry is achieved.  No other actions such as drinking potions is possible during this round.  No matter how many attacks come his way, the character enjoys the armor class bonus throughout the round.&lt;br /&gt;
&lt;br /&gt;
The benefit of a full-round parry is an AC bonus equal to half the character's level.  A 5th level wizard for instance would gain an AC bonus of -2 for the round, for any fraction is ignored.  A warrior gains a +1 to this bonus.  A 6th level ranger, for example, would have an AC bonus of -4 throughout the round.  Although fractions are ignored, regardless of the level, any given character always receives at least a -1 AC bonus during a full-round parry.&lt;br /&gt;
&lt;br /&gt;
====2.  Individual Attack Parry====&lt;br /&gt;
&lt;br /&gt;
A character may decide that a full-round parry is not necessary, and may instead elect to parry in a more circumspect manner, which involves the sacrifice of at least one attack to be redirected as a parry against a single enemy attack.&lt;br /&gt;
&lt;br /&gt;
Individual attack parries need not be announced at the beginning of the round.  Instead, an individual attack parry must be announced before a single specific oncoming attack, and it must be announced before the roll for that specific attack is made.  In making the announcement, the defender forfeits one remaining attack he has for the round.  &lt;br /&gt;
&lt;br /&gt;
When an individual attack parry is utilized, the full parry bonus for that character applies to the defender's armor class against that specific attack only.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Kharn, a 13th level gladiator, is fighting Ktandeo, an 18th level gladiator.  Both characters are specialized, and therefore have two or three attacks each round.  In the course of a round in which both characters have three attacks and Kharn has the initiative, Ktandeo is critically hit with a 20 by Kharn's first attack, and thereafter only has one hit point remaining.  As Kharn is about to make his second attack, Ktandeo electss to parry that specific attack, deciding that he must protect himself.  The DM rolls Kharn's attack roll.  Kharn rolls well, and normally would have hit, but since Ktandeo is parrying the attack and has thereby lowered his AC by -10, Kharn fails to successfully hit Ktandeo with that attack.  Normally, Ktandeo would immediately follow Kharn's attack with his own second attack for the round, but since Ktandeo has just sacrificed an attack for a parry, Kharn may immediately follow and take his third attack for the round.  Once again, before the DM rolls for Kharn's attack, Ktandeo's player decides to defend with an individual attack parry by sacrificing his third attack, and thereby again improves Ktandeo's AC by -10.  Luckily for Ktandeo, Kharn rolls a 1 and then a 10%, achieving a catastrophic fumble, taking him out of combat for the rest of the round and the following round as well.  Seeing his chance, Ktandeo attacks Kharn next round with two attacks while Kharn fumbles.  Ktandeo rolls a 20 for a critical hit on his first attack, and thus slays his rival.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dual-Wielding and Parrying'''&lt;br /&gt;
&lt;br /&gt;
Dual-wielding theoretically can give a character a significant advantage if he is using an individual attack parry.  For example, a character could wield a short sword in his off hand and always dedicate that weapon's attack as an individual attack parry.  This would seem to give a dual-wielder a significant advantage in any individual attack parry strategy, and although this can theoretically be true, there are certain disadvantages as well.&lt;br /&gt;
&lt;br /&gt;
Any parry from a dual-wielder is still subject to the -2 primary hand and -4 off-hand penalties for dual-wielding, which also applies to any AC bonus gained through parrying.  In the example above, in which Ktandeo fights Kharn, were Ktandeo to attempt to gain an extra attack or parry by dual-wielding, Ktandeo's parrying AC bonus would weaken from -10, to -8 with his primary hand weapon and -6 to his off-hand weapon.&lt;br /&gt;
&lt;br /&gt;
Reaction adjustments from very high (or very low) dexterity can mitigate or modify the -2/-4 penalty.  For example, a character with an 18 dexterity has a reaction adjustment bonus of +2, which would lower the penalty to the off-hand weapon parry to -2 and negate the primary hand weapon parry penalty altogether.  However, such dexterous parrying displays while dual-wielding detracts from the character's general defense adjustment, as he is focusing a great deal of his attention on manipulating his weapons rather than his entire body.  This detraction is calculated by subtracting the reaction adjustment value from the character's defensive adjustment.  A character with an 18 dexterity has a reaction adjustment of +2 and a defensive adjustment bonus of -4.  Thus, while dual-wield parrying, a character with an 18 dexterity would only have an AC defensive adjustment bonus of -2.  These penalties will apply only to the current attack being aimed at the parrying character.  &lt;br /&gt;
&lt;br /&gt;
:Example:  ''Zvain the Cruel is 16th level drow elf fighter with a 19 dexterity.  Aside from his dexterity, Zvain's only other defensive adjustments are due to his drow elfin chain +5, which provides him with an AC of 0.  With his dexterity's defensive adjustment, Zvain's total AC would normally be -4.  Zvain normally wields a long sword (with which he is specialized) in his primary hand and a short sword in his off-hand.  He thus receives the standard -2/-4 penalties to dual-wielding, but these penalties are nearly negated by his +3 reaction adjustment, which leaves him with only a -1 penalty to his off-hand short sword.''&lt;br /&gt;
&lt;br /&gt;
:''Zvain finds himself in a duel with Ktandeo.  He decides that he wishes to use his single off-hand short sword attack per round as an individual attack parry against one of Ktandeo's ferocious blows.  At 16th level, Zvain's normal parry AC bonus would be -9 (half his level rounded down, +1 for being a warrior).  However, Zvain's penalties for dual-wielding are not completely negated for his off-hand weapon, and so Zvain's parry bonus with the off-hand short sword weakens by one, reducing his parry AC bonus to -8.  Furthermore, Zvain is so concentrated upon defending himself from Ktandeo with his short sword that the drow is slightly slower with his footwork than usual.  With his reaction adjustment of +3 and his defensive adjustment bonus of -4, the sum of his defensive adjustment is only a -1 bonus.  Therefore, in the instance of this specific single attack parry and the next attack upon him, Zvain's AC is temporarily lowered to AC -1 due to his distracted dexterity, but with the parry AC bonus of -8, Zvain's final calculated AC for the single attack parry is -9.''&lt;br /&gt;
&lt;br /&gt;
Note:  In the case of extreme dexterity, such as a 24 dexterity, the defensive adjustment is only detracted by the full value of the reaction adjustment if all the reaction adjustment is utilized in negating the penalties for the weapon hand being used in the parry, which will not usually be the case.  For example, a 24 dexterity provides a +5 reaction adjustment and -6 defensive adjustment.  If wielding a long sword and a short sword in the primary hand and off-hand respectively, the penalties to hit are only -2/-4.  In this scenario, resolving an off-hand individual attack parry would be calculated by taking from the reaction adjustment only +4 of the +5, as +4 would completely negate the -4 penalty.  Thus, only the +4 would be summed with the defensive adjustment bonus of -6.  The godly dexterity of such a character would therefore not only completely negate any off-hand penalties to the parry, but would also leave the character with an overall defensive adjustment bonus of -2 during the individual attack parry.  Now if the same character were wielding two medium-sized weapons, such as two scimitars, the primary/off-hand to hit penalties are -4/-6.  If using the off-hand scimitar, the entire +5 reaction adjustment would not be enough to negate the penalty, and thus the final calculated AC for the single attack parry would be calculated in the same manner that Zvain's was calculated above.&lt;br /&gt;
&lt;br /&gt;
'''Shields and Parrying'''    &lt;br /&gt;
&lt;br /&gt;
Naturally, shields are generally far better for dual-wield parrying than off-hand weapons.  They are even better for parrying if one has proficiency or specialization in the weapon and shield style (these proficiencies/skills are sublimated into the same proficiency).&lt;br /&gt;
&lt;br /&gt;
Shield-punching is not possible if one is wielding the shield in the off-hand weapon and chooses to parry with it.&lt;br /&gt;
&lt;br /&gt;
If the shield is used in a single attack parry, the normal -2/-4 penalties apply.  In the case of weapon and shield style specialization, the penalty is lightened to -2/-3.  &lt;br /&gt;
&lt;br /&gt;
:Example:  ''Brett the Bold is a 7th level fighter with a 16 dexterity (+1 reaction adjustment, -2 defensive adjustment).  Finding himself in an unfortunate duel with Zvain the Cruel, Brett elects to use his shield in a single attack parry.  Brett bears full plate mail and his shield as armor, which coupled with his dexterity, normally gives him an AC -2.  By electing to give himself a -2 penalty to hit with his long sword throughout the round, Brett can use his shield as a single attack parry.  Announcing that he will parry the first of Zvain's blows with his shield, Brett only has a -1 penalty to his shield parry after taking into account his reaction adjustment.  After calculation, Brett enjoys a -3 parry AC bonus against Zvain's first attack (half his levels, rounded down, +1 for warrior, -1 for &amp;quot;dual-wielding&amp;quot; his shield).  This betters Brett's AC against Zvain's first attack to AC -5, but since he is concentrating on a dexterous use of his shield, his defensive adjustment temporarily weakens to a -1 bonus, leaving Brett with a final calculated parrying AC of -4 (+1 reaction adjustment, summed with his -2 defensive adjustment, leaves him with an defensive bonus of -1 instead of -2).  Due to his +1 reaction adjustment, Brett's two long sword attacks per round only receive a -1 to hit, instead of the -2 penalty.''&lt;br /&gt;
&lt;br /&gt;
For those proficient in the Weapon and Shield Fighting Style, when single attack parrying, the penalty for &amp;quot;dual-wielding&amp;quot; the shield for parrying purposes is reduced from -2 to -1.  &lt;br /&gt;
&lt;br /&gt;
If one specializes in the Weapon and Shield Fighting Style, when single attack parrying, the penalty to hit with the primary hand weapon is reduced from -2 to -1.  The shield-master receives a general +1 bonus to AC due to his great skill with the shield. &lt;br /&gt;
&lt;br /&gt;
====3.  Limited Full-Round Parry====&lt;br /&gt;
&lt;br /&gt;
Sometimes a character may be faced with multiple attacks from multiple opponents, and may desire as his strategy to improve his armor class throughout the round with a limited or partial parry.  He can do this by sacrificing at least one of his attacks.  This is also called a &amp;quot;spread&amp;quot; parry.  The benefit of this method of parrying is that individual enemy attacks need not be singled out for an individual parry, and that rather a bonus to AC is enjoyed against any number of attacks endured during a given round, while still allowing at least one other attack.&lt;br /&gt;
&lt;br /&gt;
To make a limited full-round parry, the character in question must declare his intent to do so, and must declare before any pertinent attack rolls from his assailants are made.  The parrying character must also decide which and how many of his attacks are going to be sacrificed.  This is usually done at the end of the round.&lt;br /&gt;
&lt;br /&gt;
The improvement in AC is gained by much in the same way as described under &amp;quot;Individual Attack Parry&amp;quot;.  The AC bonus for the attack(s) being sacrificed is assessed (a shield is almost always a far better &amp;quot;attack&amp;quot; to sacrifice than a standard weapon).  The bonuses for the attacks being sacrificed are averaged, rounded down.  Once that number is attained it is factored by the fraction of attacks sacrificed over the total number of attacks the character possesses.  The resulting number, rounded down, is the bonus AC enjoyed by the character.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Khant the Cynic is a 30th level fighter.  He wears dragon hide armor giving him an AC -4, and possesses a magical shield +5, thus giving him an AC of -10.  Khant is about to fight the Chromatic Dragon, and so quaffs a'' potion of speed ''before he engages.  Specialized in the bastard sword, Khant usually enjoys 5/2 attacks +1 attack (his shield) per round, and thus normally has at any given round three or four attacks.  With the potion, his attacks double, to either six or eight attacks per round.  Feeling confident, Khant the Cynic faces Tiamat, deciding to sacrifice one half his attacks any given round during the combat, so as to increase his overall armor class during the battle.&lt;br /&gt;
&lt;br /&gt;
:''Khant's normal parry bonus would be -16, but dual-wielding and without a dexterous reaction adjustment, his bastard sword parry bonus reduces to -14.  With his shield, there is only a -1 penalty for dual-wielding, because Khant has a proficiency slot dedicated to &amp;quot;shield&amp;quot;.  This leaves him with a -15 AC parrying bonus with the shield.  The average of -14 and -15 is -14 (rounded down).  Since half of Khant's attacks are sacrificed during any given round of his combat with Tiamat, this provides the fraction which is used to factor Khant's parry bonus:&lt;br /&gt;
&lt;br /&gt;
:''-14/1 x 1/2 = '''-7'''''&lt;br /&gt;
&lt;br /&gt;
:''By sacrificing half his attacks any given round, Khant enjoys a -7 bonus to his AC, giving him an effective AC -17.  Unfortunately, the DM determines Tiamat's calculated THAC0 is -10.  Khant the Cynic may have made a mistake...''&lt;br /&gt;
&lt;br /&gt;
Spread parrying does not guarantee a parrying bonus of at least -1; if the penalties and averaging actually worsen a character's armor class, then the AC is worsened.  Only truly skilled and powerful characters generally profit from this method of parrying.&lt;br /&gt;
&lt;br /&gt;
===Fighting Styles and Specialization===&lt;br /&gt;
&lt;br /&gt;
In order to reserve weapon proficiency slots for proficiency in actual weapons or fighting styles such as wrestling, punching and exploring unarmed martial arts, and so as to streamline warrior skills and not create de facto &amp;quot;mandatory&amp;quot; weapon style proficiencies in order to compete with their peers, the purchasing of fighting style specialization with the expenditure of slots is not required, save for the exceptions listed below.  Instead, fighting style specialization is acquired by simply specializing in a given weapon, at which time the warrior in question is specialized in that style, but only with that weapon.  Rarely, such as is the case in certain ninja kits, non-warriors may gain style specialization.&lt;br /&gt;
&lt;br /&gt;
Style specialization in no way counts against a warrior's choice of weapon specialization, which is separate matter.  A multi-class warrior may also specialize in a fighting style, but only a single class warrior may specialize in multiple combat styles.  In the both cases, a weapon proficiency slot is required to gain that skill.&lt;br /&gt;
&lt;br /&gt;
====One-Handed Weapon Style Specialization====&lt;br /&gt;
&lt;br /&gt;
With no shield in hand, the warrior focuses all his attention he might have spent on the other hand to the fight at large.  As a result, he enjoys a +1 bonus to his AC.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Specialization''':  A warrior may expend a maximum of one slot on enhancing his skill with a one-handed weapon style for his weapon, which results in granting him a further +1 bonus to his AC.&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Weapon Style Specialization====&lt;br /&gt;
&lt;br /&gt;
The warrior has learned to use his large weapon's weight and size to great advantage.  If the circumstances allow, a weapon's speed is bettered by 3 points, and an additional +1 to damage rolls is accrued.  Speed and damage bonuses will not always be gained however, due to the circumstances of any given fight.  For example, a two-handed long spear, if used in a tight formation and set for charge, has little opportunity for any speed bonus, but the damage bonus may be added due to the specialized wielder knowing how to best harness the great mass and heft of the weapon against a charging foe.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Sub-Dual Attack with a Two-Handed Weapon''':  If the situation allows, a two-handed weapon specialist may also attempt a bonus sub-dual attack with an alternate portion of some large weapons.  Two-handed swords and axes, for example, generally may be used in this manner, but awl pikes most often will not.  To make a bonus sub-dual attack with a two-handed weapon, a warrior at the beginning of a round declares he is &amp;quot;dual-wielding&amp;quot; in order to sub-dual with his two-handed weapon.  He receives a -2 penalty to attack for all his normal attacks with the weapon that round, but when his sub-dual attack comes in order of initiative (the speed is always that of the weapon's), he may make his bonus sub-dual attack at a -4 penalty to hit (modified by his reaction adjustment).  If such a bonus sub-dual attack is successful, the damage is that of the flat weapon damage (strength, specialization, magic bonuses, are not accrued), divided by half, rounded down.  Furthermore, the weapon damage is 3/4 temporary.  If a normal opponent is reduced to 0 hit points with such an attack, the opponent immediately falls unconscious for 1d10 rounds.  Certain rarer two-handed weapons already have special bonus sub-dual attack forms and rules.  See the DM for specific rules on these weapons.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Parry with a Two-Handed Weapon''':  Instead of utilizing a bonus sub-dual attack, a two-handed weapon specialist may &amp;quot;sacrifice&amp;quot; his sub-dual attack and covert it to a parry attack, as described above.  To do this, all normal rules for dual-wielding apply (such as the -2 penalty to hit with the primary attacks), as if the two-handed weapon wielder were actually wielding two weapons.&lt;br /&gt;
&lt;br /&gt;
====Weapon and Shield Fighting Style Proficiency and Specialization====&lt;br /&gt;
&lt;br /&gt;
Weapon and Shield Fighting Style may be pursued by any class of character allowed to use the shield (all warriors, clerics, druids, bards and psionicists).  Any of these character classes may become proficient in this fighting style, but only warriors may specialize in this fighting style.  &lt;br /&gt;
&lt;br /&gt;
'''Shield Proficiency''':  Any character class normally able to use the shield (listed below) is considered proficient in shield use (no slots required).  If proficient, shields offer the following advantages:&lt;br /&gt;
&lt;br /&gt;
::''buckler'':  armor class 1 against one opponent attacking the side the shield is placed upon; speed 2, 1d2 damage (sub-dual rules), 3 lbs., 1 g.p.&lt;br /&gt;
&lt;br /&gt;
::''small shield'':  armor class 2 against two enemies either facing the shield bearer or on his shield flank; speed 2, 1d2 damage, 5 lbs., 3 g.p.&lt;br /&gt;
&lt;br /&gt;
::''medium shield'':  armor class 3 against three enemies facing the shield bearer or on his shield flank; speed 6, 1d3 damage, 7 lbs., 7 g.p.&lt;br /&gt;
&lt;br /&gt;
::''large shield'':  armor class 4 against all enemies facing the shield bearer or on his shield flank; speed 7, 1d4 damage, 15 lbs., 10 g.p.&lt;br /&gt;
&lt;br /&gt;
::''body shield'': armor class 5 against all enemies facing the shield bearer or on his shield flank; speed 8, 1d6 damage, 20 lbs., 15 g.p.&lt;br /&gt;
&lt;br /&gt;
:''Shield-Punch'':  The character may shield-punch without weapon unfamiliarity penalties.  Attacking with a shield causes damage as listed above (plus strength but not magic modifiers), but he loses all defensive modifiers gained by the shield for the rest of round when doing so.&lt;br /&gt;
&lt;br /&gt;
:''Shield-Rush'':  As per ''PO:C&amp;amp;T''.  Must have ten feet to run to utilize.  A strength contest is used to see if the opponent is knocked prone, necessitating a combat action to stand again.  If the rusher fails his strength check, he too falls and is prone.  After a shield-rush is used in an attack, the shield provides no other defensive bonuses for that round.&lt;br /&gt;
&lt;br /&gt;
:''Shield Wall'':  Units trained or otherwise certified by the DM as capable may form shield walls by drawing up in tight formations.  Depending on circumstances, leadership or miscellaneous unit capability rolls may be required, especially if morale is in question or there are other significant challenges.  If successfully employed, the AC of the unit collectively betters by one point, and increases its missile defensive capabilities by one category.  Generally speaking, only piercing weapons may be employed by soldiers in such a formation, although if the DM rules it is possible to do sowithout breaking the formation, slashing and bludgeoning weapons may be used, but at a -2 penalty to hit.  Units so organized may only move at half speed.  Very long piercing weapons may be employed at ranks of up to three deep, but the second and third ranks suffer -2 penalties to hit.&lt;br /&gt;
&lt;br /&gt;
'''Shield Specialization''':  Unlike other style specializations, the weapon and shield fighting style costs one proficiency slot. The weapon and shield fighting style may be pursued by any class of character allowed to use the shield (all warriors, clerics, druids, bards and psionicists)   With specialization, the character enjoys all the normal benefits of specialization with a weapon:  +1 to hit and +2 to damage, and extra multiple attacks per round, if the character is for some reason wielding the shield in his primary hand.  With specialization in this fighting style, the penalty for dual-wielding with the shield for the primary hand weapon decreases from -2 to -1, and with the shield from -4 to -3 for sub-dual attacks.  Furthermore, specialization gains the warrior a -1 AC bonus to when using a shield, but he loses this bonus if making sub-dual attacks.  When making attacks with a shield, a shield specialist's defenses due to the shield are not totally lost, and he still maintains 1 point of AC advantage for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
When using the shield as a weapon to cause damage, once the shield is used to attack, successfully or not, any AC bonus provided by the shield is no longer applicable for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
====Two Weapon Style====&lt;br /&gt;
&lt;br /&gt;
Experience has shown that two weapon style has been too often abused, and this is because it has been unrealistically adapted to the rules.  With new emphasis placed on the efficacy of the shield, the effect of not utilizing a shield, especially at lower levels of play, will surely be felt.  Nonetheless, two weapon fighting is certainly possible.&lt;br /&gt;
&lt;br /&gt;
:'''Two Weapon Fighting''':  The standard penalties of -2 to the primary hand and -4 to the secondary hand for one small and one medium weapon, as the described in the ''Player's Handbook'', still apply. Dual-wielding twin short swords, hand axes and similar (S) weapons are penalized at -3/-4.  Dual-wielding (M) weapons are at -4/-6.  Rangers can used twin weapons of any size, but suffer the penalties listed above with a +2/+4 bonus, with reaction adjustments included.  &lt;br /&gt;
&lt;br /&gt;
:'''Two Weapon Style Specialization''':  By spending a maximum of one weapon slot, a character may reduce his -2/-4 primary and off-hand weapon to hit penalties by 1, making them -1/-3.  No further benefits are gained.  Rangers who take this slot may reduce their penalties for unwieldy twin or other medium weapons, as listed above, by 1.  For example, a ranger with a minimum dexterity of 13 (no reaction adjustments) wielding twin long swords would normally suffer a -2/-2 to his primary and secondary hand weapon respectively.  By expending a slot to specialize in two weapon style, these penalties may be reduced to -1/-1 for the ranger.&lt;br /&gt;
&lt;br /&gt;
====Ranger Dual-Wielding Fighting Style Specialization:  Ranger Dual-Wield Defensive Bonus====&lt;br /&gt;
&lt;br /&gt;
Rangers are far superior in dual-wielding than any other character class while wearing light armor (studded leather, leather, elfin chain, and the like).  Although not able to actually specialize in weapons, rangers do &amp;quot;specialize&amp;quot; in dual-wielding weapons.  To reflect this, rangers reserve the option to improve their armor class by parrying in a ranger dual-wield defensive bonus, throughout a round while still attacking, and without sacrificing any attacks, very similarly described in the ''Player's Handbook'' as a full round parry.  In order to do this, at the beginning of a round, a ranger character sacrifices points in THAC0 equal to the number of points in armor class by which he improves.  This reflects the ranger's focus on defending himself, over attacking.  In order to utilize the ranger dual-wield defensive bonus, two actual weapons, such as a long sword and a knife, must be used, and he must be proficient or at least familiar with both (''see'' rules on familiarity).  A ranger's fist will not suffice for the off-hand weapon.&lt;br /&gt;
&lt;br /&gt;
For example, a 7th level ranger with a THAC0 of 14 with a standard AC of 5 (studded leather, Dexterity 16) wishes to maximize his AC in combat without sacrificing attacks during a dangerous encounter.  In order to do this, we utilize the rules in the ''PH'' and divide his level in half (rounded down) and add 1, resulting in a 4.  Utilizing the entirety of this dual-wielding defensive bonus, the ranger thus gains an acting AC of 1, but likewise worsens his THAC0 to 18.  If the ranger in question does not desire his maximum dual-wield defensive bonus, he may draw down the bonus as much as he see fits.  For instance, in the example above, the ranger may only improve his acting AC by 2 points instead of 4, in which case his acting AC would be a 3, but his THAC0 would only worsen to a 16.&lt;br /&gt;
&lt;br /&gt;
Of course, it is still open to a ranger to conduct a full round parry, as defined in the ''Player's Handbook'', instead of, but not in addition to, the ranger dual-wield defensive bonus described above.  Rangers may further augment their dual-wielding defensive bonus by sacrificing attacks as per the advanced parry rules described above.&lt;br /&gt;
&lt;br /&gt;
===Weapon Type vs. Armor Type Modification Table===&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon type vs. armor.JPG|thumb|right|400px|Weapon Type vs. Armor Modifier Table.]] &lt;br /&gt;
&lt;br /&gt;
Table 52 (list right) lists the combat &amp;quot;to hit&amp;quot; modifiers listed in the ''PH''.  All &amp;quot;plus&amp;quot; modifiers are ''added'' to the attacker's THAC0, while all &amp;quot;minus&amp;quot; modifiers are ''subtracted'' from the attacker's THAC0.  For example, bludgeoning weapons gain a +2 bonus when attacking an opponent wearing chain mail.&lt;br /&gt;
&lt;br /&gt;
====Monster Armor Type Equivalencies====&lt;br /&gt;
&lt;br /&gt;
Dragon Hide:  scale mail&lt;br /&gt;
&lt;br /&gt;
Lion Skin:  leather mail&lt;br /&gt;
&lt;br /&gt;
Human Skin:  no modifiers&lt;br /&gt;
&lt;br /&gt;
Thri-Kreen Chiton:  +2 penalty to slashing, + 1 penalty to piercing&lt;br /&gt;
&lt;br /&gt;
===Shield Rules===&lt;br /&gt;
&lt;br /&gt;
As is noted in ''Player's Option:  Combat and Tactics'' and elsewhere, shields are undervalued in normal AD&amp;amp;D combat rules, a contradiction that is obvious when one sees historical fighting reenactments in which the shield invariably plays a very large roll in combat.  In order to account for this discrepancy, the defensive capabilities of shields have been significantly augmented.&lt;br /&gt;
&lt;br /&gt;
====Shields Used in Melee Combat====&lt;br /&gt;
&lt;br /&gt;
If properly trained, characters may gain better defensive capabilities than that listed in the ''Player's Handbook''.  Warriors benefit the most from this augmentation, for warriors are considered proficient in the basic use of all these shield types.  Standard ''PH'' clerics, similar specialty clerics, and crusaders, are also considered proficient in all such shields.  All rogues are proficient in the use of shields up to medium shields.  Psionicists may use up to small shields.  Wizards do not normally use shields, but if they do, they only gain the ''PH'' bonus of +1 to their AC in melee combat.  Certain kits and rarer sub-classes may alter this list of proficiency in shields.&lt;br /&gt;
&lt;br /&gt;
:Buckler:  -1 (Warriors, Crusaders, Clerics, Druids, Rogues, Psionicists)&lt;br /&gt;
&lt;br /&gt;
:Small Shield:  -2  (Warriors, Crusaders, Clerics, Druids, Rogues, Psionicists)&lt;br /&gt;
&lt;br /&gt;
:Medium Shield:  -3  (Warriors, Crusaders, Clerics, Druids, Rogues)&lt;br /&gt;
&lt;br /&gt;
:Large Shield:  -4  (Warriors, Crusaders, Clerics)  Note:  only piercing weapons can be used in conjunction with this shield, all other weapons endure a -1 penalty to hit, and lower the AC effectiveness of the shield by -3.  Dexterity bonuses to AC are worsened by 1 point.&lt;br /&gt;
&lt;br /&gt;
:Body Shield:  -5  (Warriors, Crusaders, Clerics)  Note:  this shield is not readily designed for melee combat, piercing weapons receive a -1 penalty to hit while this shield is equipped, and other weapons receive a -2 penalty to hit, and lower the AC effectiveness by 1.  Dexterity bonuses to AC are worsened by 2 points.&lt;br /&gt;
&lt;br /&gt;
At the DM's option, certain characters may not have proficiency in shield types due to their culture of origins.  For example, aboriginal warriors will generally be unfamiliar with the tactics and proficiencies used in properly employing large shields.  0th level soldiers will be proficient in the shields in which they have been trained.&lt;br /&gt;
&lt;br /&gt;
Due to methods, materials and quality of construction, size alone does not dictate a shield's defensive capabilities.  The DM may for example rule that the wicker shields of ancient Persians, although the size of body shields, is far weaker against melee weapons, and perhaps may offer a bonus of only 3 instead of 5 to AC.&lt;br /&gt;
&lt;br /&gt;
====Shields in Use as Missile Cover====&lt;br /&gt;
&lt;br /&gt;
Shields are excellent providers of missile coverage when being used to ''parry'' missiles.  The AC bonus gained depends on the shield type being used:&lt;br /&gt;
&lt;br /&gt;
:Buckler:  -2&lt;br /&gt;
&lt;br /&gt;
:Small Shield:  -4&lt;br /&gt;
&lt;br /&gt;
:Medium Shield:  -6&lt;br /&gt;
&lt;br /&gt;
:Large Shield:  -8&lt;br /&gt;
&lt;br /&gt;
:Body Shield:  -10&lt;br /&gt;
&lt;br /&gt;
===Plate Armor Rules===&lt;br /&gt;
&lt;br /&gt;
All plate-type armors, including those with ridged plates that are considered by the DM to inhibit movement, lessen the defensive adjustment awarded to those with high dexterity scores.  These include plate mail, field plate and splint mail.  Defensive adjustment modifiers are divided by half, rounded down.  For example, Normont the Wronged has a 15 dexterity, which would normally grant him a -1 defensive adjustment bonus to his armor class.  However, Normont is currently wearing splint mail, and as it has large inflexible plates as part of its make-up, Normont's defensive adjustment modifier is divided in half, rounded down.  Therefore, while he wears this armor, Normont receives no defensive adjustment.  In the case of full plate armor, any defensive adjustment modifiers receive an extra -1 penalty after the modified defensive adjustment has been calculated, unless the armor has been very specifically made or modified for the character wearing it.  Thus, even the Golmad Raveneye has an 18 dexterity, while in full plate not precisely modified to his body, his modified defensive adjustment is only a -1 bonus.  None of these negative modifiers can result in actual penalties to armor class.&lt;br /&gt;
&lt;br /&gt;
===Combat Fatigue, Exhaustion and Death March Rules===&lt;br /&gt;
&lt;br /&gt;
The combat fatigue rules are principally based upon those presented in ''Combat and Tactics'', but with several modifications, especially a modification of the character class fatigue points.&lt;br /&gt;
&lt;br /&gt;
Before calculations for combat endurance are made, it must be emphasized that both players and the DM must keep the encumbrance calculations both PCs and NPCs precise, and ensure that a precise calculation has been ascertained ''before'' combat begins.  The categories for encumbrance as listed in Table 47 of the ''PH'', unencumbered, light, moderate, heavy, and severe, each have their own penalties in combat.  &lt;br /&gt;
&lt;br /&gt;
[[File:Table 47 - character encumbrence.JPG|thumb|right|500px|Table 47:  Character Encumbrance.  This table is used to calculate penalties to THAC0 and AC for heavily encumbered characters.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Table 48 - modified movement rates.JPG|thumb|right|500px|Table 48:  Modified Movement Rates.  Use this table to calculate exact movement rate of characters based on the amount of weight they carry.  If characters are fatigued, exhausted, or on death march, and their mobility is reduce by one category or more, calculate any further weight added by adding it to the minimum amount of weight required to be at the current movement rate.]]&lt;br /&gt;
&lt;br /&gt;
====Fatigue====&lt;br /&gt;
&lt;br /&gt;
[[File:Fatigue rules 2.JPG|thumb|left|800px|Fatigue Rules Summary from the Dwarden Campaign House Rules Card.]]&lt;br /&gt;
&lt;br /&gt;
Fatigue points, defined as the standard number of rounds a PC can fight before he is ''fatigued'' and begins to suffer combat penalties, is calculated by starting from the base of 10, and adding the sum of the average of strength and constitution (rounded down), plus half the number of levels a character has achieved, or the total number of levels a character has achieved if the character is a warrior or crusader, minus the base AC value of any armor or shield that is equipped (ignore well-crafted bonuses, and subtract magical bonuses), and minus any movement penalties due to encumbrance.  For example, ''Theobald the Faithful is a 14th level crusader with a strength of 17 and a constitution of 16, wearing plate mail armor and using a medium shield, and armed with a long sword, with only ten pounds of other equipment (71 lbs.).  Starting with his base value of 10, 10 points are subtracted due the total AC value of 10 from the plate mail (7) and medium shield (3), thus leaving the number of fatigue points gained at 0. Next, calculate the average of his strength and constitution, which is 16 (17+16=33, 33/2=16, rounded down).  As he has no lost fatigue points due to the weight of his heavy armor and shield nor from any other weight (he is &amp;quot;unencumbered&amp;quot;), and his level is 14, Theobald the Faithful has 30 fatigue points (0+16+14=30), and can therefore fight for 30 rounds without constraint.''&lt;br /&gt;
&lt;br /&gt;
As referenced above, before combat is entered into, a character's degree of encumbrance must be calculated, as this can sometimes have a more serious effect.  For example:  ''Theobald's twin brother Leobald the Stalwart is more heavily equipped than his brother.  Leobald wears field plate armor, uses a large shield and wields a footman's flail.  With a strength of 17 like his brother, Leobald therefore usually has an encumbrance category of ''light'', due to his field plate (60 pounds), his footman's flail (15 lbs.), his large shield (15 lbs.), and ten pounds of other gear.  In total he carries 100 lbs., and therefore has a movement rate of 10 (see ''PH'', Table 48) and is considered &amp;quot;lightly&amp;quot; encumbered.  This is two less than his unencumbered movement rate of 12, and therefore he has two less fatigue points than his brother (30-2=28) &lt;br /&gt;
&lt;br /&gt;
Should Leobald acquire more weight in the course of the adventure, he might lose further fatigue points.  For example, if Leobald finds a treasure of 250 gold pieces (25 lbs.) and throws them into a backpack, he will then have a total of 125 lbs. and be considered at &amp;quot;moderate&amp;quot; encumbrance, penalized with a -1 to attack and with a movement rate of 9, being three less than his normal movement rate of 12.  Leobald now has 27 fatigue points. &lt;br /&gt;
&lt;br /&gt;
His spells already exhausted, Leobald enters into prolonged combat against a dragon and its allies, never resting a single round from melee combat for 3 turns (30 rounds).  Not wishing to lose them throughout the combat, Leobald also does not drop his bag of coins before the fight begins, remaining ''moderately'' encumbered, and fighting at a -1 to hit.  Upon reaching the 28th round of combat, and still unable or unwilling to rest from melee combat, Leobald is ''fatigued'' and automatically drops from ''moderate'' encumbrance to the effects of ''heavy'' encumbrance, thereby dropping his &amp;quot;to hit&amp;quot; penalty to -2, worsening his AC by 1 point, and dropping his movement rate to 4 (p. 79, ''PH'').  Theobald may yet still keep fighting, but the DM reminds the player that ''exhaustion'' points must now be tracked.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
&lt;br /&gt;
Exhaustion points are calculated in exactly the same way as fatigue points, save that they are divided by half, rounded down.  Once all the exhaustion points are expended, the character is ''exhausted'', dropping him another level of encumbrance.  For example, with his bag of gold, Leobald would have 13 exhaustion points (27/2=13).  Similar to normal fatigue points, exhaustion points are spent at the rate of 1 per round:&lt;br /&gt;
&lt;br /&gt;
''Leobald the Stalwart, already ''fatigued'', has been beset by yet another wave of foes and is now entering his 43rd round of combat.  At this point, all his 13 exhaustion points have been expended, and Leobald is now ''exhausted''.  He drops from ''heavy'' encumbrance to ''severe''.  Leobald's movement rate is now a 1, and he has a total of -4 to hit, and a -3 to his AC.''&lt;br /&gt;
&lt;br /&gt;
====Death March====&lt;br /&gt;
&lt;br /&gt;
Once a character is ''exhausted'', he may continue to fight, but now proceeds to track ''death march'' points.  These are calculated in the same way as before, but these are one third his normal fatigue points, rounded down.  Leobald would have a modified total of 9 death march points.  Once all a character's ''death march'' points have been expended, a character drops to the next lower level of encumbrance.  Every round thereafter, or if the character was already at ''severe'' encumbrance, characters must roll a PPDM saving throw, penalized by the total base AC value of the armor being worn and any movement penalties due to encumbrance, but accruing any bonuses equal to his bonus hit points due to constitution.  The character may continue to fight indefinitely as long as the saving throw is made at the beginning of each round, but once the character fails his saving throw, he immediately blacks out for 1d10 rounds.&lt;br /&gt;
&lt;br /&gt;
Example:  ''Leobald the Stalwart is in the greatest battle of his life.  Exhausted on his 43rd round of combat, he finds a +4 medium shield on the battlefield, drops his gold coins, and fights on.  Relieving himself of weight, he returns from ''severe'' to ''heavy'' encumbrance, and recalculates his death march points due to his magical shield.  He gains an extra 3 points (16+14+10, -8 for field plate, no movement penalties, no med. shield penalties due to its +4 bonus, all = 32, divided by 3 = 10), giving him 10 death march points.  Therefore, Leobald fights for another ten rounds.  At last, upon his 54th round of uninterrupted melee combat, Theobald is all but completely spent, his mighty endurance almost at its end:  he is at the ''black out'' phase.  His vision begins to tunnel as he fights with the very last of his strength.  Leobald drops back down to ''severe'' encumbrance, and rolls his modified PPDM saving throw.  At 14th level, his PPDM base save is 5.  Theobald has a -2 bonus due to his high constitution, but due to his heavy unmagical plate mail, he has a +8 penalty.  Therefore, altogether, he must at the beginning of the round roll a 10 or above to keep fighting.  He rolls an 11.  However, on the next round, he rolls a 9, and therefore at the beginning of the round he blacks out, falling prone onto the ground for 1d10 rounds.  Hopefully his companions will win the day and save brave Leobald the Stalwart from death.''&lt;br /&gt;
&lt;br /&gt;
A character may emerge from an initial black out with the dedicated full-round efforts of another character, and if the ''blacked out'' character makes a PPDM save modified only by his constitution hit point adjustment.  If this full round effort is made by another character, and a successful saving throw is rolled, the character may rise early from his black out, but at the very least the PC blacks out for one round.  Characters who black out from this kind of exhaustion and recover are considered ''fatigued'' as if by force marching (see ''PH, Chapter 14:  Time and Movement, under Cross-Country Movement), with the -1 penalty to attack until he rests for at least half a day.&lt;br /&gt;
&lt;br /&gt;
====Forced March Fatigue, Exhaustion, Death March and Continued Black Outs====&lt;br /&gt;
&lt;br /&gt;
[[File:Hurin fighting by brokenmachine86-d3kze9z.jpg|thumb|left|800px|A hero of legend fights until the end!]]&lt;br /&gt;
&lt;br /&gt;
After awakening from a black out, a character may fight on once more, recovering one category of ''fatigue'' for every full round he was unconscious as long as an unmodified PPDM saving throw is made for each category, up to a maximum of normal fatigue.  Even though he awakens at best ''fatigued'', the character begins to accrue fatigue or exhaustion points (which ever he recovered to), but at a magnified rate, with fatigue points being expended at the normal rate of 1 a round, but exhaustion points at 2 a round, and death march points at 3 per round.  This magnification can only be mitigated by a full day of complete rest for every category of fatigue to which he has fallen.  The same rules as described above apply to all these steps.  Once all the death march points are used up and he has returned to black out phase, he rolls the same saving throw in the same manner as before, but if he fails a second time, he instead blacks out for 3d10 rounds, and cannot be awakened save by magic or other extraordinary actions (psionics, divine intervention, and other special circumstances).  Upon blacking out a second time, he must also make a system shock roll or die.  If the character wakes up from his black out, he is considered ''exhausted'' as per the rules above, but fights with an additional -2 to attack, -2 to AC, -2 to MAC, -2 to saving throws, and is incapable of casting spells above 2nd level or employing psionic sciences.  He can recover from these enhanced penalties only by complete rest, with no movement, for at least 24 hours.  While in this state of extreme exhaustion, he can no longer recover fatigue points as detailed below until he rests for the entire 24 period.&lt;br /&gt;
&lt;br /&gt;
In the extreme occasion of such a character having to fight again without the required 24 hours of absolute rest, he can fight as long as he has exhaustion and death march points, but these are expended at the rate of 3 and 4 a round respectively, and cannot be recovered.  Blacking out a third time will result in 24 hours of unconsciousness, a system shock roll made at the next lower point of constitution to see if death occurs, followed by death march status until he recovers some of his strength after 1d6 days of required total rest, after which he is exhausted until after another 1d4 days of complete rest, and fatigued until after another 1d3 days of complete rest after that.  These rolls may be modified for bonus hit points due to constitution measured at the value of one day per hit point, but at a minimum one day is required for each step until he reaches full recovery.  Any activity beyond complete rests causes the character's recovery to halt completely.&lt;br /&gt;
&lt;br /&gt;
====Recovery and Respite from Fatigue, Exhaustion and Death March====&lt;br /&gt;
&lt;br /&gt;
Unless a black out has occurred, a fatigued, exhausted or even death march character may recover by resting for an entire round, during which does nothing but recover his strength.  Upon the end of each round resting, he can recover a full category of fatigue, but only if he successfully makes a saving throw vs. paralyzation, modified by any hit point bonus he has due to constitution.  For every consecutive round he rests, he gains a cumulative +1 bonus to his saving throw.  Even if the save is failed, characters still regain fatigue points, depending on the level of fatigue the character has reached (see chart above).  Upon the recovery of a category of fatigue, the entirety of that category's points are recovered.&lt;br /&gt;
&lt;br /&gt;
If a character has blacked out recently without the necessary days of recovery, he can no longer recover any fatigue points.&lt;br /&gt;
&lt;br /&gt;
Light action such as non-melee spellcasting or psionics, rogue skills, or otherwise being actively employed but not fighting, regenerates the return of 1 fatigue point, or if it is a moderate action such as a light run or crossbow reloading, then at least no fatigue points are expended.  A character who has blacked out once may do the same, but no fatigue points or regenerated, and in the case of moderate actions, then one fatigue point is spent. &lt;br /&gt;
&lt;br /&gt;
Example:  ''Theobald the Faithful has blacked out for three rounds after 55 rounds of sustained combat, having picked up his twin brother's 250 gold pieces, but his ally Niomas the Holy has spent the third round splashing water upon Theobald's face and sitting him up.  Theobald, having successfully made all three PPDM saving throws for each category of fatigue he had accrued, rises again and ready to fight, with his full 33 fatigue points.  He is nonetheless still ''fatigued'', and since his encumbrance level is still ''light'', it is instead considered ''moderate'', reducing his attack roll to -1 and his movement rate to 9.  He fights for 16 more rounds, at which point he falls into his 16 exhaustion points, during which he is yet still considered ''fatigued''.  Coming up upon his 32nd round of continuous fighting since his black out, Theobald stops fighting and stays in the rear as his companions hold the front line.  Although he is resting for one round, since he has blacked out he recovers no fatigue points, but he does not lose any either.  Niomas the Holy casts several healing spells, but at this point the tide of the battle has turned.  Thereon the Unyielding, the party's paladin-priest casts ''dispel fatigue'' on Theobald.  The 1st level spell is too weak to cause Theobald to recover completely, but although still fatigued, all his exhaustion and fatigue points are recharged, and he is able to fight again.''&lt;br /&gt;
&lt;br /&gt;
====Endurance Proficiency and Fatigue Rules====&lt;br /&gt;
&lt;br /&gt;
Warriors who take the 2 slot non-weapon proficiency in endurance double the number of fatigue points he gains.  Upon reaching exhaustion, he must make a successful proficiency check to double the number of exhaustion points he gains, and upon reaching death march he must make a successful proficiency check with a -1 penalty to double his number of death march points.  If he blacks out, he may continue to try to double his points, but with a further -1 penalty for every category he falls into.&lt;br /&gt;
&lt;br /&gt;
Example:  ''Thereon the Unyielding is an 18th level paladin, with an 18:00 strength and an 18 constitution, wearing full plate +5 and using a tower shield +5.  His encumbrance level is currently considered unencumbered.  At maximum he has a base of 42 fatigue points.  Thereon however also has the full ''endurance'' proficiency.  Thereon the Unyielding may fight for 84 uninterrupted melee rounds before becoming fatigued.''&lt;br /&gt;
&lt;br /&gt;
Warriors may devote one slot instead of two towards endurance, which will allow them to improve the number of bonus fatigue points by half.  Had Thereon the Unyielding only had one slot towards endurance, he would have had a calculated 63 fatigue points.  This limited endurance otherwise works as discussed above.&lt;br /&gt;
&lt;br /&gt;
Other characters besides warriors and crusaders may pursue endurance, but must spend one more slot than each listed above (3 and 2 slots instead of 2 and 1).&lt;br /&gt;
&lt;br /&gt;
==Experience Point Awards==&lt;br /&gt;
&lt;br /&gt;
===Warrior Experience Points===&lt;br /&gt;
&lt;br /&gt;
The Dungeon Master may elect to award warriors more XPs for each monster or opponent defeated than that listed in the ''DMG'' if the DM determines the player deserving, as listed in the table below.  &amp;quot;Defeat&amp;quot; does not necessarily indicate death or destruction.  An enemy nearly dying in combat and retreating after a hard fought battle, or a monster being fought to submission, would qualify as defeat.&lt;br /&gt;
&lt;br /&gt;
1st Level:  10 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
2nd Level:  20 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
3rd Level:  30 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
4th Level:  40 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
5th Level:  50 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
6th Level:  60 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
7th Level:  70 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
8th Level:  80 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
9th Level:  90 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
10th+ Level:  100 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
==Surprise==&lt;br /&gt;
&lt;br /&gt;
'''Warriors/Rogues'''&lt;br /&gt;
&lt;br /&gt;
:5th:  +1&lt;br /&gt;
&lt;br /&gt;
:10th:  +2&lt;br /&gt;
&lt;br /&gt;
:15th:  +3&lt;br /&gt;
&lt;br /&gt;
:20th:  +4&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Priests/Psionicist'''&lt;br /&gt;
&lt;br /&gt;
:7th:  +1&lt;br /&gt;
&lt;br /&gt;
:14th:  +2&lt;br /&gt;
&lt;br /&gt;
:21st:  +3&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Wizards'''&lt;br /&gt;
&lt;br /&gt;
:10th:  +1&lt;br /&gt;
&lt;br /&gt;
:20th:  +2&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Special Modifiers'''&lt;br /&gt;
&lt;br /&gt;
Rangers in Natural Settings:  +2&lt;br /&gt;
&lt;br /&gt;
Woodsmen (or equivalent) in Natural Settings:  +1&lt;br /&gt;
&lt;br /&gt;
Thieves in Urban Settings:  +1&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
''See'' player House Rules card.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
====Daggers====&lt;br /&gt;
&lt;br /&gt;
''Thrown Dagger Damage'':  Much larger than knives, heavy daggers can carry more strength bonuses than knives, as they have more mass.  Nonetheless, due to the limited size and mass of daggers as compared to weapons held in melee or heavy thrown weapons such as battle axes and spears, modifiers due to strength for daggers are halved, rounded down.  Therefore, for example, a character with a flat 18 strength would only have a +1 to damage, and a character with an 18:00 strength would have a +1 to hit and +3 to damage.  Furthermore, bonuses to damage for thrown daggers cannot exceed the total value of the damage die.  Therefore, against large creatures, even for a character with a 24 strength, the damage modifier would be capped at +3.&lt;br /&gt;
&lt;br /&gt;
:''Specially Crafted Daggers for Damage'':  Most likely at great cost, extremely heavy daggers, principally fashioned from heavy and exotic metals, could theoretically be crafted to carry greater strength bonuses.  For extraordinary strengths of 19 and above, such daggers would have to be composed of extraordinary and even supernaturally heavy materials to harness such power into such small thrown weapons.  Inquire of DM for details.&lt;br /&gt;
&lt;br /&gt;
====Knives====&lt;br /&gt;
&lt;br /&gt;
''Thrown Knife Strength Bonuses'':  Due to their limited size and mass, thrown knives do not carry strength-related attack and damage bonuses.  However, as they are much smaller weapons as compared to daggers, knives are much easier to carry and equip, and much easier to conceal.&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=House_Rules&amp;diff=4736</id>
		<title>House Rules</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=House_Rules&amp;diff=4736"/>
				<updated>2024-07-08T09:28:18Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class Rules==&lt;br /&gt;
&lt;br /&gt;
[[Rogues]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Thief===&lt;br /&gt;
&lt;br /&gt;
====Thief Skill Selection====&lt;br /&gt;
&lt;br /&gt;
'''''Single-Classed Thieves''''': At 1st level, single-classed thieves may choose, with the approval of the DM, ''any'' eight thief skills.  As they advance in level, they may choose other skills, as specified below:&lt;br /&gt;
&lt;br /&gt;
1st:  8 skills&lt;br /&gt;
&lt;br /&gt;
6th:  9 skills&lt;br /&gt;
&lt;br /&gt;
9th:  10 skills&lt;br /&gt;
&lt;br /&gt;
12th:  11 skills&lt;br /&gt;
&lt;br /&gt;
15th:  12 skills&lt;br /&gt;
&lt;br /&gt;
18th:  13 skills&lt;br /&gt;
&lt;br /&gt;
21st:  14 skills, and one more skill every third level thereafter (24th, 27th, 30th, etc.)&lt;br /&gt;
&lt;br /&gt;
A purchased skill will start with the base chance listed in its description, and may be modified by race and statistic scores.&lt;br /&gt;
&lt;br /&gt;
Thief skill slots may also be used to purchase Rogue Class only non-weapon proficiency slots.  For example, the non-weapon proficiency &amp;quot;disguise&amp;quot; may be purchased with a thief skill slot.&lt;br /&gt;
&lt;br /&gt;
For single-classed thieves, instead of skills, the thief may &amp;quot;improve&amp;quot; his dexterity score by one point in one particular skill that he already possesses, but such an improvement in dexterity ''will only apply to this particular thieving skill'', and will not modify his defensive, missile or reaction adjustments.  A single-classed thief may increase his dexterity score with regard to one of his thieving skills up to and not beyond his racial maximum.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Thorion the Bitter has reached 6th level.  Instead of pursuing a new skill, he increases his 15 dexterity with regards to a single thief skill to a 16, thereby possibly improving his ability in one particular thief skill or rogue-category non-weapon proficiencies.  Thorion however does not gain a 10% bonus to his experience because of a &amp;quot;16 dexterity&amp;quot;, nor does he gain the extra defensive adjustments that come with a 16 dexterity.  His dexterity remains a 15, but with regards to this selected thieving skill or proficiency, he now has a 16.  Thorion selects Open Locks.  His ability rises by 5% in this skill, and the DM rules that for his locksmithing non-weapon proficiency, he may now use the 16 in dexterity and not a 15, since the skill set is so similar.  As a human, Thorion the Bitter may do this twice more, until he maxes his dexterity with Open Locks out at 18, which at earliest he could accomplish at 12th level, and which would grant him a further 10% bonus in his Open Locks checks.''&lt;br /&gt;
&lt;br /&gt;
'''''Multi-Classed Thieves'''''&lt;br /&gt;
&lt;br /&gt;
Multi-classed thieves may acquire thief skills at the same rate as single-classed thieves, but such skills begin with no base percentile, meaning they start at 0%, modified by racial and ability score modifiers.  Multi-classed thieves are also unable to improve their dexterity with regards to skills, as single-classed thieves may do.&lt;br /&gt;
&lt;br /&gt;
====Backstabbing====&lt;br /&gt;
&lt;br /&gt;
''No Surprise Necessary'':  Backstabs do not require &amp;quot;surprise&amp;quot;.  Being to the rear of an opponent grants a thief the opportunity to multiply damage.  However, the bonus to hit is only +2 in such cases, as the remaining +2 is due to surprise.&lt;br /&gt;
&lt;br /&gt;
''Missile Backstabs'':  Utilizing thrown or shot weapons as deemed acceptable by the DM, thieves may gain the backstab multiplier for damage in the case of such attacks.  Unlike with melee attacks, opponents ''must'' be surprised by such attacks, for missile weapons cannot be guided as forcefully as melee weapons, which can be made to seek out internal organs.&lt;br /&gt;
&lt;br /&gt;
''Flanking Attacks'':  Single-classed thieves are especially adept with knives and piercing weapons, and if successfully gaining a flank on an opponent, they may as authorized by the DM attack for multiplier damage.  Such skill is one multiplier less than that listed for normal backstab attacks.  For example, a flanking attack by a 5th level single-classed thief will be at x 2 damage, instead of the normal x 3 damage in the case of a backstab attack at that level.&lt;br /&gt;
&lt;br /&gt;
====Traditional Thief Skills Errata and House Rules====&lt;br /&gt;
&lt;br /&gt;
'''''Pick Pockets'''''&lt;br /&gt;
&lt;br /&gt;
Leveled and wary potential victims of pick pocketing may have a chance to detect even a successful pick pocketing.  If a pick pocket is failed altogether, there is a greater chance the attempt was noticed.  The modified rules for this follow below.&lt;br /&gt;
&lt;br /&gt;
:''Chance for Noticing a Pick Pocket'':  Leveled characters have the chance of noticing if they are being pick-pocketed.&lt;br /&gt;
&lt;br /&gt;
::''Warriors, Priests, Psionicists, Wizards, Monsters'':  level x 1%&lt;br /&gt;
&lt;br /&gt;
::''Rangers, Bards'':  level x 2%&lt;br /&gt;
&lt;br /&gt;
::''Thieves'':  level x 3%&lt;br /&gt;
&lt;br /&gt;
::''example'':  Hamden the Bald, an 8th level bard, sings a great song to his audience, while meanwhile Thonoven the Indignant, sitting behind the bard, looks to rob Hamden of his purse.  Thonoven possesses a 98% pick pocket percentage chance.  As Hamden is an 8th level bard, his chance of noticing the theft is 16%.  This is calculated by subtracting 16% from Thonoven's 98%.  Therefore, as long as Thonoven rolls an 81% or below, he succeeds in stealing the purse without Hamden noticing.  Thonoven's player rolls an 82%.  Hamden notices.  The DM rolls a modified surprise check for Hamden, who has a reaction bonus of +1 due to a 16 dexterity, and a +1 from his being an 8th level bard (see House_Rules#Surprise), for a total of a +2 bonus.  The DM rolls a 2 on the d10, and due to Hamden's bonuses, he is not surprised.  Hamden elects to try to grab Thonoven's hand as he steals the purse.  Initiative is resolved between the two rogues.  Hamden goes first, and rolls high enough to catch Thonoven's hand before he even successfully steals his purse.  Thonoven will have to be faster next time.&lt;br /&gt;
&lt;br /&gt;
:''Rogues vs. Rogues'':  If a rogue attempts to pick pocket another rogue, the base percentage chance for noticing is quadrupled.&lt;br /&gt;
&lt;br /&gt;
::''chance to notice calculation'':  x3 the victim’s level from 100 or, if the thief’s percentage is higher than 100, whatever than number is.  Thus, someone with 200% in PP stealing from a 10th level fighter would have no chance of the fighter noticing (it would be 170%).  If the victim is a rogue himself, this chance is quadrupled, as mentioned above.&lt;br /&gt;
&lt;br /&gt;
::''example'':  Avish steals from 7HD monster with 40% PP.  Thus, if Avish roles 79% or above, the creature notices.  He is however higher level, meaning the real chance would be if he roles 84% or above.&lt;br /&gt;
&lt;br /&gt;
::''example'':  A 44th level thief has a 267% PP, versus a 17th level thief with a 120% PP.  The 17th level thief will, at first calculation, be unable to detect any theft attempt (199% being the tally).  Even though 20% is above 100% for the 17th level thief however, the 17th level thief still has no chance of detecting the attempt, save for a role of a 100 by the 44th level character, the final calculations being 179%, then 206% after the levels are factored in.&lt;br /&gt;
&lt;br /&gt;
'''''Detect Noise''''':  Whatever the ability score is above 100%, that is the percentage chance the character has to detect another rogue moving silently.  In the die rolls, this effectively decreases the MS roll of the enemy rogue by the number of percentage points one has above 100%.&lt;br /&gt;
&lt;br /&gt;
'''''Move Silently''''':  The normal movement rate for this ability is at 1/3 the normal movement rate of the character.  There is a -10% penalty to increase the speed to 2/3, and a further -10% to increase into to normal speed.  Continuing -10% penalties continue to accrue all the way to x5 speed.  Running at the maximum x5 speed would therefore penalize a thief's MS percentage by -70%.&lt;br /&gt;
&lt;br /&gt;
'''''Hide in Shadows'''':  The normal movement rate for this ability is at 1/3 the normal movement rate of the character.  There is a -10% penalty to increase the speed to 2/3, and a further -10% to increase into to normal speed.  Continuing -10% penalties continue to accrue all the way to x5 speed.  Running at the maximum x5 speed would therefore penalize a thief's MS percentage by -70%.&lt;br /&gt;
&lt;br /&gt;
:''Hiding in Shadows from Thieves'':  Thieves have an eye for detecting other thieves hiding in shadows.  For every level they have attained, thieves effectively lower a hiding thief's chance to hide themselves from him by one percentile point.  Those who have the blind-fighting non-weapon proficiency (whether a thief or another class), lower a hiding thief's HS score by 5%.&lt;br /&gt;
&lt;br /&gt;
'''''Open Locks''''':  &lt;br /&gt;
&lt;br /&gt;
:''Silent Lock Picking'':  -10% to lock pick rating, but it will be performed quietly on any roll save 1-10%, 1-9% at 10th, 1-8% at 15th, 1-7% at 20th, 1-6% at 25th, 1-5% at 30th, etc.  A -1% bonus is awarded for a dexterity of 17, a -2% for an 18, etc.&lt;br /&gt;
&lt;br /&gt;
====New Thief Skills====&lt;br /&gt;
&lt;br /&gt;
'''''Tumbling''''':  Access to this base rogue skill, which duplicates the non-weapon tumbling proficiency, requires access to the tumbling proficiency, as listed in the ''PH'', or it may be purchased by a thief skill slot, as discussed in the house rules above.  A second skill slot must be purchased in order to gain access to specialized skills in tumbling.&lt;br /&gt;
&lt;br /&gt;
:''Tumbling Evasion'':  Evasion, available only to single-classed rogues who have spent an initial slot on tumbling and secondary slot on tumbling evasion specifically, enables the character to opt to evade attacks directed at him or her.  If it is a full-round action, tumbling evasion, if rolled successfully, provides the rogue with complete immunity to almost any melee or missile attack, avoiding them completely unless his opponent rolls a natural 20.  If a partial round action is declared, the thief must successfully roll first in the initiative order against his opponent.  If he succeeds in this, he actually attacks or otherwise acts last in the initiative order, but if he rolls his evasion percentage roll successfully hhe gain an AC bonus throughout that round against every opponent he preceded in initiative order. The  armor class bonus he gains is equal to the percentile score rolled divided by 5 (rounded down).  For example, ''Thorion the Bitter has a 25% chance total percentile score for tumbling evasion.  Thorion defeats his opponent in initiative order, and therefore rolls his percentile chance die before his opponent attacks.  Thorion rolls 25% exactly, thereby granting him a -5 bonus to his armor class for the remainder of the round.''  After his opponent attacks, the rogue may attack at the end of the round.  Percentile scores for this skill cannot exceed a base of 6O%, adjusted for dexterity and/or race.  Tumbling evasions may be combined with parry rules, but cannot be performed with any armor beside leather, studded leather or elven chain and their equivalents, nor can it be performed with any shield save for a buckler.  The starting percentile for this skill is 10%, with a bonus of 2%, 3%, 5%, and 8% for a dexterity of 16, 17, 18 and 19 respectively.  Dwarves, elves and gnomes gain a 5% racial bonus to tumbling evasion, but halflings gain a 10% bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Pole Vaulting''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Tightrope Walking''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Jumping''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Detect Illusion''''':  (source:  ''Dragon Kings'')  This skill is not available to thieves until they reach 10th level.  In addition to perceiving the deceptions of illusionary magic, this skill once activated also lowers a rival rogue's hide in shadow ability by the number of percentage points he has in the skill.  For example, a character with 50% in DI rolls 37% for his DI roll against a suspected hiding thief.  The thief that is hiding had a modified 65% HS score, but with regards to the master thief who is searching for him, his HS score is reduced to 15%. &lt;br /&gt;
&lt;br /&gt;
====Advancing Beyond 95%====&lt;br /&gt;
&lt;br /&gt;
Thieves may advance beyond 95% in any thief skill.  However, save for very rare circumstances, rolling a 96%+ will always remain a failure, as the excess percentile points are typically at play only in the case of penalties to thief skill rolls; i.e. a 100% chance does not truly mean a thief has a 100% chance to perform a thief skill.&lt;br /&gt;
&lt;br /&gt;
==Combat Rules==&lt;br /&gt;
&lt;br /&gt;
===Firing into Melee===&lt;br /&gt;
&lt;br /&gt;
The rules follow those stated in the book, but with the following changes when aiming at specific targets.  Percentages should be placed next to each other just as possible targets are next to each other.  The number of potential targets considered should not extend beyond the target's immediate melee range for what he will encounter that round.  Distance penalties, such as for long distance (-5) are increased by a factor of five, thus making a bonus penalty of +25% points for firing from such a distance.  For each THAC0 point better 20 of the attacking character, a -3% bonus is given to the attacker’s roll.  Dexterity bonuses to hit are factored in at the rate of 5% per +1 bonus, with a -5% bonus for elves, a -2% bonus for half-elves and a -5% bonus per +1 of the attackers weapons, including both arrows and bows.  DMs may supply penalties for extreme movement on the battlefield, in which case recommendations are +5% for strong movement (thick melee fighting, x 2 run), +10% for a running and intermingling movement (x3 movement, thick mounted combat), and a +25% penalty spectacularly quick movement (teleportation fields, running hastes, galloping mounted combat in melee etc.).  Perfect stillness provides a +20% bonus, with only occasional movement providing a +10 (a coffee table conversation). &lt;br /&gt;
&lt;br /&gt;
''Garom the Guardsman, a 3rd level fighter with a 17 dexterity is firing his crossbow into a thick melee from normal range, aiming for the enemy cavalry commander, Nerok.  Garom has a crossbow +1 and bolts +2.  Nerok is riding on a large heavy warhorse, charging at a group of five infantrymen allied with Garom.  The DM rules that there are 7 possible targets (including Garom's horse), ignoring the various other soldiers in the battle farther away.  Being a large creature, Garom's horse is considered double percentage value.  Dividing 8 into 100 and completing the math, the DM decides there is a base 12.5% chance or 1 of 8 chance to hit Nerok over his horse or any of the either soldiers.  The DM then modifies the base percentile chance, assigning the horse a 25% chance to be hit, the allied soldiers a 15% chance to be hit each of the other five soldiers, and a 15% chance to hit Nerok.  Garom is 3rd level however, granting him a -6% bonus chance to hit Nerok.  Garom also has a +2 missile attack bonus, a +1 crossbow and a +2 bolts, granting him a further -25% bonus to hit Nerok.  Unfortunately, Nerok is charging his opponents through the thick of battle, and the DM adds a +25% penalty to Garom's chance to hit.  Therefore, when all factors are calculated, Garom only has a -6% bonus to hit Nerok and not Nerok's horse or one of his allies.  Therefore, upon final examination, Garom realizes he only has a modified 21% chance to hit Nerok, but chooses to fire anyway.  Garom rolls a 19 on his attack die, and can defeat Nerok's heavy armor.  However, he still may hit an unintended target, especially Nerok's horse.  Garom rolls a 22% on his percentile die.  Since the horse is the next closest target to Nerok, the crossbow bolt instead strikes the horse, causing it to buck and throw Nerok.  Nerok suffers falling damage, but he makes his surprise roll and continues to fight that very round.  Garom draws his sword, knowing he has no choice but to fight Nerok blade to blade.''&lt;br /&gt;
&lt;br /&gt;
===Sleeping &amp;amp; Stunned Opponents:  Instant Kill Rules===&lt;br /&gt;
&lt;br /&gt;
Against a sleeping, stunned, ''held'', or otherwise utterly immobile opponent, role to hit.  Avoid incorporating AC adjustments due to actual armor or dexterity, as these obviously do not apply.  A +4 bonus to hit is awarded.  The DM may declare that a natural roll of a 1 is still a hit, but some awkward or unfortunate circumstance for the attacker occurs.  The DM may also rule that a natural 1 is not a hit, due to the clumsiness of the attacker, the wakening of the target, etc.  If a hit, the victim is granted a save vs. death magic to avoid instant death, unless the DM rules otherwise.  All warriors, and thieves, ninjas, assassins (and all others the DM rules) may inflict a -4 penalty to the victim's save vs. DM, due to the vigor and/or lethal skill of the attacker.&lt;br /&gt;
&lt;br /&gt;
If the victim fails his saving throw vs. DM, he will almost certainly die instantly, unless the DM rules otherwise.  If he succeeds in his saving throw, the victim still takes damage, suffering four times the damage dice, +4 damage.  Any bonuses due to strength, magical bonuses or specialization are ''not'' multiplied.  For a rogue, these multiples are in addition to any applicable backstab bonuses.  For example, a thief with a x3 backstab multiplier now enjoys a x7 multiplier for this attack.  Duel-wielding will generally not duplicate these multiplier bonuses.  Follow-up attacks during that round will also not receive the multiplier bonuses.&lt;br /&gt;
&lt;br /&gt;
Ex.  ''Blackard the Cruel, a 13th level thief, finds Baron Blumming sleeping soundly in his bed.  Blackard creeps forward, the DM successfully rolling his Move Silently roll so that the Baron does not awaken with Blackard's approach.  Blackard removes his dagger and slashes the Baron's throat, rolling a 19 for his attack roll.  Baron Blumming however also roles a 19 for his saving throw vs. DM, and thus survives an inherent instant kill.  Blackard wield a +3 dagger, and with a strength of 17 has a +1 damage bonus.  As a 13th level thief, his backstab damage multiplier is x5, which will accrue to the x4 sleeping multiplier, making Blackard's total multiplier x9.  In total, Blackard's damage formula is therefore:  9d4 + 1 (strength) + 3 (magic weapon) + 4 (sleeping).  He roles a total of 26 damage.  The DM rules that the Baron, having 36 hit points, awoke just as the dagger crossed his throat, his warrior senses attuned well enough so that some part of him sensed danger was immediately at hand.  Further, the Baron makes his surprise check (despite the -8 penalty), and being unarmed attempts to wrestle with Blackard that very round, holding his wrist.  Blackard was using his hand to cover the Baron's mouth, so he cannot dual-wield that round, but at least the Baron's scream is muffled.  Blackard will have to decide very carefully what he will do next round!''&lt;br /&gt;
&lt;br /&gt;
===Parrying===&lt;br /&gt;
&lt;br /&gt;
In combat, characters parry and dodge aside from weapons, spells and worse all the time.  If necessary, such parrying and dodging can be a focus of a character's actions during a round.&lt;br /&gt;
&lt;br /&gt;
There are three forms or varieties of parrying:&lt;br /&gt;
&lt;br /&gt;
:1.  '''Full-Round Parry'''&lt;br /&gt;
&lt;br /&gt;
:2.  '''Individual Attack Parry'''&lt;br /&gt;
&lt;br /&gt;
:3.  '''Limited Full-Round Parry (Spread Parry)'''&lt;br /&gt;
&lt;br /&gt;
Regardless of what form of parry is chosen, there are certain rules to parrying that apply to all parries.  Parries can only be applied to forward and logical flanking attacks; parrying can provide no protection against rear attacks.  Parries ''can'' be applied to missile attacks, per the DM's approval.  Parrying bonuses do not apply to any saving throws rolled.  Weapon bonuses, whether from being well-crafted or magical, or from high strength or specialization, do not apply to parries.  Parrying can improve an AC beyond -10.  Regardless of the situation, saving throws involving parries never lack defense adjustment modifiers, if applicable.&lt;br /&gt;
&lt;br /&gt;
====1.  Full-Round Parries====&lt;br /&gt;
&lt;br /&gt;
As described as an optional rule in the ''Player's Handbook'', a full-round parry provides the maximum amount of protection a character can give himself during a given round.  A full-round parry ''must'' be declared at the beginning of a round; although other forms of parrying are available mid-round, the benefits of a full-round parry can only be taken if announced at the beginning of a round.&lt;br /&gt;
&lt;br /&gt;
If the character makes no other actions besides self-defense, a full-round parry is achieved.  No other actions such as drinking potions is possible during this round.  No matter how many attacks come his way, the character enjoys the armor class bonus throughout the round.&lt;br /&gt;
&lt;br /&gt;
The benefit of a full-round parry is an AC bonus equal to half the character's level.  A 5th level wizard for instance would gain an AC bonus of -2 for the round, for any fraction is ignored.  A warrior gains a +1 to this bonus.  A 6th level ranger, for example, would have an AC bonus of -4 throughout the round.  Although fractions are ignored, regardless of the level, any given character always receives at least a -1 AC bonus during a full-round parry.&lt;br /&gt;
&lt;br /&gt;
====2.  Individual Attack Parry====&lt;br /&gt;
&lt;br /&gt;
A character may decide that a full-round parry is not necessary, and may instead elect to parry in a more circumspect manner, which involves the sacrifice of at least one attack to be redirected as a parry against a single enemy attack.&lt;br /&gt;
&lt;br /&gt;
Individual attack parries need not be announced at the beginning of the round.  Instead, an individual attack parry must be announced before a single specific oncoming attack, and it must be announced before the roll for that specific attack is made.  In making the announcement, the defender forfeits one remaining attack he has for the round.  &lt;br /&gt;
&lt;br /&gt;
When an individual attack parry is utilized, the full parry bonus for that character applies to the defender's armor class against that specific attack only.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Kharn, a 13th level gladiator, is fighting Ktandeo, an 18th level gladiator.  Both characters are specialized, and therefore have two or three attacks each round.  In the course of a round in which both characters have three attacks and Kharn has the initiative, Ktandeo is critically hit with a 20 by Kharn's first attack, and thereafter only has one hit point remaining.  As Kharn is about to make his second attack, Ktandeo electss to parry that specific attack, deciding that he must protect himself.  The DM rolls Kharn's attack roll.  Kharn rolls well, and normally would have hit, but since Ktandeo is parrying the attack and has thereby lowered his AC by -10, Kharn fails to successfully hit Ktandeo with that attack.  Normally, Ktandeo would immediately follow Kharn's attack with his own second attack for the round, but since Ktandeo has just sacrificed an attack for a parry, Kharn may immediately follow and take his third attack for the round.  Once again, before the DM rolls for Kharn's attack, Ktandeo's player decides to defend with an individual attack parry by sacrificing his third attack, and thereby again improves Ktandeo's AC by -10.  Luckily for Ktandeo, Kharn rolls a 1 and then a 10%, achieving a catastrophic fumble, taking him out of combat for the rest of the round and the following round as well.  Seeing his chance, Ktandeo attacks Kharn next round with two attacks while Kharn fumbles.  Ktandeo rolls a 20 for a critical hit on his first attack, and thus slays his rival.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dual-Wielding and Parrying'''&lt;br /&gt;
&lt;br /&gt;
Dual-wielding theoretically can give a character a significant advantage if he is using an individual attack parry.  For example, a character could wield a short sword in his off hand and always dedicate that weapon's attack as an individual attack parry.  This would seem to give a dual-wielder a significant advantage in any individual attack parry strategy, and although this can theoretically be true, there are certain disadvantages as well.&lt;br /&gt;
&lt;br /&gt;
Any parry from a dual-wielder is still subject to the -2 primary hand and -4 off-hand penalties for dual-wielding, which also applies to any AC bonus gained through parrying.  In the example above, in which Ktandeo fights Kharn, were Ktandeo to attempt to gain an extra attack or parry by dual-wielding, Ktandeo's parrying AC bonus would weaken from -10, to -8 with his primary hand weapon and -6 to his off-hand weapon.&lt;br /&gt;
&lt;br /&gt;
Reaction adjustments from very high (or very low) dexterity can mitigate or modify the -2/-4 penalty.  For example, a character with an 18 dexterity has a reaction adjustment bonus of +2, which would lower the penalty to the off-hand weapon parry to -2 and negate the primary hand weapon parry penalty altogether.  However, such dexterous parrying displays while dual-wielding detracts from the character's general defense adjustment, as he is focusing a great deal of his attention on manipulating his weapons rather than his entire body.  This detraction is calculated by subtracting the reaction adjustment value from the character's defensive adjustment.  A character with an 18 dexterity has a reaction adjustment of +2 and a defensive adjustment bonus of -4.  Thus, while dual-wield parrying, a character with an 18 dexterity would only have an AC defensive adjustment bonus of -2.  These penalties will apply only to the current attack being aimed at the parrying character.  &lt;br /&gt;
&lt;br /&gt;
:Example:  ''Zvain the Cruel is 16th level drow elf fighter with a 19 dexterity.  Aside from his dexterity, Zvain's only other defensive adjustments are due to his drow elfin chain +5, which provides him with an AC of 0.  With his dexterity's defensive adjustment, Zvain's total AC would normally be -4.  Zvain normally wields a long sword (with which he is specialized) in his primary hand and a short sword in his off-hand.  He thus receives the standard -2/-4 penalties to dual-wielding, but these penalties are nearly negated by his +3 reaction adjustment, which leaves him with only a -1 penalty to his off-hand short sword.''&lt;br /&gt;
&lt;br /&gt;
:''Zvain finds himself in a duel with Ktandeo.  He decides that he wishes to use his single off-hand short sword attack per round as an individual attack parry against one of Ktandeo's ferocious blows.  At 16th level, Zvain's normal parry AC bonus would be -9 (half his level rounded down, +1 for being a warrior).  However, Zvain's penalties for dual-wielding are not completely negated for his off-hand weapon, and so Zvain's parry bonus with the off-hand short sword weakens by one, reducing his parry AC bonus to -8.  Furthermore, Zvain is so concentrated upon defending himself from Ktandeo with his short sword that the drow is slightly slower with his footwork than usual.  With his reaction adjustment of +3 and his defensive adjustment bonus of -4, the sum of his defensive adjustment is only a -1 bonus.  Therefore, in the instance of this specific single attack parry and the next attack upon him, Zvain's AC is temporarily lowered to AC -1 due to his distracted dexterity, but with the parry AC bonus of -8, Zvain's final calculated AC for the single attack parry is -9.''&lt;br /&gt;
&lt;br /&gt;
Note:  In the case of extreme dexterity, such as a 24 dexterity, the defensive adjustment is only detracted by the full value of the reaction adjustment if all the reaction adjustment is utilized in negating the penalties for the weapon hand being used in the parry, which will not usually be the case.  For example, a 24 dexterity provides a +5 reaction adjustment and -6 defensive adjustment.  If wielding a long sword and a short sword in the primary hand and off-hand respectively, the penalties to hit are only -2/-4.  In this scenario, resolving an off-hand individual attack parry would be calculated by taking from the reaction adjustment only +4 of the +5, as +4 would completely negate the -4 penalty.  Thus, only the +4 would be summed with the defensive adjustment bonus of -6.  The godly dexterity of such a character would therefore not only completely negate any off-hand penalties to the parry, but would also leave the character with an overall defensive adjustment bonus of -2 during the individual attack parry.  Now if the same character were wielding two medium-sized weapons, such as two scimitars, the primary/off-hand to hit penalties are -4/-6.  If using the off-hand scimitar, the entire +5 reaction adjustment would not be enough to negate the penalty, and thus the final calculated AC for the single attack parry would be calculated in the same manner that Zvain's was calculated above.&lt;br /&gt;
&lt;br /&gt;
'''Shields and Parrying'''    &lt;br /&gt;
&lt;br /&gt;
Naturally, shields are generally far better for dual-wield parrying than off-hand weapons.  They are even better for parrying if one has proficiency or specialization in the weapon and shield style (these proficiencies/skills are sublimated into the same proficiency).&lt;br /&gt;
&lt;br /&gt;
Shield-punching is not possible if one is wielding the shield in the off-hand weapon and chooses to parry with it.&lt;br /&gt;
&lt;br /&gt;
If the shield is used in a single attack parry, the normal -2/-4 penalties apply.  In the case of weapon and shield style specialization, the penalty is lightened to -2/-3.  &lt;br /&gt;
&lt;br /&gt;
:Example:  ''Brett the Bold is a 7th level fighter with a 16 dexterity (+1 reaction adjustment, -2 defensive adjustment).  Finding himself in an unfortunate duel with Zvain the Cruel, Brett elects to use his shield in a single attack parry.  Brett bears full plate mail and his shield as armor, which coupled with his dexterity, normally gives him an AC -2.  By electing to give himself a -2 penalty to hit with his long sword throughout the round, Brett can use his shield as a single attack parry.  Announcing that he will parry the first of Zvain's blows with his shield, Brett only has a -1 penalty to his shield parry after taking into account his reaction adjustment.  After calculation, Brett enjoys a -3 parry AC bonus against Zvain's first attack (half his levels, rounded down, +1 for warrior, -1 for &amp;quot;dual-wielding&amp;quot; his shield).  This betters Brett's AC against Zvain's first attack to AC -5, but since he is concentrating on a dexterous use of his shield, his defensive adjustment temporarily weakens to a -1 bonus, leaving Brett with a final calculated parrying AC of -4 (+1 reaction adjustment, summed with his -2 defensive adjustment, leaves him with an defensive bonus of -1 instead of -2).  Due to his +1 reaction adjustment, Brett's two long sword attacks per round only receive a -1 to hit, instead of the -2 penalty.''&lt;br /&gt;
&lt;br /&gt;
For those proficient in the Weapon and Shield Fighting Style, when single attack parrying, the penalty for &amp;quot;dual-wielding&amp;quot; the shield for parrying purposes is reduced from -2 to -1.  &lt;br /&gt;
&lt;br /&gt;
If one specializes in the Weapon and Shield Fighting Style, when single attack parrying, the penalty to hit with the primary hand weapon is reduced from -2 to -1.  The shield-master receives a general +1 bonus to AC due to his great skill with the shield. &lt;br /&gt;
&lt;br /&gt;
====3.  Limited Full-Round Parry====&lt;br /&gt;
&lt;br /&gt;
Sometimes a character may be faced with multiple attacks from multiple opponents, and may desire as his strategy to improve his armor class throughout the round with a limited or partial parry.  He can do this by sacrificing at least one of his attacks.  This is also called a &amp;quot;spread&amp;quot; parry.  The benefit of this method of parrying is that individual enemy attacks need not be singled out for an individual parry, and that rather a bonus to AC is enjoyed against any number of attacks endured during a given round, while still allowing at least one other attack.&lt;br /&gt;
&lt;br /&gt;
To make a limited full-round parry, the character in question must declare his intent to do so, and must declare before any pertinent attack rolls from his assailants are made.  The parrying character must also decide which and how many of his attacks are going to be sacrificed.  This is usually done at the end of the round.&lt;br /&gt;
&lt;br /&gt;
The improvement in AC is gained by much in the same way as described under &amp;quot;Individual Attack Parry&amp;quot;.  The AC bonus for the attack(s) being sacrificed is assessed (a shield is almost always a far better &amp;quot;attack&amp;quot; to sacrifice than a standard weapon).  The bonuses for the attacks being sacrificed are averaged, rounded down.  Once that number is attained it is factored by the fraction of attacks sacrificed over the total number of attacks the character possesses.  The resulting number, rounded down, is the bonus AC enjoyed by the character.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Khant the Cynic is a 30th level fighter.  He wears dragon hide armor giving him an AC -4, and possesses a magical shield +5, thus giving him an AC of -10.  Khant is about to fight the Chromatic Dragon, and so quaffs a'' potion of speed ''before he engages.  Specialized in the bastard sword, Khant usually enjoys 5/2 attacks +1 attack (his shield) per round, and thus normally has at any given round three or four attacks.  With the potion, his attacks double, to either six or eight attacks per round.  Feeling confident, Khant the Cynic faces Tiamat, deciding to sacrifice one half his attacks any given round during the combat, so as to increase his overall armor class during the battle.&lt;br /&gt;
&lt;br /&gt;
:''Khant's normal parry bonus would be -16, but dual-wielding and without a dexterous reaction adjustment, his bastard sword parry bonus reduces to -14.  With his shield, there is only a -1 penalty for dual-wielding, because Khant has a proficiency slot dedicated to &amp;quot;shield&amp;quot;.  This leaves him with a -15 AC parrying bonus with the shield.  The average of -14 and -15 is -14 (rounded down).  Since half of Khant's attacks are sacrificed during any given round of his combat with Tiamat, this provides the fraction which is used to factor Khant's parry bonus:&lt;br /&gt;
&lt;br /&gt;
:''-14/1 x 1/2 = '''-7'''''&lt;br /&gt;
&lt;br /&gt;
:''By sacrificing half his attacks any given round, Khant enjoys a -7 bonus to his AC, giving him an effective AC -17.  Unfortunately, the DM determines Tiamat's calculated THAC0 is -10.  Khant the Cynic may have made a mistake...''&lt;br /&gt;
&lt;br /&gt;
Spread parrying does not guarantee a parrying bonus of at least -1; if the penalties and averaging actually worsen a character's armor class, then the AC is worsened.  Only truly skilled and powerful characters generally profit from this method of parrying.&lt;br /&gt;
&lt;br /&gt;
===Fighting Styles and Specialization===&lt;br /&gt;
&lt;br /&gt;
In order to reserve weapon proficiency slots for proficiency in actual weapons or fighting styles such as wrestling, punching and exploring unarmed martial arts, and so as to streamline warrior skills and not create de facto &amp;quot;mandatory&amp;quot; weapon style proficiencies in order to compete with their peers, the purchasing of fighting style specialization with the expenditure of slots is not required, save for the exceptions listed below.  Instead, fighting style specialization is acquired by simply specializing in a given weapon, at which time the warrior in question is specialized in that style, but only with that weapon.  Rarely, such as is the case in certain ninja kits, non-warriors may gain style specialization.&lt;br /&gt;
&lt;br /&gt;
Style specialization in no way counts against a warrior's choice of weapon specialization, which is separate matter.  A multi-class warrior may also specialize in a fighting style, but only a single class warrior may specialize in multiple combat styles.  In the both cases, a weapon proficiency slot is required to gain that skill.&lt;br /&gt;
&lt;br /&gt;
====One-Handed Weapon Style Specialization====&lt;br /&gt;
&lt;br /&gt;
With no shield in hand, the warrior focuses all his attention he might have spent on the other hand to the fight at large.  As a result, he enjoys a +1 bonus to his AC.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Specialization''':  A warrior may expend a maximum of one slot on enhancing his skill with a one-handed weapon style for his weapon, which results in granting him a further +1 bonus to his AC.&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Weapon Style Specialization====&lt;br /&gt;
&lt;br /&gt;
The warrior has learned to use his large weapon's weight and size to great advantage.  If the circumstances allow, a weapon's speed is bettered by 3 points, and an additional +1 to damage rolls is accrued.  Speed and damage bonuses will not always be gained however, due to the circumstances of any given fight.  For example, a two-handed long spear, if used in a tight formation and set for charge, has little opportunity for any speed bonus, but the damage bonus may be added due to the specialized wielder knowing how to best harness the great mass and heft of the weapon against a charging foe.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Sub-Dual Attack with a Two-Handed Weapon''':  If the situation allows, a two-handed weapon specialist may also attempt a bonus sub-dual attack with an alternate portion of some large weapons.  Two-handed swords and axes, for example, generally may be used in this manner, but awl pikes most often will not.  To make a bonus sub-dual attack with a two-handed weapon, a warrior at the beginning of a round declares he is &amp;quot;dual-wielding&amp;quot; in order to sub-dual with his two-handed weapon.  He receives a -2 penalty to attack for all his normal attacks with the weapon that round, but when his sub-dual attack comes in order of initiative (the speed is always that of the weapon's), he may make his bonus sub-dual attack at a -4 penalty to hit (modified by his reaction adjustment).  If such a bonus sub-dual attack is successful, the damage is that of the flat weapon damage (strength, specialization, magic bonuses, are not accrued), divided by half, rounded down.  Furthermore, the weapon damage is 3/4 temporary.  If a normal opponent is reduced to 0 hit points with such an attack, the opponent immediately falls unconscious for 1d10 rounds.  Certain rarer two-handed weapons already have special bonus sub-dual attack forms and rules.  See the DM for specific rules on these weapons.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Parry with a Two-Handed Weapon''':  Instead of utilizing a bonus sub-dual attack, a two-handed weapon specialist may &amp;quot;sacrifice&amp;quot; his sub-dual attack and covert it to a parry attack, as described above.  To do this, all normal rules for dual-wielding apply (such as the -2 penalty to hit with the primary attacks), as if the two-handed weapon wielder were actually wielding two weapons.&lt;br /&gt;
&lt;br /&gt;
====Weapon and Shield Fighting Style Proficiency and Specialization====&lt;br /&gt;
&lt;br /&gt;
Weapon and Shield Fighting Style may be pursued by any class of character allowed to use the shield (all warriors, clerics, druids, bards and psionicists).  Any of these character classes may become proficient in this fighting style, but only warriors may specialize in this fighting style.  &lt;br /&gt;
&lt;br /&gt;
'''Shield Proficiency''':  Any character class normally able to use the shield (listed below) is considered proficient in shield use (no slots required).  If proficient, shields offer the following advantages:&lt;br /&gt;
&lt;br /&gt;
::''buckler'':  armor class 1 against one opponent attacking the side the shield is placed upon; speed 2, 1d2 damage (sub-dual rules), 3 lbs., 1 g.p.&lt;br /&gt;
&lt;br /&gt;
::''small shield'':  armor class 2 against two enemies either facing the shield bearer or on his shield flank; speed 2, 1d2 damage, 5 lbs., 3 g.p.&lt;br /&gt;
&lt;br /&gt;
::''medium shield'':  armor class 3 against three enemies facing the shield bearer or on his shield flank; speed 6, 1d3 damage, 7 lbs., 7 g.p.&lt;br /&gt;
&lt;br /&gt;
::''large shield'':  armor class 4 against all enemies facing the shield bearer or on his shield flank; speed 7, 1d4 damage, 15 lbs., 10 g.p.&lt;br /&gt;
&lt;br /&gt;
::''body shield'': armor class 5 against all enemies facing the shield bearer or on his shield flank; speed 8, 1d6 damage, 20 lbs., 15 g.p.&lt;br /&gt;
&lt;br /&gt;
:''Shield-Punch'':  The character may shield-punch without weapon unfamiliarity penalties.  Attacking with a shield causes damage as listed above (plus strength but not magic modifiers), but he loses all defensive modifiers gained by the shield for the rest of round when doing so.&lt;br /&gt;
&lt;br /&gt;
:''Shield-Rush'':  As per ''PO:C&amp;amp;T''.  Must have ten feet to run to utilize.  A strength contest is used to see if the opponent is knocked prone, necessitating a combat action to stand again.  If the rusher fails his strength check, he too falls and is prone.  After a shield-rush is used in an attack, the shield provides no other defensive bonuses for that round.&lt;br /&gt;
&lt;br /&gt;
:''Shield Wall'':  Units trained or otherwise certified by the DM as capable may form shield walls by drawing up in tight formations.  Depending on circumstances, leadership or miscellaneous unit capability rolls may be required, especially if morale is in question or there are other significant challenges.  If successfully employed, the AC of the unit collectively betters by one point, and increases its missile defensive capabilities by one category.  Generally speaking, only piercing weapons may be employed by soldiers in such a formation, although if the DM rules it is possible to do sowithout breaking the formation, slashing and bludgeoning weapons may be used, but at a -2 penalty to hit.  Units so organized may only move at half speed.  Very long piercing weapons may be employed at ranks of up to three deep, but the second and third ranks suffer -2 penalties to hit.&lt;br /&gt;
&lt;br /&gt;
'''Shield Specialization''':  Unlike other style specializations, the weapon and shield fighting style costs one proficiency slot. The weapon and shield fighting style may be pursued by any class of character allowed to use the shield (all warriors, clerics, druids, bards and psionicists)   With specialization, the character enjoys all the normal benefits of specialization with a weapon:  +1 to hit and +2 to damage, and extra multiple attacks per round, if the character is for some reason wielding the shield in his primary hand.  With specialization in this fighting style, the penalty for dual-wielding with the shield for the primary hand weapon decreases from -2 to -1, and with the shield from -4 to -3 for sub-dual attacks.  Furthermore, specialization gains the warrior a -1 AC bonus to when using a shield, but he loses this bonus if making sub-dual attacks.  When making attacks with a shield, a shield specialist's defenses due to the shield are not totally lost, and he still maintains 1 point of AC advantage for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
When using the shield as a weapon to cause damage, once the shield is used to attack, successfully or not, any AC bonus provided by the shield is no longer applicable for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
====Two Weapon Style====&lt;br /&gt;
&lt;br /&gt;
Experience has shown that two weapon style has been too often abused, and this is because it has been unrealistically adapted to the rules.  With new emphasis placed on the efficacy of the shield, the effect of not utilizing a shield, especially at lower levels of play, will surely be felt.  Nonetheless, two weapon fighting is certainly possible.&lt;br /&gt;
&lt;br /&gt;
:'''Two Weapon Fighting''':  The standard penalties of -2 to the primary hand and -4 to the secondary hand for one small and one medium weapon, as the described in the ''Player's Handbook'', still apply. Dual-wielding twin short swords, hand axes and similar (S) weapons are penalized at -3/-4.  Dual-wielding (M) weapons are at -4/-6.  Rangers can used twin weapons of any size, but suffer the penalties listed above with a +2/+4 bonus, with reaction adjustments included.  &lt;br /&gt;
&lt;br /&gt;
:'''Two Weapon Style Specialization''':  By spending a maximum of one weapon slot, a character may reduce his -2/-4 primary and off-hand weapon to hit penalties by 1, making them -1/-3.  No further benefits are gained.  Rangers who take this slot may reduce their penalties for unwieldy twin or other medium weapons, as listed above, by 1.  For example, a ranger with a minimum dexterity of 13 (no reaction adjustments) wielding twin long swords would normally suffer a -2/-2 to his primary and secondary hand weapon respectively.  By expending a slot to specialize in two weapon style, these penalties may be reduced to -1/-1 for the ranger.&lt;br /&gt;
&lt;br /&gt;
====Ranger Dual-Wielding Fighting Style Specialization:  Ranger Dual-Wield Defensive Bonus====&lt;br /&gt;
&lt;br /&gt;
Rangers are far superior in dual-wielding than any other character class while wearing light armor (studded leather, leather, elfin chain, and the like).  Although not able to actually specialize in weapons, rangers do &amp;quot;specialize&amp;quot; in dual-wielding weapons.  To reflect this, rangers reserve the option to improve their armor class by parrying in a ranger dual-wield defensive bonus, throughout a round while still attacking, and without sacrificing any attacks, very similarly described in the ''Player's Handbook'' as a full round parry.  In order to do this, at the beginning of a round, a ranger character sacrifices points in THAC0 equal to the number of points in armor class by which he improves.  This reflects the ranger's focus on defending himself, over attacking.  In order to utilize the ranger dual-wield defensive bonus, two actual weapons, such as a long sword and a knife, must be used, and he must be proficient or at least familiar with both (''see'' rules on familiarity).  A ranger's fist will not suffice for the off-hand weapon.&lt;br /&gt;
&lt;br /&gt;
For example, a 7th level ranger with a THAC0 of 14 with a standard AC of 5 (studded leather, Dexterity 16) wishes to maximize his AC in combat without sacrificing attacks during a dangerous encounter.  In order to do this, we utilize the rules in the ''PH'' and divide his level in half (rounded down) and add 1, resulting in a 4.  Utilizing the entirety of this dual-wielding defensive bonus, the ranger thus gains an acting AC of 1, but likewise worsens his THAC0 to 18.  If the ranger in question does not desire his maximum dual-wield defensive bonus, he may draw down the bonus as much as he see fits.  For instance, in the example above, the ranger may only improve his acting AC by 2 points instead of 4, in which case his acting AC would be a 3, but his THAC0 would only worsen to a 16.&lt;br /&gt;
&lt;br /&gt;
Of course, it is still open to a ranger to conduct a full round parry, as defined in the ''Player's Handbook'', instead of, but not in addition to, the ranger dual-wield defensive bonus described above.  Rangers may further augment their dual-wielding defensive bonus by sacrificing attacks as per the advanced parry rules described above.&lt;br /&gt;
&lt;br /&gt;
===Weapon Type vs. Armor Type Modification Table===&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon type vs. armor.JPG|thumb|right|400px|Weapon Type vs. Armor Modifier Table.]] &lt;br /&gt;
&lt;br /&gt;
Table 52 (list right) lists the combat &amp;quot;to hit&amp;quot; modifiers listed in the ''PH''.  All &amp;quot;plus&amp;quot; modifiers are ''added'' to the attacker's THAC0, while all &amp;quot;minus&amp;quot; modifiers are ''subtracted'' from the attacker's THAC0.  For example, bludgeoning weapons gain a +2 bonus when attacking an opponent wearing chain mail.&lt;br /&gt;
&lt;br /&gt;
====Monster Armor Type Equivalencies====&lt;br /&gt;
&lt;br /&gt;
Dragon Hide:  scale mail&lt;br /&gt;
&lt;br /&gt;
Lion Skin:  leather mail&lt;br /&gt;
&lt;br /&gt;
Human Skin:  no modifiers&lt;br /&gt;
&lt;br /&gt;
Thri-Kreen Chiton:  +2 penalty to slashing, + 1 penalty to piercing&lt;br /&gt;
&lt;br /&gt;
===Shield Rules===&lt;br /&gt;
&lt;br /&gt;
As is noted in ''Player's Option:  Combat and Tactics'' and elsewhere, shields are undervalued in normal AD&amp;amp;D combat rules, a contradiction that is obvious when one sees historical fighting reenactments in which the shield invariably plays a very large roll in combat.  In order to account for this discrepancy, the defensive capabilities of shields have been significantly augmented.&lt;br /&gt;
&lt;br /&gt;
====Shields Used in Melee Combat====&lt;br /&gt;
&lt;br /&gt;
If properly trained, characters may gain better defensive capabilities than that listed in the ''Player's Handbook''.  Warriors benefit the most from this augmentation, for warriors are considered proficient in the basic use of all these shield types.  Standard ''PH'' clerics, similar specialty clerics, and crusaders, are also considered proficient in all such shields.  All rogues are proficient in the use of shields up to medium shields.  Psionicists may use up to small shields.  Wizards do not normally use shields, but if they do, they only gain the ''PH'' bonus of +1 to their AC in melee combat.  Certain kits and rarer sub-classes may alter this list of proficiency in shields.&lt;br /&gt;
&lt;br /&gt;
:Buckler:  -1 (Warriors, Crusaders, Clerics, Druids, Rogues, Psionicists)&lt;br /&gt;
&lt;br /&gt;
:Small Shield:  -2  (Warriors, Crusaders, Clerics, Druids, Rogues, Psionicists)&lt;br /&gt;
&lt;br /&gt;
:Medium Shield:  -3  (Warriors, Crusaders, Clerics, Druids, Rogues)&lt;br /&gt;
&lt;br /&gt;
:Large Shield:  -4  (Warriors, Crusaders, Clerics)  Note:  only piercing weapons can be used in conjunction with this shield, all other weapons endure a -1 penalty to hit, and lower the AC effectiveness of the shield by -3.  Dexterity bonuses to AC are worsened by 1 point.&lt;br /&gt;
&lt;br /&gt;
:Body Shield:  -5  (Warriors, Crusaders, Clerics)  Note:  this shield is not readily designed for melee combat, piercing weapons receive a -1 penalty to hit while this shield is equipped, and other weapons receive a -2 penalty to hit, and lower the AC effectiveness by 1.  Dexterity bonuses to AC are worsened by 2 points.&lt;br /&gt;
&lt;br /&gt;
At the DM's option, certain characters may not have proficiency in shield types due to their culture of origins.  For example, aboriginal warriors will generally be unfamiliar with the tactics and proficiencies used in properly employing large shields.  0th level soldiers will be proficient in the shields in which they have been trained.&lt;br /&gt;
&lt;br /&gt;
Due to methods, materials and quality of construction, size alone does not dictate a shield's defensive capabilities.  The DM may for example rule that the wicker shields of ancient Persians, although the size of body shields, is far weaker against melee weapons, and perhaps may offer a bonus of only 3 instead of 5 to AC.&lt;br /&gt;
&lt;br /&gt;
====Shields in Use as Missile Cover====&lt;br /&gt;
&lt;br /&gt;
Shields are excellent providers of missile coverage when being used to ''parry'' missiles.  The AC bonus gained depends on the shield type being used:&lt;br /&gt;
&lt;br /&gt;
:Buckler:  -2&lt;br /&gt;
&lt;br /&gt;
:Small Shield:  -4&lt;br /&gt;
&lt;br /&gt;
:Medium Shield:  -6&lt;br /&gt;
&lt;br /&gt;
:Large Shield:  -8&lt;br /&gt;
&lt;br /&gt;
:Body Shield:  -10&lt;br /&gt;
&lt;br /&gt;
===Plate Armor Rules===&lt;br /&gt;
&lt;br /&gt;
All plate-type armors, including those with ridged plates that are considered by the DM to inhibit movement, lessen the defensive adjustment awarded to those with high dexterity scores.  These include plate mail, field plate and splint mail.  Defensive adjustment modifiers are divided by half, rounded down.  For example, Normont the Wronged has a 15 dexterity, which would normally grant him a -1 defensive adjustment bonus to his armor class.  However, Normont is currently wearing splint mail, and as it has large inflexible plates as part of its make-up, Normont's defensive adjustment modifier is divided in half, rounded down.  Therefore, while he wears this armor, Normont receives no defensive adjustment.  In the case of full plate armor, any defensive adjustment modifiers receive an extra -1 penalty after the modified defensive adjustment has been calculated, unless the armor has been very specifically made or modified for the character wearing it.  Thus, even the Golmad Raveneye has an 18 dexterity, while in full plate not precisely modified to his body, his modified defensive adjustment is only a -1 bonus.  None of these negative modifiers can result in actual penalties to armor class.&lt;br /&gt;
&lt;br /&gt;
===Combat Fatigue, Exhaustion and Death March Rules===&lt;br /&gt;
&lt;br /&gt;
The combat fatigue rules are principally based upon those presented in ''Combat and Tactics'', but with several modifications, especially a modification of the character class fatigue points.&lt;br /&gt;
&lt;br /&gt;
Before calculations for combat endurance are made, it must be emphasized that both players and the DM must keep the encumbrance calculations both PCs and NPCs precise, and ensure that a precise calculation has been ascertained ''before'' combat begins.  The categories for encumbrance as listed in Table 47 of the ''PH'', unencumbered, light, moderate, heavy, and severe, each have their own penalties in combat.  &lt;br /&gt;
&lt;br /&gt;
[[File:Table 47 - character encumbrence.JPG|thumb|right|500px|Table 47:  Character Encumbrance.  This table is used to calculate penalties to THAC0 and AC for heavily encumbered characters.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Table 48 - modified movement rates.JPG|thumb|right|500px|Table 48:  Modified Movement Rates.  Use this table to calculate exact movement rate of characters based on the amount of weight they carry.  If characters are fatigued, exhausted, or on death march, and their mobility is reduce by one category or more, calculate any further weight added by adding it to the minimum amount of weight required to be at the current movement rate.]]&lt;br /&gt;
&lt;br /&gt;
====Fatigue====&lt;br /&gt;
&lt;br /&gt;
[[File:Fatigue rules 2.JPG|thumb|left|800px|Fatigue Rules Summary from the Dwarden Campaign House Rules Card.]]&lt;br /&gt;
&lt;br /&gt;
Fatigue points, defined as the standard number of rounds a PC can fight before he is ''fatigued'' and begins to suffer combat penalties, is calculated by starting from the base of 10, and adding the sum of the average of strength and constitution (rounded down), plus half the number of levels a character has achieved, or the total number of levels a character has achieved if the character is a warrior or crusader, minus the base AC value of any armor or shield that is equipped (ignore well-crafted bonuses, and subtract magical bonuses), and minus any movement penalties due to encumbrance.  For example, ''Theobald the Faithful is a 14th level crusader with a strength of 17 and a constitution of 16, wearing plate mail armor and using a medium shield, and armed with a long sword, with only ten pounds of other equipment (71 lbs.).  Starting with his base value of 10, 10 points are subtracted due the total AC value of 10 from the plate mail (7) and medium shield (3), thus leaving the number of fatigue points gained at 0. Next, calculate the average of his strength and constitution, which is 16 (17+16=33, 33/2=16, rounded down).  As he has no lost fatigue points due to the weight of his heavy armor and shield nor from any other weight (he is &amp;quot;unencumbered&amp;quot;), and his level is 14, Theobald the Faithful has 30 fatigue points (0+16+14=30), and can therefore fight for 30 rounds without constraint.''&lt;br /&gt;
&lt;br /&gt;
As referenced above, before combat is entered into, a character's degree of encumbrance must be calculated, as this can sometimes have a more serious effect.  For example:  ''Theobald's twin brother Leobald the Stalwart is more heavily equipped than his brother.  Leobald wears field plate armor, uses a large shield and wields a footman's flail.  With a strength of 17 like his brother, Leobald therefore usually has an encumbrance category of ''light'', due to his field plate (60 pounds), his footman's flail (15 lbs.), his large shield (15 lbs.), and ten pounds of other gear.  In total he carries 100 lbs., and therefore has a movement rate of 10 (see ''PH'', Table 48) and is considered &amp;quot;lightly&amp;quot; encumbered.  This is two less than his unencumbered movement rate of 12, and therefore he has two less fatigue points than his brother (30-2=28) &lt;br /&gt;
&lt;br /&gt;
Should Leobald acquire more weight in the course of the adventure, he might lose further fatigue points.  For example, if Leobald finds a treasure of 250 gold pieces (25 lbs.) and throws them into a backpack, he will then have a total of 125 lbs. and be considered at &amp;quot;moderate&amp;quot; encumbrance, penalized with a -1 to attack and with a movement rate of 9, being three less than his normal movement rate of 12.  Leobald now has 27 fatigue points. &lt;br /&gt;
&lt;br /&gt;
His spells already exhausted, Leobald enters into prolonged combat against a dragon and its allies, never resting a single round from melee combat for 3 turns (30 rounds).  Not wishing to lose them throughout the combat, Leobald also does not drop his bag of coins before the fight begins, remaining ''moderately'' encumbered, and fighting at a -1 to hit.  Upon reaching the 28th round of combat, and still unable or unwilling to rest from melee combat, Leobald is ''fatigued'' and automatically drops from ''moderate'' encumbrance to the effects of ''heavy'' encumbrance, thereby dropping his &amp;quot;to hit&amp;quot; penalty to -2, worsening his AC by 1 point, and dropping his movement rate to 4 (p. 79, ''PH'').  Theobald may yet still keep fighting, but the DM reminds the player that ''exhaustion'' points must now be tracked.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
&lt;br /&gt;
Exhaustion points are calculated in exactly the same way as fatigue points, save that they are divided by half, rounded down.  Once all the exhaustion points are expended, the character is ''exhausted'', dropping him another level of encumbrance.  For example, with his bag of gold, Leobald would have 13 exhaustion points (27/2=13).  Similar to normal fatigue points, exhaustion points are spent at the rate of 1 per round:&lt;br /&gt;
&lt;br /&gt;
''Leobald the Stalwart, already ''fatigued'', has been beset by yet another wave of foes and is now entering his 43rd round of combat.  At this point, all his 13 exhaustion points have been expended, and Leobald is now ''exhausted''.  He drops from ''heavy'' encumbrance to ''severe''.  Leobald's movement rate is now a 1, and he has a total of -4 to hit, and a -3 to his AC.''&lt;br /&gt;
&lt;br /&gt;
====Death March====&lt;br /&gt;
&lt;br /&gt;
Once a character is ''exhausted'', he may continue to fight, but now proceeds to track ''death march'' points.  These are calculated in the same way as before, but these are one third his normal fatigue points, rounded down.  Leobald would have a modified total of 9 death march points.  Once all a character's ''death march'' points have been expended, a character drops to the next lower level of encumbrance.  Every round thereafter, or if the character was already at ''severe'' encumbrance, characters must roll a PPDM saving throw, penalized by the total base AC value of the armor being worn and any movement penalties due to encumbrance, but accruing any bonuses equal to his bonus hit points due to constitution.  The character may continue to fight indefinitely as long as the saving throw is made at the beginning of each round, but once the character fails his saving throw, he immediately blacks out for 1d10 rounds.&lt;br /&gt;
&lt;br /&gt;
Example:  ''Leobald the Stalwart is in the greatest battle of his life.  Exhausted on his 43rd round of combat, he finds a +4 medium shield on the battlefield, drops his gold coins, and fights on.  Relieving himself of weight, he returns from ''severe'' to ''heavy'' encumbrance, and recalculates his death march points due to his magical shield.  He gains an extra 3 points (16+14+10, -8 for field plate, no movement penalties, no med. shield penalties due to its +4 bonus, all = 32, divided by 3 = 10), giving him 10 death march points.  Therefore, Leobald fights for another ten rounds.  At last, upon his 54th round of uninterrupted melee combat, Theobald is all but completely spent, his mighty endurance almost at its end:  he is at the ''black out'' phase.  His vision begins to tunnel as he fights with the very last of his strength.  Leobald drops back down to ''severe'' encumbrance, and rolls his modified PPDM saving throw.  At 14th level, his PPDM base save is 5.  Theobald has a -2 bonus due to his high constitution, but due to his heavy unmagical plate mail, he has a +8 penalty.  Therefore, altogether, he must at the beginning of the round roll a 10 or above to keep fighting.  He rolls an 11.  However, on the next round, he rolls a 9, and therefore at the beginning of the round he blacks out, falling prone onto the ground for 1d10 rounds.  Hopefully his companions will win the day and save brave Leobald the Stalwart from death.''&lt;br /&gt;
&lt;br /&gt;
A character may emerge from an initial black out with the dedicated full-round efforts of another character, and if the ''blacked out'' character makes a PPDM save modified only by his constitution hit point adjustment.  If this full round effort is made by another character, and a successful saving throw is rolled, the character may rise early from his black out, but at the very least the PC blacks out for one round.  Characters who black out from this kind of exhaustion and recover are considered ''fatigued'' as if by force marching (see ''PH, Chapter 14:  Time and Movement, under Cross-Country Movement), with the -1 penalty to attack until he rests for at least half a day.&lt;br /&gt;
&lt;br /&gt;
====Forced March Fatigue, Exhaustion, Death March and Continued Black Outs====&lt;br /&gt;
&lt;br /&gt;
[[File:Hurin fighting by brokenmachine86-d3kze9z.jpg|thumb|left|800px|A hero of legend fights until the end!]]&lt;br /&gt;
&lt;br /&gt;
After awakening from a black out, a character may fight on once more, recovering one category of ''fatigue'' for every full round he was unconscious as long as an unmodified PPDM saving throw is made for each category, up to a maximum of normal fatigue.  Even though he awakens at best ''fatigued'', the character begins to accrue fatigue or exhaustion points (which ever he recovered to), but at a magnified rate, with fatigue points being expended at the normal rate of 1 a round, but exhaustion points at 2 a round, and death march points at 3 per round.  This magnification can only be mitigated by a full day of complete rest for every category of fatigue to which he has fallen.  The same rules as described above apply to all these steps.  Once all the death march points are used up and he has returned to black out phase, he rolls the same saving throw in the same manner as before, but if he fails a second time, he instead blacks out for 3d10 rounds, and cannot be awakened save by magic or other extraordinary actions (psionics, divine intervention, and other special circumstances).  Upon blacking out a second time, he must also make a system shock roll or die.  If the character wakes up from his black out, he is considered ''exhausted'' as per the rules above, but fights with an additional -2 to attack, -2 to AC, -2 to MAC, -2 to saving throws, and is incapable of casting spells above 2nd level or employing psionic sciences.  He can recover from these enhanced penalties only by complete rest, with no movement, for at least 24 hours.  While in this state of extreme exhaustion, he can no longer recover fatigue points as detailed below until he rests for the entire 24 period.&lt;br /&gt;
&lt;br /&gt;
In the extreme occasion of such a character having to fight again without the required 24 hours of absolute rest, he can fight as long as he has exhaustion and death march points, but these are expended at the rate of 3 and 4 a round respectively, and cannot be recovered.  Blacking out a third time will result in 24 hours of unconsciousness, a system shock roll made at the next lower point of constitution to see if death occurs, followed by death march status until he recovers some of his strength after 1d6 days of required total rest, after which he is exhausted until after another 1d4 days of complete rest, and fatigued until after another 1d3 days of complete rest after that.  These rolls may be modified for bonus hit points due to constitution measured at the value of one day per hit point, but at a minimum one day is required for each step until he reaches full recovery.  Any activity beyond complete rests causes the character's recovery to halt completely.&lt;br /&gt;
&lt;br /&gt;
====Recovery and Respite from Fatigue, Exhaustion and Death March====&lt;br /&gt;
&lt;br /&gt;
Unless a black out has occurred, a fatigued, exhausted or even death march character may recover by resting for an entire round, during which does nothing but recover his strength.  Upon the end of each round resting, he can recover a full category of fatigue, but only if he successfully makes a saving throw vs. paralyzation, modified by any hit point bonus he has due to constitution.  For every consecutive round he rests, he gains a cumulative +1 bonus to his saving throw.  Even if the save is failed, characters still regain fatigue points, depending on the level of fatigue the character has reached (see chart above).  Upon the recovery of a category of fatigue, the entirety of that category's points are recovered.&lt;br /&gt;
&lt;br /&gt;
If a character has blacked out recently without the necessary days of recovery, he can no longer recover any fatigue points.&lt;br /&gt;
&lt;br /&gt;
Light action such as non-melee spellcasting or psionics, rogue skills, or otherwise being actively employed but not fighting, regenerates the return of 1 fatigue point, or if it is a moderate action such as a light run or crossbow reloading, then at least no fatigue points are expended.  A character who has blacked out once may do the same, but no fatigue points or regenerated, and in the case of moderate actions, then one fatigue point is spent. &lt;br /&gt;
&lt;br /&gt;
Example:  ''Theobald the Faithful has blacked out for three rounds after 55 rounds of sustained combat, having picked up his twin brother's 250 gold pieces, but his ally Niomas the Holy has spent the third round splashing water upon Theobald's face and sitting him up.  Theobald, having successfully made all three PPDM saving throws for each category of fatigue he had accrued, rises again and ready to fight, with his full 33 fatigue points.  He is nonetheless still ''fatigued'', and since his encumbrance level is still ''light'', it is instead considered ''moderate'', reducing his attack roll to -1 and his movement rate to 9.  He fights for 16 more rounds, at which point he falls into his 16 exhaustion points, during which he is yet still considered ''fatigued''.  Coming up upon his 32nd round of continuous fighting since his black out, Theobald stops fighting and stays in the rear as his companions hold the front line.  Although he is resting for one round, since he has blacked out he recovers no fatigue points, but he does not lose any either.  Niomas the Holy casts several healing spells, but at this point the tide of the battle has turned.  Thereon the Unyielding, the party's paladin-priest casts ''dispel fatigue'' on Theobald.  The 1st level spell is too weak to cause Theobald to recover completely, but although still fatigued, all his exhaustion and fatigue points are recharged, and he is able to fight again.''&lt;br /&gt;
&lt;br /&gt;
====Endurance Proficiency and Fatigue Rules====&lt;br /&gt;
&lt;br /&gt;
Warriors who take the 2 slot non-weapon proficiency in endurance double the number of fatigue points he gains.  Upon reaching exhaustion, he must make a successful proficiency check to double the number of exhaustion points he gains, and upon reaching death march he must make a successful proficiency check with a -1 penalty to double his number of death march points.  If he blacks out, he may continue to try to double his points, but with a further -1 penalty for every category he falls into.&lt;br /&gt;
&lt;br /&gt;
Example:  ''Thereon the Unyielding is an 18th level paladin, with an 18:00 strength and an 18 constitution, wearing full plate +5 and using a tower shield +5.  His encumbrance level is currently considered unencumbered.  At maximum he has a base of 42 fatigue points.  Thereon however also has the full ''endurance'' proficiency.  Thereon the Unyielding may fight for 84 uninterrupted melee rounds before becoming fatigued.''&lt;br /&gt;
&lt;br /&gt;
Warriors may devote one slot instead of two towards endurance, which will allow them to improve the number of bonus fatigue points by half.  Had Thereon the Unyielding only had one slot towards endurance, he would have had a calculated 63 fatigue points.  This limited endurance otherwise works as discussed above.&lt;br /&gt;
&lt;br /&gt;
Other characters besides warriors and crusaders may pursue endurance, but must spend one more slot than each listed above (3 and 2 slots instead of 2 and 1).&lt;br /&gt;
&lt;br /&gt;
==Experience Point Awards==&lt;br /&gt;
&lt;br /&gt;
===Warrior Experience Points===&lt;br /&gt;
&lt;br /&gt;
The Dungeon Master may elect to award warriors more XPs for each monster or opponent defeated than that listed in the ''DMG'' if the DM determines the player deserving, as listed in the table below.  &amp;quot;Defeat&amp;quot; does not necessarily indicate death or destruction.  An enemy nearly dying in combat and retreating after a hard fought battle, or a monster being fought to submission, would qualify as defeat.&lt;br /&gt;
&lt;br /&gt;
1st Level:  10 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
2nd Level:  20 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
3rd Level:  30 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
4th Level:  40 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
5th Level:  50 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
6th Level:  60 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
7th Level:  70 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
8th Level:  80 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
9th Level:  90 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
10th+ Level:  100 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
==Surprise==&lt;br /&gt;
&lt;br /&gt;
'''Warriors/Rogues'''&lt;br /&gt;
&lt;br /&gt;
:5th:  +1&lt;br /&gt;
&lt;br /&gt;
:10th:  +2&lt;br /&gt;
&lt;br /&gt;
:15th:  +3&lt;br /&gt;
&lt;br /&gt;
:20th:  +4&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Priests/Psionicist'''&lt;br /&gt;
&lt;br /&gt;
:7th:  +1&lt;br /&gt;
&lt;br /&gt;
:14th:  +2&lt;br /&gt;
&lt;br /&gt;
:21st:  +3&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Wizards'''&lt;br /&gt;
&lt;br /&gt;
:10th:  +1&lt;br /&gt;
&lt;br /&gt;
:20th:  +2&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Special Modifiers'''&lt;br /&gt;
&lt;br /&gt;
Rangers in Natural Settings:  +2&lt;br /&gt;
&lt;br /&gt;
Woodsmen (or equivalent) in Natural Settings:  +1&lt;br /&gt;
&lt;br /&gt;
Thieves in Urban Settings:  +1&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
''See'' player House Rules card.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
====Daggers====&lt;br /&gt;
&lt;br /&gt;
''Thrown Dagger Damage'':  Much larger than knives, heavy daggers can carry more strength bonuses than knives, as they have more mass.  Nonetheless, due to the limited size and mass of daggers as compared to weapons held in melee or heavy thrown weapons such as battle axes and spears, modifiers due to strength for daggers are halved, rounded down.  Therefore, for example, a character with a flat 18 strength would only have a +1 to damage, and a character with an 18:00 strength would have a +1 to hit and +3 to damage.  Furthermore, bonuses to damage for thrown daggers cannot exceed the total value of the damage die.  Therefore, against large creatures, even for a character with a 24 strength, the damage modifier would be capped at +3.&lt;br /&gt;
&lt;br /&gt;
:''Specially Crafted Daggers for Damage'':  Most likely at great cost, extremely heavy daggers, principally fashioned from heavy and exotic metals, could theoretically be crafted to carry greater strength bonuses.  For extraordinary strengths of 19 and above, such daggers would have to be composed of extraordinary and even supernaturally heavy materials to harness such power into such small thrown weapons.  Inquire of DM for details.&lt;br /&gt;
&lt;br /&gt;
====Knives====&lt;br /&gt;
&lt;br /&gt;
''Thrown Knife Strength Bonuses'':  Due to their limited size and mass, thrown knives do not carry strength-related attack and damage bonuses.&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=House_Rules&amp;diff=4735</id>
		<title>House Rules</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=House_Rules&amp;diff=4735"/>
				<updated>2024-07-08T09:18:25Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Class Rules==&lt;br /&gt;
&lt;br /&gt;
[[Rogues]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Thief===&lt;br /&gt;
&lt;br /&gt;
====Thief Skill Selection====&lt;br /&gt;
&lt;br /&gt;
'''''Single-Classed Thieves''''': At 1st level, single-classed thieves may choose, with the approval of the DM, ''any'' eight thief skills.  As they advance in level, they may choose other skills, as specified below:&lt;br /&gt;
&lt;br /&gt;
1st:  8 skills&lt;br /&gt;
&lt;br /&gt;
6th:  9 skills&lt;br /&gt;
&lt;br /&gt;
9th:  10 skills&lt;br /&gt;
&lt;br /&gt;
12th:  11 skills&lt;br /&gt;
&lt;br /&gt;
15th:  12 skills&lt;br /&gt;
&lt;br /&gt;
18th:  13 skills&lt;br /&gt;
&lt;br /&gt;
21st:  14 skills, and one more skill every third level thereafter (24th, 27th, 30th, etc.)&lt;br /&gt;
&lt;br /&gt;
A purchased skill will start with the base chance listed in its description, and may be modified by race and statistic scores.&lt;br /&gt;
&lt;br /&gt;
Thief skill slots may also be used to purchase Rogue Class only non-weapon proficiency slots.  For example, the non-weapon proficiency &amp;quot;disguise&amp;quot; may be purchased with a thief skill slot.&lt;br /&gt;
&lt;br /&gt;
For single-classed thieves, instead of skills, the thief may &amp;quot;improve&amp;quot; his dexterity score by one point in one particular skill that he already possesses, but such an improvement in dexterity ''will only apply to this particular thieving skill'', and will not modify his defensive, missile or reaction adjustments.  A single-classed thief may increase his dexterity score with regard to one of his thieving skills up to and not beyond his racial maximum.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Thorion the Bitter has reached 6th level.  Instead of pursuing a new skill, he increases his 15 dexterity with regards to a single thief skill to a 16, thereby possibly improving his ability in one particular thief skill or rogue-category non-weapon proficiencies.  Thorion however does not gain a 10% bonus to his experience because of a &amp;quot;16 dexterity&amp;quot;, nor does he gain the extra defensive adjustments that come with a 16 dexterity.  His dexterity remains a 15, but with regards to this selected thieving skill or proficiency, he now has a 16.  Thorion selects Open Locks.  His ability rises by 5% in this skill, and the DM rules that for his locksmithing non-weapon proficiency, he may now use the 16 in dexterity and not a 15, since the skill set is so similar.  As a human, Thorion the Bitter may do this twice more, until he maxes his dexterity with Open Locks out at 18, which at earliest he could accomplish at 12th level, and which would grant him a further 10% bonus in his Open Locks checks.''&lt;br /&gt;
&lt;br /&gt;
'''''Multi-Classed Thieves'''''&lt;br /&gt;
&lt;br /&gt;
Multi-classed thieves may acquire thief skills at the same rate as single-classed thieves, but such skills begin with no base percentile, meaning they start at 0%, modified by racial and ability score modifiers.  Multi-classed thieves are also unable to improve their dexterity with regards to skills, as single-classed thieves may do.&lt;br /&gt;
&lt;br /&gt;
====Backstabbing====&lt;br /&gt;
&lt;br /&gt;
''No Surprise Necessary'':  Backstabs do not require &amp;quot;surprise&amp;quot;.  Being to the rear of an opponent grants a thief the opportunity to multiply damage.  However, the bonus to hit is only +2 in such cases, as the remaining +2 is due to surprise.&lt;br /&gt;
&lt;br /&gt;
''Missile Backstabs'':  Utilizing thrown or shot weapons as deemed acceptable by the DM, thieves may gain the backstab multiplier for damage in the case of such attacks.  Unlike with melee attacks, opponents ''must'' be surprised by such attacks, for missile weapons cannot be guided as forcefully as melee weapons, which can be made to seek out internal organs.&lt;br /&gt;
&lt;br /&gt;
''Flanking Attacks'':  Single-classed thieves are especially adept with knives and piercing weapons, and if successfully gaining a flank on an opponent, they may as authorized by the DM attack for multiplier damage.  Such skill is one multiplier less than that listed for normal backstab attacks.  For example, a flanking attack by a 5th level single-classed thief will be at x 2 damage, instead of the normal x 3 damage in the case of a backstab attack at that level.&lt;br /&gt;
&lt;br /&gt;
====Traditional Thief Skills Errata and House Rules====&lt;br /&gt;
&lt;br /&gt;
'''''Pick Pockets'''''&lt;br /&gt;
&lt;br /&gt;
Leveled and wary potential victims of pick pocketing may have a chance to detect even a successful pick pocketing.  If a pick pocket is failed altogether, there is a greater chance the attempt was noticed.  The modified rules for this follow below.&lt;br /&gt;
&lt;br /&gt;
:''Chance for Noticing a Pick Pocket'':  Leveled characters have the chance of noticing if they are being pick-pocketed.&lt;br /&gt;
&lt;br /&gt;
::''Warriors, Priests, Psionicists, Wizards, Monsters'':  level x 1%&lt;br /&gt;
&lt;br /&gt;
::''Rangers, Bards'':  level x 2%&lt;br /&gt;
&lt;br /&gt;
::''Thieves'':  level x 3%&lt;br /&gt;
&lt;br /&gt;
::''example'':  Hamden the Bald, an 8th level bard, sings a great song to his audience, while meanwhile Thonoven the Indignant, sitting behind the bard, looks to rob Hamden of his purse.  Thonoven possesses a 98% pick pocket percentage chance.  As Hamden is an 8th level bard, his chance of noticing the theft is 16%.  This is calculated by subtracting 16% from Thonoven's 98%.  Therefore, as long as Thonoven rolls an 81% or below, he succeeds in stealing the purse without Hamden noticing.  Thonoven's player rolls an 82%.  Hamden notices.  The DM rolls a modified surprise check for Hamden, who has a reaction bonus of +1 due to a 16 dexterity, and a +1 from his being an 8th level bard (see House_Rules#Surprise), for a total of a +2 bonus.  The DM rolls a 2 on the d10, and due to Hamden's bonuses, he is not surprised.  Hamden elects to try to grab Thonoven's hand as he steals the purse.  Initiative is resolved between the two rogues.  Hamden goes first, and rolls high enough to catch Thonoven's hand before he even successfully steals his purse.  Thonoven will have to be faster next time.&lt;br /&gt;
&lt;br /&gt;
:''Rogues vs. Rogues'':  If a rogue attempts to pick pocket another rogue, the base percentage chance for noticing is quadrupled.&lt;br /&gt;
&lt;br /&gt;
::''chance to notice calculation'':  x3 the victim’s level from 100 or, if the thief’s percentage is higher than 100, whatever than number is.  Thus, someone with 200% in PP stealing from a 10th level fighter would have no chance of the fighter noticing (it would be 170%).  If the victim is a rogue himself, this chance is quadrupled, as mentioned above.&lt;br /&gt;
&lt;br /&gt;
::''example'':  Avish steals from 7HD monster with 40% PP.  Thus, if Avish roles 79% or above, the creature notices.  He is however higher level, meaning the real chance would be if he roles 84% or above.&lt;br /&gt;
&lt;br /&gt;
::''example'':  A 44th level thief has a 267% PP, versus a 17th level thief with a 120% PP.  The 17th level thief will, at first calculation, be unable to detect any theft attempt (199% being the tally).  Even though 20% is above 100% for the 17th level thief however, the 17th level thief still has no chance of detecting the attempt, save for a role of a 100 by the 44th level character, the final calculations being 179%, then 206% after the levels are factored in.&lt;br /&gt;
&lt;br /&gt;
'''''Detect Noise''''':  Whatever the ability score is above 100%, that is the percentage chance the character has to detect another rogue moving silently.  In the die rolls, this effectively decreases the MS roll of the enemy rogue by the number of percentage points one has above 100%.&lt;br /&gt;
&lt;br /&gt;
'''''Move Silently''''':  The normal movement rate for this ability is at 1/3 the normal movement rate of the character.  There is a -10% penalty to increase the speed to 2/3, and a further -10% to increase into to normal speed.  Continuing -10% penalties continue to accrue all the way to x5 speed.  Running at the maximum x5 speed would therefore penalize a thief's MS percentage by -70%.&lt;br /&gt;
&lt;br /&gt;
'''''Hide in Shadows'''':  The normal movement rate for this ability is at 1/3 the normal movement rate of the character.  There is a -10% penalty to increase the speed to 2/3, and a further -10% to increase into to normal speed.  Continuing -10% penalties continue to accrue all the way to x5 speed.  Running at the maximum x5 speed would therefore penalize a thief's MS percentage by -70%.&lt;br /&gt;
&lt;br /&gt;
:''Hiding in Shadows from Thieves'':  Thieves have an eye for detecting other thieves hiding in shadows.  For every level they have attained, thieves effectively lower a hiding thief's chance to hide themselves from him by one percentile point.  Those who have the blind-fighting non-weapon proficiency (whether a thief or another class), lower a hiding thief's HS score by 5%.&lt;br /&gt;
&lt;br /&gt;
'''''Open Locks''''':  &lt;br /&gt;
&lt;br /&gt;
:''Silent Lock Picking'':  -10% to lock pick rating, but it will be performed quietly on any roll save 1-10%, 1-9% at 10th, 1-8% at 15th, 1-7% at 20th, 1-6% at 25th, 1-5% at 30th, etc.  A -1% bonus is awarded for a dexterity of 17, a -2% for an 18, etc.&lt;br /&gt;
&lt;br /&gt;
====New Thief Skills====&lt;br /&gt;
&lt;br /&gt;
'''''Tumbling''''':  Access to this base rogue skill, which duplicates the non-weapon tumbling proficiency, requires access to the tumbling proficiency, as listed in the ''PH'', or it may be purchased by a thief skill slot, as discussed in the house rules above.  A second skill slot must be purchased in order to gain access to specialized skills in tumbling.&lt;br /&gt;
&lt;br /&gt;
:''Tumbling Evasion'':  Evasion, available only to single-classed rogues who have spent an initial slot on tumbling and secondary slot on tumbling evasion specifically, enables the character to opt to evade attacks directed at him or her.  If it is a full-round action, tumbling evasion, if rolled successfully, provides the rogue with complete immunity to almost any melee or missile attack, avoiding them completely unless his opponent rolls a natural 20.  If a partial round action is declared, the thief must successfully roll first in the initiative order against his opponent.  If he succeeds in this, he actually attacks or otherwise acts last in the initiative order, but if he rolls his evasion percentage roll successfully hhe gain an AC bonus throughout that round against every opponent he preceded in initiative order. The  armor class bonus he gains is equal to the percentile score rolled divided by 5 (rounded down).  For example, ''Thorion the Bitter has a 25% chance total percentile score for tumbling evasion.  Thorion defeats his opponent in initiative order, and therefore rolls his percentile chance die before his opponent attacks.  Thorion rolls 25% exactly, thereby granting him a -5 bonus to his armor class for the remainder of the round.''  After his opponent attacks, the rogue may attack at the end of the round.  Percentile scores for this skill cannot exceed a base of 6O%, adjusted for dexterity and/or race.  Tumbling evasions may be combined with parry rules, but cannot be performed with any armor beside leather, studded leather or elven chain and their equivalents, nor can it be performed with any shield save for a buckler.  The starting percentile for this skill is 10%, with a bonus of 2%, 3%, 5%, and 8% for a dexterity of 16, 17, 18 and 19 respectively.  Dwarves, elves and gnomes gain a 5% racial bonus to tumbling evasion, but halflings gain a 10% bonus.&lt;br /&gt;
&lt;br /&gt;
'''''Pole Vaulting''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Tightrope Walking''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Jumping''''':  see ''Unearthed Arcana'', more to follow...&lt;br /&gt;
&lt;br /&gt;
'''''Detect Illusion''''':  (source:  ''Dragon Kings'')  This skill is not available to thieves until they reach 10th level.  In addition to perceiving the deceptions of illusionary magic, this skill once activated also lowers a rival rogue's hide in shadow ability by the number of percentage points he has in the skill.  For example, a character with 50% in DI rolls 37% for his DI roll against a suspected hiding thief.  The thief that is hiding had a modified 65% HS score, but with regards to the master thief who is searching for him, his HS score is reduced to 15%. &lt;br /&gt;
&lt;br /&gt;
====Advancing Beyond 95%====&lt;br /&gt;
&lt;br /&gt;
Thieves may advance beyond 95% in any thief skill.  However, save for very rare circumstances, rolling a 96%+ will always remain a failure, as the excess percentile points are typically at play only in the case of penalties to thief skill rolls; i.e. a 100% chance does not truly mean a thief has a 100% chance to perform a thief skill.&lt;br /&gt;
&lt;br /&gt;
==Combat Rules==&lt;br /&gt;
&lt;br /&gt;
===Firing into Melee===&lt;br /&gt;
&lt;br /&gt;
The rules follow those stated in the book, but with the following changes when aiming at specific targets.  Percentages should be placed next to each other just as possible targets are next to each other.  The number of potential targets considered should not extend beyond the target's immediate melee range for what he will encounter that round.  Distance penalties, such as for long distance (-5) are increased by a factor of five, thus making a bonus penalty of +25% points for firing from such a distance.  For each THAC0 point better 20 of the attacking character, a -3% bonus is given to the attacker’s roll.  Dexterity bonuses to hit are factored in at the rate of 5% per +1 bonus, with a -5% bonus for elves, a -2% bonus for half-elves and a -5% bonus per +1 of the attackers weapons, including both arrows and bows.  DMs may supply penalties for extreme movement on the battlefield, in which case recommendations are +5% for strong movement (thick melee fighting, x 2 run), +10% for a running and intermingling movement (x3 movement, thick mounted combat), and a +25% penalty spectacularly quick movement (teleportation fields, running hastes, galloping mounted combat in melee etc.).  Perfect stillness provides a +20% bonus, with only occasional movement providing a +10 (a coffee table conversation). &lt;br /&gt;
&lt;br /&gt;
''Garom the Guardsman, a 3rd level fighter with a 17 dexterity is firing his crossbow into a thick melee from normal range, aiming for the enemy cavalry commander, Nerok.  Garom has a crossbow +1 and bolts +2.  Nerok is riding on a large heavy warhorse, charging at a group of five infantrymen allied with Garom.  The DM rules that there are 7 possible targets (including Garom's horse), ignoring the various other soldiers in the battle farther away.  Being a large creature, Garom's horse is considered double percentage value.  Dividing 8 into 100 and completing the math, the DM decides there is a base 12.5% chance or 1 of 8 chance to hit Nerok over his horse or any of the either soldiers.  The DM then modifies the base percentile chance, assigning the horse a 25% chance to be hit, the allied soldiers a 15% chance to be hit each of the other five soldiers, and a 15% chance to hit Nerok.  Garom is 3rd level however, granting him a -6% bonus chance to hit Nerok.  Garom also has a +2 missile attack bonus, a +1 crossbow and a +2 bolts, granting him a further -25% bonus to hit Nerok.  Unfortunately, Nerok is charging his opponents through the thick of battle, and the DM adds a +25% penalty to Garom's chance to hit.  Therefore, when all factors are calculated, Garom only has a -6% bonus to hit Nerok and not Nerok's horse or one of his allies.  Therefore, upon final examination, Garom realizes he only has a modified 21% chance to hit Nerok, but chooses to fire anyway.  Garom rolls a 19 on his attack die, and can defeat Nerok's heavy armor.  However, he still may hit an unintended target, especially Nerok's horse.  Garom rolls a 22% on his percentile die.  Since the horse is the next closest target to Nerok, the crossbow bolt instead strikes the horse, causing it to buck and throw Nerok.  Nerok suffers falling damage, but he makes his surprise roll and continues to fight that very round.  Garom draws his sword, knowing he has no choice but to fight Nerok blade to blade.''&lt;br /&gt;
&lt;br /&gt;
===Sleeping &amp;amp; Stunned Opponents:  Instant Kill Rules===&lt;br /&gt;
&lt;br /&gt;
Against a sleeping, stunned, ''held'', or otherwise utterly immobile opponent, role to hit.  Avoid incorporating AC adjustments due to actual armor or dexterity, as these obviously do not apply.  A +4 bonus to hit is awarded.  The DM may declare that a natural roll of a 1 is still a hit, but some awkward or unfortunate circumstance for the attacker occurs.  The DM may also rule that a natural 1 is not a hit, due to the clumsiness of the attacker, the wakening of the target, etc.  If a hit, the victim is granted a save vs. death magic to avoid instant death, unless the DM rules otherwise.  All warriors, and thieves, ninjas, assassins (and all others the DM rules) may inflict a -4 penalty to the victim's save vs. DM, due to the vigor and/or lethal skill of the attacker.&lt;br /&gt;
&lt;br /&gt;
If the victim fails his saving throw vs. DM, he will almost certainly die instantly, unless the DM rules otherwise.  If he succeeds in his saving throw, the victim still takes damage, suffering four times the damage dice, +4 damage.  Any bonuses due to strength, magical bonuses or specialization are ''not'' multiplied.  For a rogue, these multiples are in addition to any applicable backstab bonuses.  For example, a thief with a x3 backstab multiplier now enjoys a x7 multiplier for this attack.  Duel-wielding will generally not duplicate these multiplier bonuses.  Follow-up attacks during that round will also not receive the multiplier bonuses.&lt;br /&gt;
&lt;br /&gt;
Ex.  ''Blackard the Cruel, a 13th level thief, finds Baron Blumming sleeping soundly in his bed.  Blackard creeps forward, the DM successfully rolling his Move Silently roll so that the Baron does not awaken with Blackard's approach.  Blackard removes his dagger and slashes the Baron's throat, rolling a 19 for his attack roll.  Baron Blumming however also roles a 19 for his saving throw vs. DM, and thus survives an inherent instant kill.  Blackard wield a +3 dagger, and with a strength of 17 has a +1 damage bonus.  As a 13th level thief, his backstab damage multiplier is x5, which will accrue to the x4 sleeping multiplier, making Blackard's total multiplier x9.  In total, Blackard's damage formula is therefore:  9d4 + 1 (strength) + 3 (magic weapon) + 4 (sleeping).  He roles a total of 26 damage.  The DM rules that the Baron, having 36 hit points, awoke just as the dagger crossed his throat, his warrior senses attuned well enough so that some part of him sensed danger was immediately at hand.  Further, the Baron makes his surprise check (despite the -8 penalty), and being unarmed attempts to wrestle with Blackard that very round, holding his wrist.  Blackard was using his hand to cover the Baron's mouth, so he cannot dual-wield that round, but at least the Baron's scream is muffled.  Blackard will have to decide very carefully what he will do next round!''&lt;br /&gt;
&lt;br /&gt;
===Parrying===&lt;br /&gt;
&lt;br /&gt;
In combat, characters parry and dodge aside from weapons, spells and worse all the time.  If necessary, such parrying and dodging can be a focus of a character's actions during a round.&lt;br /&gt;
&lt;br /&gt;
There are three forms or varieties of parrying:&lt;br /&gt;
&lt;br /&gt;
:1.  '''Full-Round Parry'''&lt;br /&gt;
&lt;br /&gt;
:2.  '''Individual Attack Parry'''&lt;br /&gt;
&lt;br /&gt;
:3.  '''Limited Full-Round Parry (Spread Parry)'''&lt;br /&gt;
&lt;br /&gt;
Regardless of what form of parry is chosen, there are certain rules to parrying that apply to all parries.  Parries can only be applied to forward and logical flanking attacks; parrying can provide no protection against rear attacks.  Parries ''can'' be applied to missile attacks, per the DM's approval.  Parrying bonuses do not apply to any saving throws rolled.  Weapon bonuses, whether from being well-crafted or magical, or from high strength or specialization, do not apply to parries.  Parrying can improve an AC beyond -10.  Regardless of the situation, saving throws involving parries never lack defense adjustment modifiers, if applicable.&lt;br /&gt;
&lt;br /&gt;
====1.  Full-Round Parries====&lt;br /&gt;
&lt;br /&gt;
As described as an optional rule in the ''Player's Handbook'', a full-round parry provides the maximum amount of protection a character can give himself during a given round.  A full-round parry ''must'' be declared at the beginning of a round; although other forms of parrying are available mid-round, the benefits of a full-round parry can only be taken if announced at the beginning of a round.&lt;br /&gt;
&lt;br /&gt;
If the character makes no other actions besides self-defense, a full-round parry is achieved.  No other actions such as drinking potions is possible during this round.  No matter how many attacks come his way, the character enjoys the armor class bonus throughout the round.&lt;br /&gt;
&lt;br /&gt;
The benefit of a full-round parry is an AC bonus equal to half the character's level.  A 5th level wizard for instance would gain an AC bonus of -2 for the round, for any fraction is ignored.  A warrior gains a +1 to this bonus.  A 6th level ranger, for example, would have an AC bonus of -4 throughout the round.  Although fractions are ignored, regardless of the level, any given character always receives at least a -1 AC bonus during a full-round parry.&lt;br /&gt;
&lt;br /&gt;
====2.  Individual Attack Parry====&lt;br /&gt;
&lt;br /&gt;
A character may decide that a full-round parry is not necessary, and may instead elect to parry in a more circumspect manner, which involves the sacrifice of at least one attack to be redirected as a parry against a single enemy attack.&lt;br /&gt;
&lt;br /&gt;
Individual attack parries need not be announced at the beginning of the round.  Instead, an individual attack parry must be announced before a single specific oncoming attack, and it must be announced before the roll for that specific attack is made.  In making the announcement, the defender forfeits one remaining attack he has for the round.  &lt;br /&gt;
&lt;br /&gt;
When an individual attack parry is utilized, the full parry bonus for that character applies to the defender's armor class against that specific attack only.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Kharn, a 13th level gladiator, is fighting Ktandeo, an 18th level gladiator.  Both characters are specialized, and therefore have two or three attacks each round.  In the course of a round in which both characters have three attacks and Kharn has the initiative, Ktandeo is critically hit with a 20 by Kharn's first attack, and thereafter only has one hit point remaining.  As Kharn is about to make his second attack, Ktandeo electss to parry that specific attack, deciding that he must protect himself.  The DM rolls Kharn's attack roll.  Kharn rolls well, and normally would have hit, but since Ktandeo is parrying the attack and has thereby lowered his AC by -10, Kharn fails to successfully hit Ktandeo with that attack.  Normally, Ktandeo would immediately follow Kharn's attack with his own second attack for the round, but since Ktandeo has just sacrificed an attack for a parry, Kharn may immediately follow and take his third attack for the round.  Once again, before the DM rolls for Kharn's attack, Ktandeo's player decides to defend with an individual attack parry by sacrificing his third attack, and thereby again improves Ktandeo's AC by -10.  Luckily for Ktandeo, Kharn rolls a 1 and then a 10%, achieving a catastrophic fumble, taking him out of combat for the rest of the round and the following round as well.  Seeing his chance, Ktandeo attacks Kharn next round with two attacks while Kharn fumbles.  Ktandeo rolls a 20 for a critical hit on his first attack, and thus slays his rival.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dual-Wielding and Parrying'''&lt;br /&gt;
&lt;br /&gt;
Dual-wielding theoretically can give a character a significant advantage if he is using an individual attack parry.  For example, a character could wield a short sword in his off hand and always dedicate that weapon's attack as an individual attack parry.  This would seem to give a dual-wielder a significant advantage in any individual attack parry strategy, and although this can theoretically be true, there are certain disadvantages as well.&lt;br /&gt;
&lt;br /&gt;
Any parry from a dual-wielder is still subject to the -2 primary hand and -4 off-hand penalties for dual-wielding, which also applies to any AC bonus gained through parrying.  In the example above, in which Ktandeo fights Kharn, were Ktandeo to attempt to gain an extra attack or parry by dual-wielding, Ktandeo's parrying AC bonus would weaken from -10, to -8 with his primary hand weapon and -6 to his off-hand weapon.&lt;br /&gt;
&lt;br /&gt;
Reaction adjustments from very high (or very low) dexterity can mitigate or modify the -2/-4 penalty.  For example, a character with an 18 dexterity has a reaction adjustment bonus of +2, which would lower the penalty to the off-hand weapon parry to -2 and negate the primary hand weapon parry penalty altogether.  However, such dexterous parrying displays while dual-wielding detracts from the character's general defense adjustment, as he is focusing a great deal of his attention on manipulating his weapons rather than his entire body.  This detraction is calculated by subtracting the reaction adjustment value from the character's defensive adjustment.  A character with an 18 dexterity has a reaction adjustment of +2 and a defensive adjustment bonus of -4.  Thus, while dual-wield parrying, a character with an 18 dexterity would only have an AC defensive adjustment bonus of -2.  These penalties will apply only to the current attack being aimed at the parrying character.  &lt;br /&gt;
&lt;br /&gt;
:Example:  ''Zvain the Cruel is 16th level drow elf fighter with a 19 dexterity.  Aside from his dexterity, Zvain's only other defensive adjustments are due to his drow elfin chain +5, which provides him with an AC of 0.  With his dexterity's defensive adjustment, Zvain's total AC would normally be -4.  Zvain normally wields a long sword (with which he is specialized) in his primary hand and a short sword in his off-hand.  He thus receives the standard -2/-4 penalties to dual-wielding, but these penalties are nearly negated by his +3 reaction adjustment, which leaves him with only a -1 penalty to his off-hand short sword.''&lt;br /&gt;
&lt;br /&gt;
:''Zvain finds himself in a duel with Ktandeo.  He decides that he wishes to use his single off-hand short sword attack per round as an individual attack parry against one of Ktandeo's ferocious blows.  At 16th level, Zvain's normal parry AC bonus would be -9 (half his level rounded down, +1 for being a warrior).  However, Zvain's penalties for dual-wielding are not completely negated for his off-hand weapon, and so Zvain's parry bonus with the off-hand short sword weakens by one, reducing his parry AC bonus to -8.  Furthermore, Zvain is so concentrated upon defending himself from Ktandeo with his short sword that the drow is slightly slower with his footwork than usual.  With his reaction adjustment of +3 and his defensive adjustment bonus of -4, the sum of his defensive adjustment is only a -1 bonus.  Therefore, in the instance of this specific single attack parry and the next attack upon him, Zvain's AC is temporarily lowered to AC -1 due to his distracted dexterity, but with the parry AC bonus of -8, Zvain's final calculated AC for the single attack parry is -9.''&lt;br /&gt;
&lt;br /&gt;
Note:  In the case of extreme dexterity, such as a 24 dexterity, the defensive adjustment is only detracted by the full value of the reaction adjustment if all the reaction adjustment is utilized in negating the penalties for the weapon hand being used in the parry, which will not usually be the case.  For example, a 24 dexterity provides a +5 reaction adjustment and -6 defensive adjustment.  If wielding a long sword and a short sword in the primary hand and off-hand respectively, the penalties to hit are only -2/-4.  In this scenario, resolving an off-hand individual attack parry would be calculated by taking from the reaction adjustment only +4 of the +5, as +4 would completely negate the -4 penalty.  Thus, only the +4 would be summed with the defensive adjustment bonus of -6.  The godly dexterity of such a character would therefore not only completely negate any off-hand penalties to the parry, but would also leave the character with an overall defensive adjustment bonus of -2 during the individual attack parry.  Now if the same character were wielding two medium-sized weapons, such as two scimitars, the primary/off-hand to hit penalties are -4/-6.  If using the off-hand scimitar, the entire +5 reaction adjustment would not be enough to negate the penalty, and thus the final calculated AC for the single attack parry would be calculated in the same manner that Zvain's was calculated above.&lt;br /&gt;
&lt;br /&gt;
'''Shields and Parrying'''    &lt;br /&gt;
&lt;br /&gt;
Naturally, shields are generally far better for dual-wield parrying than off-hand weapons.  They are even better for parrying if one has proficiency or specialization in the weapon and shield style (these proficiencies/skills are sublimated into the same proficiency).&lt;br /&gt;
&lt;br /&gt;
Shield-punching is not possible if one is wielding the shield in the off-hand weapon and chooses to parry with it.&lt;br /&gt;
&lt;br /&gt;
If the shield is used in a single attack parry, the normal -2/-4 penalties apply.  In the case of weapon and shield style specialization, the penalty is lightened to -2/-3.  &lt;br /&gt;
&lt;br /&gt;
:Example:  ''Brett the Bold is a 7th level fighter with a 16 dexterity (+1 reaction adjustment, -2 defensive adjustment).  Finding himself in an unfortunate duel with Zvain the Cruel, Brett elects to use his shield in a single attack parry.  Brett bears full plate mail and his shield as armor, which coupled with his dexterity, normally gives him an AC -2.  By electing to give himself a -2 penalty to hit with his long sword throughout the round, Brett can use his shield as a single attack parry.  Announcing that he will parry the first of Zvain's blows with his shield, Brett only has a -1 penalty to his shield parry after taking into account his reaction adjustment.  After calculation, Brett enjoys a -3 parry AC bonus against Zvain's first attack (half his levels, rounded down, +1 for warrior, -1 for &amp;quot;dual-wielding&amp;quot; his shield).  This betters Brett's AC against Zvain's first attack to AC -5, but since he is concentrating on a dexterous use of his shield, his defensive adjustment temporarily weakens to a -1 bonus, leaving Brett with a final calculated parrying AC of -4 (+1 reaction adjustment, summed with his -2 defensive adjustment, leaves him with an defensive bonus of -1 instead of -2).  Due to his +1 reaction adjustment, Brett's two long sword attacks per round only receive a -1 to hit, instead of the -2 penalty.''&lt;br /&gt;
&lt;br /&gt;
For those proficient in the Weapon and Shield Fighting Style, when single attack parrying, the penalty for &amp;quot;dual-wielding&amp;quot; the shield for parrying purposes is reduced from -2 to -1.  &lt;br /&gt;
&lt;br /&gt;
If one specializes in the Weapon and Shield Fighting Style, when single attack parrying, the penalty to hit with the primary hand weapon is reduced from -2 to -1.  The shield-master receives a general +1 bonus to AC due to his great skill with the shield. &lt;br /&gt;
&lt;br /&gt;
====3.  Limited Full-Round Parry====&lt;br /&gt;
&lt;br /&gt;
Sometimes a character may be faced with multiple attacks from multiple opponents, and may desire as his strategy to improve his armor class throughout the round with a limited or partial parry.  He can do this by sacrificing at least one of his attacks.  This is also called a &amp;quot;spread&amp;quot; parry.  The benefit of this method of parrying is that individual enemy attacks need not be singled out for an individual parry, and that rather a bonus to AC is enjoyed against any number of attacks endured during a given round, while still allowing at least one other attack.&lt;br /&gt;
&lt;br /&gt;
To make a limited full-round parry, the character in question must declare his intent to do so, and must declare before any pertinent attack rolls from his assailants are made.  The parrying character must also decide which and how many of his attacks are going to be sacrificed.  This is usually done at the end of the round.&lt;br /&gt;
&lt;br /&gt;
The improvement in AC is gained by much in the same way as described under &amp;quot;Individual Attack Parry&amp;quot;.  The AC bonus for the attack(s) being sacrificed is assessed (a shield is almost always a far better &amp;quot;attack&amp;quot; to sacrifice than a standard weapon).  The bonuses for the attacks being sacrificed are averaged, rounded down.  Once that number is attained it is factored by the fraction of attacks sacrificed over the total number of attacks the character possesses.  The resulting number, rounded down, is the bonus AC enjoyed by the character.&lt;br /&gt;
&lt;br /&gt;
:Example:  ''Khant the Cynic is a 30th level fighter.  He wears dragon hide armor giving him an AC -4, and possesses a magical shield +5, thus giving him an AC of -10.  Khant is about to fight the Chromatic Dragon, and so quaffs a'' potion of speed ''before he engages.  Specialized in the bastard sword, Khant usually enjoys 5/2 attacks +1 attack (his shield) per round, and thus normally has at any given round three or four attacks.  With the potion, his attacks double, to either six or eight attacks per round.  Feeling confident, Khant the Cynic faces Tiamat, deciding to sacrifice one half his attacks any given round during the combat, so as to increase his overall armor class during the battle.&lt;br /&gt;
&lt;br /&gt;
:''Khant's normal parry bonus would be -16, but dual-wielding and without a dexterous reaction adjustment, his bastard sword parry bonus reduces to -14.  With his shield, there is only a -1 penalty for dual-wielding, because Khant has a proficiency slot dedicated to &amp;quot;shield&amp;quot;.  This leaves him with a -15 AC parrying bonus with the shield.  The average of -14 and -15 is -14 (rounded down).  Since half of Khant's attacks are sacrificed during any given round of his combat with Tiamat, this provides the fraction which is used to factor Khant's parry bonus:&lt;br /&gt;
&lt;br /&gt;
:''-14/1 x 1/2 = '''-7'''''&lt;br /&gt;
&lt;br /&gt;
:''By sacrificing half his attacks any given round, Khant enjoys a -7 bonus to his AC, giving him an effective AC -17.  Unfortunately, the DM determines Tiamat's calculated THAC0 is -10.  Khant the Cynic may have made a mistake...''&lt;br /&gt;
&lt;br /&gt;
Spread parrying does not guarantee a parrying bonus of at least -1; if the penalties and averaging actually worsen a character's armor class, then the AC is worsened.  Only truly skilled and powerful characters generally profit from this method of parrying.&lt;br /&gt;
&lt;br /&gt;
===Fighting Styles and Specialization===&lt;br /&gt;
&lt;br /&gt;
In order to reserve weapon proficiency slots for proficiency in actual weapons or fighting styles such as wrestling, punching and exploring unarmed martial arts, and so as to streamline warrior skills and not create de facto &amp;quot;mandatory&amp;quot; weapon style proficiencies in order to compete with their peers, the purchasing of fighting style specialization with the expenditure of slots is not required, save for the exceptions listed below.  Instead, fighting style specialization is acquired by simply specializing in a given weapon, at which time the warrior in question is specialized in that style, but only with that weapon.  Rarely, such as is the case in certain ninja kits, non-warriors may gain style specialization.&lt;br /&gt;
&lt;br /&gt;
Style specialization in no way counts against a warrior's choice of weapon specialization, which is separate matter.  A multi-class warrior may also specialize in a fighting style, but only a single class warrior may specialize in multiple combat styles.  In the both cases, a weapon proficiency slot is required to gain that skill.&lt;br /&gt;
&lt;br /&gt;
====One-Handed Weapon Style Specialization====&lt;br /&gt;
&lt;br /&gt;
With no shield in hand, the warrior focuses all his attention he might have spent on the other hand to the fight at large.  As a result, he enjoys a +1 bonus to his AC.&lt;br /&gt;
&lt;br /&gt;
'''Enhanced Specialization''':  A warrior may expend a maximum of one slot on enhancing his skill with a one-handed weapon style for his weapon, which results in granting him a further +1 bonus to his AC.&lt;br /&gt;
&lt;br /&gt;
====Two-Handed Weapon Style Specialization====&lt;br /&gt;
&lt;br /&gt;
The warrior has learned to use his large weapon's weight and size to great advantage.  If the circumstances allow, a weapon's speed is bettered by 3 points, and an additional +1 to damage rolls is accrued.  Speed and damage bonuses will not always be gained however, due to the circumstances of any given fight.  For example, a two-handed long spear, if used in a tight formation and set for charge, has little opportunity for any speed bonus, but the damage bonus may be added due to the specialized wielder knowing how to best harness the great mass and heft of the weapon against a charging foe.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Sub-Dual Attack with a Two-Handed Weapon''':  If the situation allows, a two-handed weapon specialist may also attempt a bonus sub-dual attack with an alternate portion of some large weapons.  Two-handed swords and axes, for example, generally may be used in this manner, but awl pikes most often will not.  To make a bonus sub-dual attack with a two-handed weapon, a warrior at the beginning of a round declares he is &amp;quot;dual-wielding&amp;quot; in order to sub-dual with his two-handed weapon.  He receives a -2 penalty to attack for all his normal attacks with the weapon that round, but when his sub-dual attack comes in order of initiative (the speed is always that of the weapon's), he may make his bonus sub-dual attack at a -4 penalty to hit (modified by his reaction adjustment).  If such a bonus sub-dual attack is successful, the damage is that of the flat weapon damage (strength, specialization, magic bonuses, are not accrued), divided by half, rounded down.  Furthermore, the weapon damage is 3/4 temporary.  If a normal opponent is reduced to 0 hit points with such an attack, the opponent immediately falls unconscious for 1d10 rounds.  Certain rarer two-handed weapons already have special bonus sub-dual attack forms and rules.  See the DM for specific rules on these weapons.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Parry with a Two-Handed Weapon''':  Instead of utilizing a bonus sub-dual attack, a two-handed weapon specialist may &amp;quot;sacrifice&amp;quot; his sub-dual attack and covert it to a parry attack, as described above.  To do this, all normal rules for dual-wielding apply (such as the -2 penalty to hit with the primary attacks), as if the two-handed weapon wielder were actually wielding two weapons.&lt;br /&gt;
&lt;br /&gt;
====Weapon and Shield Fighting Style Proficiency and Specialization====&lt;br /&gt;
&lt;br /&gt;
Weapon and Shield Fighting Style may be pursued by any class of character allowed to use the shield (all warriors, clerics, druids, bards and psionicists).  Any of these character classes may become proficient in this fighting style, but only warriors may specialize in this fighting style.  &lt;br /&gt;
&lt;br /&gt;
'''Shield Proficiency''':  Any character class normally able to use the shield (listed below) is considered proficient in shield use (no slots required).  If proficient, shields offer the following advantages:&lt;br /&gt;
&lt;br /&gt;
::''buckler'':  armor class 1 against one opponent attacking the side the shield is placed upon; speed 2, 1d2 damage (sub-dual rules), 3 lbs., 1 g.p.&lt;br /&gt;
&lt;br /&gt;
::''small shield'':  armor class 2 against two enemies either facing the shield bearer or on his shield flank; speed 2, 1d2 damage, 5 lbs., 3 g.p.&lt;br /&gt;
&lt;br /&gt;
::''medium shield'':  armor class 3 against three enemies facing the shield bearer or on his shield flank; speed 6, 1d3 damage, 7 lbs., 7 g.p.&lt;br /&gt;
&lt;br /&gt;
::''large shield'':  armor class 4 against all enemies facing the shield bearer or on his shield flank; speed 7, 1d4 damage, 15 lbs., 10 g.p.&lt;br /&gt;
&lt;br /&gt;
::''body shield'': armor class 5 against all enemies facing the shield bearer or on his shield flank; speed 8, 1d6 damage, 20 lbs., 15 g.p.&lt;br /&gt;
&lt;br /&gt;
:''Shield-Punch'':  The character may shield-punch without weapon unfamiliarity penalties.  Attacking with a shield causes damage as listed above (plus strength but not magic modifiers), but he loses all defensive modifiers gained by the shield for the rest of round when doing so.&lt;br /&gt;
&lt;br /&gt;
:''Shield-Rush'':  As per ''PO:C&amp;amp;T''.  Must have ten feet to run to utilize.  A strength contest is used to see if the opponent is knocked prone, necessitating a combat action to stand again.  If the rusher fails his strength check, he too falls and is prone.  After a shield-rush is used in an attack, the shield provides no other defensive bonuses for that round.&lt;br /&gt;
&lt;br /&gt;
:''Shield Wall'':  Units trained or otherwise certified by the DM as capable may form shield walls by drawing up in tight formations.  Depending on circumstances, leadership or miscellaneous unit capability rolls may be required, especially if morale is in question or there are other significant challenges.  If successfully employed, the AC of the unit collectively betters by one point, and increases its missile defensive capabilities by one category.  Generally speaking, only piercing weapons may be employed by soldiers in such a formation, although if the DM rules it is possible to do sowithout breaking the formation, slashing and bludgeoning weapons may be used, but at a -2 penalty to hit.  Units so organized may only move at half speed.  Very long piercing weapons may be employed at ranks of up to three deep, but the second and third ranks suffer -2 penalties to hit.&lt;br /&gt;
&lt;br /&gt;
'''Shield Specialization''':  Unlike other style specializations, the weapon and shield fighting style costs one proficiency slot. The weapon and shield fighting style may be pursued by any class of character allowed to use the shield (all warriors, clerics, druids, bards and psionicists)   With specialization, the character enjoys all the normal benefits of specialization with a weapon:  +1 to hit and +2 to damage, and extra multiple attacks per round, if the character is for some reason wielding the shield in his primary hand.  With specialization in this fighting style, the penalty for dual-wielding with the shield for the primary hand weapon decreases from -2 to -1, and with the shield from -4 to -3 for sub-dual attacks.  Furthermore, specialization gains the warrior a -1 AC bonus to when using a shield, but he loses this bonus if making sub-dual attacks.  When making attacks with a shield, a shield specialist's defenses due to the shield are not totally lost, and he still maintains 1 point of AC advantage for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
When using the shield as a weapon to cause damage, once the shield is used to attack, successfully or not, any AC bonus provided by the shield is no longer applicable for the remainder of the round.&lt;br /&gt;
&lt;br /&gt;
====Two Weapon Style====&lt;br /&gt;
&lt;br /&gt;
Experience has shown that two weapon style has been too often abused, and this is because it has been unrealistically adapted to the rules.  With new emphasis placed on the efficacy of the shield, the effect of not utilizing a shield, especially at lower levels of play, will surely be felt.  Nonetheless, two weapon fighting is certainly possible.&lt;br /&gt;
&lt;br /&gt;
:'''Two Weapon Fighting''':  The standard penalties of -2 to the primary hand and -4 to the secondary hand for one small and one medium weapon, as the described in the ''Player's Handbook'', still apply. Dual-wielding twin short swords, hand axes and similar (S) weapons are penalized at -3/-4.  Dual-wielding (M) weapons are at -4/-6.  Rangers can used twin weapons of any size, but suffer the penalties listed above with a +2/+4 bonus, with reaction adjustments included.  &lt;br /&gt;
&lt;br /&gt;
:'''Two Weapon Style Specialization''':  By spending a maximum of one weapon slot, a character may reduce his -2/-4 primary and off-hand weapon to hit penalties by 1, making them -1/-3.  No further benefits are gained.  Rangers who take this slot may reduce their penalties for unwieldy twin or other medium weapons, as listed above, by 1.  For example, a ranger with a minimum dexterity of 13 (no reaction adjustments) wielding twin long swords would normally suffer a -2/-2 to his primary and secondary hand weapon respectively.  By expending a slot to specialize in two weapon style, these penalties may be reduced to -1/-1 for the ranger.&lt;br /&gt;
&lt;br /&gt;
====Ranger Dual-Wielding Fighting Style Specialization:  Ranger Dual-Wield Defensive Bonus====&lt;br /&gt;
&lt;br /&gt;
Rangers are far superior in dual-wielding than any other character class while wearing light armor (studded leather, leather, elfin chain, and the like).  Although not able to actually specialize in weapons, rangers do &amp;quot;specialize&amp;quot; in dual-wielding weapons.  To reflect this, rangers reserve the option to improve their armor class by parrying in a ranger dual-wield defensive bonus, throughout a round while still attacking, and without sacrificing any attacks, very similarly described in the ''Player's Handbook'' as a full round parry.  In order to do this, at the beginning of a round, a ranger character sacrifices points in THAC0 equal to the number of points in armor class by which he improves.  This reflects the ranger's focus on defending himself, over attacking.  In order to utilize the ranger dual-wield defensive bonus, two actual weapons, such as a long sword and a knife, must be used, and he must be proficient or at least familiar with both (''see'' rules on familiarity).  A ranger's fist will not suffice for the off-hand weapon.&lt;br /&gt;
&lt;br /&gt;
For example, a 7th level ranger with a THAC0 of 14 with a standard AC of 5 (studded leather, Dexterity 16) wishes to maximize his AC in combat without sacrificing attacks during a dangerous encounter.  In order to do this, we utilize the rules in the ''PH'' and divide his level in half (rounded down) and add 1, resulting in a 4.  Utilizing the entirety of this dual-wielding defensive bonus, the ranger thus gains an acting AC of 1, but likewise worsens his THAC0 to 18.  If the ranger in question does not desire his maximum dual-wield defensive bonus, he may draw down the bonus as much as he see fits.  For instance, in the example above, the ranger may only improve his acting AC by 2 points instead of 4, in which case his acting AC would be a 3, but his THAC0 would only worsen to a 16.&lt;br /&gt;
&lt;br /&gt;
Of course, it is still open to a ranger to conduct a full round parry, as defined in the ''Player's Handbook'', instead of, but not in addition to, the ranger dual-wield defensive bonus described above.  Rangers may further augment their dual-wielding defensive bonus by sacrificing attacks as per the advanced parry rules described above.&lt;br /&gt;
&lt;br /&gt;
===Weapon Type vs. Armor Type Modification Table===&lt;br /&gt;
&lt;br /&gt;
[[File:Weapon type vs. armor.JPG|thumb|right|400px|Weapon Type vs. Armor Modifier Table.]] &lt;br /&gt;
&lt;br /&gt;
Table 52 (list right) lists the combat &amp;quot;to hit&amp;quot; modifiers listed in the ''PH''.  All &amp;quot;plus&amp;quot; modifiers are ''added'' to the attacker's THAC0, while all &amp;quot;minus&amp;quot; modifiers are ''subtracted'' from the attacker's THAC0.  For example, bludgeoning weapons gain a +2 bonus when attacking an opponent wearing chain mail.&lt;br /&gt;
&lt;br /&gt;
====Monster Armor Type Equivalencies====&lt;br /&gt;
&lt;br /&gt;
Dragon Hide:  scale mail&lt;br /&gt;
&lt;br /&gt;
Lion Skin:  leather mail&lt;br /&gt;
&lt;br /&gt;
Human Skin:  no modifiers&lt;br /&gt;
&lt;br /&gt;
Thri-Kreen Chiton:  +2 penalty to slashing, + 1 penalty to piercing&lt;br /&gt;
&lt;br /&gt;
===Shield Rules===&lt;br /&gt;
&lt;br /&gt;
As is noted in ''Player's Option:  Combat and Tactics'' and elsewhere, shields are undervalued in normal AD&amp;amp;D combat rules, a contradiction that is obvious when one sees historical fighting reenactments in which the shield invariably plays a very large roll in combat.  In order to account for this discrepancy, the defensive capabilities of shields have been significantly augmented.&lt;br /&gt;
&lt;br /&gt;
====Shields Used in Melee Combat====&lt;br /&gt;
&lt;br /&gt;
If properly trained, characters may gain better defensive capabilities than that listed in the ''Player's Handbook''.  Warriors benefit the most from this augmentation, for warriors are considered proficient in the basic use of all these shield types.  Standard ''PH'' clerics, similar specialty clerics, and crusaders, are also considered proficient in all such shields.  All rogues are proficient in the use of shields up to medium shields.  Psionicists may use up to small shields.  Wizards do not normally use shields, but if they do, they only gain the ''PH'' bonus of +1 to their AC in melee combat.  Certain kits and rarer sub-classes may alter this list of proficiency in shields.&lt;br /&gt;
&lt;br /&gt;
:Buckler:  -1 (Warriors, Crusaders, Clerics, Druids, Rogues, Psionicists)&lt;br /&gt;
&lt;br /&gt;
:Small Shield:  -2  (Warriors, Crusaders, Clerics, Druids, Rogues, Psionicists)&lt;br /&gt;
&lt;br /&gt;
:Medium Shield:  -3  (Warriors, Crusaders, Clerics, Druids, Rogues)&lt;br /&gt;
&lt;br /&gt;
:Large Shield:  -4  (Warriors, Crusaders, Clerics)  Note:  only piercing weapons can be used in conjunction with this shield, all other weapons endure a -1 penalty to hit, and lower the AC effectiveness of the shield by -3.  Dexterity bonuses to AC are worsened by 1 point.&lt;br /&gt;
&lt;br /&gt;
:Body Shield:  -5  (Warriors, Crusaders, Clerics)  Note:  this shield is not readily designed for melee combat, piercing weapons receive a -1 penalty to hit while this shield is equipped, and other weapons receive a -2 penalty to hit, and lower the AC effectiveness by 1.  Dexterity bonuses to AC are worsened by 2 points.&lt;br /&gt;
&lt;br /&gt;
At the DM's option, certain characters may not have proficiency in shield types due to their culture of origins.  For example, aboriginal warriors will generally be unfamiliar with the tactics and proficiencies used in properly employing large shields.  0th level soldiers will be proficient in the shields in which they have been trained.&lt;br /&gt;
&lt;br /&gt;
Due to methods, materials and quality of construction, size alone does not dictate a shield's defensive capabilities.  The DM may for example rule that the wicker shields of ancient Persians, although the size of body shields, is far weaker against melee weapons, and perhaps may offer a bonus of only 3 instead of 5 to AC.&lt;br /&gt;
&lt;br /&gt;
====Shields in Use as Missile Cover====&lt;br /&gt;
&lt;br /&gt;
Shields are excellent providers of missile coverage when being used to ''parry'' missiles.  The AC bonus gained depends on the shield type being used:&lt;br /&gt;
&lt;br /&gt;
:Buckler:  -2&lt;br /&gt;
&lt;br /&gt;
:Small Shield:  -4&lt;br /&gt;
&lt;br /&gt;
:Medium Shield:  -6&lt;br /&gt;
&lt;br /&gt;
:Large Shield:  -8&lt;br /&gt;
&lt;br /&gt;
:Body Shield:  -10&lt;br /&gt;
&lt;br /&gt;
===Plate Armor Rules===&lt;br /&gt;
&lt;br /&gt;
All plate-type armors, including those with ridged plates that are considered by the DM to inhibit movement, lessen the defensive adjustment awarded to those with high dexterity scores.  These include plate mail, field plate and splint mail.  Defensive adjustment modifiers are divided by half, rounded down.  For example, Normont the Wronged has a 15 dexterity, which would normally grant him a -1 defensive adjustment bonus to his armor class.  However, Normont is currently wearing splint mail, and as it has large inflexible plates as part of its make-up, Normont's defensive adjustment modifier is divided in half, rounded down.  Therefore, while he wears this armor, Normont receives no defensive adjustment.  In the case of full plate armor, any defensive adjustment modifiers receive an extra -1 penalty after the modified defensive adjustment has been calculated, unless the armor has been very specifically made or modified for the character wearing it.  Thus, even the Golmad Raveneye has an 18 dexterity, while in full plate not precisely modified to his body, his modified defensive adjustment is only a -1 bonus.  None of these negative modifiers can result in actual penalties to armor class.&lt;br /&gt;
&lt;br /&gt;
===Combat Fatigue, Exhaustion and Death March Rules===&lt;br /&gt;
&lt;br /&gt;
The combat fatigue rules are principally based upon those presented in ''Combat and Tactics'', but with several modifications, especially a modification of the character class fatigue points.&lt;br /&gt;
&lt;br /&gt;
Before calculations for combat endurance are made, it must be emphasized that both players and the DM must keep the encumbrance calculations both PCs and NPCs precise, and ensure that a precise calculation has been ascertained ''before'' combat begins.  The categories for encumbrance as listed in Table 47 of the ''PH'', unencumbered, light, moderate, heavy, and severe, each have their own penalties in combat.  &lt;br /&gt;
&lt;br /&gt;
[[File:Table 47 - character encumbrence.JPG|thumb|right|500px|Table 47:  Character Encumbrance.  This table is used to calculate penalties to THAC0 and AC for heavily encumbered characters.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Table 48 - modified movement rates.JPG|thumb|right|500px|Table 48:  Modified Movement Rates.  Use this table to calculate exact movement rate of characters based on the amount of weight they carry.  If characters are fatigued, exhausted, or on death march, and their mobility is reduce by one category or more, calculate any further weight added by adding it to the minimum amount of weight required to be at the current movement rate.]]&lt;br /&gt;
&lt;br /&gt;
====Fatigue====&lt;br /&gt;
&lt;br /&gt;
[[File:Fatigue rules 2.JPG|thumb|left|800px|Fatigue Rules Summary from the Dwarden Campaign House Rules Card.]]&lt;br /&gt;
&lt;br /&gt;
Fatigue points, defined as the standard number of rounds a PC can fight before he is ''fatigued'' and begins to suffer combat penalties, is calculated by starting from the base of 10, and adding the sum of the average of strength and constitution (rounded down), plus half the number of levels a character has achieved, or the total number of levels a character has achieved if the character is a warrior or crusader, minus the base AC value of any armor or shield that is equipped (ignore well-crafted bonuses, and subtract magical bonuses), and minus any movement penalties due to encumbrance.  For example, ''Theobald the Faithful is a 14th level crusader with a strength of 17 and a constitution of 16, wearing plate mail armor and using a medium shield, and armed with a long sword, with only ten pounds of other equipment (71 lbs.).  Starting with his base value of 10, 10 points are subtracted due the total AC value of 10 from the plate mail (7) and medium shield (3), thus leaving the number of fatigue points gained at 0. Next, calculate the average of his strength and constitution, which is 16 (17+16=33, 33/2=16, rounded down).  As he has no lost fatigue points due to the weight of his heavy armor and shield nor from any other weight (he is &amp;quot;unencumbered&amp;quot;), and his level is 14, Theobald the Faithful has 30 fatigue points (0+16+14=30), and can therefore fight for 30 rounds without constraint.''&lt;br /&gt;
&lt;br /&gt;
As referenced above, before combat is entered into, a character's degree of encumbrance must be calculated, as this can sometimes have a more serious effect.  For example:  ''Theobald's twin brother Leobald the Stalwart is more heavily equipped than his brother.  Leobald wears field plate armor, uses a large shield and wields a footman's flail.  With a strength of 17 like his brother, Leobald therefore usually has an encumbrance category of ''light'', due to his field plate (60 pounds), his footman's flail (15 lbs.), his large shield (15 lbs.), and ten pounds of other gear.  In total he carries 100 lbs., and therefore has a movement rate of 10 (see ''PH'', Table 48) and is considered &amp;quot;lightly&amp;quot; encumbered.  This is two less than his unencumbered movement rate of 12, and therefore he has two less fatigue points than his brother (30-2=28) &lt;br /&gt;
&lt;br /&gt;
Should Leobald acquire more weight in the course of the adventure, he might lose further fatigue points.  For example, if Leobald finds a treasure of 250 gold pieces (25 lbs.) and throws them into a backpack, he will then have a total of 125 lbs. and be considered at &amp;quot;moderate&amp;quot; encumbrance, penalized with a -1 to attack and with a movement rate of 9, being three less than his normal movement rate of 12.  Leobald now has 27 fatigue points. &lt;br /&gt;
&lt;br /&gt;
His spells already exhausted, Leobald enters into prolonged combat against a dragon and its allies, never resting a single round from melee combat for 3 turns (30 rounds).  Not wishing to lose them throughout the combat, Leobald also does not drop his bag of coins before the fight begins, remaining ''moderately'' encumbered, and fighting at a -1 to hit.  Upon reaching the 28th round of combat, and still unable or unwilling to rest from melee combat, Leobald is ''fatigued'' and automatically drops from ''moderate'' encumbrance to the effects of ''heavy'' encumbrance, thereby dropping his &amp;quot;to hit&amp;quot; penalty to -2, worsening his AC by 1 point, and dropping his movement rate to 4 (p. 79, ''PH'').  Theobald may yet still keep fighting, but the DM reminds the player that ''exhaustion'' points must now be tracked.&lt;br /&gt;
&lt;br /&gt;
====Exhaustion====&lt;br /&gt;
&lt;br /&gt;
Exhaustion points are calculated in exactly the same way as fatigue points, save that they are divided by half, rounded down.  Once all the exhaustion points are expended, the character is ''exhausted'', dropping him another level of encumbrance.  For example, with his bag of gold, Leobald would have 13 exhaustion points (27/2=13).  Similar to normal fatigue points, exhaustion points are spent at the rate of 1 per round:&lt;br /&gt;
&lt;br /&gt;
''Leobald the Stalwart, already ''fatigued'', has been beset by yet another wave of foes and is now entering his 43rd round of combat.  At this point, all his 13 exhaustion points have been expended, and Leobald is now ''exhausted''.  He drops from ''heavy'' encumbrance to ''severe''.  Leobald's movement rate is now a 1, and he has a total of -4 to hit, and a -3 to his AC.''&lt;br /&gt;
&lt;br /&gt;
====Death March====&lt;br /&gt;
&lt;br /&gt;
Once a character is ''exhausted'', he may continue to fight, but now proceeds to track ''death march'' points.  These are calculated in the same way as before, but these are one third his normal fatigue points, rounded down.  Leobald would have a modified total of 9 death march points.  Once all a character's ''death march'' points have been expended, a character drops to the next lower level of encumbrance.  Every round thereafter, or if the character was already at ''severe'' encumbrance, characters must roll a PPDM saving throw, penalized by the total base AC value of the armor being worn and any movement penalties due to encumbrance, but accruing any bonuses equal to his bonus hit points due to constitution.  The character may continue to fight indefinitely as long as the saving throw is made at the beginning of each round, but once the character fails his saving throw, he immediately blacks out for 1d10 rounds.&lt;br /&gt;
&lt;br /&gt;
Example:  ''Leobald the Stalwart is in the greatest battle of his life.  Exhausted on his 43rd round of combat, he finds a +4 medium shield on the battlefield, drops his gold coins, and fights on.  Relieving himself of weight, he returns from ''severe'' to ''heavy'' encumbrance, and recalculates his death march points due to his magical shield.  He gains an extra 3 points (16+14+10, -8 for field plate, no movement penalties, no med. shield penalties due to its +4 bonus, all = 32, divided by 3 = 10), giving him 10 death march points.  Therefore, Leobald fights for another ten rounds.  At last, upon his 54th round of uninterrupted melee combat, Theobald is all but completely spent, his mighty endurance almost at its end:  he is at the ''black out'' phase.  His vision begins to tunnel as he fights with the very last of his strength.  Leobald drops back down to ''severe'' encumbrance, and rolls his modified PPDM saving throw.  At 14th level, his PPDM base save is 5.  Theobald has a -2 bonus due to his high constitution, but due to his heavy unmagical plate mail, he has a +8 penalty.  Therefore, altogether, he must at the beginning of the round roll a 10 or above to keep fighting.  He rolls an 11.  However, on the next round, he rolls a 9, and therefore at the beginning of the round he blacks out, falling prone onto the ground for 1d10 rounds.  Hopefully his companions will win the day and save brave Leobald the Stalwart from death.''&lt;br /&gt;
&lt;br /&gt;
A character may emerge from an initial black out with the dedicated full-round efforts of another character, and if the ''blacked out'' character makes a PPDM save modified only by his constitution hit point adjustment.  If this full round effort is made by another character, and a successful saving throw is rolled, the character may rise early from his black out, but at the very least the PC blacks out for one round.  Characters who black out from this kind of exhaustion and recover are considered ''fatigued'' as if by force marching (see ''PH, Chapter 14:  Time and Movement, under Cross-Country Movement), with the -1 penalty to attack until he rests for at least half a day.&lt;br /&gt;
&lt;br /&gt;
====Forced March Fatigue, Exhaustion, Death March and Continued Black Outs====&lt;br /&gt;
&lt;br /&gt;
[[File:Hurin fighting by brokenmachine86-d3kze9z.jpg|thumb|left|800px|A hero of legend fights until the end!]]&lt;br /&gt;
&lt;br /&gt;
After awakening from a black out, a character may fight on once more, recovering one category of ''fatigue'' for every full round he was unconscious as long as an unmodified PPDM saving throw is made for each category, up to a maximum of normal fatigue.  Even though he awakens at best ''fatigued'', the character begins to accrue fatigue or exhaustion points (which ever he recovered to), but at a magnified rate, with fatigue points being expended at the normal rate of 1 a round, but exhaustion points at 2 a round, and death march points at 3 per round.  This magnification can only be mitigated by a full day of complete rest for every category of fatigue to which he has fallen.  The same rules as described above apply to all these steps.  Once all the death march points are used up and he has returned to black out phase, he rolls the same saving throw in the same manner as before, but if he fails a second time, he instead blacks out for 3d10 rounds, and cannot be awakened save by magic or other extraordinary actions (psionics, divine intervention, and other special circumstances).  Upon blacking out a second time, he must also make a system shock roll or die.  If the character wakes up from his black out, he is considered ''exhausted'' as per the rules above, but fights with an additional -2 to attack, -2 to AC, -2 to MAC, -2 to saving throws, and is incapable of casting spells above 2nd level or employing psionic sciences.  He can recover from these enhanced penalties only by complete rest, with no movement, for at least 24 hours.  While in this state of extreme exhaustion, he can no longer recover fatigue points as detailed below until he rests for the entire 24 period.&lt;br /&gt;
&lt;br /&gt;
In the extreme occasion of such a character having to fight again without the required 24 hours of absolute rest, he can fight as long as he has exhaustion and death march points, but these are expended at the rate of 3 and 4 a round respectively, and cannot be recovered.  Blacking out a third time will result in 24 hours of unconsciousness, a system shock roll made at the next lower point of constitution to see if death occurs, followed by death march status until he recovers some of his strength after 1d6 days of required total rest, after which he is exhausted until after another 1d4 days of complete rest, and fatigued until after another 1d3 days of complete rest after that.  These rolls may be modified for bonus hit points due to constitution measured at the value of one day per hit point, but at a minimum one day is required for each step until he reaches full recovery.  Any activity beyond complete rests causes the character's recovery to halt completely.&lt;br /&gt;
&lt;br /&gt;
====Recovery and Respite from Fatigue, Exhaustion and Death March====&lt;br /&gt;
&lt;br /&gt;
Unless a black out has occurred, a fatigued, exhausted or even death march character may recover by resting for an entire round, during which does nothing but recover his strength.  Upon the end of each round resting, he can recover a full category of fatigue, but only if he successfully makes a saving throw vs. paralyzation, modified by any hit point bonus he has due to constitution.  For every consecutive round he rests, he gains a cumulative +1 bonus to his saving throw.  Even if the save is failed, characters still regain fatigue points, depending on the level of fatigue the character has reached (see chart above).  Upon the recovery of a category of fatigue, the entirety of that category's points are recovered.&lt;br /&gt;
&lt;br /&gt;
If a character has blacked out recently without the necessary days of recovery, he can no longer recover any fatigue points.&lt;br /&gt;
&lt;br /&gt;
Light action such as non-melee spellcasting or psionics, rogue skills, or otherwise being actively employed but not fighting, regenerates the return of 1 fatigue point, or if it is a moderate action such as a light run or crossbow reloading, then at least no fatigue points are expended.  A character who has blacked out once may do the same, but no fatigue points or regenerated, and in the case of moderate actions, then one fatigue point is spent. &lt;br /&gt;
&lt;br /&gt;
Example:  ''Theobald the Faithful has blacked out for three rounds after 55 rounds of sustained combat, having picked up his twin brother's 250 gold pieces, but his ally Niomas the Holy has spent the third round splashing water upon Theobald's face and sitting him up.  Theobald, having successfully made all three PPDM saving throws for each category of fatigue he had accrued, rises again and ready to fight, with his full 33 fatigue points.  He is nonetheless still ''fatigued'', and since his encumbrance level is still ''light'', it is instead considered ''moderate'', reducing his attack roll to -1 and his movement rate to 9.  He fights for 16 more rounds, at which point he falls into his 16 exhaustion points, during which he is yet still considered ''fatigued''.  Coming up upon his 32nd round of continuous fighting since his black out, Theobald stops fighting and stays in the rear as his companions hold the front line.  Although he is resting for one round, since he has blacked out he recovers no fatigue points, but he does not lose any either.  Niomas the Holy casts several healing spells, but at this point the tide of the battle has turned.  Thereon the Unyielding, the party's paladin-priest casts ''dispel fatigue'' on Theobald.  The 1st level spell is too weak to cause Theobald to recover completely, but although still fatigued, all his exhaustion and fatigue points are recharged, and he is able to fight again.''&lt;br /&gt;
&lt;br /&gt;
====Endurance Proficiency and Fatigue Rules====&lt;br /&gt;
&lt;br /&gt;
Warriors who take the 2 slot non-weapon proficiency in endurance double the number of fatigue points he gains.  Upon reaching exhaustion, he must make a successful proficiency check to double the number of exhaustion points he gains, and upon reaching death march he must make a successful proficiency check with a -1 penalty to double his number of death march points.  If he blacks out, he may continue to try to double his points, but with a further -1 penalty for every category he falls into.&lt;br /&gt;
&lt;br /&gt;
Example:  ''Thereon the Unyielding is an 18th level paladin, with an 18:00 strength and an 18 constitution, wearing full plate +5 and using a tower shield +5.  His encumbrance level is currently considered unencumbered.  At maximum he has a base of 42 fatigue points.  Thereon however also has the full ''endurance'' proficiency.  Thereon the Unyielding may fight for 84 uninterrupted melee rounds before becoming fatigued.''&lt;br /&gt;
&lt;br /&gt;
Warriors may devote one slot instead of two towards endurance, which will allow them to improve the number of bonus fatigue points by half.  Had Thereon the Unyielding only had one slot towards endurance, he would have had a calculated 63 fatigue points.  This limited endurance otherwise works as discussed above.&lt;br /&gt;
&lt;br /&gt;
Other characters besides warriors and crusaders may pursue endurance, but must spend one more slot than each listed above (3 and 2 slots instead of 2 and 1).&lt;br /&gt;
&lt;br /&gt;
==Experience Point Awards==&lt;br /&gt;
&lt;br /&gt;
===Warrior Experience Points===&lt;br /&gt;
&lt;br /&gt;
The Dungeon Master may elect to award warriors more XPs for each monster or opponent defeated than that listed in the ''DMG'' if the DM determines the player deserving, as listed in the table below.  &amp;quot;Defeat&amp;quot; does not necessarily indicate death or destruction.  An enemy nearly dying in combat and retreating after a hard fought battle, or a monster being fought to submission, would qualify as defeat.&lt;br /&gt;
&lt;br /&gt;
1st Level:  10 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
2nd Level:  20 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
3rd Level:  30 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
4th Level:  40 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
5th Level:  50 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
6th Level:  60 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
7th Level:  70 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
8th Level:  80 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
9th Level:  90 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
10th+ Level:  100 XPs/HD defeated&lt;br /&gt;
&lt;br /&gt;
==Surprise==&lt;br /&gt;
&lt;br /&gt;
'''Warriors/Rogues'''&lt;br /&gt;
&lt;br /&gt;
:5th:  +1&lt;br /&gt;
&lt;br /&gt;
:10th:  +2&lt;br /&gt;
&lt;br /&gt;
:15th:  +3&lt;br /&gt;
&lt;br /&gt;
:20th:  +4&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Priests/Psionicist'''&lt;br /&gt;
&lt;br /&gt;
:7th:  +1&lt;br /&gt;
&lt;br /&gt;
:14th:  +2&lt;br /&gt;
&lt;br /&gt;
:21st:  +3&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Wizards'''&lt;br /&gt;
&lt;br /&gt;
:10th:  +1&lt;br /&gt;
&lt;br /&gt;
:20th:  +2&lt;br /&gt;
&lt;br /&gt;
:etc.&lt;br /&gt;
&lt;br /&gt;
'''Special Modifiers'''&lt;br /&gt;
&lt;br /&gt;
Rangers in Natural Settings:  +2&lt;br /&gt;
&lt;br /&gt;
Woodsmen (or equivalent) in Natural Settings:  +1&lt;br /&gt;
&lt;br /&gt;
Thieves in Urban Settings:  +1&lt;br /&gt;
&lt;br /&gt;
==Lore==&lt;br /&gt;
&lt;br /&gt;
''See'' player House Rules card.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
====Daggers====&lt;br /&gt;
&lt;br /&gt;
''Thrown Dagger Damage'':  Much larger than knives, heavy daggers can carry more strength bonuses than knives, as they have more mass.  Nonetheless, due to the limited size and mass of daggers as compared to weapons held in melee or heavy thrown weapons such as battle axes and spears, modifiers due to strength for daggers are halved, rounded down.  Therefore, for example, a character with a flat 18 strength would only have a +1 to damage, and a character with an 18:00 strength would have a +1 to hit and +3 to damage.  Furthermore, bonuses to damage for thrown daggers cannot exceed the total value of the damage die.  Therefore, against large creatures, even for a character with a 24 strength, the damage modifier would be capped at +3.&lt;br /&gt;
&lt;br /&gt;
:''Specially Crafted Daggers for Damage'':  Most likely at great cost, extremely heavy daggers, principally fashioned from heavy and exotic metals, could theoretically be crafted to carry greater strength bonuses.  For extraordinary strengths of 19 and above, such daggers would have to be composed of extraordinary and even supernaturally heavy materials to harness such power into such small thrown weapons.  Inquire of DM for details.&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Mount_Celestia&amp;diff=4734</id>
		<title>Mount Celestia</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Mount_Celestia&amp;diff=4734"/>
				<updated>2024-02-10T22:52:03Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Celestial Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Government==&lt;br /&gt;
&lt;br /&gt;
===The Monarch of Heaven, the Lord of the Seventh Mount===&lt;br /&gt;
&lt;br /&gt;
For the wise upon Mount Celestia, it is generally agreed that the plane, or even the entirety of the Multiverse is ruled from the pinnacle of Mt. Celestia, the Lord of the Seventh Mount.  As any who reach the Seventh Mount never return, because all divination about this uppermost layer of the plane return unanswered or uncertain, and because celestial beings and even the gods themselves either do not know or will not answer after this subject, ultimately the identity and nature of the Lord of the Seventh becomes a matter of belief.  And for many of the wise, this is purposeful.  For some sages, the Lord of the Seventh is an actual single being, the Monarch of Heaven.  For other sages the uttermost height of Mt. Celestia is less an individual being, but rather a concept, and the union and source of all that is good and law within the plane.  A third argument is that the Seventh Mount is less a place and less a realm where the Enlightened dwell, but rather it is the spiritual union of all those who ascend to the Seventh, and therefore all these in unity embody the Monarchy of Heaven.  Whatever is the case, from the Seventh Mount all order and good are derived, and even the Powers of the Celestial Mountain cannot overcome or contradict its immutable laws.&lt;br /&gt;
&lt;br /&gt;
Whatever the truth may be, it seems unknowable to mortals, and perhaps even to the Powers.  There is but one known being who has returned from the Seventh Mount, the emissary from the Lord of the Seventh Mount, who is the Archon who rules there, being Zaphkiel the Watcher, the leader of the Celestial Hebdomad.  He alone must know truths of the Seventh Mount, but what he knows of such things never reaches mortal knowledge.  It is said that Zaphkiel issues no orders or commands to his colleagues in the Hebdomad, but merely provides advise and counsel.  It could be argued he rules Mount Celestia as a proxy of the Monarch of Heaven, but if this is so, his rule is gentle and kind.&lt;br /&gt;
&lt;br /&gt;
===The Celestial Hebdomad===&lt;br /&gt;
&lt;br /&gt;
Though the gods rule their own realms upon Mount Celestia, it is the archons who rule Mount Celestia as a whole.  And the archons are ruled by the seven Tome Archons.  Each Tome Archon rules one of the seven mounts of Celestia, and the seven Tome Archons in council rule Mount Celestia collectively.  This council, called the Celestial Hebdomad, govern all matters upon the Celestial Mountain save for those affairs governed by the Powers who dwell there, for though powerful the Tome Archons are not gods.  However&lt;br /&gt;
&lt;br /&gt;
Barachiel, Ruler of Lunia, ruling from the [https://mimir.net/places/citadel-of-stars/ Citadel of Stars]&lt;br /&gt;
&lt;br /&gt;
The Golden Spire&lt;br /&gt;
&lt;br /&gt;
===The Hierarchy of the Celestial Government===&lt;br /&gt;
&lt;br /&gt;
'''Throne Archons''':  Each layer of Mt. Celestia is divided into 196 provinces, ruled by throne archons of the lowest grade.  Among every seven provinces is a recognized senior archon, or prince, who rules a senior province called a principality.  Every seven such provinces are themselves governed under an Authority, governed by a throne archon of the third rank.  Among every seven Authorities is a recognized Virtue, a throne archon of the 4th rank, and the seven Authorities as a whole are governed by a Dominate, who is a throne archon of the 5th rank.  The four dominions of each layer report directly the ruling archon of the entire layer, the Tome Archon.  Though they may be called different titles, each Tome Archon typically enjoys a staff of senior throne archons, serving as advisors, ministers and generals.  A throne archon of the 6th rank typically serves as the High Marshal of that particular Heaven, and a throne archon of the 7th rank serves as the prime minister or vicar of the Tome Archon.&lt;br /&gt;
&lt;br /&gt;
===Celestial Concordance===&lt;br /&gt;
&lt;br /&gt;
Though they may rule Celestia as a whole, it is not for the archons to interfere with the Powers, their servants, or their petitioners, at least insomuch as these do not violate the laws of Mt. Celestia or challenge the government of the Holy Mountain.  The gods of Celestia surely do not allow their realms to be reigned over by archon governors, and no archon will in any conventional way command a god, or even command his celestial stewards and petitioners, to any act outside their purview.  However, an archon governor rules every part of Mt. Celestia, and the Tome Archons recognize no physical limit to their jurisdiction.  They may not govern all matters upon Celestia, but they do govern all affairs that pertain to them over all the plane.  Therefore, archon governors will be found even in the realms of the gods.  The balance between the rule of the gods and the governance of the archons is typically referred to as the Celestial Concordance, which is the understanding between archons and the gods, and upon which the good government of the Holy Mountain is based.&lt;br /&gt;
&lt;br /&gt;
Archons who govern all or part of the realm of a Power rule over all that does not fall under the sphere of influence of that Power, and generally over the rare capital crimes that occur within their jurisdictions.  For example, in the realm of Draco Paladine, a governing archon would likely never interfere in a proxy's ruling over territorial disputes between dragons of that realm.  However, they would investigate a case regarding a dragon potentially consorting with fiendish contacts in an attempt to conjure demons upon the celestial slopes, and would try, convict and sentence such a dragon.  It is within the right of an offended power to demand appeal, and thus the matter may be elevated to the Authorities, but unless that ruling archon chooses to elevate the case himself, even the greater gods may not normally appeal for a higher decision unless there is great cause.&lt;br /&gt;
&lt;br /&gt;
Within the realms of the gods, as elsewhere upon the Plane, the governing archon will rule upon all matters&lt;br /&gt;
&lt;br /&gt;
From time to time, the the ruling archon of a layer of Mt. Celestia may convene a Celestial Concordance, or a council of the Powers of that layer, so that the archon might consult the gods, resolve dispute amongst them, or even give commands and rulings within the purview of his governance.&lt;br /&gt;
&lt;br /&gt;
==General Properties of the Seven Mounts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Bodies for Astral Travelers===&lt;br /&gt;
&lt;br /&gt;
For souls' residing or traveling upon Mount Celestia due to ''astral projection'', they will almost without exception form physical bodies created from the pearlescent sand and holy waters of the Silver upon arriving on Lunia, the first layer of Mount Celestia.  The perfection of these celestial bodies will be principally based on the moral qualities of the naked astral soul or spirit that touches this plane.  Those with lawful good hearts, for example, will be forged into idealized versions of their true selves, whereas chaotic evil hearts will appear as shifting and decrepit sandy translations of the vileness and disorder in their hearts.  Some of the qualities of these celestial bodies, in game terms, are listed below.&lt;br /&gt;
&lt;br /&gt;
::''Lawful Good'' – AC 1 (+1 weapon to hit); ultravision, detect magic (constant), +2 to strength, +2 to constitution, +2 to dexterity, regenerate 1 hp/turn; -2 damage to any successful hit (at least 1 point of damage); MR 10%, prot. from fire/cold and lightning at 20th level (renewed w/ healing magic), does not require air to breathe or food/water, no excrement&lt;br /&gt;
&lt;br /&gt;
::''Neutral Good'' – AC 5; infravision, +1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; -1 damage to any successful hit (at least 1 point of damage); MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water&lt;br /&gt;
&lt;br /&gt;
::''Chaotic Good'' – AC 7, &lt;br /&gt;
&lt;br /&gt;
::''Lawful Neutral'' – AC 5; infravision, +1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour, -1 damage to any successful hit (at least 1 point of damage), MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water&lt;br /&gt;
&lt;br /&gt;
::''Neutral'' – AC 7, &lt;br /&gt;
&lt;br /&gt;
::''Chaotic Neutral'' – AC 10, +1 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
::''Lawful Evil'' – AC 7, -1 damage to any successful hit (at least 1 point of damage)&lt;br /&gt;
&lt;br /&gt;
::''Neutral Evil'' – AC 10, +1 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
::''Chaotic Evil'' – AC 10, +2 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
====Other General Qualities of Celestial Flesh====&lt;br /&gt;
&lt;br /&gt;
Although composed of the sands of Lunia, with the holy water of the celestial Silver Sea as blood, the specific nature and substance of an astral traveler's celestial flesh depends completely upon the moral composition of the soul or spirit in question.&lt;br /&gt;
&lt;br /&gt;
Upon Mount Celestia, petitioners commonly manifest as lantern archons, and thereby fall under that order of celestial beings, known as guardians of the Holy Mountain itself.  To this fate go the souls of the dead who served not one particular god of law and goodness over all others, or to whom the pursuit of holy goodness and law transcended their devotion to divinity.  As lanterns, such petitioners fall under their own rules of nature, and those particular to their race.&lt;br /&gt;
&lt;br /&gt;
Many petitioners will manifest upon Mount Celestia in some semblance to their formal mortal forms.  The exact nature of their being upon the Seven Mounts depends greatly upon whether or not they were devotees of a particular deity in life.  If so, their forms reflect the nature and laws of their god, so long as they are in accordance with the law of the Mountain.  If not, their forms adhere to the general law and nature of Mount Celestia, as discussed below.&lt;br /&gt;
&lt;br /&gt;
===Travel and Directions on Mt. Celestia===&lt;br /&gt;
&lt;br /&gt;
''Cardinal Directions and Orientation'':  Due to the nature of the plane, and the absence of the sun and antipodes in most layers and realms.  However, regardless of the realm, province or layer, the light of the Illuminated Heaven on the 7th layer is always visible from any uncovered point on the entire plane, and therefore this is among the most basic and useful methods of orientation.  One is either drawing closer to, or further away from, the light of the 7th Heaven, and therefore it is typical to refer to directions as &amp;quot;hither&amp;quot; or &amp;quot;further&amp;quot;, with hither meaning closer to the 7th Heaven, and further meaning farther away.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
'''Thieves'''&lt;br /&gt;
&lt;br /&gt;
''Pickpocketing'':  The powers of Mount Celestia do not smile on low thievery.  Pickpocketing rolls receive a cumulative -5% for every layer of the plane a rogue ascends.&lt;br /&gt;
&lt;br /&gt;
''Hide in Shadows'':  The nature of the various layers of Mount Celestia varies the effect&lt;br /&gt;
&lt;br /&gt;
*Lunia:  unaffected&lt;br /&gt;
&lt;br /&gt;
*Mercuria:  -10% during the day&lt;br /&gt;
&lt;br /&gt;
*Venya:  -5% during the light, unaffected during the dimming&lt;br /&gt;
&lt;br /&gt;
*Solania:  -10% during the light, -5% during the dimming&lt;br /&gt;
&lt;br /&gt;
*Mertion:  -15% during the light, -10% during the dimming&lt;br /&gt;
&lt;br /&gt;
*Jovar:  -25%&lt;br /&gt;
&lt;br /&gt;
==Celestial Cosmology==&lt;br /&gt;
&lt;br /&gt;
Petitioners of Mount Celestia view their plane as the center of perfect order in the multiverse, and the highest most noble plan of all existence.&lt;br /&gt;
&lt;br /&gt;
The precise nature of the rules, laws and celestial nature of the Holy Mountain are debated among living souls and petitioners, and different terms and concepts tend to be used regarding the various faiths that rest upon the Seven Heavens.  Generally speaking, and within concordance with the gift of Free Will, the higher one reaches on Mount Celestia, the more in agreement the inhabitants thereupon tend to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The 1st Mount:  Lunia==&lt;br /&gt;
&lt;br /&gt;
====The Celestial Vault====&lt;br /&gt;
&lt;br /&gt;
[[File:71pQSbO1BBL. SL1008 .jpg|thumb|500px|The Grand Cathedral of the Vault of Heaven. The esoteric science of ''celestial'' astrology pursued in Lunia ascribes much to the movements and revelations of celestial phenomena in the Vault of Heaven.]]&lt;br /&gt;
&lt;br /&gt;
'''The Fixed Stars'''&lt;br /&gt;
&lt;br /&gt;
Being the layer of Mount Celestia closest to Astral Plane and furthest from the light of the Illuminated Heaven, the stars and astral phenomenon blaze with a magnificent brilliance in Lunia, their tapestry being so rich and captivating that stargazers often fall in love with the sight, never wishing to look away.  It is widely agreed that the stars of Lunia are the most beautiful such objects in the Multiverse.  Lunian astronomy and astrology are popular and cultivated sciences on this layer, and the lorecraft of such observers is both complex in various theories and calculations, as well as powerful in the practice of predictions and divination.&lt;br /&gt;
&lt;br /&gt;
The exact nature of the stars is much discussed, but it is generally agreed that these stars are the immutable spirits of those who have attained the Seventh Heaven, and this is why the stars shine so brightly and so beautifully, exceedingly more so than on any mortal world.  Having reached the Illuminated Heaven, it is thought such souls can never again directly influence or leave the 7th Heaven, or rather, that they would not want to do so.  However, from Lunia they are perceived of as the stars, set into the Vault of Heaven, or the untouchable outermost sphere of Mount Celestia, the sphere of Chronias the 7th Heaven itself.  Although in a sense the furthest from the Seventh Heaven, those who walk the shores of the Silver Sea, are blessed to constantly behold the sparkling reminders of the proximity of the Highest Heaven and those who have achieved the highest goal of reaching the 7th Heaven, and thus give them hope of eventually reaching such a lofty destination.&lt;br /&gt;
&lt;br /&gt;
'''The Moving Stars - the Celestial Planets''':  Save for the golden light of the Illuminated Heaven far above, four great planets dominate the astral skies of Lunia:  The Messenger, the Lover, the Warrior, and the Ruler.  All four are wondrous to behold, each having their special characteristics.  Using the traditional hour of the so-called ordinal worlds, the Messenger rotates around Mt. Celestia every twenty-four hours, the Lover every seven days, the Warrior every 49 days, and the Ruler every 343 days.&lt;br /&gt;
&lt;br /&gt;
''The Messenger'':&lt;br /&gt;
&lt;br /&gt;
''The Lover'':&lt;br /&gt;
&lt;br /&gt;
''The Warrior'':&lt;br /&gt;
&lt;br /&gt;
''The Ruler'':&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Constellations'':  The myriad constellations of Lunia might overwhelm some observers...&lt;br /&gt;
&lt;br /&gt;
'''Proficiency - ''Lunian Astrology''''' (wizard, priest, intelligence, 2 slots (or 1 if normal astrology already possessed)): Considerably more complex and mathematically demanding than the astrology of most prime material worlds, Lunian astrology is also considered to be a refined science, providing great insight as to the future, the present, and even the past, to those who now how to read the stars and constellations of the Vault of Heaven.  Many schools of thought and methods exist in this class of science, but the use of dates must be exactingly calculated to the dating system of Lunia, typically calculated by the revolution of the celestial planets, and the relation of persons and events to these rotations.&lt;br /&gt;
&lt;br /&gt;
In game terms, the clarity, specificity and range of astrological calculations is effectively tripled when utilizing lunian astrology, and therefore many of the finest astrologers in the multiverse travel to Lunia to read the future from the stars.  However, fortune of the stars is less effective further one is from ordered goodness.  The chaotic find nothing but disordered readings, and the calculations of the evil find only doom and disaster for the fate of their spirit and souls.  Lawful good astrologers performing readings for lawful good persons have a +3 bonus to their rolls, with penalties to this bonus for every degree of separation for the both the astrologer and the read.  Evil and chaotic beings can neither give nor receive astrological readings using the stars of Mount Celestia.&lt;br /&gt;
&lt;br /&gt;
Those not born on Mt. Celestia or reading events that occured off the Holy Mountain must covert the dates and times to the order of Mount Celestia.  This often requires careful charts and calculations.  If such charts are available and the dungeon master decides they are generally accurate, this proficiency may be utilized normally.  If charts are not available, the calculations must be done by hand, necessitating significant mathematical skill (''mathematics'' proficiency), or the use of this proficiency will be impossible.&lt;br /&gt;
&lt;br /&gt;
==The 2nd Mount:  Mercuria==&lt;br /&gt;
&lt;br /&gt;
''Summary'':  The second heaven, also called the Golden Heaven, is the armory and mustering ground of the Seven Heavens.  It is here that the noblest of fighters take their eternal rest.  Draco Paladin, also called Bahamut, is said to make his home here with his celestial court.&lt;br /&gt;
&lt;br /&gt;
''The Mercurian Vault'':  Although varying by province and realm, a sun and a moon, called Sol and Luna, appear in the sky of Mercuria.  By all scientific observation, both Sol and Luna appear to be infinitely distant from Mt. Celestia, and their light appears to be infinitely fast.  Both Sol and Luna are also perfect discs of light, with Sol being utterly inscrutable, regardless of lens or spell, and will cause sun blindness to those who look upon it too long and too directly.  Stars and other astral phenomenon, the same as those in Lunia, appear in the night sky of Mercuria, and are brilliant and majestic, but are not as awesomely clear as they are in the eternal night of the first layer, nor are there as many celestial phenomenon.  Luna never decreases as the moons of prime material worlds, save for when its gods are displeased or wish to show signs.  Reflecting the eternal light of Chronias, it rises as the sun sets, and vice versa.  To the keen of eye, Luna bears details, and it is said deities, and their courts and followers reside there.&lt;br /&gt;
&lt;br /&gt;
==The 4th Mount:  Solania, the Electrum Heaven==&lt;br /&gt;
&lt;br /&gt;
[[File:Solania.jpg|thumb|right|700px|Solania, the 4th Mount of Heaven, is the mountainous crucible of Mount Celestia, beyond which very few pass.]]&lt;br /&gt;
&lt;br /&gt;
''Summary'':  Called the Electrum Heaven for its vaulted sky which gleams with the color of burnished silver, Solania is cold and mountainous, almost the whole of the layer being composed of icy clouded peaks, dramatic misty valleys of raging waters and immense chasms, and enormous glaciers and boulders that make travel difficult.  The very clouds here often gleam with their own silvery glow.  The gods of the dwarves, among others, dwell upon this layer in the great realm called Erackinor, at the center of which is Soul Forge, where it is believed that the souls of the dwarves are hammered into existence.  Among the petitioners of Mt. Celestia, it is said that Solania is a layer of toil and adversity, where souls must be tested and purified with long labor and ardor in order to ascend to the next layer.&lt;br /&gt;
&lt;br /&gt;
''Magical Alterations'':  Creation spells upon this layer are ''enhanced''.&lt;br /&gt;
&lt;br /&gt;
''The Solanian Vault'':  As in the case of Venya, there is no sun or moon to be seen in the sky of Solania.  The pale silver-gold hue of the sky gleams with its own light, when not obstructed by the common clouds and mists of this layer, but even these have their own light, usually of a similar light to the sky, if less bright and glorious.  As with the case in Venya, day and night exists here, and although the scientific observer might calculate that the night is slightly shorter upon Solania and its sky brighter, for most travailing upon the layer it is perceived to be darker upon the Fourth Heaven, due to the shadows of the soaring peaks, and occlusion provided by the ubiquitous gleaming clouds, the glows of which generally illuminate like silvery and gold faerie fire, subduing the brighter light of the sky above.  Also as is the case with Venya, the seasons of Solania respond to the regular waxing and waning of the brightness and duration of the electrum gleam of the Solanian Vault.  But even in the depths of winter the electrum glow of the sky never completely fades, although the shadows of the peaks, the depths of the valleys, and the umbrage of the clouds may often make it quite dark.&lt;br /&gt;
&lt;br /&gt;
==Fauna:  The Creatures of Mt. Celestia==&lt;br /&gt;
&lt;br /&gt;
[[File:Heaven fish 2.jpg|thumb|right|700px|''Pisces Celestiae'']]&lt;br /&gt;
&lt;br /&gt;
'''''Heaven Fish''''' - Perhaps the creation of some power of the Celestial Slopes, or a manifestation of some property of the Holy Mountain itself, heaven fish are seemingly unintelligent creatures that inhabit the skies of the six higher Mountains of Heaven.  Usually about one foot long, these feathery and translucent fish are of a golden gleam, and shine with a gold light, especially within the dark, for no dark is able to eclipse their light.  It is thought they feed off the goodly and virtuous thoughts and dreams of the living faithful upon the upper slopes of Mount Celestia.  As the astral plane does not touch these Second through Seventh Mounts, such thoughts have nowhere to go.  Instead the seem to gather and congeal, appearing as auroras in the sky, and other prodigies of light and magic.  Upon such essence the heaven fish seem to feed, catching the light in their membranous and feathery fins.  Heaven fish float slowly in the skies, usually appearing alone, and only rarely with companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Locations]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Duumvirate]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Mount_Celestia&amp;diff=4733</id>
		<title>Mount Celestia</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Mount_Celestia&amp;diff=4733"/>
				<updated>2024-02-10T17:40:56Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* The Celestial Hebdomad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Government==&lt;br /&gt;
&lt;br /&gt;
===The Monarch of Heaven, the Lord of the Seventh Mount===&lt;br /&gt;
&lt;br /&gt;
For the wise upon Mount Celestia, it is generally agreed that the plane, or even the entirety of the Multiverse is ruled from the pinnacle of Mt. Celestia, the Lord of the Seventh Mount.  As any who reach the Seventh Mount never return, because all divination about this uppermost layer of the plane return unanswered or uncertain, and because celestial beings and even the gods themselves either do not know or will not answer after this subject, ultimately the identity and nature of the Lord of the Seventh becomes a matter of belief.  And for many of the wise, this is purposeful.  For some sages, the Lord of the Seventh is an actual single being, the Monarch of Heaven.  For other sages the uttermost height of Mt. Celestia is less an individual being, but rather a concept, and the union and source of all that is good and law within the plane.  A third argument is that the Seventh Mount is less a place and less a realm where the Enlightened dwell, but rather it is the spiritual union of all those who ascend to the Seventh, and therefore all these in unity embody the Monarchy of Heaven.  Whatever is the case, from the Seventh Mount all order and good are derived, and even the Powers of the Celestial Mountain cannot overcome or contradict its immutable laws.&lt;br /&gt;
&lt;br /&gt;
Whatever the truth may be, it seems unknowable to mortals, and perhaps even to the Powers.  There is but one known being who has returned from the Seventh Mount, the emissary from the Lord of the Seventh Mount, who is the Archon who rules there, being Zaphkiel the Watcher, the leader of the Celestial Hebdomad.  He alone must know truths of the Seventh Mount, but what he knows of such things never reaches mortal knowledge.  It is said that Zaphkiel issues no orders or commands to his colleagues in the Hebdomad, but merely provides advise and counsel.  It could be argued he rules Mount Celestia as a proxy of the Monarch of Heaven, but if this is so, his rule is gentle and kind.&lt;br /&gt;
&lt;br /&gt;
===The Celestial Hebdomad===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Barachiel, Ruler of Lunia, ruling from the [https://mimir.net/places/citadel-of-stars/ Citadel of Stars]&lt;br /&gt;
&lt;br /&gt;
The Golden Spire&lt;br /&gt;
&lt;br /&gt;
===The Celestial Concordance===&lt;br /&gt;
&lt;br /&gt;
==General Properties of the Seven Mounts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Bodies for Astral Travelers===&lt;br /&gt;
&lt;br /&gt;
For souls' residing or traveling upon Mount Celestia due to ''astral projection'', they will almost without exception form physical bodies created from the pearlescent sand and holy waters of the Silver upon arriving on Lunia, the first layer of Mount Celestia.  The perfection of these celestial bodies will be principally based on the moral qualities of the naked astral soul or spirit that touches this plane.  Those with lawful good hearts, for example, will be forged into idealized versions of their true selves, whereas chaotic evil hearts will appear as shifting and decrepit sandy translations of the vileness and disorder in their hearts.  Some of the qualities of these celestial bodies, in game terms, are listed below.&lt;br /&gt;
&lt;br /&gt;
::''Lawful Good'' – AC 1 (+1 weapon to hit); ultravision, detect magic (constant), +2 to strength, +2 to constitution, +2 to dexterity, regenerate 1 hp/turn; -2 damage to any successful hit (at least 1 point of damage); MR 10%, prot. from fire/cold and lightning at 20th level (renewed w/ healing magic), does not require air to breathe or food/water, no excrement&lt;br /&gt;
&lt;br /&gt;
::''Neutral Good'' – AC 5; infravision, +1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; -1 damage to any successful hit (at least 1 point of damage); MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water&lt;br /&gt;
&lt;br /&gt;
::''Chaotic Good'' – AC 7, &lt;br /&gt;
&lt;br /&gt;
::''Lawful Neutral'' – AC 5; infravision, +1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour, -1 damage to any successful hit (at least 1 point of damage), MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water&lt;br /&gt;
&lt;br /&gt;
::''Neutral'' – AC 7, &lt;br /&gt;
&lt;br /&gt;
::''Chaotic Neutral'' – AC 10, +1 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
::''Lawful Evil'' – AC 7, -1 damage to any successful hit (at least 1 point of damage)&lt;br /&gt;
&lt;br /&gt;
::''Neutral Evil'' – AC 10, +1 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
::''Chaotic Evil'' – AC 10, +2 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
====Other General Qualities of Celestial Flesh====&lt;br /&gt;
&lt;br /&gt;
Although composed of the sands of Lunia, with the holy water of the celestial Silver Sea as blood, the specific nature and substance of an astral traveler's celestial flesh depends completely upon the moral composition of the soul or spirit in question.&lt;br /&gt;
&lt;br /&gt;
Upon Mount Celestia, petitioners commonly manifest as lantern archons, and thereby fall under that order of celestial beings, known as guardians of the Holy Mountain itself.  To this fate go the souls of the dead who served not one particular god of law and goodness over all others, or to whom the pursuit of holy goodness and law transcended their devotion to divinity.  As lanterns, such petitioners fall under their own rules of nature, and those particular to their race.&lt;br /&gt;
&lt;br /&gt;
Many petitioners will manifest upon Mount Celestia in some semblance to their formal mortal forms.  The exact nature of their being upon the Seven Mounts depends greatly upon whether or not they were devotees of a particular deity in life.  If so, their forms reflect the nature and laws of their god, so long as they are in accordance with the law of the Mountain.  If not, their forms adhere to the general law and nature of Mount Celestia, as discussed below.&lt;br /&gt;
&lt;br /&gt;
===Travel and Directions on Mt. Celestia===&lt;br /&gt;
&lt;br /&gt;
''Cardinal Directions and Orientation'':  Due to the nature of the plane, and the absence of the sun and antipodes in most layers and realms.  However, regardless of the realm, province or layer, the light of the Illuminated Heaven on the 7th layer is always visible from any uncovered point on the entire plane, and therefore this is among the most basic and useful methods of orientation.  One is either drawing closer to, or further away from, the light of the 7th Heaven, and therefore it is typical to refer to directions as &amp;quot;hither&amp;quot; or &amp;quot;further&amp;quot;, with hither meaning closer to the 7th Heaven, and further meaning farther away.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
'''Thieves'''&lt;br /&gt;
&lt;br /&gt;
''Pickpocketing'':  The powers of Mount Celestia do not smile on low thievery.  Pickpocketing rolls receive a cumulative -5% for every layer of the plane a rogue ascends.&lt;br /&gt;
&lt;br /&gt;
''Hide in Shadows'':  The nature of the various layers of Mount Celestia varies the effect&lt;br /&gt;
&lt;br /&gt;
*Lunia:  unaffected&lt;br /&gt;
&lt;br /&gt;
*Mercuria:  -10% during the day&lt;br /&gt;
&lt;br /&gt;
*Venya:  -5% during the light, unaffected during the dimming&lt;br /&gt;
&lt;br /&gt;
*Solania:  -10% during the light, -5% during the dimming&lt;br /&gt;
&lt;br /&gt;
*Mertion:  -15% during the light, -10% during the dimming&lt;br /&gt;
&lt;br /&gt;
*Jovar:  -25%&lt;br /&gt;
&lt;br /&gt;
==Celestial Cosmology==&lt;br /&gt;
&lt;br /&gt;
Petitioners of Mount Celestia view their plane as the center of perfect order in the multiverse, and the highest most noble plan of all existence.&lt;br /&gt;
&lt;br /&gt;
The precise nature of the rules, laws and celestial nature of the Holy Mountain are debated among living souls and petitioners, and different terms and concepts tend to be used regarding the various faiths that rest upon the Seven Heavens.  Generally speaking, and within concordance with the gift of Free Will, the higher one reaches on Mount Celestia, the more in agreement the inhabitants thereupon tend to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The 1st Mount:  Lunia==&lt;br /&gt;
&lt;br /&gt;
====The Celestial Vault====&lt;br /&gt;
&lt;br /&gt;
[[File:71pQSbO1BBL. SL1008 .jpg|thumb|500px|The Grand Cathedral of the Vault of Heaven. The esoteric science of ''celestial'' astrology pursued in Lunia ascribes much to the movements and revelations of celestial phenomena in the Vault of Heaven.]]&lt;br /&gt;
&lt;br /&gt;
'''The Fixed Stars'''&lt;br /&gt;
&lt;br /&gt;
Being the layer of Mount Celestia closest to Astral Plane and furthest from the light of the Illuminated Heaven, the stars and astral phenomenon blaze with a magnificent brilliance in Lunia, their tapestry being so rich and captivating that stargazers often fall in love with the sight, never wishing to look away.  It is widely agreed that the stars of Lunia are the most beautiful such objects in the Multiverse.  Lunian astronomy and astrology are popular and cultivated sciences on this layer, and the lorecraft of such observers is both complex in various theories and calculations, as well as powerful in the practice of predictions and divination.&lt;br /&gt;
&lt;br /&gt;
The exact nature of the stars is much discussed, but it is generally agreed that these stars are the immutable spirits of those who have attained the Seventh Heaven, and this is why the stars shine so brightly and so beautifully, exceedingly more so than on any mortal world.  Having reached the Illuminated Heaven, it is thought such souls can never again directly influence or leave the 7th Heaven, or rather, that they would not want to do so.  However, from Lunia they are perceived of as the stars, set into the Vault of Heaven, or the untouchable outermost sphere of Mount Celestia, the sphere of Chronias the 7th Heaven itself.  Although in a sense the furthest from the Seventh Heaven, those who walk the shores of the Silver Sea, are blessed to constantly behold the sparkling reminders of the proximity of the Highest Heaven and those who have achieved the highest goal of reaching the 7th Heaven, and thus give them hope of eventually reaching such a lofty destination.&lt;br /&gt;
&lt;br /&gt;
'''The Moving Stars - the Celestial Planets''':  Save for the golden light of the Illuminated Heaven far above, four great planets dominate the astral skies of Lunia:  The Messenger, the Lover, the Warrior, and the Ruler.  All four are wondrous to behold, each having their special characteristics.  Using the traditional hour of the so-called ordinal worlds, the Messenger rotates around Mt. Celestia every twenty-four hours, the Lover every seven days, the Warrior every 49 days, and the Ruler every 343 days.&lt;br /&gt;
&lt;br /&gt;
''The Messenger'':&lt;br /&gt;
&lt;br /&gt;
''The Lover'':&lt;br /&gt;
&lt;br /&gt;
''The Warrior'':&lt;br /&gt;
&lt;br /&gt;
''The Ruler'':&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Constellations'':  The myriad constellations of Lunia might overwhelm some observers...&lt;br /&gt;
&lt;br /&gt;
'''Proficiency - ''Lunian Astrology''''' (wizard, priest, intelligence, 2 slots (or 1 if normal astrology already possessed)): Considerably more complex and mathematically demanding than the astrology of most prime material worlds, Lunian astrology is also considered to be a refined science, providing great insight as to the future, the present, and even the past, to those who now how to read the stars and constellations of the Vault of Heaven.  Many schools of thought and methods exist in this class of science, but the use of dates must be exactingly calculated to the dating system of Lunia, typically calculated by the revolution of the celestial planets, and the relation of persons and events to these rotations.&lt;br /&gt;
&lt;br /&gt;
In game terms, the clarity, specificity and range of astrological calculations is effectively tripled when utilizing lunian astrology, and therefore many of the finest astrologers in the multiverse travel to Lunia to read the future from the stars.  However, fortune of the stars is less effective further one is from ordered goodness.  The chaotic find nothing but disordered readings, and the calculations of the evil find only doom and disaster for the fate of their spirit and souls.  Lawful good astrologers performing readings for lawful good persons have a +3 bonus to their rolls, with penalties to this bonus for every degree of separation for the both the astrologer and the read.  Evil and chaotic beings can neither give nor receive astrological readings using the stars of Mount Celestia.&lt;br /&gt;
&lt;br /&gt;
Those not born on Mt. Celestia or reading events that occured off the Holy Mountain must covert the dates and times to the order of Mount Celestia.  This often requires careful charts and calculations.  If such charts are available and the dungeon master decides they are generally accurate, this proficiency may be utilized normally.  If charts are not available, the calculations must be done by hand, necessitating significant mathematical skill (''mathematics'' proficiency), or the use of this proficiency will be impossible.&lt;br /&gt;
&lt;br /&gt;
==The 2nd Mount:  Mercuria==&lt;br /&gt;
&lt;br /&gt;
''Summary'':  The second heaven, also called the Golden Heaven, is the armory and mustering ground of the Seven Heavens.  It is here that the noblest of fighters take their eternal rest.  Draco Paladin, also called Bahamut, is said to make his home here with his celestial court.&lt;br /&gt;
&lt;br /&gt;
''The Mercurian Vault'':  Although varying by province and realm, a sun and a moon, called Sol and Luna, appear in the sky of Mercuria.  By all scientific observation, both Sol and Luna appear to be infinitely distant from Mt. Celestia, and their light appears to be infinitely fast.  Both Sol and Luna are also perfect discs of light, with Sol being utterly inscrutable, regardless of lens or spell, and will cause sun blindness to those who look upon it too long and too directly.  Stars and other astral phenomenon, the same as those in Lunia, appear in the night sky of Mercuria, and are brilliant and majestic, but are not as awesomely clear as they are in the eternal night of the first layer, nor are there as many celestial phenomenon.  Luna never decreases as the moons of prime material worlds, save for when its gods are displeased or wish to show signs.  Reflecting the eternal light of Chronias, it rises as the sun sets, and vice versa.  To the keen of eye, Luna bears details, and it is said deities, and their courts and followers reside there.&lt;br /&gt;
&lt;br /&gt;
==The 4th Mount:  Solania, the Electrum Heaven==&lt;br /&gt;
&lt;br /&gt;
[[File:Solania.jpg|thumb|right|700px|Solania, the 4th Mount of Heaven, is the mountainous crucible of Mount Celestia, beyond which very few pass.]]&lt;br /&gt;
&lt;br /&gt;
''Summary'':  Called the Electrum Heaven for its vaulted sky which gleams with the color of burnished silver, Solania is cold and mountainous, almost the whole of the layer being composed of icy clouded peaks, dramatic misty valleys of raging waters and immense chasms, and enormous glaciers and boulders that make travel difficult.  The very clouds here often gleam with their own silvery glow.  The gods of the dwarves, among others, dwell upon this layer in the great realm called Erackinor, at the center of which is Soul Forge, where it is believed that the souls of the dwarves are hammered into existence.  Among the petitioners of Mt. Celestia, it is said that Solania is a layer of toil and adversity, where souls must be tested and purified with long labor and ardor in order to ascend to the next layer.&lt;br /&gt;
&lt;br /&gt;
''Magical Alterations'':  Creation spells upon this layer are ''enhanced''.&lt;br /&gt;
&lt;br /&gt;
''The Solanian Vault'':  As in the case of Venya, there is no sun or moon to be seen in the sky of Solania.  The pale silver-gold hue of the sky gleams with its own light, when not obstructed by the common clouds and mists of this layer, but even these have their own light, usually of a similar light to the sky, if less bright and glorious.  As with the case in Venya, day and night exists here, and although the scientific observer might calculate that the night is slightly shorter upon Solania and its sky brighter, for most travailing upon the layer it is perceived to be darker upon the Fourth Heaven, due to the shadows of the soaring peaks, and occlusion provided by the ubiquitous gleaming clouds, the glows of which generally illuminate like silvery and gold faerie fire, subduing the brighter light of the sky above.  Also as is the case with Venya, the seasons of Solania respond to the regular waxing and waning of the brightness and duration of the electrum gleam of the Solanian Vault.  But even in the depths of winter the electrum glow of the sky never completely fades, although the shadows of the peaks, the depths of the valleys, and the umbrage of the clouds may often make it quite dark.&lt;br /&gt;
&lt;br /&gt;
==Fauna:  The Creatures of Mt. Celestia==&lt;br /&gt;
&lt;br /&gt;
[[File:Heaven fish 2.jpg|thumb|right|700px|''Pisces Celestiae'']]&lt;br /&gt;
&lt;br /&gt;
'''''Heaven Fish''''' - Perhaps the creation of some power of the Celestial Slopes, or a manifestation of some property of the Holy Mountain itself, heaven fish are seemingly unintelligent creatures that inhabit the skies of the six higher Mountains of Heaven.  Usually about one foot long, these feathery and translucent fish are of a golden gleam, and shine with a gold light, especially within the dark, for no dark is able to eclipse their light.  It is thought they feed off the goodly and virtuous thoughts and dreams of the living faithful upon the upper slopes of Mount Celestia.  As the astral plane does not touch these Second through Seventh Mounts, such thoughts have nowhere to go.  Instead the seem to gather and congeal, appearing as auroras in the sky, and other prodigies of light and magic.  Upon such essence the heaven fish seem to feed, catching the light in their membranous and feathery fins.  Heaven fish float slowly in the skies, usually appearing alone, and only rarely with companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Locations]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Duumvirate]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Mount_Celestia&amp;diff=4732</id>
		<title>Mount Celestia</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Mount_Celestia&amp;diff=4732"/>
				<updated>2024-02-10T17:14:59Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Government==&lt;br /&gt;
&lt;br /&gt;
===The Monarch of Heaven, the Lord of the Seventh Mount===&lt;br /&gt;
&lt;br /&gt;
For the wise upon Mount Celestia, it is generally agreed that the plane, or even the entirety of the Multiverse is ruled from the pinnacle of Mt. Celestia, the Lord of the Seventh Mount.  As any who reach the Seventh Mount never return, because all divination about this uppermost layer of the plane return unanswered or uncertain, and because celestial beings and even the gods themselves either do not know or will not answer after this subject, ultimately the identity and nature of the Lord of the Seventh becomes a matter of belief.  And for many of the wise, this is purposeful.  For some sages, the Lord of the Seventh is an actual single being, the Monarch of Heaven.  For other sages the uttermost height of Mt. Celestia is less an individual being, but rather a concept, and the union and source of all that is good and law within the plane.  A third argument is that the Seventh Mount is less a place and less a realm where the Enlightened dwell, but rather it is the spiritual union of all those who ascend to the Seventh, and therefore all these in unity embody the Monarchy of Heaven.  Whatever is the case, from the Seventh Mount all order and good are derived, and even the Powers of the Celestial Mountain cannot overcome or contradict its immutable laws.&lt;br /&gt;
&lt;br /&gt;
Whatever the truth may be, it seems unknowable to mortals, and perhaps even to the Powers.  There is but one known being who has returned from the Seventh Mount, the emissary from the Lord of the Seventh Mount, who is the Archon who rules there, being Zaphkiel the Watcher, the leader of the Celestial Hebdomad.  He alone must know truths of the Seventh Mount, but what he knows of such things never reaches mortal knowledge.  It is said that Zaphkiel issues no orders or commands to his colleagues in the Hebdomad, but merely provides advise and counsel.  It could be argued he rules Mount Celestia as a proxy of the Monarch of Heaven, but if this is so, his rule is gentle and kind.&lt;br /&gt;
&lt;br /&gt;
===The Celestial Hebdomad===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Barachiel,The Citadel of Stars&lt;br /&gt;
&lt;br /&gt;
The Golden Spire&lt;br /&gt;
&lt;br /&gt;
===The Celestial Concordance===&lt;br /&gt;
&lt;br /&gt;
==General Properties of the Seven Mounts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Bodies for Astral Travelers===&lt;br /&gt;
&lt;br /&gt;
For souls' residing or traveling upon Mount Celestia due to ''astral projection'', they will almost without exception form physical bodies created from the pearlescent sand and holy waters of the Silver upon arriving on Lunia, the first layer of Mount Celestia.  The perfection of these celestial bodies will be principally based on the moral qualities of the naked astral soul or spirit that touches this plane.  Those with lawful good hearts, for example, will be forged into idealized versions of their true selves, whereas chaotic evil hearts will appear as shifting and decrepit sandy translations of the vileness and disorder in their hearts.  Some of the qualities of these celestial bodies, in game terms, are listed below.&lt;br /&gt;
&lt;br /&gt;
::''Lawful Good'' – AC 1 (+1 weapon to hit); ultravision, detect magic (constant), +2 to strength, +2 to constitution, +2 to dexterity, regenerate 1 hp/turn; -2 damage to any successful hit (at least 1 point of damage); MR 10%, prot. from fire/cold and lightning at 20th level (renewed w/ healing magic), does not require air to breathe or food/water, no excrement&lt;br /&gt;
&lt;br /&gt;
::''Neutral Good'' – AC 5; infravision, +1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; -1 damage to any successful hit (at least 1 point of damage); MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water&lt;br /&gt;
&lt;br /&gt;
::''Chaotic Good'' – AC 7, &lt;br /&gt;
&lt;br /&gt;
::''Lawful Neutral'' – AC 5; infravision, +1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour, -1 damage to any successful hit (at least 1 point of damage), MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water&lt;br /&gt;
&lt;br /&gt;
::''Neutral'' – AC 7, &lt;br /&gt;
&lt;br /&gt;
::''Chaotic Neutral'' – AC 10, +1 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
::''Lawful Evil'' – AC 7, -1 damage to any successful hit (at least 1 point of damage)&lt;br /&gt;
&lt;br /&gt;
::''Neutral Evil'' – AC 10, +1 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
::''Chaotic Evil'' – AC 10, +2 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
====Other General Qualities of Celestial Flesh====&lt;br /&gt;
&lt;br /&gt;
Although composed of the sands of Lunia, with the holy water of the celestial Silver Sea as blood, the specific nature and substance of an astral traveler's celestial flesh depends completely upon the moral composition of the soul or spirit in question.&lt;br /&gt;
&lt;br /&gt;
Upon Mount Celestia, petitioners commonly manifest as lantern archons, and thereby fall under that order of celestial beings, known as guardians of the Holy Mountain itself.  To this fate go the souls of the dead who served not one particular god of law and goodness over all others, or to whom the pursuit of holy goodness and law transcended their devotion to divinity.  As lanterns, such petitioners fall under their own rules of nature, and those particular to their race.&lt;br /&gt;
&lt;br /&gt;
Many petitioners will manifest upon Mount Celestia in some semblance to their formal mortal forms.  The exact nature of their being upon the Seven Mounts depends greatly upon whether or not they were devotees of a particular deity in life.  If so, their forms reflect the nature and laws of their god, so long as they are in accordance with the law of the Mountain.  If not, their forms adhere to the general law and nature of Mount Celestia, as discussed below.&lt;br /&gt;
&lt;br /&gt;
===Travel and Directions on Mt. Celestia===&lt;br /&gt;
&lt;br /&gt;
''Cardinal Directions and Orientation'':  Due to the nature of the plane, and the absence of the sun and antipodes in most layers and realms.  However, regardless of the realm, province or layer, the light of the Illuminated Heaven on the 7th layer is always visible from any uncovered point on the entire plane, and therefore this is among the most basic and useful methods of orientation.  One is either drawing closer to, or further away from, the light of the 7th Heaven, and therefore it is typical to refer to directions as &amp;quot;hither&amp;quot; or &amp;quot;further&amp;quot;, with hither meaning closer to the 7th Heaven, and further meaning farther away.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
'''Thieves'''&lt;br /&gt;
&lt;br /&gt;
''Pickpocketing'':  The powers of Mount Celestia do not smile on low thievery.  Pickpocketing rolls receive a cumulative -5% for every layer of the plane a rogue ascends.&lt;br /&gt;
&lt;br /&gt;
''Hide in Shadows'':  The nature of the various layers of Mount Celestia varies the effect&lt;br /&gt;
&lt;br /&gt;
*Lunia:  unaffected&lt;br /&gt;
&lt;br /&gt;
*Mercuria:  -10% during the day&lt;br /&gt;
&lt;br /&gt;
*Venya:  -5% during the light, unaffected during the dimming&lt;br /&gt;
&lt;br /&gt;
*Solania:  -10% during the light, -5% during the dimming&lt;br /&gt;
&lt;br /&gt;
*Mertion:  -15% during the light, -10% during the dimming&lt;br /&gt;
&lt;br /&gt;
*Jovar:  -25%&lt;br /&gt;
&lt;br /&gt;
==Celestial Cosmology==&lt;br /&gt;
&lt;br /&gt;
Petitioners of Mount Celestia view their plane as the center of perfect order in the multiverse, and the highest most noble plan of all existence.&lt;br /&gt;
&lt;br /&gt;
The precise nature of the rules, laws and celestial nature of the Holy Mountain are debated among living souls and petitioners, and different terms and concepts tend to be used regarding the various faiths that rest upon the Seven Heavens.  Generally speaking, and within concordance with the gift of Free Will, the higher one reaches on Mount Celestia, the more in agreement the inhabitants thereupon tend to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The 1st Mount:  Lunia==&lt;br /&gt;
&lt;br /&gt;
====The Celestial Vault====&lt;br /&gt;
&lt;br /&gt;
[[File:71pQSbO1BBL. SL1008 .jpg|thumb|500px|The Grand Cathedral of the Vault of Heaven. The esoteric science of ''celestial'' astrology pursued in Lunia ascribes much to the movements and revelations of celestial phenomena in the Vault of Heaven.]]&lt;br /&gt;
&lt;br /&gt;
'''The Fixed Stars'''&lt;br /&gt;
&lt;br /&gt;
Being the layer of Mount Celestia closest to Astral Plane and furthest from the light of the Illuminated Heaven, the stars and astral phenomenon blaze with a magnificent brilliance in Lunia, their tapestry being so rich and captivating that stargazers often fall in love with the sight, never wishing to look away.  It is widely agreed that the stars of Lunia are the most beautiful such objects in the Multiverse.  Lunian astronomy and astrology are popular and cultivated sciences on this layer, and the lorecraft of such observers is both complex in various theories and calculations, as well as powerful in the practice of predictions and divination.&lt;br /&gt;
&lt;br /&gt;
The exact nature of the stars is much discussed, but it is generally agreed that these stars are the immutable spirits of those who have attained the Seventh Heaven, and this is why the stars shine so brightly and so beautifully, exceedingly more so than on any mortal world.  Having reached the Illuminated Heaven, it is thought such souls can never again directly influence or leave the 7th Heaven, or rather, that they would not want to do so.  However, from Lunia they are perceived of as the stars, set into the Vault of Heaven, or the untouchable outermost sphere of Mount Celestia, the sphere of Chronias the 7th Heaven itself.  Although in a sense the furthest from the Seventh Heaven, those who walk the shores of the Silver Sea, are blessed to constantly behold the sparkling reminders of the proximity of the Highest Heaven and those who have achieved the highest goal of reaching the 7th Heaven, and thus give them hope of eventually reaching such a lofty destination.&lt;br /&gt;
&lt;br /&gt;
'''The Moving Stars - the Celestial Planets''':  Save for the golden light of the Illuminated Heaven far above, four great planets dominate the astral skies of Lunia:  The Messenger, the Lover, the Warrior, and the Ruler.  All four are wondrous to behold, each having their special characteristics.  Using the traditional hour of the so-called ordinal worlds, the Messenger rotates around Mt. Celestia every twenty-four hours, the Lover every seven days, the Warrior every 49 days, and the Ruler every 343 days.&lt;br /&gt;
&lt;br /&gt;
''The Messenger'':&lt;br /&gt;
&lt;br /&gt;
''The Lover'':&lt;br /&gt;
&lt;br /&gt;
''The Warrior'':&lt;br /&gt;
&lt;br /&gt;
''The Ruler'':&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Constellations'':  The myriad constellations of Lunia might overwhelm some observers...&lt;br /&gt;
&lt;br /&gt;
'''Proficiency - ''Lunian Astrology''''' (wizard, priest, intelligence, 2 slots (or 1 if normal astrology already possessed)): Considerably more complex and mathematically demanding than the astrology of most prime material worlds, Lunian astrology is also considered to be a refined science, providing great insight as to the future, the present, and even the past, to those who now how to read the stars and constellations of the Vault of Heaven.  Many schools of thought and methods exist in this class of science, but the use of dates must be exactingly calculated to the dating system of Lunia, typically calculated by the revolution of the celestial planets, and the relation of persons and events to these rotations.&lt;br /&gt;
&lt;br /&gt;
In game terms, the clarity, specificity and range of astrological calculations is effectively tripled when utilizing lunian astrology, and therefore many of the finest astrologers in the multiverse travel to Lunia to read the future from the stars.  However, fortune of the stars is less effective further one is from ordered goodness.  The chaotic find nothing but disordered readings, and the calculations of the evil find only doom and disaster for the fate of their spirit and souls.  Lawful good astrologers performing readings for lawful good persons have a +3 bonus to their rolls, with penalties to this bonus for every degree of separation for the both the astrologer and the read.  Evil and chaotic beings can neither give nor receive astrological readings using the stars of Mount Celestia.&lt;br /&gt;
&lt;br /&gt;
Those not born on Mt. Celestia or reading events that occured off the Holy Mountain must covert the dates and times to the order of Mount Celestia.  This often requires careful charts and calculations.  If such charts are available and the dungeon master decides they are generally accurate, this proficiency may be utilized normally.  If charts are not available, the calculations must be done by hand, necessitating significant mathematical skill (''mathematics'' proficiency), or the use of this proficiency will be impossible.&lt;br /&gt;
&lt;br /&gt;
==The 2nd Mount:  Mercuria==&lt;br /&gt;
&lt;br /&gt;
''Summary'':  The second heaven, also called the Golden Heaven, is the armory and mustering ground of the Seven Heavens.  It is here that the noblest of fighters take their eternal rest.  Draco Paladin, also called Bahamut, is said to make his home here with his celestial court.&lt;br /&gt;
&lt;br /&gt;
''The Mercurian Vault'':  Although varying by province and realm, a sun and a moon, called Sol and Luna, appear in the sky of Mercuria.  By all scientific observation, both Sol and Luna appear to be infinitely distant from Mt. Celestia, and their light appears to be infinitely fast.  Both Sol and Luna are also perfect discs of light, with Sol being utterly inscrutable, regardless of lens or spell, and will cause sun blindness to those who look upon it too long and too directly.  Stars and other astral phenomenon, the same as those in Lunia, appear in the night sky of Mercuria, and are brilliant and majestic, but are not as awesomely clear as they are in the eternal night of the first layer, nor are there as many celestial phenomenon.  Luna never decreases as the moons of prime material worlds, save for when its gods are displeased or wish to show signs.  Reflecting the eternal light of Chronias, it rises as the sun sets, and vice versa.  To the keen of eye, Luna bears details, and it is said deities, and their courts and followers reside there.&lt;br /&gt;
&lt;br /&gt;
==The 4th Mount:  Solania, the Electrum Heaven==&lt;br /&gt;
&lt;br /&gt;
[[File:Solania.jpg|thumb|right|700px|Solania, the 4th Mount of Heaven, is the mountainous crucible of Mount Celestia, beyond which very few pass.]]&lt;br /&gt;
&lt;br /&gt;
''Summary'':  Called the Electrum Heaven for its vaulted sky which gleams with the color of burnished silver, Solania is cold and mountainous, almost the whole of the layer being composed of icy clouded peaks, dramatic misty valleys of raging waters and immense chasms, and enormous glaciers and boulders that make travel difficult.  The very clouds here often gleam with their own silvery glow.  The gods of the dwarves, among others, dwell upon this layer in the great realm called Erackinor, at the center of which is Soul Forge, where it is believed that the souls of the dwarves are hammered into existence.  Among the petitioners of Mt. Celestia, it is said that Solania is a layer of toil and adversity, where souls must be tested and purified with long labor and ardor in order to ascend to the next layer.&lt;br /&gt;
&lt;br /&gt;
''Magical Alterations'':  Creation spells upon this layer are ''enhanced''.&lt;br /&gt;
&lt;br /&gt;
''The Solanian Vault'':  As in the case of Venya, there is no sun or moon to be seen in the sky of Solania.  The pale silver-gold hue of the sky gleams with its own light, when not obstructed by the common clouds and mists of this layer, but even these have their own light, usually of a similar light to the sky, if less bright and glorious.  As with the case in Venya, day and night exists here, and although the scientific observer might calculate that the night is slightly shorter upon Solania and its sky brighter, for most travailing upon the layer it is perceived to be darker upon the Fourth Heaven, due to the shadows of the soaring peaks, and occlusion provided by the ubiquitous gleaming clouds, the glows of which generally illuminate like silvery and gold faerie fire, subduing the brighter light of the sky above.  Also as is the case with Venya, the seasons of Solania respond to the regular waxing and waning of the brightness and duration of the electrum gleam of the Solanian Vault.  But even in the depths of winter the electrum glow of the sky never completely fades, although the shadows of the peaks, the depths of the valleys, and the umbrage of the clouds may often make it quite dark.&lt;br /&gt;
&lt;br /&gt;
==Fauna:  The Creatures of Mt. Celestia==&lt;br /&gt;
&lt;br /&gt;
[[File:Heaven fish 2.jpg|thumb|right|700px|''Pisces Celestiae'']]&lt;br /&gt;
&lt;br /&gt;
'''''Heaven Fish''''' - Perhaps the creation of some power of the Celestial Slopes, or a manifestation of some property of the Holy Mountain itself, heaven fish are seemingly unintelligent creatures that inhabit the skies of the six higher Mountains of Heaven.  Usually about one foot long, these feathery and translucent fish are of a golden gleam, and shine with a gold light, especially within the dark, for no dark is able to eclipse their light.  It is thought they feed off the goodly and virtuous thoughts and dreams of the living faithful upon the upper slopes of Mount Celestia.  As the astral plane does not touch these Second through Seventh Mounts, such thoughts have nowhere to go.  Instead the seem to gather and congeal, appearing as auroras in the sky, and other prodigies of light and magic.  Upon such essence the heaven fish seem to feed, catching the light in their membranous and feathery fins.  Heaven fish float slowly in the skies, usually appearing alone, and only rarely with companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Locations]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Duumvirate]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Mount_Celestia&amp;diff=4731</id>
		<title>Mount Celestia</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Mount_Celestia&amp;diff=4731"/>
				<updated>2024-02-10T14:08:55Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Celestial Government==&lt;br /&gt;
&lt;br /&gt;
===The Monarch of Heaven, the Lord of the Seventh Mount===&lt;br /&gt;
&lt;br /&gt;
For the wise upon Mount Celestia, it is generally agreed that the plane, or even the entirety of the Multiverse is ruled from the pinnacle of Mt. Celestia, the Lord of the Seventh Mount.  As any who reach the Seventh Mount never return, because all divination about this uppermost layer of the plane return unanswered or uncertain, and because celestial beings and even the gods themselves either do not know or will not answer after this subject, ultimately the identity and nature of the Lord of the Seventh becomes a matter of belief.  And for many of the wise, this is purposeful.  For some sages, the Lord of the Seventh is an actual single being, the Monarch of Heaven.  For other sages the uttermost height of Mt. Celestia is less an individual being, but rather a concept, and the union and source of all that is good and law within the plane.  A third argument is that the Seventh Mount is less a place and less a realm where the Enlightened dwell, but rather it is the spiritual union of all those who ascend to the Seventh, and therefore all these in unity embody the Monarchy of Heaven.  Whatever is the case, from the Seventh Mount all order and good are derived, and even the Powers of the Celestial Mountain cannot overcome or contradict its immutable laws.&lt;br /&gt;
&lt;br /&gt;
Whatever the truth may be, it seems unknowable to mortals, and perhaps even to the Powers.  There is but one known being who has returned from the Seventh Mount, the emissary from the Lord of the Seventh Mount, who is the Archon who rules there, being Zaphkiel the Watcher, the leader of the Celestial Hebdomad.  He alone must know truths of the Seventh Mount, but what he knows of such things never reaches mortal knowledge.  It is said that Zaphkiel issues no orders or commands to his colleagues in the Hebdomad, but merely provides advise and counsel.  It could be argued he rules Mount Celestia as a proxy of the Monarch of Heaven, but if this is so, his rule is gentle and kind.&lt;br /&gt;
&lt;br /&gt;
===The Celestial Hebdomad===&lt;br /&gt;
&lt;br /&gt;
===The Celestial Concordance===&lt;br /&gt;
&lt;br /&gt;
==General Properties of the Seven Mounts==&lt;br /&gt;
&lt;br /&gt;
===Celestial Bodies for Astral Travelers===&lt;br /&gt;
&lt;br /&gt;
For souls' residing or traveling upon Mount Celestia due to ''astral projection'', they will almost without exception form physical bodies created from the pearlescent sand and holy waters of the Silver upon arriving on Lunia, the first layer of Mount Celestia.  The perfection of these celestial bodies will be principally based on the moral qualities of the naked astral soul or spirit that touches this plane.  Those with lawful good hearts, for example, will be forged into idealized versions of their true selves, whereas chaotic evil hearts will appear as shifting and decrepit sandy translations of the vileness and disorder in their hearts.  Some of the qualities of these celestial bodies, in game terms, are listed below.&lt;br /&gt;
&lt;br /&gt;
::''Lawful Good'' – AC 1 (+1 weapon to hit); ultravision, detect magic (constant), +2 to strength, +2 to constitution, +2 to dexterity, regenerate 1 hp/turn; -2 damage to any successful hit (at least 1 point of damage); MR 10%, prot. from fire/cold and lightning at 20th level (renewed w/ healing magic), does not require air to breathe or food/water, no excrement&lt;br /&gt;
&lt;br /&gt;
::''Neutral Good'' – AC 5; infravision, +1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour; -1 damage to any successful hit (at least 1 point of damage); MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water&lt;br /&gt;
&lt;br /&gt;
::''Chaotic Good'' – AC 7, &lt;br /&gt;
&lt;br /&gt;
::''Lawful Neutral'' – AC 5; infravision, +1 to strength, +1 to constitution, +1 to dexterity, regenerate 1 hp/hour, -1 damage to any successful hit (at least 1 point of damage), MR 5%, resist fire/cold and lightning at 20th level (renewed w/ healing magic), requires only 1/4th food/water/air, excrement is only white sands and water&lt;br /&gt;
&lt;br /&gt;
::''Neutral'' – AC 7, &lt;br /&gt;
&lt;br /&gt;
::''Chaotic Neutral'' – AC 10, +1 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
::''Lawful Evil'' – AC 7, -1 damage to any successful hit (at least 1 point of damage)&lt;br /&gt;
&lt;br /&gt;
::''Neutral Evil'' – AC 10, +1 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
::''Chaotic Evil'' – AC 10, +2 damage to any successful hit&lt;br /&gt;
&lt;br /&gt;
====Other General Qualities of Celestial Flesh====&lt;br /&gt;
&lt;br /&gt;
Although composed of the sands of Lunia, with the holy water of the celestial Silver Sea as blood, the specific nature and substance of an astral traveler's celestial flesh depends completely upon the moral composition of the soul or spirit in question.&lt;br /&gt;
&lt;br /&gt;
Upon Mount Celestia, petitioners commonly manifest as lantern archons, and thereby fall under that order of celestial beings, known as guardians of the Holy Mountain itself.  To this fate go the souls of the dead who served not one particular god of law and goodness over all others, or to whom the pursuit of holy goodness and law transcended their devotion to divinity.  As lanterns, such petitioners fall under their own rules of nature, and those particular to their race.&lt;br /&gt;
&lt;br /&gt;
Many petitioners will manifest upon Mount Celestia in some semblance to their formal mortal forms.  The exact nature of their being upon the Seven Mounts depends greatly upon whether or not they were devotees of a particular deity in life.  If so, their forms reflect the nature and laws of their god, so long as they are in accordance with the law of the Mountain.  If not, their forms adhere to the general law and nature of Mount Celestia, as discussed below.&lt;br /&gt;
&lt;br /&gt;
===Travel and Directions on Mt. Celestia===&lt;br /&gt;
&lt;br /&gt;
''Cardinal Directions and Orientation'':  Due to the nature of the plane, and the absence of the sun and antipodes in most layers and realms.  However, regardless of the realm, province or layer, the light of the Illuminated Heaven on the 7th layer is always visible from any uncovered point on the entire plane, and therefore this is among the most basic and useful methods of orientation.  One is either drawing closer to, or further away from, the light of the 7th Heaven, and therefore it is typical to refer to directions as &amp;quot;hither&amp;quot; or &amp;quot;further&amp;quot;, with hither meaning closer to the 7th Heaven, and further meaning farther away.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
'''Thieves'''&lt;br /&gt;
&lt;br /&gt;
''Pickpocketing'':  The powers of Mount Celestia do not smile on low thievery.  Pickpocketing rolls receive a cumulative -5% for every layer of the plane a rogue ascends.&lt;br /&gt;
&lt;br /&gt;
''Hide in Shadows'':  The nature of the various layers of Mount Celestia varies the effect&lt;br /&gt;
&lt;br /&gt;
*Lunia:  unaffected&lt;br /&gt;
&lt;br /&gt;
*Mercuria:  -10% during the day&lt;br /&gt;
&lt;br /&gt;
*Venya:  -5% during the light, unaffected during the dimming&lt;br /&gt;
&lt;br /&gt;
*Solania:  -10% during the light, -5% during the dimming&lt;br /&gt;
&lt;br /&gt;
*Mertion:  -15% during the light, -10% during the dimming&lt;br /&gt;
&lt;br /&gt;
*Jovar:  -25%&lt;br /&gt;
&lt;br /&gt;
==Celestial Cosmology==&lt;br /&gt;
&lt;br /&gt;
Petitioners of Mount Celestia view their plane as the center of perfect order in the multiverse, and the highest most noble plan of all existence.&lt;br /&gt;
&lt;br /&gt;
The precise nature of the rules, laws and celestial nature of the Holy Mountain are debated among living souls and petitioners, and different terms and concepts tend to be used regarding the various faiths that rest upon the Seven Heavens.  Generally speaking, and within concordance with the gift of Free Will, the higher one reaches on Mount Celestia, the more in agreement the inhabitants thereupon tend to be.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The 1st Mount:  Lunia==&lt;br /&gt;
&lt;br /&gt;
====The Celestial Vault====&lt;br /&gt;
&lt;br /&gt;
[[File:71pQSbO1BBL. SL1008 .jpg|thumb|500px|The Grand Cathedral of the Vault of Heaven. The esoteric science of ''celestial'' astrology pursued in Lunia ascribes much to the movements and revelations of celestial phenomena in the Vault of Heaven.]]&lt;br /&gt;
&lt;br /&gt;
'''The Fixed Stars'''&lt;br /&gt;
&lt;br /&gt;
Being the layer of Mount Celestia closest to Astral Plane and furthest from the light of the Illuminated Heaven, the stars and astral phenomenon blaze with a magnificent brilliance in Lunia, their tapestry being so rich and captivating that stargazers often fall in love with the sight, never wishing to look away.  It is widely agreed that the stars of Lunia are the most beautiful such objects in the Multiverse.  Lunian astronomy and astrology are popular and cultivated sciences on this layer, and the lorecraft of such observers is both complex in various theories and calculations, as well as powerful in the practice of predictions and divination.&lt;br /&gt;
&lt;br /&gt;
The exact nature of the stars is much discussed, but it is generally agreed that these stars are the immutable spirits of those who have attained the Seventh Heaven, and this is why the stars shine so brightly and so beautifully, exceedingly more so than on any mortal world.  Having reached the Illuminated Heaven, it is thought such souls can never again directly influence or leave the 7th Heaven, or rather, that they would not want to do so.  However, from Lunia they are perceived of as the stars, set into the Vault of Heaven, or the untouchable outermost sphere of Mount Celestia, the sphere of Chronias the 7th Heaven itself.  Although in a sense the furthest from the Seventh Heaven, those who walk the shores of the Silver Sea, are blessed to constantly behold the sparkling reminders of the proximity of the Highest Heaven and those who have achieved the highest goal of reaching the 7th Heaven, and thus give them hope of eventually reaching such a lofty destination.&lt;br /&gt;
&lt;br /&gt;
'''The Moving Stars - the Celestial Planets''':  Save for the golden light of the Illuminated Heaven far above, four great planets dominate the astral skies of Lunia:  The Messenger, the Lover, the Warrior, and the Ruler.  All four are wondrous to behold, each having their special characteristics.  Using the traditional hour of the so-called ordinal worlds, the Messenger rotates around Mt. Celestia every twenty-four hours, the Lover every seven days, the Warrior every 49 days, and the Ruler every 343 days.&lt;br /&gt;
&lt;br /&gt;
''The Messenger'':&lt;br /&gt;
&lt;br /&gt;
''The Lover'':&lt;br /&gt;
&lt;br /&gt;
''The Warrior'':&lt;br /&gt;
&lt;br /&gt;
''The Ruler'':&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Constellations'':  The myriad constellations of Lunia might overwhelm some observers...&lt;br /&gt;
&lt;br /&gt;
'''Proficiency - ''Lunian Astrology''''' (wizard, priest, intelligence, 2 slots (or 1 if normal astrology already possessed)): Considerably more complex and mathematically demanding than the astrology of most prime material worlds, Lunian astrology is also considered to be a refined science, providing great insight as to the future, the present, and even the past, to those who now how to read the stars and constellations of the Vault of Heaven.  Many schools of thought and methods exist in this class of science, but the use of dates must be exactingly calculated to the dating system of Lunia, typically calculated by the revolution of the celestial planets, and the relation of persons and events to these rotations.&lt;br /&gt;
&lt;br /&gt;
In game terms, the clarity, specificity and range of astrological calculations is effectively tripled when utilizing lunian astrology, and therefore many of the finest astrologers in the multiverse travel to Lunia to read the future from the stars.  However, fortune of the stars is less effective further one is from ordered goodness.  The chaotic find nothing but disordered readings, and the calculations of the evil find only doom and disaster for the fate of their spirit and souls.  Lawful good astrologers performing readings for lawful good persons have a +3 bonus to their rolls, with penalties to this bonus for every degree of separation for the both the astrologer and the read.  Evil and chaotic beings can neither give nor receive astrological readings using the stars of Mount Celestia.&lt;br /&gt;
&lt;br /&gt;
Those not born on Mt. Celestia or reading events that occured off the Holy Mountain must covert the dates and times to the order of Mount Celestia.  This often requires careful charts and calculations.  If such charts are available and the dungeon master decides they are generally accurate, this proficiency may be utilized normally.  If charts are not available, the calculations must be done by hand, necessitating significant mathematical skill (''mathematics'' proficiency), or the use of this proficiency will be impossible.&lt;br /&gt;
&lt;br /&gt;
==The 2nd Mount:  Mercuria==&lt;br /&gt;
&lt;br /&gt;
''Summary'':  The second heaven, also called the Golden Heaven, is the armory and mustering ground of the Seven Heavens.  It is here that the noblest of fighters take their eternal rest.  Draco Paladin, also called Bahamut, is said to make his home here with his celestial court.&lt;br /&gt;
&lt;br /&gt;
''The Mercurian Vault'':  Although varying by province and realm, a sun and a moon, called Sol and Luna, appear in the sky of Mercuria.  By all scientific observation, both Sol and Luna appear to be infinitely distant from Mt. Celestia, and their light appears to be infinitely fast.  Both Sol and Luna are also perfect discs of light, with Sol being utterly inscrutable, regardless of lens or spell, and will cause sun blindness to those who look upon it too long and too directly.  Stars and other astral phenomenon, the same as those in Lunia, appear in the night sky of Mercuria, and are brilliant and majestic, but are not as awesomely clear as they are in the eternal night of the first layer, nor are there as many celestial phenomenon.  Luna never decreases as the moons of prime material worlds, save for when its gods are displeased or wish to show signs.  Reflecting the eternal light of Chronias, it rises as the sun sets, and vice versa.  To the keen of eye, Luna bears details, and it is said deities, and their courts and followers reside there.&lt;br /&gt;
&lt;br /&gt;
==The 4th Mount:  Solania, the Electrum Heaven==&lt;br /&gt;
&lt;br /&gt;
[[File:Solania.jpg|thumb|right|700px|Solania, the 4th Mount of Heaven, is the mountainous crucible of Mount Celestia, beyond which very few pass.]]&lt;br /&gt;
&lt;br /&gt;
''Summary'':  Called the Electrum Heaven for its vaulted sky which gleams with the color of burnished silver, Solania is cold and mountainous, almost the whole of the layer being composed of icy clouded peaks, dramatic misty valleys of raging waters and immense chasms, and enormous glaciers and boulders that make travel difficult.  The very clouds here often gleam with their own silvery glow.  The gods of the dwarves, among others, dwell upon this layer in the great realm called Erackinor, at the center of which is Soul Forge, where it is believed that the souls of the dwarves are hammered into existence.  Among the petitioners of Mt. Celestia, it is said that Solania is a layer of toil and adversity, where souls must be tested and purified with long labor and ardor in order to ascend to the next layer.&lt;br /&gt;
&lt;br /&gt;
''Magical Alterations'':  Creation spells upon this layer are ''enhanced''.&lt;br /&gt;
&lt;br /&gt;
''The Solanian Vault'':  As in the case of Venya, there is no sun or moon to be seen in the sky of Solania.  The pale silver-gold hue of the sky gleams with its own light, when not obstructed by the common clouds and mists of this layer, but even these have their own light, usually of a similar light to the sky, if less bright and glorious.  As with the case in Venya, day and night exists here, and although the scientific observer might calculate that the night is slightly shorter upon Solania and its sky brighter, for most travailing upon the layer it is perceived to be darker upon the Fourth Heaven, due to the shadows of the soaring peaks, and occlusion provided by the ubiquitous gleaming clouds, the glows of which generally illuminate like silvery and gold faerie fire, subduing the brighter light of the sky above.  Also as is the case with Venya, the seasons of Solania respond to the regular waxing and waning of the brightness and duration of the electrum gleam of the Solanian Vault.  But even in the depths of winter the electrum glow of the sky never completely fades, although the shadows of the peaks, the depths of the valleys, and the umbrage of the clouds may often make it quite dark.&lt;br /&gt;
&lt;br /&gt;
==Fauna:  The Creatures of Mt. Celestia==&lt;br /&gt;
&lt;br /&gt;
[[File:Heaven fish 2.jpg|thumb|right|700px|''Pisces Celestiae'']]&lt;br /&gt;
&lt;br /&gt;
'''''Heaven Fish''''' - Perhaps the creation of some power of the Celestial Slopes, or a manifestation of some property of the Holy Mountain itself, heaven fish are seemingly unintelligent creatures that inhabit the skies of the six higher Mountains of Heaven.  Usually about one foot long, these feathery and translucent fish are of a golden gleam, and shine with a gold light, especially within the dark, for no dark is able to eclipse their light.  It is thought they feed off the goodly and virtuous thoughts and dreams of the living faithful upon the upper slopes of Mount Celestia.  As the astral plane does not touch these Second through Seventh Mounts, such thoughts have nowhere to go.  Instead the seem to gather and congeal, appearing as auroras in the sky, and other prodigies of light and magic.  Upon such essence the heaven fish seem to feed, catching the light in their membranous and feathery fins.  Heaven fish float slowly in the skies, usually appearing alone, and only rarely with companions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Locations]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Duumvirate]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Demetrius_Hammerhand&amp;diff=4728</id>
		<title>Demetrius Hammerhand</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Demetrius_Hammerhand&amp;diff=4728"/>
				<updated>2023-11-02T12:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* At the Edge of Life and Oblivion:  The Crystal Plane */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CCI01032022.jpg | 300px|thumb|right|The Young Lord]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 20 (18:22) || 16 || 19* || 9 (8) || 12 (8) || 10 (8)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 124 || NG (NN) || 45 || 4'1&amp;quot; || 147lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A founding member of the Triumvirate and ruler of the Fortress Blackstone, he is a young and ambitious Lord. &lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
Demetrius was raised in the town of Five Pillars by his father Olgen Hammerhand, a kensofar dwarf of mediocre repute as a weaponsmith and blacksmith.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Demetrius is a sturdy dwarf, now much younger in appearance than when he ventured top world. He is barrel chested with strong arms. His body once covered in scars and tattoos, is now perfect due to his being wished back to life. The fervent scheming once visible in his sharp eyes, has been replaced by a forlorn and dour expression. The absence of all his worldly possessions has changed his resolve from one of boldness to one of reservation.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Known as a dwarf's dwarf, Demetrius is a rough and tumble fighter who's not afraid to stick his nose in other people's business. He's been known to mix it up with friend and foe alike. His biting sense of humor goes over the head of most common men. While not entertaining dragons with his masterful gymnastics, Demetrius is most likely tending to his griffon, Gurelion, who is the only friend who's never left him. Demetrius has a soft spot for his traveling companions and considers them his family.&lt;br /&gt;
&lt;br /&gt;
==Faith==&lt;br /&gt;
&lt;br /&gt;
===Mandadorianism===&lt;br /&gt;
&lt;br /&gt;
Demetrius officially converted to Mandadorianism on September 11th, 873, under the hand of Bishop Nikolos&lt;br /&gt;
&lt;br /&gt;
====Mandadorian Pious Support====&lt;br /&gt;
&lt;br /&gt;
267 p.p. towards the church at Blackstone&lt;br /&gt;
&lt;br /&gt;
Sept. 873:  245 g.p. for spellcasting at proposed cathedral at Blackstone&lt;br /&gt;
&lt;br /&gt;
===Demetrius, Guest of the Master of the Lonely Citadel===&lt;br /&gt;
&lt;br /&gt;
While adventuring with Larweiaen upon the heights of Mercuria, the 2nd Mount of Celestia, the two heroes fell in against three Athianist knights of considerable power before the City of the Eagles, Everashka.  There, in front of the great gates of the Holy Red City of the Kenku, Demetrius and Larweiaen fought them, and in so doing also protected a band of petitioners monks who sought safety behind the swords of the two warriors.  Proving triumphant, due especially to the power of his new Sword of Accounts, the petitioners rejoiced, and Paralion, their abbot, invited Demetrius and Larweiaen to the realm of their god Torm, which was upon the very heights of the Mount of Holy War.  Demetrius and Larweiaen accepted, and after a course of some days, discovered the well-guarded realm of Trueheart.&lt;br /&gt;
&lt;br /&gt;
Meeting the spirits of great heroes, and beholding the deceased souls of nobly fallen paladins, crusaders and mighty clerics, Demetrius would have been steeped in the great virtue and honor that lived upon the very stones and stout halls of that realm, and this alone would have ennobled and empowered his being, leaving a mighty stamp upon his soul forever thereafter.  For two days he and Larweiaen rested in these halls, and learned mighty lore from the deceased knights and sagely war-priests of the god that dwelt there.  They ate of the realm's virtuous food and drink, and breathed the air of goodness, justice and law made manifest.&lt;br /&gt;
&lt;br /&gt;
But on the third day, for their valor against the Athianist knights, Demetrius and Larweiaen were invited to the Lonely Tower itself, where the god Torm personally kept vigil over the lower heights of Mount Celestia, the Eternal Guard of the nobler and holier mounts above.  They were given seats at the Table of High Truth, where no lies could be told, even to oneself, and saw the face of Torm the True, the noblest and fairest being Demetrius has ever beheld, and heard his words, which forever ennoble Demetrius' mind.&lt;br /&gt;
&lt;br /&gt;
Torm's gratitude was great, and he awarded to Larweiaen bright gauntlets of power and truth emblazoned with one of Torm's symbols:  three crossed arrows, one copper, one silver, one gold.  Of this Demetrius remarked in his mind of the similarity of the three crossed arrows to the trefoil of Mandador.&lt;br /&gt;
&lt;br /&gt;
Torm, perceiving Demetrius' mind, spoke in grace, power and state from the Golden Lion Throne, saying that he too was but one of three gods that form what he called the Triad, and that between these three they ruled over justice, endurance and duty.  With these three virtues, Torm said, Demetrius would be able to regain his stolen dragon scales, and in so doing accomplish and fulfill things greater than Demetrius himself originally meant to do.&lt;br /&gt;
&lt;br /&gt;
It may be that Demetrius perceived that Torm himself was a manifestation of the incarnate Power of Mandador, seeing that triune persons of the Mandadorian godhead could manifest in infinite ways to the innumerous souls and spirits of the multiverse, and that in that moment, an aspect of Mandador spoke to Demetrius personally.&lt;br /&gt;
&lt;br /&gt;
When asked for what boon he might receive in thanks for his valiant defense of innocent strangers, Demetrius demurred before the god, asking that the gift be stayed, for he could not think of any worthy request.  This was granted by the nod of the god, whose blue eyes blazed in Demetrius' deepest being as he stood there before the Throne of Truth Unconquerable.&lt;br /&gt;
&lt;br /&gt;
====''In-Game Effects of The Stay at Trueheart and Speaking with Torm the Loyal Fury''====&lt;br /&gt;
&lt;br /&gt;
* Residing three days upon Trueheart, eating its food, drinking its water and breathing its air, has supernaturally improved Demetrius' celestial body (+1 constitution).  Dining at the Table of High Truth has only improved upon this (additional +1 constitution).  While Demetrius' celestial body lasts, that body's constitution will be an effective 21.&lt;br /&gt;
&lt;br /&gt;
* Demetrius was steeped in the lawfulness, purity, grace and majesty of Trueheart, both the realm itself and its celestial inhabitants.  For this his charisma is permanently boosted by +1.  After speaking with Torm, his charisma increased yet again by a further +1, permanently.&lt;br /&gt;
&lt;br /&gt;
* Speaking with Torm illuminated Demetrius' soul, and gave him enormous insight into himself, others and the Multiverse at large.  His wisdom is permanently boosted by +1.&lt;br /&gt;
&lt;br /&gt;
* A strong, deep and powerful chord of duty, loyalty, obedience, lawfulness and goodness has been awakened in Demetrius, and has been deeply planted in his soul.  Demetrius may nurture this lawful good seed or bury it further as he wills, but when the virtues of Trueheart are awakened in him, they may be mightier and more full of lordly grace and bearing should he manifest them.  For example, words of duty and loyalty will ring truer and more powerfully to those who hear Demetrius' words, and should one of these virtues (loyalty, duty, obedience) in and of itself become a great matter to Demetrius, the power of Trueheart within Demetrius' own heart may be made manifest with powerful effects.  The player in encouraged to advocate for these potential powers, for both words and actions may perhaps be enhanced by Demetrius having beheld the realm of Trueheart and the face of its divine master, Torm Ever-True, should he act in accordance with the premier virtues of that realm.&lt;br /&gt;
&lt;br /&gt;
===Demetrius and the Spiritual Quest for Truth===&lt;br /&gt;
&lt;br /&gt;
Day 1 - “The Void” - Turning nothing into something&lt;br /&gt;
&lt;br /&gt;
- “Mandador, please help me purge all negative thoughts and emotions from my mind, body, and heart. I release all of my transgressions and unforgiveness. I ask for forgiveness for those who’ve been wronged by my hand. Help me transcend into silent nothingness so that I may become an empty vessel to be filled by Your Holy Spirit in the days ahead.”&lt;br /&gt;
&lt;br /&gt;
Day 2 - “The Overwhelming Goodness of Mount Celestia” - Restoring goodness to the spirit of Demetrius&lt;br /&gt;
&lt;br /&gt;
- “Mandador, please replace the emptiness with the holy goodness of the heavens and Your loving spirit.”&lt;br /&gt;
&lt;br /&gt;
- Demetrius meditates and opens himself to:&lt;br /&gt;
&lt;br /&gt;
* The holy light of the 7th&lt;br /&gt;
* The intersection of law, justice, and mercy&lt;br /&gt;
* The silver sky, the golden fields, the electrum heavens, the endless seas&lt;br /&gt;
* The house of the Brave Lord and its many parishioners&lt;br /&gt;
&lt;br /&gt;
Day 3 - “Home (5 Pillars)” - Remembering his childhood and facing his toughest day of prayer &lt;br /&gt;
&lt;br /&gt;
- “Mandador, please release my spirit from the guilt I feel about leaving 5 Pillars. The sights, smells, and sounds of my home still reverberate through my very core. I have long regretted letting it fall into the hands of evil and wickedness. I ask that when it is time that you will guide my steps back to reclaim my home from the darkness so that the divine spirit of Mandador may cover it in light.”&lt;br /&gt;
&lt;br /&gt;
- Demetrius enters his mindscape and projects himself back at 5 Pillars and fortifies himself for battle. A mighty internal struggle wages in his spirit, as if the very essence of light and darkness battle for his eternal soul. In his mind Demetrius rages against evil and injustice, but soon he is overwhelmed in grief and sadness.&lt;br /&gt;
&lt;br /&gt;
- Demetrius passes out from exhaustion&lt;br /&gt;
&lt;br /&gt;
Day 4 - “The Sabbath” - Rest&lt;br /&gt;
&lt;br /&gt;
Day 5 - “Torm and the Table of High Truth” - The gift of insight&lt;br /&gt;
&lt;br /&gt;
- “Torm the True, the Loyal Fury, I pray for grace and understanding as a former guest at Your High Table. Unacknowledged truths still make my spirit restless. I ask that you repair the hurt from the times I have fallen in battle, from my failures, and from the inadequacy I feel from comparison. The status I seek has been motivated by personal glory. I ask that you replace this deep seeded wound with the will to do good so that the hurt I faced in Your presence can be instead used in Your honor.”&lt;br /&gt;
&lt;br /&gt;
Day 6 - “My Love, Telesandra” - A worthy partner reveals herself&lt;br /&gt;
&lt;br /&gt;
- “Mandador, I ask that you guide me in proving myself and my worth to Telesandra’s family and winning her hand in marriage. I ask that you transform me into fighting for good and becoming a beacon of hope. I ask that we be bonded by love; not by titles, status, or money. I ask that Your light shines through for all to see how my very essence has been changed for good.” (edited)&lt;br /&gt;
&lt;br /&gt;
Day 7 - “Mandador, Most High” - Giving thanks and submitting to His will&lt;br /&gt;
&lt;br /&gt;
- “Faithful of the 7th Mount, I ask that I be renewed by You. I ask that I be remade by You. I ask that I be reborn in Your image. I fully reaffirm my faith in You and I declare I am letting go of the old Demetrius and replacing hatred, violence, and possessions with love, care, and acceptance.”&lt;br /&gt;
&lt;br /&gt;
At the end of the 7th day, Demetrius is fully reborn as NG. He seems almost carefree and weightless. He dons his old suit of dwarven mail and his regular +1 sword. No other rings or items adorn his person. It signals a return to simplicity. Demetrius has abandoned his sword, for his personal justice is no longer important. Demetrius basks in the freedom of a new direction, no longer bound to an outcome, and embraces the many possibilities that await. His heart is filled with love. Love for Telesandra. Love for Lars. He eagerly awaits whatever’s next.&lt;br /&gt;
&lt;br /&gt;
[DM note: In light of the major changes to Demetrius, I will be roleplaying a new set of personal goals that are more character driven. These will be his primary campaign focus, above all else, moving forward. Goal #1: Marry Telesandra]&lt;br /&gt;
&lt;br /&gt;
===Pagan Pious Support===&lt;br /&gt;
&lt;br /&gt;
Demetrius provided 25,000 g.p. valued shrine to Kel'Bagor to Enskor, a priest of that god in service to Bagras Dragonfriend.  Demetrius has the religious support of the clerics of Bagras Dragonfriend, and may ask for favors (other &amp;quot;deal&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Celestial Campaign to Retrieve the Red Dragon Scales ===&lt;br /&gt;
&lt;br /&gt;
==== Beyond the Gates of Mercuria:  The Realm of the Brave Lord ====&lt;br /&gt;
&lt;br /&gt;
[[File:Demetrius Black Orb Sword of Accounts.jpg|thumb|left|700px|'''The Black Sphere of the Son of the Brave Lord''':  Within the black fortress at the center of the paradisal garden sub-realm of the Son of the Brave, Demetrius comes before a mysterious and great black sphere of incomprehensible power.  With the essence of this Sphere the Son of the Brave Lord took Demetrius' spirit of justice and wove it into what would become the Sword of Accounts.  No full explanation of the Black Sphere was ever given to Demetrius, though his justice was given substance by it.]]&lt;br /&gt;
&lt;br /&gt;
'''Son of the Brave Lord:  Demetrius Gains the Sword of Accounts''':  During the party's month-long sojourn in the celestial-realm of the enigmatic &amp;quot;Brave Lord&amp;quot;, Demetrius  hunted alone in the paradise gardens thereat, with each foray venturing further and further afield.  Upon his longest such and final foray, his thirst for justice for his stolen red dragon scales and stirring religious devotions saw him to the secret sub-realm of the mysterious Son of the Brave Lord, a powerful petitioner-spirit like his father.  Entering through his fortress made of black power, Demetrius beheld a large and inert black sphere of incomprehensible power.  Commiserating with Demetrius' sense of violated justice, a justice he did not find in life, the Son of the Brave Lord took from Demetrius all his sense of justice, passion for justice, and violated ego, and wove into it some of the extracted essence from the Sphere, from which he forged the Sword of Accounts with a spiritual hammer.&lt;br /&gt;
&lt;br /&gt;
==== The Mountain of Love and Strife ====&lt;br /&gt;
&lt;br /&gt;
'''Demetrius' Proposal to Telesandra (Part 1)'''&lt;br /&gt;
&lt;br /&gt;
[[File:Telesandra.png|thumb|right|500px|Telesandra, a celestial woman trapped within Philander's Game]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have your hand instead, my lady, should you not be betrothed to another. Imagine the trouble we could get into together. Many have loved you I'm sure. And while your beauty has captured my spirit, I do not ask on behalf of it. It is the way you handle yourself on the battlefield. I have no grand designs on rulership or lordliness. Adventure is my calling and and my heart leaps at the idea of you by my side.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Demetrius' Proposal to Telesandra (Part 2)'''&lt;br /&gt;
&lt;br /&gt;
Demetrius looks at Herox and gives him a little wink.&lt;br /&gt;
&lt;br /&gt;
He then stands confidently once more and resolutely claims to Telesandra:&lt;br /&gt;
&lt;br /&gt;
“My lady, I am much less skilled in matters of the heart. I ask for your hand not to claim my divine or lawful right of conquest, but in the purest attempt to convey what has only been recently revealed to me: one of my deepest desires is to find love. Noble love. The love only free will can produce. &lt;br /&gt;
&lt;br /&gt;
I have conquered cities and rescued many, but my heart remained closed to the idea of a companion. A true companion is not an offering for services rendered. Nor is it merely the product of political alliance. For most of my life these were the only circumstances I would even consider for a wife. &lt;br /&gt;
&lt;br /&gt;
That is, my lady, until Trueheart laid my most intimate and private thoughts bare for me to see. At first I could not handle this revelation and it nearly broke me. The Loyal Fury’s blue eyes blazed in the darkest corners of my spirit and brought light to my innermost thoughts and fears. But Torm’s ever bountiful grace and purity lit a beacon of love that cannot be extinguished.&lt;br /&gt;
&lt;br /&gt;
And what I see in you, my lady, is the manifestation of that love brought to life. You have captured my heart in a way that can’t be described. I profess that for all to hear. I do not fear the judgment of my friends, old or new. For I speak not only my truth but the truth that was revealed to me by the True himself.&lt;br /&gt;
&lt;br /&gt;
I do not fear the loss of your majestic beauty, my lady, because it is not why I ask for your hand. I do not long for heirs, or status, or lordly titles. I claim here, on the Mountain of Love and Strife, that my love for you is as unstoppable as the holy light that shines down on us from above.&lt;br /&gt;
&lt;br /&gt;
But only you can measure the sacrifices required for your love to bloom in return, my lady.”&lt;br /&gt;
&lt;br /&gt;
====At the Edge of Life and Oblivion:  The Crystal Plane====&lt;br /&gt;
&lt;br /&gt;
[[File:Demetrius Soul Tree.jpeg|thumb|left|500px|'''The Soul-Tree of Faith''':  After speaking with his own shade and learning his name and the core truth of his life among the living, the spirit of Defemetrius awakened in himself his own faith, both in himself and in Mandador.  The faith blossomed from the mysterious golden symbol that had been in his crystal breast, the ankh transforming into a tree of faith that grew both in his soul and therefore within his crystal body as well.  As his faith grew, so did the tree in its size, glory and majesty.]]&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
* Ring of Giant strength (20)&lt;br /&gt;
* Ring of Protection (+1)&lt;br /&gt;
* Ring of Truth&lt;br /&gt;
* Ring of Elemental Command (Fire)&lt;br /&gt;
** Burning hands (once per turn)&lt;br /&gt;
** Pyrotechnics (twice per day)&lt;br /&gt;
** Wall of fire (once per day)&lt;br /&gt;
** Flame strike (twice per week)&lt;br /&gt;
** Fire resistance&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
Long Sword of Kypherian (+1)&lt;br /&gt;
&lt;br /&gt;
Imanos' short bow (+3) &lt;br /&gt;
&lt;br /&gt;
Adamant Heavy Horse Lance from Gehenna (WC)&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
* Dwarven Venerable Copper Dragon Hide Armor +3 (Base AC -6)&lt;br /&gt;
* Field Plate of Skyland Halls (+1)&lt;br /&gt;
* Shield (+1)&lt;br /&gt;
* Small Shield (+4): Taken from Redleaf during raid on Ranger Lord's keep&lt;br /&gt;
&lt;br /&gt;
==== Magical Items ====&lt;br /&gt;
&lt;br /&gt;
'''''Magical Tent of the Athianists'''''&lt;br /&gt;
&lt;br /&gt;
''Mundane Use'':  When folded, the tent appears to be a well-made and oiled simple leather contuburnium tent, bound into a roughly 2 x 3 foot square, with stout oak assembly sticks crossed through at the center, a bundle of longer ones that loop through the top, and an internal envelope of wires, cords and iron stakes.  Altogether the bundle weighs about 35 lbs.  When assembled by mundane means, the tent is some 7 feet high at the center, with 4 foot walls, and a floor base nearly 14 feet long and approximately 10 feet wide.  There is a front entrance to the tent, which at 9 feet high is the tallest point of the tent, with both a outer and inner overlapping flaps to keep out the elements.  There is a &amp;quot;back door&amp;quot; for the tent, but it is short and harder to find, with a tight flap that overlaps the aperture by 4 1/2 feet.  On one of the walls is a small tightly-knitted window, roughly 1 foot in height and 3 feet long.  Some 8 warriors with their packs and gear can comfortably fit within this tent.&lt;br /&gt;
&lt;br /&gt;
A ''detect magic'' spell will reveal only dim magic from the enchantment and alteration schools.&lt;br /&gt;
&lt;br /&gt;
''Magical Use'':  Upon the utterance of the command words ''Sambation a Kemmuna'' the tent will magically unfold and build itself, and appears exactly as it might if erected by hand.  This magical assembly takes a full round.  Upon entering the tent when erected in this way, it quickly becomes evident that the interior of the tent is far more than it might have seemed from the outside. &lt;br /&gt;
&lt;br /&gt;
::''General Layout'':  The grand pavilion is some 120 feet square, dwarfing by far what the exterior of the tent might indicate lies within.  With variously rising and drooping portions, the ceiling is at its highest about 20 feet at inner corners of the master bedroom, the meeting room, the aerial cavalry stalls, and at the stalls of the two innermost land cavalry stalls.  The lowest portions of the ceiling are roughly 10 feet high.  The median height within the tent is about 15 feet.&lt;br /&gt;
&lt;br /&gt;
::''Tent Floor'':  Regardless of the nature of the ground upon which the tent has been assembled, the floor of the magical pavilion will be flat and seemingly set upon a hard, packed-earth ground.  The floor of the tent itself is generally covered with an off-white chamois like leathery material, which is both soft and tough to the touch, but this itself rests upon stout upraised oak wood panel flooring, with ribbed supports beneath the panels.  Portions of the floor vary.  The sleeping areas and the two bedrooms are on slightly raised wooden platforms, being about one foot above the rest of the flooring.  Most of the furniture in the magical pavilion rests upon goatskins of various colors.&lt;br /&gt;
&lt;br /&gt;
::''I.  Outer Entrance'':  The outer tent flaps are long and overlap themselves.  The flaps are naturally closed, but may be rolled and fastened open or partially open, utilizing the attached heavy ropes and cords.  From within the tent, he who commanded the tent to construct itself may likewise command the tent to close itself, using the same command words.  Once so commanded, the flaps will unroll and close, and from the outside the tent cannot be entered.  Trying to enter into the tent only reveals an endless layer of tent flaps.  Effectively, the tent is sealed by a ''wizard lock'' spell cast at 30th level.  From within the tent, he who commanded the tent to construct itself may reverse the ''wizard lock'' by saying the command words backwards:  ''Kemmuna a Sambation''.&lt;br /&gt;
&lt;br /&gt;
::''II. Antechamber'':  Once activated by the command words, entering the tent will reveal a 7 foot long and 15 foot wide entry tent area, illuminated solely by the light let in by the main tent.  The long flaps that screen the outer entry way remain closed unless tied and or pinned open with the attached ropes and stakes.  If closed, these outer tent flaps prevent all inclement weather from entering.  This floor of this antechamber area is a stout grated oaken deck, designed for boots and hooves covered with dirt, mud, water, snow or other elements to shake off such dirtiness before entering the tent proper.  Along the inner walls are two short wooden tables, one on either side, each with a plain porcelain bowl full of fresh warm or cool water, and two stacks of wash cloths.  Two racks for boots and two hangers for heavy cloaks exist.  No matter how much water, dirt and other filth falls between the grates of the wooden flooring, it will never accumulate, but will rather disappear beneath the grates. &lt;br /&gt;
&lt;br /&gt;
::''III.  Athianist Trefoil'':  Facing the interior of the tent is a large wooden plaque, about 4 feet square, hanging by mounted chains to the high wall at the front of the tent.  Upon the plaque are the gold, silver and copper triangles of the Athianist Trefoil, set in subdued colors upon the smooth lacquered plate of wood.  The plaque rests atop the front doorway to the tent, at about 12 feet high.  Dim golden light, seemingly from the walls of the tent, illuminates the trefoil.&lt;br /&gt;
&lt;br /&gt;
::''IV.  Entry Area'':&lt;br /&gt;
&lt;br /&gt;
::''V.  The Wash Basin'':  A great and mighty washing bowl, fashioned of a glass-like rock of a brownish golden color.  The outer portion of the bowl is chiseled with strange markings and priestly heroics.  The bowl rests on a film ebony frame.  Briquettes may be lit beneath it on a bronze brazier to warm these waters as desired.  The basin bowl holds roughly ten gallons of fresh water.&lt;br /&gt;
&lt;br /&gt;
::''VI. The Cadnum Tree'':  A small tree with a barkless brown trunk, and small branches that grow rich thick dark leaves, sits here in a large lacquered pot.  Gnarled fruit, usually of a deep red color, hang from the tree.  The bowl has images of strange priests, scholars and mages conducting investigations into the stars, earth and Nature.  Block-like letters run in rows both above and below these images.&lt;br /&gt;
&lt;br /&gt;
::''VII.  The Grand Table'':  A mighty table, some 27 feet long and over 6 feet wide, dominates the center of the tent.  The table is built so as to easily be separated into nine pieces, each of which has two center panels that may be folded into one side of each panel.  When combined, the surface and sides of the table seems to depict a great battle between human forces, carved deep into the wood.  The main course of a great meal is always upon the table upon first entering the newly assembled tent, but what this food is varies, and yet often matches the desires and needs of those present.  Smaller tables of food are also on either side of the great table.  The food there are of side dishes, fruits and deserts, as well as pitchers of drinks.  Matching wooden plates, carving knives and various forks are present upon the table.  Hanging above the table is a wooden chandelier lit with magical flickering flames upon glass dishes. The wooden chandelier is intricately carved with shapes that appear to be stylized monks, with angelic beings holding the flames.&lt;br /&gt;
&lt;br /&gt;
::''VIII.  The Master's Chair'':  This mighty chair of oak depicts some sort of scene of the submission of the gods and heavenly beings to a radiant being at the top of the chair, which is a modified Athianist trefoil, painted in gold.  Semi-precious gems stud much of the chair.  If he who commanded the tent to assemble sits in the Master's Chair, he seems to gain certain powers.  By his will, the lights within the tent may be brightened, dimmed or snuffed out altogether.  Perhaps other powers exist.&lt;br /&gt;
&lt;br /&gt;
::''IX.  The Tripod Fire'':  Three great iron rods suspend with an iron chain a heavy burnished bronze kettle.  Beneath the great kettle is a black metal fire grate, about 4 and a half feet wide, upon which wood is stacked as if for a fire.  A locking lever device exists to raise the kettle and shift it out of the flames.  Around the fire are four great oaken chairs, shod in bronze, set with semi-precious stones, and carved with unfamiliar mythological beings and ritual scenes.  A heavy mass of thick wax sits within the firewood assembled upon the center of the fire grate.  A lit candle upon a tin candle stick need only be dipped onto the mass of wax to start the fire.  Stacks of wood upon four brass wood stands are available to keep the fire fed.  The kettle will usually be filled with a hearty soup or porridge of some sort, or even full of a thick beer.  The bronze kettle is set with images of some great martial contest between a series of heroes and gods.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
''Long Sword'' (Specialized)&lt;br /&gt;
&lt;br /&gt;
''Composite Short Bow''&lt;br /&gt;
&lt;br /&gt;
''Heavy Horse Lance''&lt;br /&gt;
&lt;br /&gt;
''Hand Axe''&lt;br /&gt;
&lt;br /&gt;
''Daggers''&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing (2)&lt;br /&gt;
&lt;br /&gt;
Air-based Riding (Griffon)&lt;br /&gt;
&lt;br /&gt;
Animal Handling&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing (secondary)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:Dwarvish&lt;br /&gt;
:Kanosian&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Agerik Essphilon===&lt;br /&gt;
&lt;br /&gt;
[[File:515cd7a33c65c5bee7e5183431ef4cdc.jpg|300px|thumb|left|Agerik Essphilonus]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 19 (15) || 12 || 16 || 12 || 8 (7) || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 71 || NN || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''8th Level Human Encyclonian Fighter''', Captain of Blackstone Infantry, second officer of Blackstone, former ''spatharios'' of the Savanfannetsen Army&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
&lt;br /&gt;
''The Five Bladed Sword of the Modrons'' (Nirvana)&lt;br /&gt;
* Short sword of Speed and Sharpness +1&lt;br /&gt;
* Broad sword of Doubling +2&lt;br /&gt;
* Long Sword of Defending +3&lt;br /&gt;
* Bastard Sword of Wounding +4 (specialized)&lt;br /&gt;
* Two-Handed Sword +5&lt;br /&gt;
&lt;br /&gt;
''Spear +2'' (Prime Material)&lt;br /&gt;
&lt;br /&gt;
''Demetrius' Bastard Sword +1'' (Prime Material) (specialized)&lt;br /&gt;
&lt;br /&gt;
''Dagger x 2''&lt;br /&gt;
&lt;br /&gt;
''Composite Short Bow&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
''AC:  -5 (w/ shield on Mt. Celestia)''&lt;br /&gt;
&lt;br /&gt;
''Xialnato's Full Plate +5'' (prime material)&lt;br /&gt;
&lt;br /&gt;
''Demetrius' Small Leather Shield'' (well-crafted)&lt;br /&gt;
&lt;br /&gt;
Agerik is a former retainer for Baron Sastor of Essphilon, a minor vassal of the Savanfannetsen, and he rose with his baron in the army of Count Passalos.  After Sastor's death in battle against the Muelestrian general Angar, Agerik was named Baronet of Essphilon in Sastor's place, and named a comital ''spatharios'' under Passalos.  After the disastrous Battle of Amalos in 872 against the rebellion of the Baromite Kingdom, Agerik abandoned the Savanfannetsen army for a time to explore private adventures.  Whetting his appetite for treasures only to have his adventuring party collapse due to deaths and abandonment, Agerik returned to Passalos' dissolute and unpaid army, and took the remnants of Essphilon's Second Column back to Essphilon.  Finding Sastor's brother having assumed the baronial title, and unwelcoming and unable to pay to returning imperial soldiers, Agerik heard of Demetrius' accomplishments and wealth in the Furnorkanasos, and boldly marched his soldiers to Castle Blackstone.&lt;br /&gt;
&lt;br /&gt;
====Magical Items====&lt;br /&gt;
* Girdle of Strength (19) - 2 crossed swords: Taken by Demetrius from Belmona in the battle at the 3rd gate on Mount Celestia&lt;br /&gt;
* Ring of Fire Resistance: Taken by Demetrius from Athians on Mount Celestia&lt;br /&gt;
* Ring of Protection (+2): Taken by Demetrius from Kypherian in attack on the Ranger Lord's keep&lt;br /&gt;
&lt;br /&gt;
====Proficiencies====&lt;br /&gt;
&lt;br /&gt;
''Weapons Profs.'':  bastard sword (2), short bow, spear, dagger, two-handed sword&lt;br /&gt;
&lt;br /&gt;
''Non-Weapon Profs.'':  (bowyer/fletcher), endurance (2), land-based riding (1), hunting (1), heraldry (1)&lt;br /&gt;
&lt;br /&gt;
''Languages'':  Common Encyclonian (0), High Encyclonian (1), Encish (1), Kanosian (1)&lt;br /&gt;
&lt;br /&gt;
====Early Life====&lt;br /&gt;
&lt;br /&gt;
Agerik was born in Essphilon, the son the ''pronoiar'' Galband, a kind of landed military squire in service to the Baron of Essphilon.  Galband, a cruel second generation ''pronoiar'' with quarter-Encish blood known for his brutality to his serfs, married a half-Encish woman himself of the Amon people named Hymatia, a dark-souled woman and crypto-pagan who revered her tribal gods in secret ceremonies.  In his early youth, Agerik was raised by his maternal grandmother's tribal people, who had notionally converted to Mandadorianism, and through mischance did not return to Essphilon until his tenth year, when his father seized him from their pagan encampment by force.&lt;br /&gt;
&lt;br /&gt;
At Essphilon, Agerik was baptized and educated in the church, living at intervals between his father's townhouse in the city, and his father's estate in the countryside.  By his teenage years, the willful Agerik became known for his defiance and mischievous behavior.  He continued to participate, from time to time, in his mother's abominable pagan rites, often at night, during which he would often take his best friend, the baronet Sastor, the son of the Baron of Essphilon.  As he grew, Agerik became one of the household squires at the baronial castle, and learned the ways of the cavalry warrior from Kameron the marshal.  However, when he was 17, Agerik and Sastor were caught at one of Hymatia's pagan ceremonies.  Hymatia fled to her Amonite people, but Agerik and Sastor were severely punished, and although due to their rank their shame was not publicized, Agerik was dismissed from castle service.&lt;br /&gt;
&lt;br /&gt;
In his eighteenth year, the old baron died, and Sastor came to the baronial throne.  Agerik returned to castle service, and Agerik and Sastor enjoyed the hunt and drink.  Agerik was accused of the rape of serf, but he was protected by the baron.&lt;br /&gt;
&lt;br /&gt;
====Professional Life====&lt;br /&gt;
&lt;br /&gt;
Agerik served Sastor faithfully in war, at first in minor skirmishes with the Encs and orcs, and later in the beginnings of the great Encyclonian Civil War, when Essphilon served the cause of the Savanfannetsen.  For most of this, Agerik served in the household cavalry, eventually commanding it, but when he was made ''spatharios'' he effectively became Sastor's second in command.  Agerik was genuinely aggrieved by Sastor's death in the Battle of Amalos, but was also proud and fulfilled when the commander of their army, Count Passalos, named him baronet of Essphilon, in return for his continued service.&lt;br /&gt;
&lt;br /&gt;
====Personality====&lt;br /&gt;
&lt;br /&gt;
Agerik has little thought to others, save for himself.  He does however respect lordship, hoping himself to be a true lord one day, and therefore will serve Demetrius faithfully, as long as the dwarf remains greater than himself.  Agerik however has little regard for titles of any sort, and although he has study titles, noble families, knighthoods, and standards carefully, he only respects power itself, of any sort, although he is suspicious of wizardly and priestly power.&lt;br /&gt;
&lt;br /&gt;
Gluttony:  Agerik is also gluttonous.  He enjoys food and drink, especially beer, and is fond of taking both to excess, although not to any obscene degree.  As such Agerik is usually fairly overweight.  Agerik also enjoys physical action.  He is fond of riding and hunting, and have a robust constitution, he almost enjoys forced marches, and is very good at them.  Given this hardiness and love of physical things, Agerik often gains and loses much weight.&lt;br /&gt;
&lt;br /&gt;
Lust:  Agerik's gluttony extends also to women.  He has lacked the capacity to love any woman, perhaps due to the cruelty of his father and the esoteric indifference of his pagan mother, nor is he especially sexual, but when lust does strike him, it is often direct and overborne, and although he is not cruel to the women he takes, nor is he kind.  The sole exception to this has been the petitioner spirit of the silver dragoness he met.  She was of such beauty and grace that she struck him to the core, and in her influence he felt to be a good man, or at least wanted to be so.  Yet he knows not even her name.  Since her death, his love for her has turned to an obsession to see her restored to life, as his wife, and given the opportunity Agerik will stop at nothing to achieve this.  Should Agerik actually achieve this desire, much of his life would change.  Until then, he is wounded and bitter, and in his mind will accept no other woman, unless his lustful passion should overwhelm him.&lt;br /&gt;
&lt;br /&gt;
Greed:  Agerik is quite greedy.  He has a love of gold and jewels, land and castles.  He expects what is his and will take it.&lt;br /&gt;
&lt;br /&gt;
Power-Hungry:  Save for his ambition to return is beloved dragoness to a mortal existence as his wife, Agerik's presiding character trait is his desire for power.  He wishes to be a lord in his own right, with his own men who loyally serve him.  He accepts that he may be a vassal of some greater lord who was born into power, or is otherwise beyond him, but he desires to be a master of his own realm.  His friend Sastor had thought to make him a lord after their time in the War of the Princes &lt;br /&gt;
&lt;br /&gt;
====Goals/Ambitions====&lt;br /&gt;
&lt;br /&gt;
Agerik wishes to arise in power and wealth, as much as he may.  Agerik was impressed by Count Passalos, the greatest nobleman he has met, and in the chaos of the Encyclonian civil war, Agerik hopes to carve out his own powerbase.  Agerik is impressed by Demetrius, and is impressed that an outsider dwarf has garnered a substantial position in the Encyclonian world, of which Agerik considers the Furnorkanasos to be a part.  Agerik will continue to serve Demetrius, as long as Demetrius remains greater than he, and as long as he and his veterans are regularly paid.  Agerik has also longed to be a great treasure hunter and fortune seeker, believes Demetrius to be both these things par excellence.  Agerik therefore will follow his dwarven lord on even the boldest and most dangerous quests, hoping to rise to new levels of power with magical items and great accomplishments to his name, hoping to eventually achieve a reputation such as Demetrius has achieved.&lt;br /&gt;
&lt;br /&gt;
====Agerik's Pledge to Nikolos the Archpriest====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Archpriest, you serve this god Mandador, who fails ever to appear to aid us, save from afar.  Indeed I doubt him, for I know not his answers to my prayers, but I do know I may supplicate to the old gods and get my due.  But I make this oath, Archpriest:  if Mandador brings her back a living woman for me to hold and call wife, then I swear I will build a mighty cathedral to Mandador, greater even than the one Demetrius has pledged to build you, and I will convert in truth, and praise Mandador and attend his Church, forsaking all pagan gods, and will pledge that all the folk I govern shall do so.  And I will make the priest who grants this wish a Saint upon his death, so that his faith and the power of his God may be known forever as the name of the cathedral that I have built.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Orkhane===&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Maximum Number of Henchmen:  4&lt;br /&gt;
&lt;br /&gt;
Henchman #1:  Sir Agrada, Captain of Blackstone Aerial Cavalry, Lord Deputy of Blackstone&lt;br /&gt;
&lt;br /&gt;
Henchman #2:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Henchman #3:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Henchman #4:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
* KIA:  Byerogart, son of Garret, was slain by the Black Guard of Agruralsh with a spear to the chest while apprenticing as a henchmen.&lt;br /&gt;
* Demetrius considers granting henchman status to the bariaur fighter/priest of Tyr, Kandalantas, whom was saved from living death as a statue of silver, by the heroes while in the Courtlands of Lunia, on Mt. Celestia. Kandalantas, while adventuring with Lars and Oruvyn, was caught in a powerful spell and fled in fear for his life. He is no longer under consideration at this time.&lt;br /&gt;
&lt;br /&gt;
==Lands and Titles==&lt;br /&gt;
&lt;br /&gt;
===Lands===&lt;br /&gt;
&lt;br /&gt;
====Blackstone and Mazarosian Valley====&lt;br /&gt;
&lt;br /&gt;
Land:  3,400 arable acres&lt;br /&gt;
&lt;br /&gt;
Income:  nil (net loss)&lt;br /&gt;
&lt;br /&gt;
Steward:  Armor Ironhaven&lt;br /&gt;
&lt;br /&gt;
====Skyland Halls Knighthood Lands====&lt;br /&gt;
&lt;br /&gt;
Land:  ?&lt;br /&gt;
&lt;br /&gt;
Overlord:  King Irdrik of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Lord:  Lord Gethor Dragongem&lt;br /&gt;
&lt;br /&gt;
Gross Income:  50 g.p. per month&lt;br /&gt;
&lt;br /&gt;
Taxes/Expenses: 20 g.p. to the king, 5 g.p. to the lord, and 5 g.p. to a steward, per month&lt;br /&gt;
&lt;br /&gt;
::''Net Income'':  20 g.p. per month&lt;br /&gt;
&lt;br /&gt;
====Thaneship Lands of Lord Gamor Firemaster====&lt;br /&gt;
&lt;br /&gt;
Overlord:  King Irdrink of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Lord:  Lord Gamor Firemaster&lt;br /&gt;
&lt;br /&gt;
Gross Income:  1,000 g.p. per month&lt;br /&gt;
&lt;br /&gt;
Taxes/Expenses:  200 g.p. to the king, 100 g.p. to the lord, 100 g.p. to the steward&lt;br /&gt;
&lt;br /&gt;
::''Net Income'':  600 g.p. per month&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
&lt;br /&gt;
Founding member of the Triumvirate of Blackstone&lt;br /&gt;
&lt;br /&gt;
Knight-of-the-Household for King Irdrik of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Thane of Lord Gamor Firemaster of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
1st Sgt. of the Auxiliary Corps with the Kanosian Army  &lt;br /&gt;
&lt;br /&gt;
Rider in the Hathbell Aerial Calvary&lt;br /&gt;
&lt;br /&gt;
Thane of Lord Bagras Dragonfriend&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 1/10 || 2/10 || 1/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue: Guardian of Death trial results in additional 2 fractions and therefore a full 1 point bonus.&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
''Note on Constitution'':  Demetrius has been slain three times, first burned by the fire spells of the druid Svador, second by a pit fiend in the Temple of Sargonnas in Gehenna, and third in the assassination attempt against the Enc leader Agruralsh.  He was successively returned to life with a ''wish'' from Lars St. Morninglory, was ''raised'' by Bishop Nikolos, and once again from a ''wish''.  He retains a 19 constitution from an enchanted marshmallow that was discovered in Gehenna.  Demetrius may be ''raised'' or ''resurrected'' up to 16 times further, but his body otherwise retains a 19 constitution, including for resurrection survival rolls.&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
''“Much as we have chosen so here and now, these souls willingly entered into a game of chance and suffered the consequence of their choice. Such is the fate I encounter with every stroke of my sword. My punishment awaits me in the queen’s throne room and I do not pretend otherwise. So yes, I would counsel us to leave these souls. If, however, you feel emboldened and the time is right, which I agree that perhaps it is, then I will not stand in your way as you attempt to win love’s freedom and you have my support for as long as it remains useful.”'' - Demetrius, before the Great Game, on the Patio of Philander's Castle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''At this Demetrius takes notice. Badly wounded and seeing (in black and white) the celestial being hold the queen accountable, Demetrius tries something unusual. Even though he’s battered and covered in blood, he takes a labored breath and says a quick prayer to Mandador: “may Your words be heard in what I’m about to say and your judgement laid bare for all to see.” Demetrius then coughs up a little blood and calls out to the giant officer who himself is most likely grievously wounded by the sword of Demetrius. “Enough. Enough! We fight not for ourselves but because the queen cannot accept the truth of what really happened here. She was tricked! And her son paid the price, but I fought him honorably! Honorably, I say! But now she sends us against each other and to our deaths because she refuses to admit she is wrong. Look! Look and see! (Demetrius points his sword to the sky). She has been judged for her actions! But we do not have to partake in this battle any longer. We have been led astray on the back of lies and corruption and now the battlefield is strewn with fallen friends because the queen will not desist. I give you my word, by Mandador, that my sword will not take another swing until we are judged. I call upon the right of the Holy Mount and submit myself to the judgment of Empedocles.” With that Demetrius will sheath his sword and take a position of full parry.'' - Demetrius, to the Dragon-Queen Polynomia, Queen of the Solanian Cloud Giants&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Duumvirate]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Demetrius_Hammerhand&amp;diff=4727</id>
		<title>Demetrius Hammerhand</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Demetrius_Hammerhand&amp;diff=4727"/>
				<updated>2023-11-02T12:07:00Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Celestial Campaign to Retrieve the Red Dragon Scales */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CCI01032022.jpg | 300px|thumb|right|The Young Lord]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 20 (18:22) || 16 || 19* || 9 (8) || 12 (8) || 10 (8)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 124 || NG (NN) || 45 || 4'1&amp;quot; || 147lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A founding member of the Triumvirate and ruler of the Fortress Blackstone, he is a young and ambitious Lord. &lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
Demetrius was raised in the town of Five Pillars by his father Olgen Hammerhand, a kensofar dwarf of mediocre repute as a weaponsmith and blacksmith.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Demetrius is a sturdy dwarf, now much younger in appearance than when he ventured top world. He is barrel chested with strong arms. His body once covered in scars and tattoos, is now perfect due to his being wished back to life. The fervent scheming once visible in his sharp eyes, has been replaced by a forlorn and dour expression. The absence of all his worldly possessions has changed his resolve from one of boldness to one of reservation.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Known as a dwarf's dwarf, Demetrius is a rough and tumble fighter who's not afraid to stick his nose in other people's business. He's been known to mix it up with friend and foe alike. His biting sense of humor goes over the head of most common men. While not entertaining dragons with his masterful gymnastics, Demetrius is most likely tending to his griffon, Gurelion, who is the only friend who's never left him. Demetrius has a soft spot for his traveling companions and considers them his family.&lt;br /&gt;
&lt;br /&gt;
==Faith==&lt;br /&gt;
&lt;br /&gt;
===Mandadorianism===&lt;br /&gt;
&lt;br /&gt;
Demetrius officially converted to Mandadorianism on September 11th, 873, under the hand of Bishop Nikolos&lt;br /&gt;
&lt;br /&gt;
====Mandadorian Pious Support====&lt;br /&gt;
&lt;br /&gt;
267 p.p. towards the church at Blackstone&lt;br /&gt;
&lt;br /&gt;
Sept. 873:  245 g.p. for spellcasting at proposed cathedral at Blackstone&lt;br /&gt;
&lt;br /&gt;
===Demetrius, Guest of the Master of the Lonely Citadel===&lt;br /&gt;
&lt;br /&gt;
While adventuring with Larweiaen upon the heights of Mercuria, the 2nd Mount of Celestia, the two heroes fell in against three Athianist knights of considerable power before the City of the Eagles, Everashka.  There, in front of the great gates of the Holy Red City of the Kenku, Demetrius and Larweiaen fought them, and in so doing also protected a band of petitioners monks who sought safety behind the swords of the two warriors.  Proving triumphant, due especially to the power of his new Sword of Accounts, the petitioners rejoiced, and Paralion, their abbot, invited Demetrius and Larweiaen to the realm of their god Torm, which was upon the very heights of the Mount of Holy War.  Demetrius and Larweiaen accepted, and after a course of some days, discovered the well-guarded realm of Trueheart.&lt;br /&gt;
&lt;br /&gt;
Meeting the spirits of great heroes, and beholding the deceased souls of nobly fallen paladins, crusaders and mighty clerics, Demetrius would have been steeped in the great virtue and honor that lived upon the very stones and stout halls of that realm, and this alone would have ennobled and empowered his being, leaving a mighty stamp upon his soul forever thereafter.  For two days he and Larweiaen rested in these halls, and learned mighty lore from the deceased knights and sagely war-priests of the god that dwelt there.  They ate of the realm's virtuous food and drink, and breathed the air of goodness, justice and law made manifest.&lt;br /&gt;
&lt;br /&gt;
But on the third day, for their valor against the Athianist knights, Demetrius and Larweiaen were invited to the Lonely Tower itself, where the god Torm personally kept vigil over the lower heights of Mount Celestia, the Eternal Guard of the nobler and holier mounts above.  They were given seats at the Table of High Truth, where no lies could be told, even to oneself, and saw the face of Torm the True, the noblest and fairest being Demetrius has ever beheld, and heard his words, which forever ennoble Demetrius' mind.&lt;br /&gt;
&lt;br /&gt;
Torm's gratitude was great, and he awarded to Larweiaen bright gauntlets of power and truth emblazoned with one of Torm's symbols:  three crossed arrows, one copper, one silver, one gold.  Of this Demetrius remarked in his mind of the similarity of the three crossed arrows to the trefoil of Mandador.&lt;br /&gt;
&lt;br /&gt;
Torm, perceiving Demetrius' mind, spoke in grace, power and state from the Golden Lion Throne, saying that he too was but one of three gods that form what he called the Triad, and that between these three they ruled over justice, endurance and duty.  With these three virtues, Torm said, Demetrius would be able to regain his stolen dragon scales, and in so doing accomplish and fulfill things greater than Demetrius himself originally meant to do.&lt;br /&gt;
&lt;br /&gt;
It may be that Demetrius perceived that Torm himself was a manifestation of the incarnate Power of Mandador, seeing that triune persons of the Mandadorian godhead could manifest in infinite ways to the innumerous souls and spirits of the multiverse, and that in that moment, an aspect of Mandador spoke to Demetrius personally.&lt;br /&gt;
&lt;br /&gt;
When asked for what boon he might receive in thanks for his valiant defense of innocent strangers, Demetrius demurred before the god, asking that the gift be stayed, for he could not think of any worthy request.  This was granted by the nod of the god, whose blue eyes blazed in Demetrius' deepest being as he stood there before the Throne of Truth Unconquerable.&lt;br /&gt;
&lt;br /&gt;
====''In-Game Effects of The Stay at Trueheart and Speaking with Torm the Loyal Fury''====&lt;br /&gt;
&lt;br /&gt;
* Residing three days upon Trueheart, eating its food, drinking its water and breathing its air, has supernaturally improved Demetrius' celestial body (+1 constitution).  Dining at the Table of High Truth has only improved upon this (additional +1 constitution).  While Demetrius' celestial body lasts, that body's constitution will be an effective 21.&lt;br /&gt;
&lt;br /&gt;
* Demetrius was steeped in the lawfulness, purity, grace and majesty of Trueheart, both the realm itself and its celestial inhabitants.  For this his charisma is permanently boosted by +1.  After speaking with Torm, his charisma increased yet again by a further +1, permanently.&lt;br /&gt;
&lt;br /&gt;
* Speaking with Torm illuminated Demetrius' soul, and gave him enormous insight into himself, others and the Multiverse at large.  His wisdom is permanently boosted by +1.&lt;br /&gt;
&lt;br /&gt;
* A strong, deep and powerful chord of duty, loyalty, obedience, lawfulness and goodness has been awakened in Demetrius, and has been deeply planted in his soul.  Demetrius may nurture this lawful good seed or bury it further as he wills, but when the virtues of Trueheart are awakened in him, they may be mightier and more full of lordly grace and bearing should he manifest them.  For example, words of duty and loyalty will ring truer and more powerfully to those who hear Demetrius' words, and should one of these virtues (loyalty, duty, obedience) in and of itself become a great matter to Demetrius, the power of Trueheart within Demetrius' own heart may be made manifest with powerful effects.  The player in encouraged to advocate for these potential powers, for both words and actions may perhaps be enhanced by Demetrius having beheld the realm of Trueheart and the face of its divine master, Torm Ever-True, should he act in accordance with the premier virtues of that realm.&lt;br /&gt;
&lt;br /&gt;
===Demetrius and the Spiritual Quest for Truth===&lt;br /&gt;
&lt;br /&gt;
Day 1 - “The Void” - Turning nothing into something&lt;br /&gt;
&lt;br /&gt;
- “Mandador, please help me purge all negative thoughts and emotions from my mind, body, and heart. I release all of my transgressions and unforgiveness. I ask for forgiveness for those who’ve been wronged by my hand. Help me transcend into silent nothingness so that I may become an empty vessel to be filled by Your Holy Spirit in the days ahead.”&lt;br /&gt;
&lt;br /&gt;
Day 2 - “The Overwhelming Goodness of Mount Celestia” - Restoring goodness to the spirit of Demetrius&lt;br /&gt;
&lt;br /&gt;
- “Mandador, please replace the emptiness with the holy goodness of the heavens and Your loving spirit.”&lt;br /&gt;
&lt;br /&gt;
- Demetrius meditates and opens himself to:&lt;br /&gt;
&lt;br /&gt;
* The holy light of the 7th&lt;br /&gt;
* The intersection of law, justice, and mercy&lt;br /&gt;
* The silver sky, the golden fields, the electrum heavens, the endless seas&lt;br /&gt;
* The house of the Brave Lord and its many parishioners&lt;br /&gt;
&lt;br /&gt;
Day 3 - “Home (5 Pillars)” - Remembering his childhood and facing his toughest day of prayer &lt;br /&gt;
&lt;br /&gt;
- “Mandador, please release my spirit from the guilt I feel about leaving 5 Pillars. The sights, smells, and sounds of my home still reverberate through my very core. I have long regretted letting it fall into the hands of evil and wickedness. I ask that when it is time that you will guide my steps back to reclaim my home from the darkness so that the divine spirit of Mandador may cover it in light.”&lt;br /&gt;
&lt;br /&gt;
- Demetrius enters his mindscape and projects himself back at 5 Pillars and fortifies himself for battle. A mighty internal struggle wages in his spirit, as if the very essence of light and darkness battle for his eternal soul. In his mind Demetrius rages against evil and injustice, but soon he is overwhelmed in grief and sadness.&lt;br /&gt;
&lt;br /&gt;
- Demetrius passes out from exhaustion&lt;br /&gt;
&lt;br /&gt;
Day 4 - “The Sabbath” - Rest&lt;br /&gt;
&lt;br /&gt;
Day 5 - “Torm and the Table of High Truth” - The gift of insight&lt;br /&gt;
&lt;br /&gt;
- “Torm the True, the Loyal Fury, I pray for grace and understanding as a former guest at Your High Table. Unacknowledged truths still make my spirit restless. I ask that you repair the hurt from the times I have fallen in battle, from my failures, and from the inadequacy I feel from comparison. The status I seek has been motivated by personal glory. I ask that you replace this deep seeded wound with the will to do good so that the hurt I faced in Your presence can be instead used in Your honor.”&lt;br /&gt;
&lt;br /&gt;
Day 6 - “My Love, Telesandra” - A worthy partner reveals herself&lt;br /&gt;
&lt;br /&gt;
- “Mandador, I ask that you guide me in proving myself and my worth to Telesandra’s family and winning her hand in marriage. I ask that you transform me into fighting for good and becoming a beacon of hope. I ask that we be bonded by love; not by titles, status, or money. I ask that Your light shines through for all to see how my very essence has been changed for good.” (edited)&lt;br /&gt;
&lt;br /&gt;
Day 7 - “Mandador, Most High” - Giving thanks and submitting to His will&lt;br /&gt;
&lt;br /&gt;
- “Faithful of the 7th Mount, I ask that I be renewed by You. I ask that I be remade by You. I ask that I be reborn in Your image. I fully reaffirm my faith in You and I declare I am letting go of the old Demetrius and replacing hatred, violence, and possessions with love, care, and acceptance.”&lt;br /&gt;
&lt;br /&gt;
At the end of the 7th day, Demetrius is fully reborn as NG. He seems almost carefree and weightless. He dons his old suit of dwarven mail and his regular +1 sword. No other rings or items adorn his person. It signals a return to simplicity. Demetrius has abandoned his sword, for his personal justice is no longer important. Demetrius basks in the freedom of a new direction, no longer bound to an outcome, and embraces the many possibilities that await. His heart is filled with love. Love for Telesandra. Love for Lars. He eagerly awaits whatever’s next.&lt;br /&gt;
&lt;br /&gt;
[DM note: In light of the major changes to Demetrius, I will be roleplaying a new set of personal goals that are more character driven. These will be his primary campaign focus, above all else, moving forward. Goal #1: Marry Telesandra]&lt;br /&gt;
&lt;br /&gt;
===Pagan Pious Support===&lt;br /&gt;
&lt;br /&gt;
Demetrius provided 25,000 g.p. valued shrine to Kel'Bagor to Enskor, a priest of that god in service to Bagras Dragonfriend.  Demetrius has the religious support of the clerics of Bagras Dragonfriend, and may ask for favors (other &amp;quot;deal&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Celestial Campaign to Retrieve the Red Dragon Scales ===&lt;br /&gt;
&lt;br /&gt;
==== Beyond the Gates of Mercuria:  The Realm of the Brave Lord ====&lt;br /&gt;
&lt;br /&gt;
[[File:Demetrius Black Orb Sword of Accounts.jpg|thumb|left|700px|'''The Black Sphere of the Son of the Brave Lord''':  Within the black fortress at the center of the paradisal garden sub-realm of the Son of the Brave, Demetrius comes before a mysterious and great black sphere of incomprehensible power.  With the essence of this Sphere the Son of the Brave Lord took Demetrius' spirit of justice and wove it into what would become the Sword of Accounts.  No full explanation of the Black Sphere was ever given to Demetrius, though his justice was given substance by it.]]&lt;br /&gt;
&lt;br /&gt;
'''Son of the Brave Lord:  Demetrius Gains the Sword of Accounts''':  During the party's month-long sojourn in the celestial-realm of the enigmatic &amp;quot;Brave Lord&amp;quot;, Demetrius  hunted alone in the paradise gardens thereat, with each foray venturing further and further afield.  Upon his longest such and final foray, his thirst for justice for his stolen red dragon scales and stirring religious devotions saw him to the secret sub-realm of the mysterious Son of the Brave Lord, a powerful petitioner-spirit like his father.  Entering through his fortress made of black power, Demetrius beheld a large and inert black sphere of incomprehensible power.  Commiserating with Demetrius' sense of violated justice, a justice he did not find in life, the Son of the Brave Lord took from Demetrius all his sense of justice, passion for justice, and violated ego, and wove into it some of the extracted essence from the Sphere, from which he forged the Sword of Accounts with a spiritual hammer.&lt;br /&gt;
&lt;br /&gt;
==== The Mountain of Love and Strife ====&lt;br /&gt;
&lt;br /&gt;
'''Demetrius' Proposal to Telesandra (Part 1)'''&lt;br /&gt;
&lt;br /&gt;
[[File:Telesandra.png|thumb|right|500px|Telesandra, a celestial woman trapped within Philander's Game]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have your hand instead, my lady, should you not be betrothed to another. Imagine the trouble we could get into together. Many have loved you I'm sure. And while your beauty has captured my spirit, I do not ask on behalf of it. It is the way you handle yourself on the battlefield. I have no grand designs on rulership or lordliness. Adventure is my calling and and my heart leaps at the idea of you by my side.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Demetrius' Proposal to Telesandra (Part 2)'''&lt;br /&gt;
&lt;br /&gt;
Demetrius looks at Herox and gives him a little wink.&lt;br /&gt;
&lt;br /&gt;
He then stands confidently once more and resolutely claims to Telesandra:&lt;br /&gt;
&lt;br /&gt;
“My lady, I am much less skilled in matters of the heart. I ask for your hand not to claim my divine or lawful right of conquest, but in the purest attempt to convey what has only been recently revealed to me: one of my deepest desires is to find love. Noble love. The love only free will can produce. &lt;br /&gt;
&lt;br /&gt;
I have conquered cities and rescued many, but my heart remained closed to the idea of a companion. A true companion is not an offering for services rendered. Nor is it merely the product of political alliance. For most of my life these were the only circumstances I would even consider for a wife. &lt;br /&gt;
&lt;br /&gt;
That is, my lady, until Trueheart laid my most intimate and private thoughts bare for me to see. At first I could not handle this revelation and it nearly broke me. The Loyal Fury’s blue eyes blazed in the darkest corners of my spirit and brought light to my innermost thoughts and fears. But Torm’s ever bountiful grace and purity lit a beacon of love that cannot be extinguished.&lt;br /&gt;
&lt;br /&gt;
And what I see in you, my lady, is the manifestation of that love brought to life. You have captured my heart in a way that can’t be described. I profess that for all to hear. I do not fear the judgment of my friends, old or new. For I speak not only my truth but the truth that was revealed to me by the True himself.&lt;br /&gt;
&lt;br /&gt;
I do not fear the loss of your majestic beauty, my lady, because it is not why I ask for your hand. I do not long for heirs, or status, or lordly titles. I claim here, on the Mountain of Love and Strife, that my love for you is as unstoppable as the holy light that shines down on us from above.&lt;br /&gt;
&lt;br /&gt;
But only you can measure the sacrifices required for your love to bloom in return, my lady.”&lt;br /&gt;
&lt;br /&gt;
====At the Edge of Life and Oblivion:  The Crystal Plane====&lt;br /&gt;
&lt;br /&gt;
[[File:Demetrius Soul Tree.jpeg|thumb|left|500px|After speaking with his own shade and learning his name and the core truth of his life among the living, the spirit of Defemetrius awakened in himself his own faith, both in himself and in Mandador.  The faith blossomed from the mysterious golden symbol that had been in his crystal breast, the ankh transforming into a tree of faith that grew both in his soul and therefore within his crystal body as well.  As his faith grew, so did the tree in its size, glory and majesty.]]&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
* Ring of Giant strength (20)&lt;br /&gt;
* Ring of Protection (+1)&lt;br /&gt;
* Ring of Truth&lt;br /&gt;
* Ring of Elemental Command (Fire)&lt;br /&gt;
** Burning hands (once per turn)&lt;br /&gt;
** Pyrotechnics (twice per day)&lt;br /&gt;
** Wall of fire (once per day)&lt;br /&gt;
** Flame strike (twice per week)&lt;br /&gt;
** Fire resistance&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
Long Sword of Kypherian (+1)&lt;br /&gt;
&lt;br /&gt;
Imanos' short bow (+3) &lt;br /&gt;
&lt;br /&gt;
Adamant Heavy Horse Lance from Gehenna (WC)&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
* Dwarven Venerable Copper Dragon Hide Armor +3 (Base AC -6)&lt;br /&gt;
* Field Plate of Skyland Halls (+1)&lt;br /&gt;
* Shield (+1)&lt;br /&gt;
* Small Shield (+4): Taken from Redleaf during raid on Ranger Lord's keep&lt;br /&gt;
&lt;br /&gt;
==== Magical Items ====&lt;br /&gt;
&lt;br /&gt;
'''''Magical Tent of the Athianists'''''&lt;br /&gt;
&lt;br /&gt;
''Mundane Use'':  When folded, the tent appears to be a well-made and oiled simple leather contuburnium tent, bound into a roughly 2 x 3 foot square, with stout oak assembly sticks crossed through at the center, a bundle of longer ones that loop through the top, and an internal envelope of wires, cords and iron stakes.  Altogether the bundle weighs about 35 lbs.  When assembled by mundane means, the tent is some 7 feet high at the center, with 4 foot walls, and a floor base nearly 14 feet long and approximately 10 feet wide.  There is a front entrance to the tent, which at 9 feet high is the tallest point of the tent, with both a outer and inner overlapping flaps to keep out the elements.  There is a &amp;quot;back door&amp;quot; for the tent, but it is short and harder to find, with a tight flap that overlaps the aperture by 4 1/2 feet.  On one of the walls is a small tightly-knitted window, roughly 1 foot in height and 3 feet long.  Some 8 warriors with their packs and gear can comfortably fit within this tent.&lt;br /&gt;
&lt;br /&gt;
A ''detect magic'' spell will reveal only dim magic from the enchantment and alteration schools.&lt;br /&gt;
&lt;br /&gt;
''Magical Use'':  Upon the utterance of the command words ''Sambation a Kemmuna'' the tent will magically unfold and build itself, and appears exactly as it might if erected by hand.  This magical assembly takes a full round.  Upon entering the tent when erected in this way, it quickly becomes evident that the interior of the tent is far more than it might have seemed from the outside. &lt;br /&gt;
&lt;br /&gt;
::''General Layout'':  The grand pavilion is some 120 feet square, dwarfing by far what the exterior of the tent might indicate lies within.  With variously rising and drooping portions, the ceiling is at its highest about 20 feet at inner corners of the master bedroom, the meeting room, the aerial cavalry stalls, and at the stalls of the two innermost land cavalry stalls.  The lowest portions of the ceiling are roughly 10 feet high.  The median height within the tent is about 15 feet.&lt;br /&gt;
&lt;br /&gt;
::''Tent Floor'':  Regardless of the nature of the ground upon which the tent has been assembled, the floor of the magical pavilion will be flat and seemingly set upon a hard, packed-earth ground.  The floor of the tent itself is generally covered with an off-white chamois like leathery material, which is both soft and tough to the touch, but this itself rests upon stout upraised oak wood panel flooring, with ribbed supports beneath the panels.  Portions of the floor vary.  The sleeping areas and the two bedrooms are on slightly raised wooden platforms, being about one foot above the rest of the flooring.  Most of the furniture in the magical pavilion rests upon goatskins of various colors.&lt;br /&gt;
&lt;br /&gt;
::''I.  Outer Entrance'':  The outer tent flaps are long and overlap themselves.  The flaps are naturally closed, but may be rolled and fastened open or partially open, utilizing the attached heavy ropes and cords.  From within the tent, he who commanded the tent to construct itself may likewise command the tent to close itself, using the same command words.  Once so commanded, the flaps will unroll and close, and from the outside the tent cannot be entered.  Trying to enter into the tent only reveals an endless layer of tent flaps.  Effectively, the tent is sealed by a ''wizard lock'' spell cast at 30th level.  From within the tent, he who commanded the tent to construct itself may reverse the ''wizard lock'' by saying the command words backwards:  ''Kemmuna a Sambation''.&lt;br /&gt;
&lt;br /&gt;
::''II. Antechamber'':  Once activated by the command words, entering the tent will reveal a 7 foot long and 15 foot wide entry tent area, illuminated solely by the light let in by the main tent.  The long flaps that screen the outer entry way remain closed unless tied and or pinned open with the attached ropes and stakes.  If closed, these outer tent flaps prevent all inclement weather from entering.  This floor of this antechamber area is a stout grated oaken deck, designed for boots and hooves covered with dirt, mud, water, snow or other elements to shake off such dirtiness before entering the tent proper.  Along the inner walls are two short wooden tables, one on either side, each with a plain porcelain bowl full of fresh warm or cool water, and two stacks of wash cloths.  Two racks for boots and two hangers for heavy cloaks exist.  No matter how much water, dirt and other filth falls between the grates of the wooden flooring, it will never accumulate, but will rather disappear beneath the grates. &lt;br /&gt;
&lt;br /&gt;
::''III.  Athianist Trefoil'':  Facing the interior of the tent is a large wooden plaque, about 4 feet square, hanging by mounted chains to the high wall at the front of the tent.  Upon the plaque are the gold, silver and copper triangles of the Athianist Trefoil, set in subdued colors upon the smooth lacquered plate of wood.  The plaque rests atop the front doorway to the tent, at about 12 feet high.  Dim golden light, seemingly from the walls of the tent, illuminates the trefoil.&lt;br /&gt;
&lt;br /&gt;
::''IV.  Entry Area'':&lt;br /&gt;
&lt;br /&gt;
::''V.  The Wash Basin'':  A great and mighty washing bowl, fashioned of a glass-like rock of a brownish golden color.  The outer portion of the bowl is chiseled with strange markings and priestly heroics.  The bowl rests on a film ebony frame.  Briquettes may be lit beneath it on a bronze brazier to warm these waters as desired.  The basin bowl holds roughly ten gallons of fresh water.&lt;br /&gt;
&lt;br /&gt;
::''VI. The Cadnum Tree'':  A small tree with a barkless brown trunk, and small branches that grow rich thick dark leaves, sits here in a large lacquered pot.  Gnarled fruit, usually of a deep red color, hang from the tree.  The bowl has images of strange priests, scholars and mages conducting investigations into the stars, earth and Nature.  Block-like letters run in rows both above and below these images.&lt;br /&gt;
&lt;br /&gt;
::''VII.  The Grand Table'':  A mighty table, some 27 feet long and over 6 feet wide, dominates the center of the tent.  The table is built so as to easily be separated into nine pieces, each of which has two center panels that may be folded into one side of each panel.  When combined, the surface and sides of the table seems to depict a great battle between human forces, carved deep into the wood.  The main course of a great meal is always upon the table upon first entering the newly assembled tent, but what this food is varies, and yet often matches the desires and needs of those present.  Smaller tables of food are also on either side of the great table.  The food there are of side dishes, fruits and deserts, as well as pitchers of drinks.  Matching wooden plates, carving knives and various forks are present upon the table.  Hanging above the table is a wooden chandelier lit with magical flickering flames upon glass dishes. The wooden chandelier is intricately carved with shapes that appear to be stylized monks, with angelic beings holding the flames.&lt;br /&gt;
&lt;br /&gt;
::''VIII.  The Master's Chair'':  This mighty chair of oak depicts some sort of scene of the submission of the gods and heavenly beings to a radiant being at the top of the chair, which is a modified Athianist trefoil, painted in gold.  Semi-precious gems stud much of the chair.  If he who commanded the tent to assemble sits in the Master's Chair, he seems to gain certain powers.  By his will, the lights within the tent may be brightened, dimmed or snuffed out altogether.  Perhaps other powers exist.&lt;br /&gt;
&lt;br /&gt;
::''IX.  The Tripod Fire'':  Three great iron rods suspend with an iron chain a heavy burnished bronze kettle.  Beneath the great kettle is a black metal fire grate, about 4 and a half feet wide, upon which wood is stacked as if for a fire.  A locking lever device exists to raise the kettle and shift it out of the flames.  Around the fire are four great oaken chairs, shod in bronze, set with semi-precious stones, and carved with unfamiliar mythological beings and ritual scenes.  A heavy mass of thick wax sits within the firewood assembled upon the center of the fire grate.  A lit candle upon a tin candle stick need only be dipped onto the mass of wax to start the fire.  Stacks of wood upon four brass wood stands are available to keep the fire fed.  The kettle will usually be filled with a hearty soup or porridge of some sort, or even full of a thick beer.  The bronze kettle is set with images of some great martial contest between a series of heroes and gods.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
''Long Sword'' (Specialized)&lt;br /&gt;
&lt;br /&gt;
''Composite Short Bow''&lt;br /&gt;
&lt;br /&gt;
''Heavy Horse Lance''&lt;br /&gt;
&lt;br /&gt;
''Hand Axe''&lt;br /&gt;
&lt;br /&gt;
''Daggers''&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing (2)&lt;br /&gt;
&lt;br /&gt;
Air-based Riding (Griffon)&lt;br /&gt;
&lt;br /&gt;
Animal Handling&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing (secondary)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:Dwarvish&lt;br /&gt;
:Kanosian&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Agerik Essphilon===&lt;br /&gt;
&lt;br /&gt;
[[File:515cd7a33c65c5bee7e5183431ef4cdc.jpg|300px|thumb|left|Agerik Essphilonus]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 19 (15) || 12 || 16 || 12 || 8 (7) || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 71 || NN || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''8th Level Human Encyclonian Fighter''', Captain of Blackstone Infantry, second officer of Blackstone, former ''spatharios'' of the Savanfannetsen Army&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
&lt;br /&gt;
''The Five Bladed Sword of the Modrons'' (Nirvana)&lt;br /&gt;
* Short sword of Speed and Sharpness +1&lt;br /&gt;
* Broad sword of Doubling +2&lt;br /&gt;
* Long Sword of Defending +3&lt;br /&gt;
* Bastard Sword of Wounding +4 (specialized)&lt;br /&gt;
* Two-Handed Sword +5&lt;br /&gt;
&lt;br /&gt;
''Spear +2'' (Prime Material)&lt;br /&gt;
&lt;br /&gt;
''Demetrius' Bastard Sword +1'' (Prime Material) (specialized)&lt;br /&gt;
&lt;br /&gt;
''Dagger x 2''&lt;br /&gt;
&lt;br /&gt;
''Composite Short Bow&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
''AC:  -5 (w/ shield on Mt. Celestia)''&lt;br /&gt;
&lt;br /&gt;
''Xialnato's Full Plate +5'' (prime material)&lt;br /&gt;
&lt;br /&gt;
''Demetrius' Small Leather Shield'' (well-crafted)&lt;br /&gt;
&lt;br /&gt;
Agerik is a former retainer for Baron Sastor of Essphilon, a minor vassal of the Savanfannetsen, and he rose with his baron in the army of Count Passalos.  After Sastor's death in battle against the Muelestrian general Angar, Agerik was named Baronet of Essphilon in Sastor's place, and named a comital ''spatharios'' under Passalos.  After the disastrous Battle of Amalos in 872 against the rebellion of the Baromite Kingdom, Agerik abandoned the Savanfannetsen army for a time to explore private adventures.  Whetting his appetite for treasures only to have his adventuring party collapse due to deaths and abandonment, Agerik returned to Passalos' dissolute and unpaid army, and took the remnants of Essphilon's Second Column back to Essphilon.  Finding Sastor's brother having assumed the baronial title, and unwelcoming and unable to pay to returning imperial soldiers, Agerik heard of Demetrius' accomplishments and wealth in the Furnorkanasos, and boldly marched his soldiers to Castle Blackstone.&lt;br /&gt;
&lt;br /&gt;
====Magical Items====&lt;br /&gt;
* Girdle of Strength (19) - 2 crossed swords: Taken by Demetrius from Belmona in the battle at the 3rd gate on Mount Celestia&lt;br /&gt;
* Ring of Fire Resistance: Taken by Demetrius from Athians on Mount Celestia&lt;br /&gt;
* Ring of Protection (+2): Taken by Demetrius from Kypherian in attack on the Ranger Lord's keep&lt;br /&gt;
&lt;br /&gt;
====Proficiencies====&lt;br /&gt;
&lt;br /&gt;
''Weapons Profs.'':  bastard sword (2), short bow, spear, dagger, two-handed sword&lt;br /&gt;
&lt;br /&gt;
''Non-Weapon Profs.'':  (bowyer/fletcher), endurance (2), land-based riding (1), hunting (1), heraldry (1)&lt;br /&gt;
&lt;br /&gt;
''Languages'':  Common Encyclonian (0), High Encyclonian (1), Encish (1), Kanosian (1)&lt;br /&gt;
&lt;br /&gt;
====Early Life====&lt;br /&gt;
&lt;br /&gt;
Agerik was born in Essphilon, the son the ''pronoiar'' Galband, a kind of landed military squire in service to the Baron of Essphilon.  Galband, a cruel second generation ''pronoiar'' with quarter-Encish blood known for his brutality to his serfs, married a half-Encish woman himself of the Amon people named Hymatia, a dark-souled woman and crypto-pagan who revered her tribal gods in secret ceremonies.  In his early youth, Agerik was raised by his maternal grandmother's tribal people, who had notionally converted to Mandadorianism, and through mischance did not return to Essphilon until his tenth year, when his father seized him from their pagan encampment by force.&lt;br /&gt;
&lt;br /&gt;
At Essphilon, Agerik was baptized and educated in the church, living at intervals between his father's townhouse in the city, and his father's estate in the countryside.  By his teenage years, the willful Agerik became known for his defiance and mischievous behavior.  He continued to participate, from time to time, in his mother's abominable pagan rites, often at night, during which he would often take his best friend, the baronet Sastor, the son of the Baron of Essphilon.  As he grew, Agerik became one of the household squires at the baronial castle, and learned the ways of the cavalry warrior from Kameron the marshal.  However, when he was 17, Agerik and Sastor were caught at one of Hymatia's pagan ceremonies.  Hymatia fled to her Amonite people, but Agerik and Sastor were severely punished, and although due to their rank their shame was not publicized, Agerik was dismissed from castle service.&lt;br /&gt;
&lt;br /&gt;
In his eighteenth year, the old baron died, and Sastor came to the baronial throne.  Agerik returned to castle service, and Agerik and Sastor enjoyed the hunt and drink.  Agerik was accused of the rape of serf, but he was protected by the baron.&lt;br /&gt;
&lt;br /&gt;
====Professional Life====&lt;br /&gt;
&lt;br /&gt;
Agerik served Sastor faithfully in war, at first in minor skirmishes with the Encs and orcs, and later in the beginnings of the great Encyclonian Civil War, when Essphilon served the cause of the Savanfannetsen.  For most of this, Agerik served in the household cavalry, eventually commanding it, but when he was made ''spatharios'' he effectively became Sastor's second in command.  Agerik was genuinely aggrieved by Sastor's death in the Battle of Amalos, but was also proud and fulfilled when the commander of their army, Count Passalos, named him baronet of Essphilon, in return for his continued service.&lt;br /&gt;
&lt;br /&gt;
====Personality====&lt;br /&gt;
&lt;br /&gt;
Agerik has little thought to others, save for himself.  He does however respect lordship, hoping himself to be a true lord one day, and therefore will serve Demetrius faithfully, as long as the dwarf remains greater than himself.  Agerik however has little regard for titles of any sort, and although he has study titles, noble families, knighthoods, and standards carefully, he only respects power itself, of any sort, although he is suspicious of wizardly and priestly power.&lt;br /&gt;
&lt;br /&gt;
Gluttony:  Agerik is also gluttonous.  He enjoys food and drink, especially beer, and is fond of taking both to excess, although not to any obscene degree.  As such Agerik is usually fairly overweight.  Agerik also enjoys physical action.  He is fond of riding and hunting, and have a robust constitution, he almost enjoys forced marches, and is very good at them.  Given this hardiness and love of physical things, Agerik often gains and loses much weight.&lt;br /&gt;
&lt;br /&gt;
Lust:  Agerik's gluttony extends also to women.  He has lacked the capacity to love any woman, perhaps due to the cruelty of his father and the esoteric indifference of his pagan mother, nor is he especially sexual, but when lust does strike him, it is often direct and overborne, and although he is not cruel to the women he takes, nor is he kind.  The sole exception to this has been the petitioner spirit of the silver dragoness he met.  She was of such beauty and grace that she struck him to the core, and in her influence he felt to be a good man, or at least wanted to be so.  Yet he knows not even her name.  Since her death, his love for her has turned to an obsession to see her restored to life, as his wife, and given the opportunity Agerik will stop at nothing to achieve this.  Should Agerik actually achieve this desire, much of his life would change.  Until then, he is wounded and bitter, and in his mind will accept no other woman, unless his lustful passion should overwhelm him.&lt;br /&gt;
&lt;br /&gt;
Greed:  Agerik is quite greedy.  He has a love of gold and jewels, land and castles.  He expects what is his and will take it.&lt;br /&gt;
&lt;br /&gt;
Power-Hungry:  Save for his ambition to return is beloved dragoness to a mortal existence as his wife, Agerik's presiding character trait is his desire for power.  He wishes to be a lord in his own right, with his own men who loyally serve him.  He accepts that he may be a vassal of some greater lord who was born into power, or is otherwise beyond him, but he desires to be a master of his own realm.  His friend Sastor had thought to make him a lord after their time in the War of the Princes &lt;br /&gt;
&lt;br /&gt;
====Goals/Ambitions====&lt;br /&gt;
&lt;br /&gt;
Agerik wishes to arise in power and wealth, as much as he may.  Agerik was impressed by Count Passalos, the greatest nobleman he has met, and in the chaos of the Encyclonian civil war, Agerik hopes to carve out his own powerbase.  Agerik is impressed by Demetrius, and is impressed that an outsider dwarf has garnered a substantial position in the Encyclonian world, of which Agerik considers the Furnorkanasos to be a part.  Agerik will continue to serve Demetrius, as long as Demetrius remains greater than he, and as long as he and his veterans are regularly paid.  Agerik has also longed to be a great treasure hunter and fortune seeker, believes Demetrius to be both these things par excellence.  Agerik therefore will follow his dwarven lord on even the boldest and most dangerous quests, hoping to rise to new levels of power with magical items and great accomplishments to his name, hoping to eventually achieve a reputation such as Demetrius has achieved.&lt;br /&gt;
&lt;br /&gt;
====Agerik's Pledge to Nikolos the Archpriest====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Archpriest, you serve this god Mandador, who fails ever to appear to aid us, save from afar.  Indeed I doubt him, for I know not his answers to my prayers, but I do know I may supplicate to the old gods and get my due.  But I make this oath, Archpriest:  if Mandador brings her back a living woman for me to hold and call wife, then I swear I will build a mighty cathedral to Mandador, greater even than the one Demetrius has pledged to build you, and I will convert in truth, and praise Mandador and attend his Church, forsaking all pagan gods, and will pledge that all the folk I govern shall do so.  And I will make the priest who grants this wish a Saint upon his death, so that his faith and the power of his God may be known forever as the name of the cathedral that I have built.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Orkhane===&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Maximum Number of Henchmen:  4&lt;br /&gt;
&lt;br /&gt;
Henchman #1:  Sir Agrada, Captain of Blackstone Aerial Cavalry, Lord Deputy of Blackstone&lt;br /&gt;
&lt;br /&gt;
Henchman #2:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Henchman #3:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Henchman #4:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
* KIA:  Byerogart, son of Garret, was slain by the Black Guard of Agruralsh with a spear to the chest while apprenticing as a henchmen.&lt;br /&gt;
* Demetrius considers granting henchman status to the bariaur fighter/priest of Tyr, Kandalantas, whom was saved from living death as a statue of silver, by the heroes while in the Courtlands of Lunia, on Mt. Celestia. Kandalantas, while adventuring with Lars and Oruvyn, was caught in a powerful spell and fled in fear for his life. He is no longer under consideration at this time.&lt;br /&gt;
&lt;br /&gt;
==Lands and Titles==&lt;br /&gt;
&lt;br /&gt;
===Lands===&lt;br /&gt;
&lt;br /&gt;
====Blackstone and Mazarosian Valley====&lt;br /&gt;
&lt;br /&gt;
Land:  3,400 arable acres&lt;br /&gt;
&lt;br /&gt;
Income:  nil (net loss)&lt;br /&gt;
&lt;br /&gt;
Steward:  Armor Ironhaven&lt;br /&gt;
&lt;br /&gt;
====Skyland Halls Knighthood Lands====&lt;br /&gt;
&lt;br /&gt;
Land:  ?&lt;br /&gt;
&lt;br /&gt;
Overlord:  King Irdrik of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Lord:  Lord Gethor Dragongem&lt;br /&gt;
&lt;br /&gt;
Gross Income:  50 g.p. per month&lt;br /&gt;
&lt;br /&gt;
Taxes/Expenses: 20 g.p. to the king, 5 g.p. to the lord, and 5 g.p. to a steward, per month&lt;br /&gt;
&lt;br /&gt;
::''Net Income'':  20 g.p. per month&lt;br /&gt;
&lt;br /&gt;
====Thaneship Lands of Lord Gamor Firemaster====&lt;br /&gt;
&lt;br /&gt;
Overlord:  King Irdrink of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Lord:  Lord Gamor Firemaster&lt;br /&gt;
&lt;br /&gt;
Gross Income:  1,000 g.p. per month&lt;br /&gt;
&lt;br /&gt;
Taxes/Expenses:  200 g.p. to the king, 100 g.p. to the lord, 100 g.p. to the steward&lt;br /&gt;
&lt;br /&gt;
::''Net Income'':  600 g.p. per month&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
&lt;br /&gt;
Founding member of the Triumvirate of Blackstone&lt;br /&gt;
&lt;br /&gt;
Knight-of-the-Household for King Irdrik of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Thane of Lord Gamor Firemaster of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
1st Sgt. of the Auxiliary Corps with the Kanosian Army  &lt;br /&gt;
&lt;br /&gt;
Rider in the Hathbell Aerial Calvary&lt;br /&gt;
&lt;br /&gt;
Thane of Lord Bagras Dragonfriend&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 1/10 || 2/10 || 1/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue: Guardian of Death trial results in additional 2 fractions and therefore a full 1 point bonus.&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
''Note on Constitution'':  Demetrius has been slain three times, first burned by the fire spells of the druid Svador, second by a pit fiend in the Temple of Sargonnas in Gehenna, and third in the assassination attempt against the Enc leader Agruralsh.  He was successively returned to life with a ''wish'' from Lars St. Morninglory, was ''raised'' by Bishop Nikolos, and once again from a ''wish''.  He retains a 19 constitution from an enchanted marshmallow that was discovered in Gehenna.  Demetrius may be ''raised'' or ''resurrected'' up to 16 times further, but his body otherwise retains a 19 constitution, including for resurrection survival rolls.&lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
''“Much as we have chosen so here and now, these souls willingly entered into a game of chance and suffered the consequence of their choice. Such is the fate I encounter with every stroke of my sword. My punishment awaits me in the queen’s throne room and I do not pretend otherwise. So yes, I would counsel us to leave these souls. If, however, you feel emboldened and the time is right, which I agree that perhaps it is, then I will not stand in your way as you attempt to win love’s freedom and you have my support for as long as it remains useful.”'' - Demetrius, before the Great Game, on the Patio of Philander's Castle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''At this Demetrius takes notice. Badly wounded and seeing (in black and white) the celestial being hold the queen accountable, Demetrius tries something unusual. Even though he’s battered and covered in blood, he takes a labored breath and says a quick prayer to Mandador: “may Your words be heard in what I’m about to say and your judgement laid bare for all to see.” Demetrius then coughs up a little blood and calls out to the giant officer who himself is most likely grievously wounded by the sword of Demetrius. “Enough. Enough! We fight not for ourselves but because the queen cannot accept the truth of what really happened here. She was tricked! And her son paid the price, but I fought him honorably! Honorably, I say! But now she sends us against each other and to our deaths because she refuses to admit she is wrong. Look! Look and see! (Demetrius points his sword to the sky). She has been judged for her actions! But we do not have to partake in this battle any longer. We have been led astray on the back of lies and corruption and now the battlefield is strewn with fallen friends because the queen will not desist. I give you my word, by Mandador, that my sword will not take another swing until we are judged. I call upon the right of the Holy Mount and submit myself to the judgment of Empedocles.” With that Demetrius will sheath his sword and take a position of full parry.'' - Demetrius, to the Dragon-Queen Polynomia, Queen of the Solanian Cloud Giants&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Duumvirate]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=File:Demetrius_Soul_Tree.jpeg&amp;diff=4726</id>
		<title>File:Demetrius Soul Tree.jpeg</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=File:Demetrius_Soul_Tree.jpeg&amp;diff=4726"/>
				<updated>2023-11-02T12:01:51Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Knights_of_Solamnia&amp;diff=4725</id>
		<title>Knights of Solamnia</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Knights_of_Solamnia&amp;diff=4725"/>
				<updated>2023-10-06T09:28:50Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: Created page with &amp;quot;'''Knights of the Platinum Rose, according to Diomethon of Celestial Acrogentum''': ''&amp;quot;These are the Knights of the Rose who in death so pleased the Platinum Dragon, who is ca...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Knights of the Platinum Rose, according to Diomethon of Celestial Acrogentum''': ''&amp;quot;These are the Knights of the Rose who in death so pleased the Platinum Dragon, who is called Bahamut, whom you call Paladine, that he caused them to retain their skills and fair memories, although no longer can they remember any evil or ugliness of their mortal lives, all the wounds of their souls being utterly washed away.  They serve Bahamut in an honor Company, inhabiting ennobled bodies of living platinum, riding upon silver dragons who in life were their wives, or if lacking wives, were the aasimon spirits of those who so adored them as a wife would, and so Bahamut transformed them so as to better serve their beloved.&amp;quot;''&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Avish_Shandar&amp;diff=4716</id>
		<title>Avish Shandar</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Avish_Shandar&amp;diff=4716"/>
				<updated>2023-09-15T04:26:08Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''Avish Shandar''' ,  14th level male elven, Ninja Shadow-Warrior - S:18, D:19, C:9(13), I:13, W:17(8), Ch:8 - age 117&lt;br /&gt;
&lt;br /&gt;
[[File:Avish.jpg|500px|thumb|right|The Exile]]&lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
Avish was raised at Blackstone after he and his mother escaped abduction from the Kilosarin* elves. The leader of these elves, Avish's father, forced his mother into childbearing and slavery. After Avish and his mother escaped, these elves were all but wiped out by the ranger Lord Imanos. Avish, would later see to the ranger Lord's death, feeling in some manner he had no business killing the elves, that they should be punish according to elven law. &lt;br /&gt;
&lt;br /&gt;
Avish's mother brought him to Blackstone under the protection of Lord Yalthos. He was raised here and trained as a ninja. During the fall of Blackstone Avish fled to Varis with his teacher of the time. They kept safe until the villagers discovered the identity of Avish's master. The master was killed but claiming ignorance Avish found favor in the eyes of the Sadriac family. He was adopted into their home and trained (pointlessly) as a farmer. Avish would eeak out his life as a farmer, waiting for an opportunity.&lt;br /&gt;
&lt;br /&gt;
===Original Notes for Avish Shandar===&lt;br /&gt;
&lt;br /&gt;
''Jeff is a Kilosarin elf, the son of the traitor elfess Simgaina and Daroliss, son of the Kilosarin chief.  Simgaina lived in exile from her tribe with her illegitimate son at Veris.  She fled to Yalthos when he returned to support him in destroying the Kilosarin, whom he was being troubled with at the time.  He was trained very well, but was with Sathis the Ninja, a Taldian, at the siege of Black Stone.  Sathis was mobbed at Veris after Blackstone's fall.  THe Sadriak family protected Jeff, saying he was of good heart.  He remains as a farmer to this day.''&lt;br /&gt;
&lt;br /&gt;
===Detailed Personal History===&lt;br /&gt;
&lt;br /&gt;
====Major Life Events====&lt;br /&gt;
&lt;br /&gt;
759:  born to Darolis Shandar and Simgaina the Saeliian&lt;br /&gt;
&lt;br /&gt;
788:  Count Beldicio rides down the Kilosarin elves in 788&lt;br /&gt;
&lt;br /&gt;
856:  the Darolisian Kilosarin elves return to the Zolgimer Hills to reclaim it from the ranger lord Imanos&lt;br /&gt;
&lt;br /&gt;
858:  Darolis and his family are executed by the ranger lord Imanos&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
With unusual blond hair and dark eyes, Avish possess average beauty, although uncommon. His frame is small, even by elven standards but he possess a muscular definition that is revealing of his strength. His body was sturdy, at the onset of his adventuring life, but after so many brushes with death the grim elf has become thin around the eyes. &lt;br /&gt;
&lt;br /&gt;
He has fluctuated in his appearance but often is seen adorned with his many armaments, rings and medallions. He has also shaved his head ritually when a friend dies. Most recently his complexion has changed to an ashen grey. This is, not to say, the same color as the drow but oft gives the appearance of such to the unknowing. If seen in practice when he is commonly shirtless, those lucky enough to catch this rare glimpse would see a splendid other worldly tattoo across the whole of his back. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Despite his potential menacing appearance Avish is friendly in conversation, possessing a keen mind for philosophy and discussion. He is not motivated by greed or hatred but by a personal sense of justice, his own brand, and often speaks his mind of these things, even when he should perhaps not. In his early adventuring days Avish had an &amp;quot;All or Nothing&amp;quot; approach, often leading to his explosive and abrupt willingness to throw away his life for the success of his companions. His friends, however, talked him down from the proverbial ledge quite often. In his latter adventuring years this spirit of reckless abandon has been tempered by his few successes and many failures. While his careless impulse may still lurk at the back of his mind, his experience has taught taught him patience. This is most notably marked in his abandoing of the human practices of his life. He has since dropped his Mandadorian name of Shandar, going now by only Avish or The Exile. &lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
=====To Blackstone=====&lt;br /&gt;
&lt;br /&gt;
Avish was roused from his dreary life in Veris one grey morning, when the unsuspected but pleasant news came of the death of the 12 Towers hegemone, Grarinos. Avish had no particular fondness for the man but, more importantly, the potential excitement and disruption from his pointless work in farming was welcomed. Avish readied himself, with rope, weapons and armor. He traveled to the great castle and met with Larwain's forces there. Not welcomed among the humans, an expected reception for the elvin outsider, Avish quickly left the battle group and began exploring old secret passages from his memory. After some fighting broke out he joined the group only in time to witness the betrayal of the evil wizard, who's name Avish never cared to learn. Larwain and the new outsiders conspired and it was decided a group would go to Astanow and on to to meet the young Count Alexis. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====The Enchanted Forest=====&lt;br /&gt;
&lt;br /&gt;
After being forcibly partnered with the incredibly arrogant, unskilled &amp;quot;prince of Astanow&amp;quot; and his bodyguards Avish developed a friendship with the dwarf and human outsiders. Mutual was their loathing of the pompous young man, and in this they all agreed and joked of his &amp;quot;skill&amp;quot;.  After detecting a contingent of troops from 12 towers moving to meet the Count and skew the story of events, the group decided to take the perilous shortcut through an enchanted forest. &lt;br /&gt;
&lt;br /&gt;
Their first encounter was a large spider bodied woman who attempted to lure them into a trap. She underestimated the elf and his resistance to this magic. When her trap was foiled the dwarven outsider Demetrius was quick in relieving her of the burden of life. From this encounter they retrieved the now famed &amp;quot;Mendico wand&amp;quot; which was taken by Lars and later passed to Avish. &lt;br /&gt;
&lt;br /&gt;
After entering further into the forest, however they were overcome by invisible pixies, who rendered the entire party unconscious. Demetrius was the last to fall, his resilience even impressed the pixies. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''The Copper Dragon Smelternau''&lt;br /&gt;
&lt;br /&gt;
The Party awoke in the layer of the devious dragon. Demetrius and Avish attempted to entertain and amuse the dragon with juggling and acrobatics, a sort of dwarven/elven comedy hour. The dragon, of course, was not amused. Then a game of riddles was played and Avish and Lars managed to stump the dragon. So in his satisfaction he demanded they travel below the mountain and eliminate a threat of orcs and such that were plaguing his forest. With no other options they agreed and descended into their first dungeon with this group.&lt;br /&gt;
&lt;br /&gt;
=====The Dragon of Shao Pae=====&lt;br /&gt;
&lt;br /&gt;
After his failure in the depths beneath Smelternau's mountain, Avish soon began to realize how unequipped he was for the dangers and rigors of an adventurous life. He gleaned from this failure a single and important truth. Magic is necessary. The wizard St. Morning Glory had demonstrated this in several instances, and after he was raised from the dead, by the Dwarves of [[Skyland Halls]], Avish knew. &lt;br /&gt;
&lt;br /&gt;
Avish knew to preserve his life he would need to regroup. He disguised himself as a simple elvin farming advisor from the north and managed to infiltrate the [[Mazaros]] Valley. Once there he spent a month fulfilling his deception and keeping his word. He assisted in the planting of the years crops, helping to increase the efficiency of the planting. Avish had spent many years working in Veris and now possessed the knowledge of agricultural techniques used in this region.&lt;br /&gt;
&lt;br /&gt;
Once he was free to move about, Avish raided the hidden treasures they had stashed away in [[Blackstone]]. He then proceeded to inform his human hosts in Veris of his intention to pursue his own endeavors. In his own words: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''I am glad you have spared me from the fate of my master. I have an ability to make a difference, and given my long years, I look fondly on my time spent farming. And now I must set out to accomplish all that I would desire.'' &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Avish spoke with his hosts because he knew his first errand may, in fact, prove to be his last. He had gleaned one hope for his future. His master's sword. Called ''The Dragon Of Shao Pae'', it was known by Avish, to be a true eastern sword. This katana had traveled with the invaders from the east who crossed the mountains many years ago. Avish knew the sword had been taken when the agents of The Twelve Towers, killed his master. &lt;br /&gt;
&lt;br /&gt;
So Avish concocted a brilliant scheme and executed it horribly, as was his custom early in his adventures. His stealthy intrusion into the fort at Veris was thwarted by some johnny halfwit who happened to spot him. So Avish fled, but could not succeed in sneaking with the guards on alert. So he did what he thought was his next best choice. He set the building on fire. Avish had the notion that if there was something more pressing than his own presence he might pull of this feat. So with the building on fire, Avish burst into the captain's quarters. The moment of surprise as all Avish needed. He used his incredible dexterity to spring past the man and take the sword from his trophy wall. &lt;br /&gt;
&lt;br /&gt;
With this incredible weapon, Avish slew the man as he stumbled and attempted a useless defence. Having recovered his goal Avish fled, being persued by foot patrolls and by souts on horse. But in the wild Avish holds the advantage and the fools could not catch him that day. &lt;br /&gt;
&lt;br /&gt;
When asked about the experience years later by one of his students, Avish said this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''In the bitter cold, wounded and alone I lay in the bushes watching the flames leap high from the fort. Seeing their power dissolve before my eyes, I lie there in the dirt, fearing for my life and wept tears of joy. For the satisfaction of success was worth ten thousand magic swords.''&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
===Adornments===&lt;br /&gt;
&lt;br /&gt;
====''Ordinary Copper Ring''====&lt;br /&gt;
&lt;br /&gt;
'''Description''': &lt;br /&gt;
:A simple ring of pure copper, dimpled with the small hammer marks of a craftsman. This small token was taken from a bugbear chief as a token of success. The creature stood no chance, however, he did not surrender. Avish admired his spirit.&lt;br /&gt;
&lt;br /&gt;
====''Plain Copper Ring''====&lt;br /&gt;
&lt;br /&gt;
'''Description''': &lt;br /&gt;
:This simple ring bears no markings and carries no preshious gems. It was not crafted with any real skill, and its maker was no person of interest. This ring was worn by an orc. This orc was of no exceptional quality but has only the destinction of being the first humonoid Avish ever killed. To mark this occasion Avish wore the ring every day. &lt;br /&gt;
&lt;br /&gt;
====''Man Bear Pig Ring''====&lt;br /&gt;
'''Description''':&lt;br /&gt;
:The ring was taken from the werebear in service to the Ranger Lord. A black sapphire set into a gold ring, presumably dwarven make.  &lt;br /&gt;
&lt;br /&gt;
====''Wizard's magical Rope of Climbing''====&lt;br /&gt;
'''Description''':&lt;br /&gt;
:Originally owned by Lars, this magical rope can form knots and loops at the command of the user. Lars gifted it to Avish after several clever uses, given the ninjas particular skills. &lt;br /&gt;
&lt;br /&gt;
====''Wind Fan of the East''====&lt;br /&gt;
'''Description''':&lt;br /&gt;
:A traditional eastern fan possessing the ability to discharge various strengths of wind when fanned. Painted with a simple depiction of a cherry blossom. The command word was &amp;quot;Sugoi&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
====''Ring of Fire Elemental Control''====&lt;br /&gt;
:Shared among the Triumvirate Avish wears this simple golden ring etched with a few runes and a brilliant fire opal set in the center.&lt;br /&gt;
&lt;br /&gt;
====''Mendico Wand''====&lt;br /&gt;
'''Description''':&lt;br /&gt;
:A wand of paralyzation taken from a creature in the magical forrest where the dragon Smelternau originally hid. Avish carries the wand out of fondness. It is known the charges are near an end.&lt;br /&gt;
----&lt;br /&gt;
===Weapons===&lt;br /&gt;
&lt;br /&gt;
'''''Anderis Krusack's Short Bow'''''&lt;br /&gt;
:A sturdy simple bow made of the wood surrounding Kaapasart. It has been improved to well crafted status (+1 to hit) with the addition of an elven bow string from the elves of Silverhome.&lt;br /&gt;
&lt;br /&gt;
'''''Imanos' Bow of Doubling'''''&lt;br /&gt;
:This fantastically enchanted item is a powerful bow. It functions as a bow of doubling. It is crafted simply of wood and is adorned with steel and silver. &lt;br /&gt;
&lt;br /&gt;
'''''The Fate of Blackstone'''''&lt;br /&gt;
:A short sword made in the traditional style of the early days of Blackstone. Avish found the sword in its final resting place hidden in the great fortress when he and many others responded to the call that Grarinos had been killed. Avish separated for a time to find such things. The naming of the sword was to remind him of the outcome of evil ways. &lt;br /&gt;
&lt;br /&gt;
'''''Ninja-to From Hell'''''&lt;br /&gt;
:A pair of matching Ninja-to swords found in Gehenna. Both are well crafted (+1 to damage) &lt;br /&gt;
&lt;br /&gt;
'''''Parminio's climbing harness and Mytherial daggers'''''&lt;br /&gt;
:The daggers were gifted to the six Questin Chiefs prior to the summer games. Avish retains only the harness as a reminder of his failed attempt into the mountains. &lt;br /&gt;
&lt;br /&gt;
'''''Gilovessen's Katana'''''&lt;br /&gt;
:Forged in secret by the gnome Gilovessen and hidden by Avish until he chose to answer the call to arms, after the death of Grarinos. Avish's first katana. &lt;br /&gt;
&lt;br /&gt;
'''''Hope and Promise'''''&lt;br /&gt;
:The Second Katana Avish had forged. Made in secret in Astanow from the template of the original katan made by Gilovessen. Avish carried this for some time, wielding two katanas. &lt;br /&gt;
&lt;br /&gt;
'''''Hammerhand's Katana'''''&lt;br /&gt;
:Forged by Demetrius Hammerhand from the templates of the two swords and assisted by Gilovessen. Marked with the triangle of the Triumvirate and stamped with Demetrius mark. &lt;br /&gt;
&lt;br /&gt;
'''''Katana from Hell''''' &lt;br /&gt;
:Found in Gehenna, while searching for interesting or unusual weapons as a gift for Demetrius. An old and foreign make, all the marking have been worn off. (on loan to Willacot II)&lt;br /&gt;
&lt;br /&gt;
'''''Imanos' Short Sword'''''&lt;br /&gt;
:This finely crafted short sword is made of elven steel and mytherial. The sword is imbued with strong magic (+3). &lt;br /&gt;
&lt;br /&gt;
'''''Redleaf's Short Sword'''''&lt;br /&gt;
:This mighty sword looks plain save for simple engraving on the pommel and blade. Despite its modest appearance the sword is inface heavily enchanted. It functions as a short sword of speed (+2).&lt;br /&gt;
----&lt;br /&gt;
=== Armor ===&lt;br /&gt;
&lt;br /&gt;
'''''Redleaf's Elvin Chain'''''&lt;br /&gt;
:A splendid suit of true elven chain, originally owned by the wizard Redleaf. Taken by Lars St.Morningglory, gifted to Avish because of it is sized for the elven frame.&lt;br /&gt;
&lt;br /&gt;
'''''Cloak of the Sprites'''''&lt;br /&gt;
:Procured by Attis of Dania and Lars after successfully destroying the tree of evil. &lt;br /&gt;
&lt;br /&gt;
'''''Cloak of Depturn'''''&lt;br /&gt;
:Procured with Lars and Demetrius venturing far to the north to help the mystical silver dwarves. Earned for assisting in the slaying of the white dragon. &lt;br /&gt;
&lt;br /&gt;
'''''Ninja Sneaking Suit'''''&lt;br /&gt;
:Seldom used due to its fragile nature this suit of all black fabric in the classic ninja design adds +10% to hide in shadows.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
====== Ninja Abilities ======&lt;br /&gt;
[[File:Avish_sees_Imanos.jpg|300px|thumb|right|Avish sends his most true arrow towards Imanos of Asparrow]]&lt;br /&gt;
&lt;br /&gt;
:Feint&lt;br /&gt;
:Concentrated Push&lt;br /&gt;
:All-Around Sight&lt;br /&gt;
:Meditation&lt;br /&gt;
:Instant Reaction &lt;br /&gt;
:Meditative Trance&lt;br /&gt;
:Inward Journey &lt;br /&gt;
:Instant Reaction&lt;br /&gt;
:Martial Sense  &lt;br /&gt;
:Spirit Sense&lt;br /&gt;
:Improved Tumbling&lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
''Long Bow'' (Expertise) [[File:Hope_and_Promise.jpg|500px|thumb|right|Hope and Promise]]&lt;br /&gt;
''Ninja-to''&lt;br /&gt;
&lt;br /&gt;
''Katana'' (Expertise)&lt;br /&gt;
&lt;br /&gt;
''Short Sword'' (Expertise)&lt;br /&gt;
&lt;br /&gt;
''Martial arts'' (Specialized)&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Running&lt;br /&gt;
&lt;br /&gt;
Tumbling&lt;br /&gt;
&lt;br /&gt;
Blind Fighting &lt;br /&gt;
&lt;br /&gt;
Farming (secondary) - Useless skills provided by the DM&lt;br /&gt;
&lt;br /&gt;
Grooming (secondary) - Useless skills provided by the DM&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:Wood elf&lt;br /&gt;
:Kanosian &lt;br /&gt;
:Taldian &lt;br /&gt;
:Encish&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
&lt;br /&gt;
Avish is a founding member of the Triumvirate. &lt;br /&gt;
&lt;br /&gt;
Avish is the Leader of the Gold Dragons, operating out of Blackstone.  &lt;br /&gt;
&lt;br /&gt;
Lives in the mountains awaiting the death of the humans whom disturb his plans.&lt;br /&gt;
&lt;br /&gt;
=== Henchmen ===&lt;br /&gt;
&lt;br /&gt;
''Kivano Ilian'', father of Cirea Ilian&lt;br /&gt;
::Notes:  Avish made Kivano his agent in arranging for the Almaquestin cadets to guard his homestead farms in the first months of 874.&lt;br /&gt;
&lt;br /&gt;
==Goals and Aspirations==&lt;br /&gt;
&lt;br /&gt;
===Short-Term Objectives===&lt;br /&gt;
&lt;br /&gt;
===Mid-Term Goals===&lt;br /&gt;
&lt;br /&gt;
===Long Term Aspirations===&lt;br /&gt;
&lt;br /&gt;
== The Exile's Lament ==&lt;br /&gt;
:by Avish&lt;br /&gt;
''The dead were once full of life with joy and hope in their hearts,&lt;br /&gt;
&lt;br /&gt;
''With treasures amassed and armies assembled, kings seek to conquer &lt;br /&gt;
&lt;br /&gt;
''Every lord knows his time will come, he must return to ash&lt;br /&gt;
&lt;br /&gt;
''And all will come to pass&lt;br /&gt;
&lt;br /&gt;
''And all will come to pass&lt;br /&gt;
&lt;br /&gt;
''The dead watch with weary eyes as the living prepare to die,&lt;br /&gt;
&lt;br /&gt;
''Those who remain mourn all who have passed, with prayers and tears in their eyes&lt;br /&gt;
&lt;br /&gt;
''The living know there battle with death can never ever be won&lt;br /&gt;
&lt;br /&gt;
''Their death is yet to come &lt;br /&gt;
&lt;br /&gt;
''There death is yet to come&lt;br /&gt;
&lt;br /&gt;
''Their death&lt;br /&gt;
&lt;br /&gt;
''Is yet to come''&lt;br /&gt;
&lt;br /&gt;
== The Snows of Blackstone ==&lt;br /&gt;
&lt;br /&gt;
[[File:200px-Kostchtchie.JPG|thumb|right|300px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''And who, are you, the Cold Lord said,''&lt;br /&gt;
&lt;br /&gt;
''that you dare take my hand,''&lt;br /&gt;
&lt;br /&gt;
''Only a rogue of a different sort,''&lt;br /&gt;
&lt;br /&gt;
''an elf and not a man.''&lt;br /&gt;
&lt;br /&gt;
''A sword so sharp, a sword so bold,''&lt;br /&gt;
&lt;br /&gt;
''Yet the elf has fled my doors,''&lt;br /&gt;
&lt;br /&gt;
''But my wrath goes far, my hate is cold bold elf,''&lt;br /&gt;
&lt;br /&gt;
''More cold and sharp than yours.''&lt;br /&gt;
&lt;br /&gt;
''And so he spoke, and so he spoke,''&lt;br /&gt;
&lt;br /&gt;
''The Cold Lord of icen tears,''&lt;br /&gt;
&lt;br /&gt;
''And now the snows fall upon Blackstone''&lt;br /&gt;
&lt;br /&gt;
''Without a soul to hear.''&lt;br /&gt;
&lt;br /&gt;
''And now the snows forever upon Blackstone''&lt;br /&gt;
&lt;br /&gt;
''Without a soul to hear.''&lt;br /&gt;
&lt;br /&gt;
-the Snows of Blackstone, by Parmenion&lt;br /&gt;
&lt;br /&gt;
== The Astral ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;''You yourself, King of the Air said there is no good, so do not make an argument which we both know to be inevitably circular. Destroying me accomplishes neither good nor evil. As a king I must hope in your infinite wisdom, and by your own argument, you can understand that letting me live could, and most likely will serve good as much as killing me might serve evil.'' - Avish the Exile, in his mortal debate with the Lord of the Air &lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 0/10 || 0/10 || 0/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4715</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4715"/>
				<updated>2023-09-14T06:24:31Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander''': Lawful Good Human, 1st level Squire of the Knights of the Crown&lt;br /&gt;
&lt;br /&gt;
[[File:Athander.JPG|thumb|right|800px|Squire Athander at Palanthus]]&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable left&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 (16) || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable left&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of uth Thalden - The Story of Amdor uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for many years now.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but with the expulsion of the Knighthood from the nearby city of Solanthus, the peasantry of Amdor's lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs, Amdor declined the knighthood in an attempt to preserve his ancestral holding.  Thinking his estates safe for the time being, Lord Amdor answered the call of loyal members of the Knighthood who had retreated to more distant lands outside of Solamnia to work against the growing tide of evil.  Out in the frontier of the growing tyranny in the broken lands of Taman Busuk, Lord Amdor fought with some of the most valiant Solamnic Knights, operating in remote Estwilde with little direct support from the weakening central leadership of the Knights.  After some victories and being named a Defender of the Crown, Amdor returned home for a time only to find his family accosted by insolent peasants insistent on their rights to own his land.  In a rage, Lord Amdor threw aside the peasants who were attempting to rule his lands in his stead, which caused a mob army to surround his castle.  Amdor thus took his family and what retainers remained to him and abandoning his castle them to far away Gaarlus, near the eastern Solamnic frontier.  A stalwart lord-in-exile, Amdor was approached by his future master and other veteran knights, requesting his remaining monies and retainers.  While Amdor's family stayed in Gaarlus, Amdor and his new company fought in remote wars, often deep into the increasingly evil lands of Taman Busuk, striving to garner enough victories to rally the rest of the Knighthood against the growing power of Neraka and the monsters of the mountains of that region.  Although they fought in many campaigns, they rallied principally around Marshal-General Laca Dragonsbane, Lord of Swords, a remote descendant of Huma himself, until he was slain by the fires of a dragon, and his great army scattered.  From time to time he returned to Gaarlus, but with each visit Lord Amdor grew more suspicious of his family's defenders there.  As the years passed and the Solamnic frontier collapsed into bickering, betrayal and defeat, Amdor joined the Company of the Defiant Crown, which was a small alliance of knights and their men-at-arms who were Solamnic extremists, refusing to retreat despite the threat of near certain strategic defeat.  Basing their secret operations at Kwinter Ranch, they eschewed all other orders and counsel from the great circles of knighthood resting in relative safety in the Solamnic core lands.  Their deeds were many and great, but at length the forces of Neraka discovered their secret outpost and defeated them.  Amdor had been back with his family at the time of the defeat, but hearing from Solamnic scouts of what had happened, Amdor rode with all haste back to Kwinter Ranch, where he discovered that all the knights and heroes of the company had been slain, and the forces of evil masters of the ranch.  However, Amdor decided to come in stealth at night to see what villains had done this so he could think on his revenge, and in the night in the shadows he discovered hidden behind rubble a critically wounded knight, burned and stabbed, who yet still wished to slay the dragon-master who had burned him and his companions.  Amdor carried the knight away.&lt;br /&gt;
&lt;br /&gt;
'''The Story of Amdor uth Thalden - Squire to the Grim Knight''':  Amdorian continued the story of his family to Athander.  Amdor and the Grim Knight, as Amdorian called him, rested not far from Kwinter Ranch.  Regaining himself enough, the knight matter-of-factly ordered Amdor to prepare for the counter-attack in the morning.  Amdor, highly disturbed by this suicidal command, attempted to turn and otherwise argue against this order.  The knight, being much superior to Amdor in rank and office within the order, would not bend, and stated that if Amdor would not obey then he would cut him down as a coward, a traitor, and a shirker of orders, and launch the counter-attack on his own come daybreak, despite his horrible wounds.  Amdor pleaded, saying he would do so if not for the sake of his family in Gaarlus, and offered that he would obey any other honorable command if only the knight would countermand his current terrible order.  Without hesitation the knight recognized that Amdor was not himself officially a knight, despite his great experience and lordship, and said that he would relent only if Amdor would serve him as a squire, dedicating all his remaining monies and energy to the knight's vengeance and crusade against evil.  This Amdor swore.  So the two traveled to the outskirts of Gaarlus, which had already become full of traitors and spies.  There the knight recovered and Amdor collected his family.  Amdor had already invested his money in a reserve ranch not far from Kwinter Ranch, and although the location was perilously close to the power of Taman Busuk, the knight commanded they take residence and base their operations there.  So Amdor moved his family.  It had been some four years there at Amdor's Ranch, hidden in the mountains.  In that time, Amdor and his master had ridden many a times deep into the seats of evil, and done many a great quests.  There was no end to the knight's vengeance, and to ensure no reprisals came he no longer wore badges of office or ensigns of heraldry.  He hid his name, which the enemy still did not know, calling him only the Grim Knight if they were even sure it was he who did great hurt to them.  The knight had by then become disgusted by the knightly order which so cowardly stayed back from the extreme front while evil grew, and although he still in his way loved the Knighthood, he thought all who remained were undeserving of their ranks, offices and very spurs.  Only Amdor, his squire, who accompanied him on all but his most dangerous ventures, maintained his grudging respect.  In those four years Amdorian had trained with the knight, and learned a great deal, and in the last two had even begun to ride out with him on his easier patrols, and for his missions in spying.  Amdorian said the knight and his father still kept faith with the spirit of the slain Company of the Defiant Crown, and still hoped to grow it once more into a small band of iron knights who would fight on, although all others flee and submit.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian and the Initial Mentorship of Athander''':  Amdorian had been tasked to test Athander, and Athander had stood up for himself, despite his oath, which was the Grim Knight's purpose.  From then on Amdorian treated Athander with increasing respect.  Much was revealed about their secret armory, and Athander was introduced to the family as closer to an equal instead of as an abject servant.  Yet still Amdorian held authority over Athander, and the elder youth, as acting master of the ranch, trained and tested Athander in weaponry and horse.  Amdorian even showed Athander their hidden smithy, and the pile of enemy weapons they were methodically reforging as best they might into quality weapons and armor for a larger force the hoped would one day manifest.  After yet more months of this, when Amdorian began to fear his father and the Grim Knight would not be returning, they did at last return.  Amdorian was pleased to boast of Athander's progress.  The two had been dueling with practice blades, and all the boys of the family said Athander was already a very promising swordsman.  Amdorian said he was hopeful his father and the knight would train Athander further.  But something of Amdorian's tone set the knight to wroth.  Without a word the thin man threw to Athander his own blade and rushed him with his horseman's mace.  The knight seemed merciless, holding nothing back.  Within but a few strikes of his long hammer, Athander fell to the earth disarmed, the sword flying into the air.  The knight kicked him brutally and then slammed down the mace as if to kill him.  Instead the steel mace crushed a rock beside Athander's head, and Athander nearly swooned.  The knight glared at Athander for a moment and then stormed off and handed the horseman's mace to Amdor, who had been watching nearby.  That night, once again at the head of his table for his large family but with his eldest son absent, Amdor told much to Athander.  This was why the knight had warned him to return to his father.  This was why he himself had warned Athander.  The Grim Knight would brook no weakness from would-be knights.  Too many youths with fanciful tales of heroism and glory were among the ranks of the Knighthood, Amdor explained, and their weakness and lack of iron dedication now threatened to undo the Order as a whole and the rest of all the lands where evil and chaos did not yet openly rule.  Amdor had sent his eldest son on a lone patrol to contemplate his over-enthusiasm.  Athander was not yet worthy of the secrets of their tiny cell, and much unproven.  The knight was on the verge, Amdor explained, of sending Athander on his way, back to his father or wherever he would go at last, thinking him unsuitable as a prospect.  But Athander spoke up for himself.  He declared his intention to learn and to meet the hard standards of the Grim Knight.  Amidst Athander's response, uncharacteristically the Grim Knight appeared and told Athander that his father had lied, and that although his uncle and cousin were dead his grandfather was very much alive and well, and would love to have his grandson back.  There at Long Ridge Athander could be happy and safe, well away from the troubles of the extreme Solamnic frontier, and even become a knight there, for did not Athander know that his grandfather served as vassal to a Solamnic Knight?  Surely the training and knighting could be arranged.  Athander could stand to inherit a valuable estate and become a shining knight, as was his dream, and enjoy the benefits of servants, good food, peaceful lands, and perhaps the love of a noble lady.  The knight opened the door, declaring he had learned only recently of this truth.  He bid Athander go.  Athander stood and stated he would stay.  Three times he said this in defiance of the knight.  Then at last the knight relented, and said that Athander then must keep to his oath he gave to he and Amdor many months ago, and obey.  The knight then commanded Amdor to train him.&lt;br /&gt;
&lt;br /&gt;
'''The Early Training of Athander''':  Amdor was set to great labor.  The training of horses and trouble of ranching cattle took much of his days, and what time remained was set to work at the forge.  In his labors he was accompanied with Amdor's younger sons, and he was closest to the boy closest to Athander in age, Amdor the Younger.  Amdor and Amdorian showed Athander the ways of weapon play, and Amdorian sometimes the smithy, but it was the Grim Knight himself who set to teaching Athander the skills of a weaponsmith.  The knight had no flare for finery in steel armor or weapons, but instead worked with great efficiency and intensity.  He was however keen on great quality in his weapons, and had become skilled in melting down and improving on the steel of their enemies.  Athander could tell that the knight envisioned a strong force one day, should the opportunity arise.  Lances, swords, spears and other weapons besides were their make.  Amdor also took Athander into Bleakstorm to sell horses for finished goods.  From time-to-time Amdor and the knight would leave, and sometimes Amdorian would venture out with the knight instead of his father, but during his second year with them, they were rarely gone for very long, only for a few weeks at most.  Whatever their adventures were it was kept from Athander, and although he saw the three of them speaking at times among themselves, he never knew what was being said.  Later that second year, Athander was taken by Amdor and the knight all the way back to Haltigoth, ostensibly to sell horses, but Athander knew it was also for other matters.  Even in the some two years Athander had been gone the morally degraded port city had somehow grown even worse.  There Athander was given a sword for the first time and wore studded leather under humbler clothes, watching the door as the Grim Knight spoke to men Athander was certain were a local cell of Solamnic Knights living in secret.  During that visit Amdor spoke to Athander, telling him that the Grim Knight and he had their own informants in the city and in the region, and knew of his father if not his sister.  Norton had indeed increased his wealth, but had done so by falling into the slave trade.  By all accounts he had given up his search for his son, thinking him dead, and now chiefly served himself and his desires.  Amdor advised that Athander would gain no peace in meeting or speaking with his father, for he had been corrupted as were so many in the city.  Upon the closing of his second year with Amdor and his family, Athander grew closer to the eldest daughter of Amdor, and although the lord squire's eye and aura forbade any advance from Athander without a word needing to be said about it, their wordless attraction grew.&lt;br /&gt;
&lt;br /&gt;
'''Athander Begins to Take the Field''':  After the third year, Amdorian, who was growing ever stronger, experienced and more confident, began to take Athander out on patrols.  Riding on fine horses and being careful to remain largely unobtrusive and unseen as best they might, Amdorian led Athander and sometimes Amdor the Younger on hunts and patrols, some of which lasted for days.  During these times the youths felt free and strong.  Amdorian spoke about his valor and heroism, and although he did so humbly, it would excite the interest of Athander and the younger Amdor, for still Amdorian would offer no specifics about what they did.  Amdorian tracked for spies who might be searching for their hidden ranch, or for monsters, and on several occasions there were monsters to be found, although Amdorian dealt with these personally, keeping the younger boys back until goblins were slain.  One time Amdorian even slew on ogre and scared off another on the same occasion, and Athander began to fully realize the young man's great quality.  At the ranch, lancing tournaments began to be held among the family, and even the knight himself would participate, lancing squashes and even tomato fruits at great speed and with great skill.  Another boy also was brought to the ranch, a homeless youth yet younger than Athander named Tarsten.  Athander learned the Grim Knight had saved the boy from slavery, and his quick mind and already stout body and heart proved themselves readily.  At last, as the autumn came to the ranch of his third year there, the Grim Knight began training Athander personally and very harshly at weapons play.  The knight was a mighty or tall man, and was almost slight of build, but his speed and intensity were impossible for Athander to defeat.  Although struck with the flat of the blade many times, and struck with a boot or a fist on many occasions, Athander slowly gained genuine skill with the long sword.  Winter settled in, and at last Amdor acknowledged Athander's love for his daughter.  Only in valor and knighthood would the lord squire accept Athander as a groom for his daughter, and although he was satisfied so far, Athander had yet much to prove and achieve, but as she loved him too, Amdor would keep the girl from other less deserving suitors.  Amdor trained Athander with the sword all that winter, and forced Athander, Tarsten and his sons into winter training in the snow, in which the Grim Knight would reveal the slightest clues of movement he could see in the passing of beasts, monsters and men.  That Yuletide the Grim Knight joined the Amdor family for the festivities, and even smiled some.  Athander knew their victories (whatever they were) had been many that year, and that the Grim Knight's hope and ambition were rising.  Could the power of Neraka truly be undone?  So it then seemed possible, for Athander increasingly suspected he served under the greatest knight that then lived, sequestered and unknown with a tiny band of followers at the very edge of Nerakan territory, even if all of Solamnia did not know or recognize it.&lt;br /&gt;
&lt;br /&gt;
'''Athander Takes the Lance''':  Late that winter Athander was tasked to make his own lance and sword in their snowy mountain home, and the Grim Knight himself made him plate mail fitted to his person.  When the snows at last parted, The Grim Knight oversaw a test of Athander's lancing skills to the young man's great consternation.  Thinking he had done well, once again the knight without warning came at him with his sword.  Athander fought with all his might and newfound skill, despite the death by steel that the Grim Knight promised.  Three times Athander found himself with steel to his neck, but each time the knight threw him down into the mud and earth to fight again.  Athander, though tears forming, refused to yield.  At last the knight had had enough and retired.  That night Amdor, his son and the knight spoke in private, and Athander wondered after his fate, and wondered why he even endured the cruelties from a man whose name he did not even know.  But in the morning the knight unceremoniously told Athander to ready himself quickly for they were to go on a great ride.  Thus four men left Amdor's Ranch:  the knight, Amdor, Amdorian and Athander, leaving Amdor the younger master of the ranch.  Taking two horses each, at last Athander felt he was on the track to the knight's true trust and respect.  The road was stark, traveling the wilderness between the wild low mountains of the fallen Solamnic frontier.  But Athander felt a great sense of accomplishment.  The other three men gave him at least seemed to have truly embraced him as one of their own, even if he were the most junior.  Athander was on his way to becoming a true Knight of Solamnia.&lt;br /&gt;
&lt;br /&gt;
'''Stories and Lessons on the Road''':  While on the road and on their nightly camps, Amdor quietly educated Athander more clearly on the Oath and the Measure, and of the history and nature of the Knighthood.  Amdor was very knowledgeable, and in a short time Athander learned much.  Their master, the only true knight among them, had grown so callous and resentful of what had become of the Knighthood that he eschewed all outward signs of the Order, holding it now wholly in his heart.  Amdor warned Athander that the knight had a terrible temper regarding such things, and to never call him &amp;quot;sir&amp;quot;, or to speak of the Lord Officers of the Knighthood, for the knight hated them, although he fought to defend them and their honor and lands.  Within him the knight keeps what he feels to be the truest essence of the Oath and the Measure, Amdor explained, and they were grimly privileged to serve at his side.  Regarding his name and past, for at last Athander asked of this, Amdor said that he had not yet earned this level of trust.  There was power even in a name, and should Athander be captured or betray them, it would be more difficult to betray a man who had no name, and whose quests Athander did not know.  But Amdor said that Athander was well on the way to earning this trust, which he could only due by battle and shedding blood for their cause.  When Athander protested that he would never betray his party, Amdor gave him a chilling look, and suggested to Athander that greater men than Athander had done just that in recent years.  But for the rest of the journey, all three of Athander's companions taught him more about keeping the watch and tracking game for the hunt.  The Grim Knight himself explained how one might survive in the harsh wilderness of those mountainous lands.  They passed settlements on their journey, but stayed well away.  Amdor explained that the knight wished his movements to now be almost unknowable, and that they must stay unseen as best they might, for the knight might kill any who saw them.  They also actively slew goblins.  With great speed and no hesitation Amdor and the knight would go off in the night to slay bands of goblins that they tracked.  They would then call up Athander and Amdor, and the four of them would quickly and rudely bury the bodies as best they might, and took the best steel the victims had to offer.&lt;br /&gt;
&lt;br /&gt;
'''The Tale of the Mouth of Truth''':  After a long journey, to Athander's surprise they rendezvoused with a small band of other Solamnic Knights and their retainers.  Hardy veterans, they gave a certain respect to the Grim Knight, and for the first time Athander heard his true name:  Kharthen.  Although road-worn and battle tempered, Athander beheld more traditional Solamnic ensigns and badges of office, which Amdor explained.  The were Knights of the Order of the Sword, and they pleaded with the Grim Knight to reconsider his course of action.  He would do best, they argued, to ride to the Council of Palanthus and inform the high knights there of the extreme importance of what was happening on the collapsing frontier, and the danger it meant for Solamnia and the other neighboring lands.  Kharthen refused their counsel, and demanded they they fulfill their oaths to aid them, threatening to label them as cowards if they had ridden this far only to turn back now.  At last they subordinated themselves to him, and when one seemed too proud, boasting of his higher rank and experience, the Grim Knight seemed nearly to kill him, so fierce were his eyes.  This knight too relented, and would do as they had promised to come and aid him in his bold mission.  It was then that Athander learned that among his numerous quests, the Grim Knight had in but the last year traced the one most principally responsible for the destruction of the Company of the Defiant Crown.  Kharthen had already slain the evil knight commander who had led the raid on Kwinter Ranch, as he had slain the red dragon that had overwhelmed their number, slaying the great beast in his very nest.  But he had learned the evil knight was the Lord of Telvan, a town not far away.  Amdor and he had burned Telvan's keep and slain its officers.  Before they killed him, Kharthen learned from the castellan that the evil knight was but a servant of another, the Prophet of Truth, a powerful priest who lived in the nearby Madmen Mountains, and that the town's grandees had become worshipers of this god of truth.  Kharthen threatened the castellan for the secret name of this god, which in his fear of fire was revealed to be Sargas, otherwise known as Sargonnas, the almost forgotten evil god and consort of Takhisis herself.  In telling the story, Amdor produced the cinnabar amulet of the god, a red condor, which the castellan had been wearing.  When Amdor had explained to Kharthen what it represented, Kharthen threw the castellan into the flames he so feared, then helped the fire spread to the rest of the town.  Kharthen and Amdor then quested after this Prophet of Truth, who sometimes resided at a place call the Mouth of Truth high in the Madmen Mountains.  The location they found was wreathed in powerful illusions, but awaiting pilgrims they followed them into the mountain, pretending to be postulants.  A macabre temple had been built next to a volcanic vent from which poisoned gasses eternally arose, and it was this that was the &amp;quot;Mouth of Truth&amp;quot; from which the Prophet of Truth periodically emerged.  Learning that the &amp;quot;Prophet of Truth&amp;quot; was then absent, they awaited a pilgrimage ceremony in which the high priest was going to sacrifice a virgin, but before they could do this Kharthen and Amdor revealed themselves, and slew the high priests, his subordinates, and all their temple guard.  With the occult worshipers fleeing in panic before their bitter swords, Kharthen and Amdor entered the interior of the temple, where after defeated fiends of shadow and fire they were once again they were beset by illusions.  Amdor became trapped in a prison of his own mind, and a magical terror was set upon Kharthen that was so terrible it might have slain him, but ultimately Kharthen prevailed and the Grim Knight hunted their invisible assailant.  With a slice of his sword the wizard's hand was cut off and he teleported away screaming.  Knowing that the small army of monsters and evil men that was there was mustering, Kharthen and Amdor quickly searched the temple.  Seizing the most promising of the wizard's scrolls and books, they fled, but were met at the temple gate by a great red-robed minotaur of diabolical demeanor and his warriors.  The minotaur called on spells of power from the Mouth of Truth, but Kharthen rushed the monster faster than his warriors could react, slicing his face, his belly and then cutting off one of his horns.  Amdor then called on his longtime companion to make their escape, exclaiming that they had records and evidence of what was coming here.  Amdor pulled Kharthen away from the fight before they were utterly overwhelmed, and with great reluctance the Grim Knight fled.  They had since compelled wizards to interpret the magical codices they had taken, and learned that the Red Wizard whose books they were had been studying how to summon very powerful fiends from the Abyss, using hitherto unknown spells.  Wishing to crush this cult once and for all and end this vile threat to the West, Kharthen had spent recent months calling on the last of the nearby Knights of Solamnia who might still be willing to aid him, some of whom had been former members of the Company of the Defiant Crown.  And so they had come, even bringing a wizard of the White Robes and a fearsome dwarven henchman named Malkas.  Kharthen intended no less than to slay the Prophet of Truth, whom he had learned was named Kulkas-Mog, and collapse the Temple of Sargonnas into the Mouth of Truth.  For this he knew he needed more men, and valiant ones at that.  Now he had them, and Amdor opined to Athander that it seemed that the Company of the Defiant Crown was forming once again.&lt;br /&gt;
&lt;br /&gt;
'''Raid on the Mouth of Truth''':  Concerned about the illusions surrounding the mountains of the Mouth of Truth, they scouted the surrounding region for a time, even conducting raids on forlorn outposts, leaving none alive to tell the tale of what had happened to them.  For the first time Athander watched the Grim Knight in action.  Being left to the horses with the squires of the new knights, Athander saw men and monsters fall to Kharthen's sword as if it were hardly a threat.  From these doomed men they learned more of the Prophet of Truth and of his cult.  They learned that a son of Sargas, the Naug-Sargas or Naug, had come amongst them from far away lands, that he was a powerful magician, and that the Prophet of Truth foretold that the Naug would soon be imbued with his father's divine glory, and after leaving for a time would return a mighty god in his own right, and lay vengeance upon all the enemies of all those who worshiped and served him.  Then, when they were ready, they executed their great and second raid upon the Mouth of Truth.  A prayer was held by the more devout knights, which Kharthen avoided, praying or at least meditating alone.  But when the prayer was done and the preparations had been made, Athander and the rest of the junior squires were left behind, commanded to watch the horses, with Amdorian being left in charge.  Amdor left them with parting words of encouragement, and commanded his son to lead the family well if he did not survive.  The raiding party of hardened knights and proven veterans then entered into a hidden fissure at the base of the mountain, thereby avoiding the illusions (or so they thought) that wreathed the approach to the Mouth of Truth.  The youthful squires waited a long time.  That evening, red and brown clouds appeared over the mountains, and red lightning with peeling thunder.  They worried for their masters.  Then at night, illuminated by the bright Red Moon and flashes of red lightning, the squires were beset by goblins.  Taking command Amdorian led a charge on the goblin's forward position, and Athander thought he would enter combat.  But the goblins flighted.  Amdorian then gave Athander the command of the reserve horses, and with the eldest squires they rode after the goblins who meant to shoot at them with their bows and odd weapons.  In the night Amdorian slew many goblins, and Athander wished he was not bound by his oath to obey the elder youth, so that he might fight along side him.  Just as Amdorian consolidated the squires and they grasped victory, a great roar was heard from high up in the mountains unlike anything Athander had heard before.  The horses startled in fear.  Then from the mountain peaks a gigantic dragon appeared, black and terrible in the red moonlight.  From a great and steep gorge running down the mountain men could be heard calling out in terror and panic.  The dragon leaped down on lower cliffs, and with his enormous neck devoured one after the other of the very knights who had come to help the Grim Knight.  Amdorian observed in terror that many of the knights seemed to be lost in the illusion that guarded the mountain, stopping to scream in and terror before screaming yet again as the enormous maw of the dragon reached down to devour them.  As had been planned, Andorian tried to lead the horses up to meet the fleeing knights, but the fear of the dragon overwhelmed most of them, although Athander and Amdorian managed to lead a small team of them forward as the others scattered in terror.  Lightning flashed, revealing blue scales on the enormous beast that was so large it could have swallowed a knight and his horse whole.  For a moment, as lightning flashed, Athander locked eyes with the dragon, and Athander's fear nearly overwhelmed him, but he knew that the Grim Knight would not buckle, so he steeled himself and he did not flee.  At last they beheld Amdor running towards them.  The lord-squire weaved away from the dragon's maw though he was thrown down by it, slicing his sword on the dragon's invulnerable snout.  Amdor rose and immediately mounted his personal horse, telling his son and Athander to move away and help any other survivors if they could.  Amdor called to the dragon, challenging him, but the dragon spitefully ignored Amdor and devoured another screaming knight.  Amdor then rushed his steed at the dragon up the steep incline, and with his lance plunged the steel tip at the dragon's feeding mouth.  The roar of the dragon's pain was deafening as the dead and chewed knight fell from his maw, and with an angry claw he destroyed Amdor's horse with a single pass.  Amdorian charged himself, his lance breaking against the dragon's scales, and his sword just as useless.  Then Amdor took from Athander his own horse and charged once again, even as the dragon reach down to devour his son.  This time the lance tip pierced the dragon's great yellow eye.  The roar of pain was even more enormous than before, and yet despite the dragon's rage Amdor slashed at the dragon's scales uselessly with his sword, commanding his son to go.  Amdor turned about to charge once again, but even as Athander and Amdorian fled, the dragon released an enormous bolt of lightning from his wounded maw, and Amdor was no more.  Pained by his now missing eye and clawing at the wound amidst his roars, the dragon unfolded his tremendous wings and with a leap flew over Athander and the other survivors, and flew away.&lt;br /&gt;
&lt;br /&gt;
'''Defeat, Loss and Recovery''':  In the aftermath, Amdorian's resilience and purpose of mind rallied despite his father's death.  Seeing that the dragon had retired and no immediate foes, he ordered the other squires to gather the horses as best and as quickly as they could, and retrieve the survivors of the raiding party.  Of the two dozen or so knights and retainers who had gone on the raid, only four were accounted:  two knights, a sergeant and the dwarf Malkas.  After they had ridden as far away as they could and found what concealment was available, Athander heard at least some of what had happened.  After fighting through the illusions and daemons that guarded the narrow fissure, Kharthen split the raiding party in two upon seeing an opening that led elsewhere, leaving Amdor in charge of the other half.  No one survived from Kharthen's half of the party, but for Amdor's half, they come up through the rear basement of the volcano temple, quietly slew the guards and priests there, and then waited for Kharthen's force to come from the other side before attacking the Prophet of Sargonnas' audience chamber.  But Kharthen did not come, and fearing discovery, they began their surprise attack, only to find the court of the Prophet to be an illusion, which soon was followed by lethal illusions of monsters and fiends.  Amdor led his party out of the temple, only to find the prophet waiting with an attack force of monsters and armored minotaurs.  The prophet mocked them, saying that Sargas had foreseen their coming again, and this time they would be destroyed.  Yet in this moment a wounded and afflicted Kharthen appeared from the rear of the prophet's troops, and threw his spear into the minotaur's throat.  A general melee erupted, and an invisible wizard rained down magic upon them.  Yet despite the prowess of the enemy Kharthen could not easily be stopped.  He threw quick mercury upon the invisible wizard, exposing him to focused attacks, and soon his sword cut down the flower of the mighty minotaur guards.  The white and red wizard dueled, and although the white wizard was destroyed, his enemy was burned and wounded. One of the surviving knights said and he Amdor chased after the wounded wizard who had fled into the temple once more, and after hearing his way through an illusion Amdor throttled the wizard, strangling him to death, after which the other knight beheaded him, causing his body to explode into frozen glass.  But it was then that the great blue dragon appeared.  Yet last they saw him, Kharthen remained fixed on the Prophet of Truth, who feared his sword, and was fighting him at the very lip of the Mouth of Truth.  Kharthen refused to retreat despite the knights being eaten alive by or blasted apart by the dragon, but in uncharacteristic mercy, in a shout gave Amdor the angry order to retreat.  Only upon the third such order did Amdor obey.  After hearing this story, the grieving and broken party that remained traveled all the way to Haltigoth to find refuge with the secret cell of Solamnic knights there.  While at Haltigoth Athander had grown to be friends with one of the squires, and accompanied him to a tavern.  There Athander was spotted by one of his father's old agents, who quickly escalated his questions to commands that Athander come with him, expecting a large reward from his father for the return of his long-lost son.  The old mercenary called for men to obey him to subdue the youth, offering considerable sums.  Athander however would no longer submit to such pettiness, and with his own hands threw each man down with great ferocity.  Athander then told off the agent, telling him that if indeed his father does still want to see his beloved son, he should dare to come to take him back to him himself.  Not long afterwards, once the survivors were settled as best as they could, he and Amdorian returned to Amdor's Ranch.  Desiring revenge for the death of his knight, the dwarf Malkas would not be left behind.  Being now the master of his family and seeing as that Kharthen was presumably dead and he being in charge of the secret of Amdor's Ranch, Amdorian named Malkas his man-at-arms and they returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
'''The Return of Kharthen Starth''':  The death of the family patriarch was most bitter to House Thalden, and the sadness was very great.  But Amdorian bore himself nobly, and considered his next actions.  He offered the release of Athander and Tarsten from his service, but both refused, willing to follow Lord Thalden with whatever he chose.  Amdorian however delayed in any great decision, thinking that time might reveal itself as he inquired after the possibility of leading the retreat of his family back into the Solamnic core lands.  But then, after some three months, Kharthen appeared.  It was as if all were seeing a ghost.  He heard what tales could be told from Amdorian, Athander and the others and sat in dark silence.  Seeing that he had been through a great deal, and seemed hardened now more than ever before, they asked after what had happened to Kharthen.  The knight bruskly explained that they had been betrayed.  Somehow, amidst his call for allies, the agents of evil had replaced one of the called for trusted knights with an evil illusion.  How long had he been among them?  But whatever the details, when Kharthen led his detachment apart from the others, and evil spell of death was cast upon the lot of them, and trapped within the poisonous cloud, it nearly killed Kharthen as well.  A fireball followed the cloud of death, and in the end Kharthen only remained.  He assailed the attacker, who had revealed himself to be a great and dark minotaur with dark red horns, with yet another spell on his fingertips.  Kharthen wrestled with him in the narrow chasm, and broke his hand, and nearly his neck.  But the great monster broke free from his grip and disappeared with a spell.  This minotaur, Kharthen explained, he would later discover to be Naug-Sargas, the claimed son of Sargonnas.  Kharthen explained how much he had wished he had killed him in that moment.  Although his party was dead, Kharthen decided to then continue on his original plan and ambush to the rear of Amdor's enemy all by himself.  As to what happened after the others had been ordered to retreat, Kharthen said he forced the Prophet of Sargonnas down the Mouth of Truth, and leaped after him.  Kharthen found himself in a world of fire and burning, but burst from the flames following the now fearful prophet.  Kharthen found himself in a great temple of burning magma and fire.  He slew minotaur guards that challenged him there, but then hid as they came in numbers.  Creeping about, Kharthen found the red robed wizard they had thought Amdor had slain, but Kharthen said he slew him, strangling him before throwing him into one of the fire pools.  Escaping the temple, Kharthen found himself in Hell.  Of this he does not wish to overly speak, save to say that it is perhaps worse than they can imagine, and that a truly malevolent evil pervades there like he has never before known.  The experience truly struck him.  Yet Kharthen now held a mighty sword, an evil looking blade that could burn with black fire upon his command.  Kharthen took it from a fiend that thought it could trick him.  Kharthen said he destroyed the fiend with his own blade.  Kharthen learned much of evil, and the plans of evil, while in Hell, and learned lore about the dark god Sargonnas.  The god's &amp;quot;Prophet of Truth&amp;quot; had fled in fear of Kharthen to his god's personal palace, but he learned of the supposed son of Sargonnas' plan to travel to the Seven Heavens to become a god.  Eventually Kharthen snuck through the burning temple again and emerged out of the Mouth of Truth.  The ancient blue wyrm had since become de facto master of that place, and Kharthen saw its one eye and knew his fellow knights had not died without wounding evil's face.  Kharthen recovered for several days from his enormous ordeal, but then, having resolved on what to do, decided to travel to Palanthus is Solamnia to demand audience with the knightly counsel there.  Amdorian said that his oath as a squire had been to his father, not Kharthen, but Kharthen obviated this by knighting Amdorian there on the spot, and on his own authority.  When Amdorian asked after the Council of Knights to confirm him, Kharthen replied that there was no greater way to gain one's spurs than by a knighting in the battlefield.  And so Amdorian received his knighthood by Blackfire, or so Kharthen called his sword.  Immediately afterwards Athander was asked if he would serve as Kharthen's squire, which Athander accepted, taking the oath of the Knights of Solamnia for the first time.&lt;br /&gt;
&lt;br /&gt;
'''Journey to the Core Lands''':  Leaving Amdor the Younger as master of Amdor Ranch, Kharthen led a small group all the way to Palanthus, including himself, Athander, Tarsten, Malkus the dwarf, and Amdorian.  For once Kharthen rode at a deliberate pace, although he stayed off the main highways, greatly slowing their journey.  Along the way Kharthen taught Athander and Tarsten more of fieldcraft, as well as swordcraft.  He also told more of his experiences and stories of the Knighthood.  Athander learned more about the man, and of how Kharthen had once served in a lord's castle in the core lands before becoming a knight.  His own lord was pulled down by the mob when he was away on a quest, and Kharthen watched it happen when he was pulled apart.  It was then when Kharthen first went to the eastern frontier and served the march knights there, and there where he received his spurs.  It had been years since he had returned to the core lands, and he was certainly not eager to do so.  At the urging of Amdorian they made a detour to Hartford so that the young Lord Thalden could see his abandoned family estate.  This was much against Kharthen's will, but as it was a point of honor, he did not refuse.  Finding his family castle effectively abandoned, housing only animals and vagrants, Amdorian appealed to the local mayor to press his rights for the land.  The village mayor was cordial towards Amdorian, and as he did not press his lordship but merely his land rights, the mayor did not seem troubled, saying that he regretted their rough treatment of his father.  The mayor invited Amdorian and his friends to the town council that evening to discuss the matter over dinner.  Disinterested in such things and discouraging the matter, Kharthen stayed well outside the town at camp with Tarsten.  But Athander and Malkus went to help ensure all went well.  At first Amdorian was treated respectfully, and they even referred to him as Lord Thalden, and wanted to make amends for past wrongs.  But then the council turned.  In one swift series of actions, Amdorian was stabbed through the hand and then seized.  Athander fought with his fists until he was overwhelmed by clubs.  Malkus however was too strong to be so subdued.  He nearly waded through the mob to reach Amdorian, but at last he was lifted up and thrown into the nearby Vingaard River.  Next, they mocked Amdorian in his knightly garb, hacked off his spears, and paraded him as a mock lord tied to a chair for the village, so that they may see their lord upon a throne.  Then they pulled Amdorian apart, limb by limb, and made Athander watch.  It was then however that Kharthen at last came.  He rode through the mob, and slew those immediately around Amdorian's stump of a body.  Badgeless and without any symbols of the knighthood, even armor, they ran in terror from him.  Kharthen took Amdorian's family plate mail and heirloom sword, and what remained of him, and with Athander rode off.  Kharthen said little when they put Amdorian to rest in the distant fields of his familial lands, his face empty.  Malkus swore vengeance and Tarsten insisted they bring the matter before the courts.  Kharsten however said nothing, but gave the armor and sword for Athander to bear, after cleaning them.  They then rode on.&lt;br /&gt;
&lt;br /&gt;
'''Tower of the High Clerist''':  At last they arrived at the High Clerist Tower, which Athander by then knew was Kharthen's actual destination.  After words with guards and staff, they eventually were given access to the senior ranking knights there.  It was an unpleasant meeting.  Kharthen wore only the insignia of a junior Knight of the Crown there, which was his version of a dress uniform.  Of this they were offended, which he followed with insults as to their shining armor and vain flags.  Nonetheless, for the first time he announced himself by name as Sir Kharthen Starth, and even admitted to them his nome de guerre:  the Grim Knight.  He told them much news, and told them that the blue dragon he saw was very great indeed, and that no living knight could hope to defeat him, and that certainly more such dragons were to come.  Where could he get a legendary dragonlance of old?  Did the Order have any?  What aid could they give him against such a monster?  He also told them of the Prophet and Son of Sargonnas (although not of hell), and asked for their help in this matter.  Of dragonlances or Sargonnas they had little to offer, but as if expecting this then asked them to commission him to ask after this matter at the Tower of High Sorcery in Palanthus, with the right to petitioner Astinus, the greatest living scholar there.  It was hardly a request, and more of an order from Kharthen, and the high-ranking knights, quick to have him leave, wrote him the letter of introduction he had requested.  Soon enough they passed through the mountain and into Palanthus proper, the greatest city Athander had ever seen.  But business dominated Kharthen's mind, and he and Athander were given access to the great sage.&lt;br /&gt;
&lt;br /&gt;
'''Astinus''':  Kharthen had prefaced to Athander that he had encountered Astinus once before with another great knight who had since died for the Oath, but had then asked no questions.  He explained to Athander that although he might appear so, Astinus was no normal man.  Surely his wisdom was such that he was sent by the gods, and now Kharthen needed such advice.  Finding him at his great study with many books in his high tower, the great sage stopped and considered both men.  He remembered Kharthen, and knew Athander's full name and true parents.  Astinus saluted Kharthen's iron dedication to the Oath and the spirit of the Measure, and hailed him as the greatest knight along the eastern frontier, and that by his actions many now lived who otherwise would have not, and much good blossoms where it otherwise would have withered.  For Athander the strange sage provide cryptic comments, as if reading his future, cryptic enough for Athander not to be able to understand.  As for Kharthen's questions, Astinus was direct enough, and told him that only the gods, Paladine himself could grant Kharthen a dragonlance before the time of their return had truly come.  As to his question about Sargonnas' prophet and son, he said that their fate and their effects upon Krynn would not be decided in Fourth Hell but in the Seven Heavens, and there they would have to go to challenge either of them again.  When Kharthen laughed that this was impossible, Astinus remained very serious.  He said very few indeed yet had the power to accomplish this upon Ansalon.  Astinus quickly wrote a letter to Par-Salion, Master of the Conclave of High Sorcery he explained, who resided in far off Wayreth Forest, south of Athander's homeland.  This would be their introduction to the mighty wizard, who Astinus said would never easily leave his mighty tower.  Par-Salian alone knew the spell to take them to the Seven Heavens.  Astinus also gave them an ancient grimoire that would help the wizard with the spell.  Before Astinus put his seal to the letter, Athander noticed that the letter referred to Kharthen as Lord Warrior Sir Kharthen Starth of the Order of the Crown.  But days later, Kharthen requisitioned a ship, crew and captain from the Order, new and better equipment for their journey, and then they were at sea.&lt;br /&gt;
&lt;br /&gt;
'''Qualinesti and Wayreth Forest''':  After a long voyage, the heroes arrived at the port of Alsip south of the elven lands of the Qualinesti, for they could not land in the elven lands directly, due to their realm being forbidden to humans.  At the border of elven lands the party met an elven ranger of the Qualinesti named Tharone.  Knowing the elven language from his youth, Athander managed to convince the elf of the righteousness of their cause, and he agreed to escort them across the elven border and to the enchanted Forest of Wayreth.  Unfortunately, Kharthen had refused to abandon their mounts, and although successful for days, they were at last detected when well within the forest and met an ambush.  Tarsten was slain by an arrow to the neck.  Enraged, Kharthen, after commanding Malkus and Athander to stay under cover, braved the arrows of the elves and slew and spoiled the elven ambush party who fell before his lance and sword.  Kharthen then turned to slay Tharone, who had become Athander's friend.  Athander tried to cool Kharthen's rage and turn his sword, but Tharone, although trying to flee, was also cut down, Kharthen explaining that Tharone would have fled to tell his folk of what had been done.  Athander was much aggrieved, and saw perhaps for the first time the darkness that was within the heart of the Grim Knight.  They buried the elves and Tarsten, but with the death of Tharone they were lost in the woods.  Days were lost, and fear came upon the party as their supplies lessened, and they feared they may not find Wayreth Forest.  Turning in a great circle in their bewilderment among the trees, they hazarded upon Tarsten's grave, and Malkus began to say that they were cursed and doomed.  Much aggrieved to see his leadership weakened and the quest near failure due to starvation, Kharthen prayed to Habbakuk for aid and absolution for his sins.  It was the first time Athander saw the knight pray so openly and fervently.  Athander listened as Kharthen opened himself to take on the sins for the slaying of the elves and Tharone, and asked that if punishment must be meted out for what had been done, and for all ill that Kharthen had done in the past, however remote, let not the quest and his party be punished, but he alone.  The forest seemed not to listen.  However, when true despair and starvation began to set in three days later, they hazarded upon the dead woods of Wayreth Forest, beholding the red eyes of dark creatures within, much as Astinus had told them to expect.  Kharthen plunged into the forest heedlessly, and told his party to ignore the apparitions within.  The forest was foul smelling and seemed to absorb all light.  Once well within the angry knight  announced himself with a mighty voice, and demanded the Master of the Conclave hear him and grant him entry, for he demanded the magic of the Master of White Robes, on the invitation of Astinus of Palanthus.  He also offered the book Astinus had provided him as a gift, saying the spellbook was mighty indeed, and would teach its owner a great deal about the highest magic, and the mechanics of the planes of existence.  They waited for a time, and there was no answer, so Kharthen took forth his sword and ordered the party forward, telling Athander to prepare for a charge.  Yet shortly afterward was then that the forest melted and parted with a gleaming white light, and Kharthen relaxed his anger.  The mighty and dark towers of the Tower of Wayreth appeared as they came forward and beheld a wizard in white robes casting a ball of a light from his hands.  They would come to know this wizard to be named Cereben.  He led them into the Tower grounds.  They had arrived.&lt;br /&gt;
&lt;br /&gt;
'''Par-Salion and the Tower of High Sorcery''':  Climbing into the Tower of High Sorcery, they were soon given an audience with the Master of the Tower, Par-Salion.  The old man had been expecting them, but did not know how they would come, from where they would come, or when.  But he had foreseen their coming in the stars.  He reviewed the letter from Astinus, and then the book Astinus had given them.  The wizard was stunned by what Astinus had proposed and what Kharthen meant to do, to travel to the Plane of the Seven Heavens themselves, where Paladine ruled in grandeur.  But Par-Salion admitted that great evil was rising in the world, and he was already preparing to aid as best he could by wizardly means.  He had not considered he might also help by empowering a great warrior.  The elderly wizard said that with Astinus' spellbook he might actually be able to do as they proposed, but he needed time to make the arrangements.  And so they waited within the grounds of the Tower of High Sorcery, and Kharthen much impatiently.  Athander heard his bitter complaints of the wizards there, and of Par-Salion, who was obviously very mighty in magic, but excused himself on becoming involved more directly in defense of the good of the world because of his weakness in old age and need for great magical research for the times to come.  Kharthen thought this the excuse of a weakness and cowardice, and bemoaned that such power, enough perhaps to turn the rising tide of evil, remain so idle and in the hands of such a cowardly man.  The wizard Cereben heard these words of anger, and came to then to cool Kharthen's burning mind.  Cereben counseled Kharthen that perhaps his direct manner may not always be the best route, and that a swinging sword or casting spell may not always be the best way to win the wars of the world.  Kharthen eschewed this line of thinking, and sent Cereben away.  Cereben, who was an assistant to Par-Salion, approached Athander, and told him some of what he had learned from Astinus' book of planar mechanics, hoping to teach the squire what he could of what may be before the young man.  Over the days he told him of what he had read of the Astral Plane, and of the various planes of existence, lore of which was all but entirely new to Athander.  Yet he listened and learned what he could, and this more eagerly than Kharthen, who would listen, but in anger.  The rest of the days for Athander were set in sword lessons from Kharthen, and even in jousting before the several wizards that were there at the tower.  When Kharthen saw wizards of Black Robes upon one day of jousting with his squire, with one of them mocking and threatening him for wearing the brooch of the Order of the Crown, he looked to seize the old woman and punish her for her insult, but was stopped by holding spells of the wizards.  When he learned that the woman was a wizardess of the Black Robes of considerable power who served a lord of evil in Taman Busuk, he was outraged for not being able to kill the woman, who was obviously willing to espouse the side of evil, but Cereben said that the Towers of High Sorcery were neutral ground, and such violence was forbidden there.  This only outraged Kharthen further, who thereafter refused to sleep in the Tower of Wayreth, but the more reasoned words of Athander came to him to cool the flames of his raging mind, and Kharthen relented in his more active anger.  But this restraint was not necessary for long, for but a week later, Par-Salion was ready to cast the spell.&lt;br /&gt;
&lt;br /&gt;
'''Journey Beyond the Stars''':  Summoning the heroes, the old wizard summarized the necessities and steps of the Astral Spell.  He would use a special chamber of the Tower of High Sorcery that had not been used since before the Great Cataclysm that had been designed for such magic called the Star Chamber, or the Black Chamber of Lost Souls.  Hearing of the requirements, and suspicious of the wizards, Kharthen commanded Mulkas to remain and guard their persons and maintain their horses for as long as may be necessary, even though Par-Salion said that they would be utterly sealed in the projection chamber, inviolable to any harm, magical or otherwise.  Seeing what may commence before them, Kharthen gave to Athander the full regalia of a squire of the Order of the Crown, explaining that in fact it was not that he did not care for such ensigns of office and rank, but rather that it was not these things that made a knight.  But he said that in the realm of the planes it seemed that such badges would be of use as signs to those who did not know them.  Their character would be in review likely more than the skill of their swords, he explained, so let those transcendent souls that would judge do so looking upon the outward symbols of their inward achievements.  Therefore both Athander and Kharthen wore their full dress regalia and readied for the spell to be cast.  Cereben places enchanting spells upon their gear, and Par-Salion put charms upon their swords and mail to give them power within the realms of the spirit.  Par-Salion then bid them drink a magical tea, bid them hold hands, and then he cast his great spell, and with that their souls transcended the physical world and entered into the Astral Plane.&lt;br /&gt;
&lt;br /&gt;
'''The Astral Plane''':  Arriving upon the Astral Plane, after the normal familiarization, Kharthen immediately began to seek the Golden Color Pool, which was as Par-Salion had told him the magical portal to heavenly realm of Paladine.  Upon this journey they saw many wonders.  Needing rest the set upon a great island that looked like a great man of stone that had grown forests upon it like an island in the Deep.  There they rested, but after a short time they were accosted by strange monsters with powers that sapped at Athander's mind.  Yet once again Kharthen's invincible will overpowered the spells of the strange wormlike creatures, and he cut them in two with his black-flaming sword.  Athander thus learned that they might fight in this realm.  From this encounter they discovered magical potions on the persons of the worms, which Kharthen gave to Athander to hold.  They then proceeded on.  After a further time they experienced an astral storm, and both knight and squire fell to fits of madness.  When Athander awoke from his madness, he found himself adrift and alone, uncertain what next to do.  Yet in a prayer of desperation, a tiny blue kingfisher bird appeared, moving past Athander at great speed.  Athander wondered how an animal was upon the Astral Plane, when Par-Salion had said this was not possible, for they lacked a mind strong enough to move them.  Yet this bird moved more quickly than Athander.  Taking it for a sign of some sort, Athander followed the bird. &lt;br /&gt;
&lt;br /&gt;
'''Ambush at the Golden Pool''':  The bird led to a floating Kharthen, unconscious.  The bird sat on his head, and then flew off.  Unable to wake him, Athander took a chance and poured one of the pink potions into the knight.  He awoke, seemingly empowered, and they continued their journey, and but shortly thereafter they reached the golden pool of radiant energy which Par-Salion had described was the gateway to Paladine's plane of existence.  But the gold gateway was surrounded by a field a tightly packed rocks of floating astral debris, some of them quite large.  Amidst these rocks was also a black gas or cloud that weaved its way over it, cloaking the way forward to a considerable degree.  Kharthen was suspicious.  Even the blue kingfisher, having proceeded with such speed for some time now, waited on one of the rocks, not going forward.  The cloud of blackness seemed to mean something in particular to Kharthen, and he bade Athander once again to stay back as he went forward.  Athander asked if this once he not be left behind.  His armor and sword had been given spells by the wizards of the Tower of High Sorcery, which because the astral spell still maintained there power.  He would never gain true experience if he were always left behind.  This once Athander asked, and so Kharthen permitted it.  Therefore both knight and squire went forward, weaving through boulders and the wrapping folds on the black cloud.  They soon passed these obstacles, and the golden energy pool was before them.  Yet just as they floated forward about to touch the pool, a great red whip came from the black cloud, and seizing Athander, dragged him into the inky darkness.  Kharthen immediately responded by throwing a ''light'' stone into the cloud, and dual-wielding both his old and his new sword he came flying into the darkness of the cloud, wherein he beheld the one-horned Prophet of Sargonnas with two minotaur knights, one of which held Athander as if to attempt to hold him hostage.  The prophet and his knights were blinded by the sudden light.  The minotaur that held Athander also had his axe-wielding hand covering his eyes, and so Kharthen skewered his old sword through both hand and the minotaur's right eye, at which time Athander broke free.  Next Kharthen was smashed by the other knight's great axe, which he slashed away, then cut into that minotaur's arm and belly, even as the prophet's spell, which he had been preparing, blasted away in a red ball of flame.  It was then that Kharthen commanded Athander to flee.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Go!  And if I do not follow, find the dragonlance.  Slay the blue dragon.  Destroy the Son of Sargas.  Slay them all!  And slay this damned prophet of darkness if he is not already dead.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With that Kharthen kick Athander towards the golden energy pool, and slashed open the prophet's bull-face with his black-flamed sword, ruining yet another spell.&lt;br /&gt;
&lt;br /&gt;
As the fight continued and Athander got his bearing, hesitating on what to do, the knight with the now missing eye removed Kharthen's sword from his hand and empty eye socket, then threw his axe so it beat into Athander's chest, cleaving through his breast plate and into his ribs.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Obey me!&amp;quot;'' Kharthen cried.&lt;br /&gt;
&lt;br /&gt;
The blue kingfisher then flew through the portal, and Athander quickly followed.&lt;br /&gt;
&lt;br /&gt;
'''Heaven''':  Athander woke up in crystal waters, in a great bay between two sundered ranged of mountains, and underneath a sunless yet gleaming electrum sky.  The blue kingfisher stood upon his stricken steel breastplate, the minotaur's axe still in it.  He awoke to the twittering of the bird, and rose to see a long beach.  Standing upon the rocks above the beach he looked at undone shackles and a chain, and high above him was a great volcanic mountain.  He looked and beheld that his body had changed, that he had become ennobled like living marble.  He saw, heard and felt as never before.  The grievous wound in his chest had been healed.  The light and land he saw was more beautiful than anything he had ever even contemplated before, and high above it all, as if from a mountain above the one before that was impossibly high, there was an indescribable and infinite light that was the most beautiful thing he could ever see.  The kingfisher bird chirped, standing upon his shoulder, and Athander contemplated.  He turned back to look for any sign of Kharthen.  Yet there was none.  But the eternal rolling of the waves.  And then after a time, the kingfisher looking at him, at last Athander resolved, and walked on alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 0/10 || 2/10 || 2/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue: 2/10 points awarded for concluding the Symposium Arc in Acrogentum&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue: 2/10 points awarded for concluding the Symposium Arc in Acrogentum&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=File:Athander.JPG&amp;diff=4714</id>
		<title>File:Athander.JPG</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=File:Athander.JPG&amp;diff=4714"/>
				<updated>2023-09-14T06:22:38Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4713</id>
		<title>Category:The Duumvirate</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4713"/>
				<updated>2023-08-05T07:10:34Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''THE CAMPAIGN UNFOLDS...'''''&lt;br /&gt;
&lt;br /&gt;
'''''Before the full onset of winter in early 874, [[Avish Shandar]] permanently took residency at his tower in the wilds outside of Hathbell, thereby quietly assuming his office of Captain of Scouts for Lord Marnaus, and training his band of followers as the new spies of Hathbell and the Kanosian League.  With suspicions of the growing power of the Blackstone Triumvirate thus allayed by the voluntary removal of the ninja elf, [[Lars St. Morning Glory]] and [[Demetrius Hammerhand]] could rule the Valley of Mazaros and all its dependencies unimpeded by the jealousies of the lords of the Furnorkanasos, and therefore the great wizard and dwarf lord became known as the Duumvirate, the two masters of Castle Blackstone.'''''&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Demetrius Hammerhand]], 12th level neutral dwarven fighter, Lord of Blackstone, Thane of Bagras Dragonfriend, Knight of Five Pillars &lt;br /&gt;
&lt;br /&gt;
[[Lars St. Morning Glory]], 16th level neutral good human mage, the Wizard of Blackstone&lt;br /&gt;
&lt;br /&gt;
[[Athander]], 1st level lawful good Solamnic Squire of the Crown&lt;br /&gt;
&lt;br /&gt;
[[Oruvyn Torgidal]], 8th level neutral good gnomish cleric of Flandal Steelskin/9th level thief [play in hiatus]&lt;br /&gt;
&lt;br /&gt;
==Current Party Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
Sayeen (Pr/♀he/D11/Os/N) 11th level neutral half-elf druid-initiate of the ninth circle&lt;br /&gt;
&lt;br /&gt;
Kandalantas (Pl/♂b/F6/P6/FO/LG)&lt;br /&gt;
&lt;br /&gt;
==Campaign Journal==&lt;br /&gt;
&lt;br /&gt;
[[Duumvirate Campaign Journal]]&lt;br /&gt;
&lt;br /&gt;
==The Quest to Mount Celestia to Recover the Enchanted Red Dragon Mail==&lt;br /&gt;
&lt;br /&gt;
===ACT I:  Lunia===&lt;br /&gt;
&lt;br /&gt;
===ACT II:  Mercuria===&lt;br /&gt;
&lt;br /&gt;
====The Brave Lord====&lt;br /&gt;
&lt;br /&gt;
[[File:Brave Lord Palace.jpg|thumb|550px|left|The Palaces of the Brave Lord]]&lt;br /&gt;
&lt;br /&gt;
====The Adventures of Larweiaen, and the Celestial Princess====&lt;br /&gt;
&lt;br /&gt;
On the kalends of May, 874, Larweiaen returned to the Palace of the Brave Lord after a month of adventuring in search for the rune of eternal youth of Forseti, as had been agreed.  He did not return with the dargoness Maevix nor with the valkyrie Brysilber, with whom he had gone forth, but he did return with a beautiful child princess of seemingly divine stature, who floated above the ground, seemingly in a permanent and inviolable state of nirvana.  Larweiaen reported his adventures thusly to his wondering companions:&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 1'':  The valkyrie &amp;quot;Brynsilber&amp;quot; (Bright Silver) led Larweiaen and the dragoness Maevix far and wide, questing for mystics, diviners and rumormongers for intelligence on the location of the Whispering Bard and the gnome Mayben.  During this time, Larweiaen met militant montheists who worshiped Athian, and Larweiaen quickly assessed them as a variant of Mandadorians, with whom he nearly came to blows.  At length, the valkyrie insisted upon approaching the Golden Spire, the seat of Domiel, the ruling Archon of Mercuria.  They however never reached Golden Spire, for by chanced they halted near a celestial mountain of a strange goddess and unmoving goddess, whose petitioners and pilgrims were devastated and outraged that an invisible thief had stolen the Eternal Youth of their goddess:  a literal young girl perpetually seated by the goddess' side.  Inquiring after the matter, the party learned that the high priest of the violated goddess had hosted a traveling gnome the very night of the abduction, but he disappeared in the aftermath, not to be found.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 2'':  Expected to return to the halls of the Brave Lord at the end of thirty days and running out of time, Larweiaen reluctantly split ways with Brynsilber, as she wished to continue to the Golden Spire, and appeal to Domiel for aid.  Larweiaen however wished to pursue the possibility of tracking down the gnomish abductor, and so they parted for a time.  Riding upon Maevix, they rested at the castle of King Kariant, a dead monarch, but there Maevix became enraptured by Kariant's golden dragon Semantcor, who spoke of the Platinum Dragon, and who offered to introduce Maevix to the Platinum Dragon.  So enticed, Maevix departed with the gold dragon, wishing to see this greatest of dragons, idly commenting that the Platinum Dragon might proffer useful advice to their situation.  Thus abandoned, Larweiaen turned to drink at a tavern outside King Kariant's castle called the Wishing Swordsman.  There, feeling abandoned, he became inebriated, but hazarded upon a saddened halfling woman.  Speaking at length with her, he saw contrition and admission in her eyes and heard it in her words, and seizing upon his intuition and on her vulnerability in drink, he at last realized she was a great thief, as she spoke of stealing Demetrius' armor up from off the sacred tree on the 4th layer of Mt. Celestia.  Knowing he had hazarded upon a companion of Zaalbuk, he knived at having her tell her story, and she admitted to the theft of a great many things besides Demetrius' red dragon armor, such as Forseti's immortality, the little girl of the goddess Kumari, and other great things besides.  She said she was once the servant of Zaalbuk, but was becoming disillusioned with his quest for godhood.  The Whispering Bard, she said, had gone onto a realm on Mercuria called Goldfire where the companions of Zaalbuk were all to meet when their assigned quests were complete, but she and the gnome had one last divine theft to execute on the Third Layer.  But she feared Mayben and Zaalbuk, and was steeling herself with drink for her last great theft, the details of which she would not disclose to Larweiaen.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 3'':  That very night, Larweiaen demanded the halfling thief reveal the resting place of the gnome.  The halfling showed Larweiaen a deserted field which she assured was covered with illusionary magic, but that somewhere in the field the gnome slept, for he slept beneath the earth.  Larweiaen thus broke an aqueduct and flooded the plain, and he began digging where the water fell.  Discovering a tiny tunnel, Larweiaen crawled with the halfling until he found a macabre chamber with the little girl (still serene and untainted looking) bound to a pole, and an unnatural looking astral-projected gnome seeming to sleep in a pile in front of her.  Attempting to release her, he was suddenly challenged by a hideous and impossibly large grin from the gnome, which immediately transformed into a giant white mole with vile eyes and blood in its mouth.  Larweiaen battled the monster, wounding its dark muddy flesh, and stole the little girl back.  Clawing his way from the earth, Larweiaen was met by a wall of terrors and evils conjured from the darkness of night, and so he fled.  Running with the girl in his arms for many miles, Larweiaen at length came upon magical horses, seized one, then mastered it and rode it back to the domain of the Brave Lord in all haste, fearing the spells of the evil gnome.  The magic of the gnome followed Larweiaen, even amidst the plains of paradise, for the following night a great wall of black demonic shadows threatened to overwhelm him, but the celestial girl in his custody, unmoved and unblemished from all occurrences, radiated a great ruby aura, and burned the evil shadows away, all while remaining perfectly serene and unperturbed.&lt;br /&gt;
&lt;br /&gt;
===ACT IV:  Solania===&lt;br /&gt;
&lt;br /&gt;
====The Symposium at the Tavern of the Black Owl====&lt;br /&gt;
&lt;br /&gt;
'''The Hexiad, as Described by the Forgiven Thinker'''&lt;br /&gt;
&lt;br /&gt;
Delia:  ''The greatest of them is Delia, the Paraclete, an elven princess.  Beauty, puissance, war, love and majesty are her domains.  Through her chiefly may one pray for intercession from the Black Fire, and in all the Multiverse, she is the Deputy and Vice Regent of the Black Fire, and closest to the One.''&lt;br /&gt;
&lt;br /&gt;
Karbanion:  ''Then next is the Whispering Bard, whose mortal name is unknown and denied to me.  His mystery is deep, but he is a very great player of music, though he sings no words, save for whispers beneath his breath.  But he is also a very great druid, and with his strings once ruled all the druids of Concordant Opposition, the heart of Divine Nature.  But he has found his own freedom as a transcendent hierophant of his order.  To him all Nature has been given as his his domain, and all worlds and universes can be seen through his eyes.  His music follows the very chords of existence, and with universal music he shall play on the chords of fate of all, in service to the One.  Magic and regeneration are also his domain, so that all may know the magic woven into all things, and so that none may reduce Nature in his despite, as all things shall grow by his will, in service to the One.''&lt;br /&gt;
&lt;br /&gt;
Nelda:  ''Next in precedence is the halfling Nelda, the thief.  Skill and ownership are her domains, as well as desire for personal possessions, as well as flippancy and chance.  Humor and hardness fall under her, but most of all the vicissitudes of fate are bound by her thieving hand and dagger.  The lock and key are given to her, and although small commands and possesses more than most any can know or imagine.''&lt;br /&gt;
&lt;br /&gt;
Belmona:  ''Fourth is Belmona, the dead halfing knight and priestess.  Though dead, as a petitioner she lives again.  Death, rebirth and resurrection are her domains, as well as is faith and devotion.  She is the servant of nature, and patroness of priests.  She is also MIstress of Motherhood, and alone of the Six she in her life had children, and they and their line live on in perpetuity.  Hope and salvation is gate which she opens and guards, and womankind shall find their grace through her.  Her sign is the Rabbit, as quickness and fecundity is her servant.''&lt;br /&gt;
&lt;br /&gt;
The Jet Knight:  ''The fifth and least is the Jet Knight.  The son of an aasimon warrior and drow drawn from darkness, he is a heroic paladin, riding a black unicorn in white gold.  Heroism and valor are his domains, but also folly and shortsightedness.  Though physically the most powerful of the six, save for Delia, he is the least of them, for not through such force shall the multiverse be truly governed.  Soldierly is his, service, and the mundane of existence, though he ever aspire higher.  His is also fondness of riches and splendor, which he governs, as well as the vanity of mortals and powers, though he be contrarily be thrift and humble in spirit despite his outer display of largesse and pride.  Controversy is his, rage is his, spite and endurance.  The aggrieved call for justice, and both fair justice and violating vengeance are his, as the One decrees.''&lt;br /&gt;
&lt;br /&gt;
The Nameless Evil Gnome:  ''But the Sixth and last is separate.  In power, skill and combined might he is the greatest, even beyond Delia, but he is accounted separately, though part of the Six.  He has no true name I know, for ever his name is false, and ever he deceives.  Ever he may come in false forms, though such forms always be small and petty, as he is.  But though small his shadow is very great, and may be weaved over all things, even false worlds and universes, to deceive even grandest and vainest mind.  In defiance and treachery he serves the One, but whether in lying service, open rebellion, or secret plotting, all that he does is never in despite of the One's will.  Evil for evil's sake is his.  He is the cheater of life and death, the trickster and charlatan without peer. or pity  He is the servant of a false Power, the Gnawer in the Dark, of unrestrained greed and violence without cause.  Though he ultimately knows the Truth, and despite all his treachery and power, he cannot outwill the will of the One.  Ultimate despair and misery are his, and all things evil, and all the Lower Planes and death.  He is the curse of hate, and the servant of Doom.  But he is also mystery, and the Diver in the Dark, who through dark waters remains unseen, slipping past all boundaries to explore all realms, from the lowest secrets to all but the loftiest peaks, though he himself is ever trapped and marooned, and may never truly touch and feel the Light most high.  He is regret and murder, and is ecstasy in blood.  His order among the Six is unknown, for he hides and deceives, and one never knows truly where he lies, save that it is always in darkness.''&lt;br /&gt;
&lt;br /&gt;
==Campaign Chronicle==&lt;br /&gt;
&lt;br /&gt;
''All days of the week follow the Kanosian, as opposed to the Encyclonian or Abbadonian, reckoning.  Annamane corresponds to Hebdomon (Sunday), or the day of worship to the Deity, in the Abbadonian Rite.  To avoid unnecessary confusion, roman months are retained, although the Encyclonian monthly system has largely replaced the constellation months of the ancient Kanosians.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
August, 873:  The Nikoloi depart Blackstone for Elvenspire to craft and enchant red dragon scales as armor for Demetrius&lt;br /&gt;
&lt;br /&gt;
12 March, 874:  The Nikoloi return to Blackstone empty-handed&lt;br /&gt;
&lt;br /&gt;
28 March, 874 (Annamane):  Bishop Nikolos casts the ''astral spell'' on the party.  Upon entering the Astral Plane, the spirits of the heroes are set upon by a great astral storm, and party is violently separated.&lt;br /&gt;
&lt;br /&gt;
03 April, 874:  Having saved the bishop from captivity or worse in an astral city, Demetrius defeats a githyanki scouting party and at last discovers a color pool to Mt. Celestia.  The entire party is reunited and reconstituted on the starlit shores of Lunia, the First Heaven.  Leaving the holy shores, the party is given transport on a longship, and taken to a town upon the Courtlands, the realm of the god Tyr.  A dispute between the Bishop and Demetrius ensues, and the party separates for a time.&lt;br /&gt;
&lt;br /&gt;
04 April, 874:  The party reunites, discovering that the inhabitants of the Courtlands war with one another, and they begin to ascend Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
07 April, 874:  The party encounters a sleeping immortal frost giant, who seeks his daughter at the abode of a local demi-god.  Meeting the gnome Oruvyn in the same encounter, the gnome tricks the frost giant, and they escape him for a time.  Arriving at the demi-god's abode, Oruvyn summons the frost giant, and the party does battle with him.  Demetrius and Oruvyn release the giant's magical bracelets, and the archpriest Nikolos banishes the evil frost giant.  The demi-god is physically destroyed, but his wife provides the party sanctuary while they recover.  The party discovers the giant's treasure, of a singing silver harp, who may turn all who listen to silver.  They leave the wife of the demi-god the harp, but cause the harp to return to life many silver statues.  The rest they return to Castle Blackstone, using the astral magic of the bishop.&lt;br /&gt;
&lt;br /&gt;
10 April, 874:  At the outer bounds of the Courtlands, the party is set upon by a valkyrie named Brynsilber.  With much struggle, the party subdues her, with Larweiaen restraining her combat fury.  Brynsilber declares that she is a proxy of Forseti, a lesser god of Tyr's realm, who's secret rune of immortality has been stolen, ostensibly by an astral projecting gnome called Mayben and a similarly traveling bard, perhaps with accomplices.  Brynsilber has been sent to find these thieves, punish them, and return Forseti's immortality.  She agrees to join the party, discovering that the gnome Oruvyn but holds the false enigma of immortality.&lt;br /&gt;
&lt;br /&gt;
13 April, 874:  The party passes the 2nd Gate of Mt. Celestia, entering Mercuria, taking with them Kandalantas, the last of their followers who were transformed from silver, for unlike the others, Kandalantas, a bariaur warrior and priest, possessed a living soul.  They are invited to sojourn at the palace of the enigmatic Brave Lord.  Thereat, the heroes elect to stay within the realm of the Brave Lord for a month.  The Nikoloi and Oruvyn spend a full month of prayer with the Brave Lord during his holy month, gaining much inner wisdom, whereas Lars and Sayeen make love in the gardens of paradise belonging to the Brave Lord, thereby conceiving a child in Sayeen's astral body of fine sand.  Larweiaen and Brysilber fly to appeal to the ruling archon of Mercuria for succor, although become separated, with Brynsilber continuing on the Tome Archon's court at Golden Spire, while Larweiaen became diverted to another quest.  Demetrius spent the month at first in leisurely hunts in the gardens of paradise, but at length pursued the sanctum of the Son of the Brave Lord, who forged for Demetrius the Sword of Accounts, a blade made of black shadow and Demetrius' own blood and sense of justice.&lt;br /&gt;
&lt;br /&gt;
15 May, 874:  Lars ''teleports without error'' back to Lunia, to the magical Forest of Eternal Autumn where he first encountered the owl-like sage Talmas, the noctral.  Not finding the planar creature, Lars instead met the seer Torlandan, a priest of Tyr, who presented a vision granted by Tyr to Lars, along with the prophetic words of Tyr through his priest, which were thereafter imprinted permanently in Lars' mind.&lt;br /&gt;
&lt;br /&gt;
16 May, 874 (Ammane):  The holy month of prayers of the Brave Lord comes to an end, and along with his month of rigorous prayer, Oruvyn concludes a month of nocturnal labors upon the forge of the Brave Lord, learning much lore.  Outside of the Brave Lord's palace, Lars and Sayeen are accosted by holy spirits and then an archon for fornication, and to avoid further sins before the Brave Lord, are married at his palace by the archpriest Nikolos.  As agreed, Larweiaen returns from his adventures beyond the Brave Lord's realm, bringing with him the enigmatic Celestial Princess, whom he has saved from the gnome Mayben.  After considerable deliberation, the party agrees to split ways, seeking to outmaneuver and entrap their enemies.  Demetrius and Larweiaen travel to the Third Gate to head-off Mayben, should he attempt to pass there.  The Nikoloi and Demetrius' minior Agerik travel to the Crystal Tarn to use the divination powers there to learn more of their enemies.  Lars, Oruvyn, Sayeen, and Kandalantas take custody of the Celestial Princess and proceed to attempt to take her back to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
21 May, 874:  Lars and his party arrive at the castle of Sir Relbenor, making secret camp outside.  Seeking to understand her, Lars experiments with the Celestial Princess, and touching her is granted a vision and spiritual journey to her holy mountain.  Spiritually entering the holy mountain, there Lars encounters a monstrous mole, and enters into combat with him, followed also by Sayeen.  Observing Lars' spiritual struggle, Oruvyn touches the Celestial Princess and joins Lars in spiritual combat.  Greatly wounded, but inflicting their own wounds, the heroes flee, leaving the combat at a draw, but not before Oruvyn speaks to the evil mole.  Receiving an evil vision from the being, in which he is threatened to deliver the Celestial Princess to the mole's servant, the evil gnome Mayben, at a lake of holy fire, on the second layer of Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
22-24 May, 874:  Oruvyn resides at Sir Relbenor's castle, feasting and telling the tale of his adventures to Sir Relbenor and his knights.  At length, Oruvyn and then Lars convinced Sir Relbenor to send one his knights, Sir Nathandar, to accompany them on their quest to return the Celestial Princess to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
29 May, 874:  Lars and Oruvyn's party meets with a &amp;quot;school&amp;quot; of tiefling merchants, in the realm of the Fallen Titans.&lt;br /&gt;
&lt;br /&gt;
02 June, 874:  Lars and Oruvyn's part arrives at the Lake of Holy Fire, in the realm of azer Lord Eudaeus, a high pries of the fire god Girru.  Considering crossing the Bridge of Eudaeus to cross the lake, the party eventually meets the azer high-up Krazuth Chaldamene, a living azer spirit, who pledges to escort the party across the lake.  At length, the party crossed the bridge to the island upon which lies the great Temple of Unconquerable Flame, where they are hosted by the great among the azer.&lt;br /&gt;
&lt;br /&gt;
03 June, 874:  Lars utilizes the power of the Celestial Princess, attempting to scry her home and eventually attempts to scry the evil &amp;quot;Mole&amp;quot; Lars fought in-between dimensions.  Propelling his soul through spiritual realms of evil, he is detected by the Mole, and clawed in the face, leaving an ugly scar.  Krazuth Chaldamene recommends that the party travel across the lake on a ship, for the Bridge of Eudaeus on the far side of the island remains incomplete.&lt;br /&gt;
&lt;br /&gt;
04 June, 874:  Lars attempts to ''teleport without error'' to the throne room of the Celestial Princess, using her power by touching her enchanted clothing.  Having never actual seen the physical place, Lars instead teleports himself to the artificial dimension underneath Mt. Celestia.  Being a physical being in a dimension without physicality, Lars encounters the dimension bracing and flexing in reaction to his presence, and he is eventually violently expelled out at random location on Mercuria, the Celestial Princess being pulled unharmed with him.  Recovering himself, Lars ''teleports'' back to the Temple of Unconquerable Flame.  Upon returning, the party learns that a construction barge on the Lake of Holy Fire is sunk by an unknown force, leading to the death of the azer crew.&lt;br /&gt;
&lt;br /&gt;
05 June, 874:  The party descends from the Citadel of Unconquerable Flame to the city below, the Vermilion Port.  Lars brings the Celestial Princess, whose awe and glory becomes observed by the multitudes in the city.  For a time, the party follows the azer Krazuth Chaldamene to discuss preparations for raising the mysteriously sunk azer barge.  Oruvyn meets the sailor Hamza ibn Lahyan while cleansing himself in the Lake of Holy Fire.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Late in the night Ourvyn returns to the docks to speak to Hamza the Jann.  In the depths of the night towards dawn, Oruvyn discovers along the dock warrens a halfling woman he believes to be Nelda, so described by the Nikoloi and then later by Larweiaen.  Seemingly well-informed about Oruvyn and his friends.  Oruvyn and Nelda bargain with one another, Oruvyn offering to end the party's efforts to foil Nelda and Zaalbuk's plans should the red dragon scales be returned, and with the halfling representing her party's own terms, and leveraged threats:&lt;br /&gt;
&lt;br /&gt;
*It is claimed that the Nikoloi have somehow been apprehended.  The archpriest, called &amp;quot;the Schoolmaster&amp;quot; is said to be somehow in the custody of Nelda and her party.  Nelda says he is unharmed, and that he will be returned if the heroes relinquish their custody of the Celestial Princess.  The bishop is said to be under a spell, and it is inferred he is no longer free.  Nelda warns that if they do not return the Celestial Princess, the bishop will never be found nor released, and because he is the caster of the ''astral spell'' that enables most of the party to travel across Mt. Celestia, that they will never be able to return to their bodies upon the world without him.&lt;br /&gt;
&lt;br /&gt;
*Nelda seems unconcerned about the dragon scale armor, and says she and her party are more than willing to provide its current location, and even open a magical doorway to that place.  They will do this if the Celestial Princess is returned to their custody.&lt;br /&gt;
&lt;br /&gt;
*Nelda says that in seven nights (night of 13th of June) she and her party are prepared to make an exchange for the Celestial Princess, returning Archpriest Nikolos to them unharmed, and providing the location of the red dragon scale armor, along with a magical doorway to gain access to it.  The exchange is to occur on the Island of Cromen, at a location called the Mouth of the Dragon.  Upon the island there are ruins of the Temple of Golden Flame, whereat they mean for the exchange to take place.  Nelda balefully warns that the return of the Princess is Inevitable, a matter of Fate, and that as Zaalbuk is the Mover of all things, he is also the Mover of evil, and that the heroes risk great woe upon them should they refuse this generous offer.  Nelda says that they must take the offer in good faith, and that they are but to sail with a single ship, and not a ship of war, nor are they to muster upper planar beings to hover in the wings to aid them, otherwise there will be no deal.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Oruvyn buys ruby fire wine from an efreeti merchant on the docks of the Vermilion Port.  Partaking himself, Oruvyn, still appearing as a young adolescent, grows somewhat inebriated, and exchanges a ruby for ten barrels of the mystical liquor.  Oruvyn openly shares all the barrels upon the docks, and when the law-keepers of the port break up the drinking gathering, Oruvyn gives away the remainder.  Oruvyn then wanders the streets of the town itself, seeing many of the wonders and prodigies of the Vermilion port, pushing a remaining barrel in front of his.  Eventually, another law-keeper approaches Oruvyn with two azer guards, finds Oruvyn and mentions that he is missed at the Citadel of Unconquerable Flames, and is besides creating a nuisance in the town.&lt;br /&gt;
&lt;br /&gt;
Exhausted, Oruvyn climbs up the Stairs of Ascendant Fire to return to the Citadel of Unconquerable Flames.  There in late morning he awakens Lars and Sayeen, and informs them of what has happened, and of the bargain offered by the other party.  After initial discussion, Lars settles on probing the greater mysteries of the Celestial Princess.  Falling into deep meditation, he strives to plumb the truth of her existence, and beholds an ancient scene between the Celestial Princess and a royal mortal offender, and how when outraged a dire goddess appeared to overwhelm the king, and threaten to destroy him, his sons, his kingdom and even all the world for his outrage.  Then, on a spiritual plane, Lars beheld the goddess herself in her true form.  His faith manifested in spiritual defense, and he was not annihilated for viewing the goddess' true form, but all the same Lars gave a great cry and swooned.  Greatly alarmed, Sayeen tried to restore Lars, but he had fallen into a death-like coma.  Sayeen and Oruvyn feud over whether to take Lars to the most powerful azer clerics to restore him, or whether to keep him with Sayeen in their no-fire quarters.  Oruvyn even uses spells, eventually ''holding'' Sayeen in place so that he can call for Krazuth Chaldamene.  Eventually the archpriest-general Arband is brought, and Lars is ''healed'' to his full capacity, and his soul having passed through death and rebirth without dying, Lars' wisdom is artificially and permanently boosted.&lt;br /&gt;
&lt;br /&gt;
Restored to his senses, Oruvyn and Lars discuss what is to be done.  Sayeen becomes now acutely suspicious of the Celestial Princess' influence over her young husband, and greatly urges Lars to turn responsibility of her over to the azer.  Upon regaining himself, Lars has a change of direction, and initially wishes to keep the Celestial Princess, and bring her with them to reunite the party with Demetrius.  Sayeen and Lars quarrel for a time, but their lovers quarrel ends, and for a time they consider returning to their physical bodies on the Prime Material Plane.  Indecision strikes however, and at last allowing Oruvyn to sleep, Lars decides to contemplate their next action in greater depth.&lt;br /&gt;
&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
? July, 874:  Demetrius and Larweiaen, long at wait before the Third Gate for Mt. Celestia, encounter the halfling Belmona, the man Adolphus, and the seemingly halfling named &amp;quot;Mr. Wayfair.&amp;quot;  Larweiaen detects an issue, sensing a lie and seeing that Mr. Wayfair cast a shadow in the light of pearly light of the Third Gate.  He grabs Mr. Wayfair, suspecting him of evil.  Mr. Wayfair enspells Larweiaen to paralysis, but not before Demetrius is brought to the ready, coming forth to fight.  Determining the halfling woman is Belmona, Demetrius attacks her mercilessly, accusing her to be a thief, and quickly slays her.  Demetrius then faced Adolphus, who was angered at Belmona's death.  Adolphus was quickly defeated himself, but allowed to escape, fleeing up through the Third Gate.  Demetrius then faced Mr. Wayfair, who was quickly destroyed himself, but not before cutting Demetrius' left arm off with a spell.  Upon his destruction, Mr. Wayfair's illusions evaporated in black smoke, his body collapsing into a pile of withered blue ice.  In the aftermath, Larweiaen recovers his senses, and discussing the matter with Demetrius, decides to chase after Adolphus, to learn what he can from him.&lt;br /&gt;
&lt;br /&gt;
28 July, 874:  Maevix the Copper Dragon arrives with the party at the Third Gate.&lt;br /&gt;
&lt;br /&gt;
30 July, 874:  The gathered party crosses the Third Gate into the Heaven of Pearl.&lt;br /&gt;
&lt;br /&gt;
02 August, 874:  Lars travels in his dreams, and then brings with him the party.  Arriving upon the shores of the Bay of Strife, they encounter Galatea, Prophetess of Love and Strife, chained to a great rock.  With great art, Oruvyn unlocks the god-sealed chain, and Demetrius breaks it.  Thus freed, Galatea offers to assist the party, for she is motivated to stop Dark Oruvyn, whom she has met, and whom she believes is trying to End the Multiverse.&lt;br /&gt;
&lt;br /&gt;
03 August, 874:  Using a ''plane shift'' spell, Bishop Nikolos, Demetrius, Lars, Oruvyn and Agerik enter upon the realm of Empedocles, upon the Mountain of Love and Strife.&lt;br /&gt;
&lt;br /&gt;
04 August 874:  The party recovers upon the deck of the ship of Naidros and Oudros. Agerik and the gnomes go exploring the depths of the ship and discover Oudros' stashed box containing the real Golden Prophet statue, which has the power to grant wishes. Oruvyn ''wishes'' for Evil Oruvyn to be brought before him so that he may merge with him and defeat him. He uses the power of the Eye to ''Power Word Stun'' Evil Oruvyn. As he moves to embrace him, the gnomes begin willing ''''wishes into being, one of which is a giant pile of money that covers Evil Oruvyn and nearly crushes Oruvyn. As Oruvyn and Demetrius dig, the treasure mysteriously vanishes, along with Evil Oruvyn and Elbermorkin. The Bishop Nikolos ''wishes'' Evil Oruvyn back only for him to ''wish'' himself away again before Oruvyn can grab him. Demetrius ''wishes'' Evil Oruvyn back once more and again Evil Oruvyn is spirited away by his own ''wish'', this time taking him away but dumping him into a pool of water which burns his fiery body. Lars ''wishes'' the evil counterpart back yet a fourth time, and Oruvyn is able to successfully merge with and destroy the Evil Oruvyn once and for all. Demetrius and Oruvyn order the gnomes away for their part in what nearly became a debacle, offering them to make any final wishes they possess before they do.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14 August, 874:&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
&lt;br /&gt;
'''Transport the Six Gnomes of the Erlking...'''&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4712</id>
		<title>Category:The Duumvirate</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4712"/>
				<updated>2023-08-05T07:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''THE CAMPAIGN UNFOLDS...'''''&lt;br /&gt;
&lt;br /&gt;
'''''Before the full onset of winter in early 874, [[Avish Shandar]] permanently took residency at his tower in the wilds outside of Hathbell, thereby quietly assuming his office of Captain of Scouts for Lord Marnaus, and training his band of followers as the new spies of Hathbell and the Kanosian League.  With suspicions of the growing power of the Blackstone Triumvirate thus allayed by the voluntary removal of the ninja elf, [[Lars St. Morning Glory]] and [[Demetrius Hammerhand]] could rule the Valley of Mazaros and all its dependencies unimpeded by the jealousies of the lords of the Furnorkanasos, and therefore the great wizard and dwarf lord became known as the Duumvirate, the two masters of Castle Blackstone.'''''&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Demetrius Hammerhand]], 12th level neutral dwarven fighter, Lord of Blackstone, Thane of Bagras Dragonfriend, Knight of Five Pillars &lt;br /&gt;
&lt;br /&gt;
[[Lars St. Morning Glory]], 16th level neutral good human mage, the Wizard of Blackstone&lt;br /&gt;
&lt;br /&gt;
[[Athander]], 1st level lawful good Solamnic Squire of the Crown&lt;br /&gt;
&lt;br /&gt;
[[Oruvyn Torgidal]], 8th level neutral good gnomish cleric of Flandal Steelskin/9th level thief&lt;br /&gt;
&lt;br /&gt;
==Current Party Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
Sayeen (Pr/♀he/D11/Os/N) 11th level neutral half-elf druid-initiate of the ninth circle&lt;br /&gt;
&lt;br /&gt;
Kandalantas (Pl/♂b/F6/P6/FO/LG)&lt;br /&gt;
&lt;br /&gt;
==Campaign Journal==&lt;br /&gt;
&lt;br /&gt;
[[Duumvirate Campaign Journal]]&lt;br /&gt;
&lt;br /&gt;
==The Quest to Mount Celestia to Recover the Enchanted Red Dragon Mail==&lt;br /&gt;
&lt;br /&gt;
===ACT I:  Lunia===&lt;br /&gt;
&lt;br /&gt;
===ACT II:  Mercuria===&lt;br /&gt;
&lt;br /&gt;
====The Brave Lord====&lt;br /&gt;
&lt;br /&gt;
[[File:Brave Lord Palace.jpg|thumb|550px|left|The Palaces of the Brave Lord]]&lt;br /&gt;
&lt;br /&gt;
====The Adventures of Larweiaen, and the Celestial Princess====&lt;br /&gt;
&lt;br /&gt;
On the kalends of May, 874, Larweiaen returned to the Palace of the Brave Lord after a month of adventuring in search for the rune of eternal youth of Forseti, as had been agreed.  He did not return with the dargoness Maevix nor with the valkyrie Brysilber, with whom he had gone forth, but he did return with a beautiful child princess of seemingly divine stature, who floated above the ground, seemingly in a permanent and inviolable state of nirvana.  Larweiaen reported his adventures thusly to his wondering companions:&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 1'':  The valkyrie &amp;quot;Brynsilber&amp;quot; (Bright Silver) led Larweiaen and the dragoness Maevix far and wide, questing for mystics, diviners and rumormongers for intelligence on the location of the Whispering Bard and the gnome Mayben.  During this time, Larweiaen met militant montheists who worshiped Athian, and Larweiaen quickly assessed them as a variant of Mandadorians, with whom he nearly came to blows.  At length, the valkyrie insisted upon approaching the Golden Spire, the seat of Domiel, the ruling Archon of Mercuria.  They however never reached Golden Spire, for by chanced they halted near a celestial mountain of a strange goddess and unmoving goddess, whose petitioners and pilgrims were devastated and outraged that an invisible thief had stolen the Eternal Youth of their goddess:  a literal young girl perpetually seated by the goddess' side.  Inquiring after the matter, the party learned that the high priest of the violated goddess had hosted a traveling gnome the very night of the abduction, but he disappeared in the aftermath, not to be found.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 2'':  Expected to return to the halls of the Brave Lord at the end of thirty days and running out of time, Larweiaen reluctantly split ways with Brynsilber, as she wished to continue to the Golden Spire, and appeal to Domiel for aid.  Larweiaen however wished to pursue the possibility of tracking down the gnomish abductor, and so they parted for a time.  Riding upon Maevix, they rested at the castle of King Kariant, a dead monarch, but there Maevix became enraptured by Kariant's golden dragon Semantcor, who spoke of the Platinum Dragon, and who offered to introduce Maevix to the Platinum Dragon.  So enticed, Maevix departed with the gold dragon, wishing to see this greatest of dragons, idly commenting that the Platinum Dragon might proffer useful advice to their situation.  Thus abandoned, Larweiaen turned to drink at a tavern outside King Kariant's castle called the Wishing Swordsman.  There, feeling abandoned, he became inebriated, but hazarded upon a saddened halfling woman.  Speaking at length with her, he saw contrition and admission in her eyes and heard it in her words, and seizing upon his intuition and on her vulnerability in drink, he at last realized she was a great thief, as she spoke of stealing Demetrius' armor up from off the sacred tree on the 4th layer of Mt. Celestia.  Knowing he had hazarded upon a companion of Zaalbuk, he knived at having her tell her story, and she admitted to the theft of a great many things besides Demetrius' red dragon armor, such as Forseti's immortality, the little girl of the goddess Kumari, and other great things besides.  She said she was once the servant of Zaalbuk, but was becoming disillusioned with his quest for godhood.  The Whispering Bard, she said, had gone onto a realm on Mercuria called Goldfire where the companions of Zaalbuk were all to meet when their assigned quests were complete, but she and the gnome had one last divine theft to execute on the Third Layer.  But she feared Mayben and Zaalbuk, and was steeling herself with drink for her last great theft, the details of which she would not disclose to Larweiaen.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 3'':  That very night, Larweiaen demanded the halfling thief reveal the resting place of the gnome.  The halfling showed Larweiaen a deserted field which she assured was covered with illusionary magic, but that somewhere in the field the gnome slept, for he slept beneath the earth.  Larweiaen thus broke an aqueduct and flooded the plain, and he began digging where the water fell.  Discovering a tiny tunnel, Larweiaen crawled with the halfling until he found a macabre chamber with the little girl (still serene and untainted looking) bound to a pole, and an unnatural looking astral-projected gnome seeming to sleep in a pile in front of her.  Attempting to release her, he was suddenly challenged by a hideous and impossibly large grin from the gnome, which immediately transformed into a giant white mole with vile eyes and blood in its mouth.  Larweiaen battled the monster, wounding its dark muddy flesh, and stole the little girl back.  Clawing his way from the earth, Larweiaen was met by a wall of terrors and evils conjured from the darkness of night, and so he fled.  Running with the girl in his arms for many miles, Larweiaen at length came upon magical horses, seized one, then mastered it and rode it back to the domain of the Brave Lord in all haste, fearing the spells of the evil gnome.  The magic of the gnome followed Larweiaen, even amidst the plains of paradise, for the following night a great wall of black demonic shadows threatened to overwhelm him, but the celestial girl in his custody, unmoved and unblemished from all occurrences, radiated a great ruby aura, and burned the evil shadows away, all while remaining perfectly serene and unperturbed.&lt;br /&gt;
&lt;br /&gt;
===ACT IV:  Solania===&lt;br /&gt;
&lt;br /&gt;
====The Symposium at the Tavern of the Black Owl====&lt;br /&gt;
&lt;br /&gt;
'''The Hexiad, as Described by the Forgiven Thinker'''&lt;br /&gt;
&lt;br /&gt;
Delia:  ''The greatest of them is Delia, the Paraclete, an elven princess.  Beauty, puissance, war, love and majesty are her domains.  Through her chiefly may one pray for intercession from the Black Fire, and in all the Multiverse, she is the Deputy and Vice Regent of the Black Fire, and closest to the One.''&lt;br /&gt;
&lt;br /&gt;
Karbanion:  ''Then next is the Whispering Bard, whose mortal name is unknown and denied to me.  His mystery is deep, but he is a very great player of music, though he sings no words, save for whispers beneath his breath.  But he is also a very great druid, and with his strings once ruled all the druids of Concordant Opposition, the heart of Divine Nature.  But he has found his own freedom as a transcendent hierophant of his order.  To him all Nature has been given as his his domain, and all worlds and universes can be seen through his eyes.  His music follows the very chords of existence, and with universal music he shall play on the chords of fate of all, in service to the One.  Magic and regeneration are also his domain, so that all may know the magic woven into all things, and so that none may reduce Nature in his despite, as all things shall grow by his will, in service to the One.''&lt;br /&gt;
&lt;br /&gt;
Nelda:  ''Next in precedence is the halfling Nelda, the thief.  Skill and ownership are her domains, as well as desire for personal possessions, as well as flippancy and chance.  Humor and hardness fall under her, but most of all the vicissitudes of fate are bound by her thieving hand and dagger.  The lock and key are given to her, and although small commands and possesses more than most any can know or imagine.''&lt;br /&gt;
&lt;br /&gt;
Belmona:  ''Fourth is Belmona, the dead halfing knight and priestess.  Though dead, as a petitioner she lives again.  Death, rebirth and resurrection are her domains, as well as is faith and devotion.  She is the servant of nature, and patroness of priests.  She is also MIstress of Motherhood, and alone of the Six she in her life had children, and they and their line live on in perpetuity.  Hope and salvation is gate which she opens and guards, and womankind shall find their grace through her.  Her sign is the Rabbit, as quickness and fecundity is her servant.''&lt;br /&gt;
&lt;br /&gt;
The Jet Knight:  ''The fifth and least is the Jet Knight.  The son of an aasimon warrior and drow drawn from darkness, he is a heroic paladin, riding a black unicorn in white gold.  Heroism and valor are his domains, but also folly and shortsightedness.  Though physically the most powerful of the six, save for Delia, he is the least of them, for not through such force shall the multiverse be truly governed.  Soldierly is his, service, and the mundane of existence, though he ever aspire higher.  His is also fondness of riches and splendor, which he governs, as well as the vanity of mortals and powers, though he be contrarily be thrift and humble in spirit despite his outer display of largesse and pride.  Controversy is his, rage is his, spite and endurance.  The aggrieved call for justice, and both fair justice and violating vengeance are his, as the One decrees.''&lt;br /&gt;
&lt;br /&gt;
The Nameless Evil Gnome:  ''But the Sixth and last is separate.  In power, skill and combined might he is the greatest, even beyond Delia, but he is accounted separately, though part of the Six.  He has no true name I know, for ever his name is false, and ever he deceives.  Ever he may come in false forms, though such forms always be small and petty, as he is.  But though small his shadow is very great, and may be weaved over all things, even false worlds and universes, to deceive even grandest and vainest mind.  In defiance and treachery he serves the One, but whether in lying service, open rebellion, or secret plotting, all that he does is never in despite of the One's will.  Evil for evil's sake is his.  He is the cheater of life and death, the trickster and charlatan without peer. or pity  He is the servant of a false Power, the Gnawer in the Dark, of unrestrained greed and violence without cause.  Though he ultimately knows the Truth, and despite all his treachery and power, he cannot outwill the will of the One.  Ultimate despair and misery are his, and all things evil, and all the Lower Planes and death.  He is the curse of hate, and the servant of Doom.  But he is also mystery, and the Diver in the Dark, who through dark waters remains unseen, slipping past all boundaries to explore all realms, from the lowest secrets to all but the loftiest peaks, though he himself is ever trapped and marooned, and may never truly touch and feel the Light most high.  He is regret and murder, and is ecstasy in blood.  His order among the Six is unknown, for he hides and deceives, and one never knows truly where he lies, save that it is always in darkness.''&lt;br /&gt;
&lt;br /&gt;
==Campaign Chronicle==&lt;br /&gt;
&lt;br /&gt;
''All days of the week follow the Kanosian, as opposed to the Encyclonian or Abbadonian, reckoning.  Annamane corresponds to Hebdomon (Sunday), or the day of worship to the Deity, in the Abbadonian Rite.  To avoid unnecessary confusion, roman months are retained, although the Encyclonian monthly system has largely replaced the constellation months of the ancient Kanosians.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
August, 873:  The Nikoloi depart Blackstone for Elvenspire to craft and enchant red dragon scales as armor for Demetrius&lt;br /&gt;
&lt;br /&gt;
12 March, 874:  The Nikoloi return to Blackstone empty-handed&lt;br /&gt;
&lt;br /&gt;
28 March, 874 (Annamane):  Bishop Nikolos casts the ''astral spell'' on the party.  Upon entering the Astral Plane, the spirits of the heroes are set upon by a great astral storm, and party is violently separated.&lt;br /&gt;
&lt;br /&gt;
03 April, 874:  Having saved the bishop from captivity or worse in an astral city, Demetrius defeats a githyanki scouting party and at last discovers a color pool to Mt. Celestia.  The entire party is reunited and reconstituted on the starlit shores of Lunia, the First Heaven.  Leaving the holy shores, the party is given transport on a longship, and taken to a town upon the Courtlands, the realm of the god Tyr.  A dispute between the Bishop and Demetrius ensues, and the party separates for a time.&lt;br /&gt;
&lt;br /&gt;
04 April, 874:  The party reunites, discovering that the inhabitants of the Courtlands war with one another, and they begin to ascend Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
07 April, 874:  The party encounters a sleeping immortal frost giant, who seeks his daughter at the abode of a local demi-god.  Meeting the gnome Oruvyn in the same encounter, the gnome tricks the frost giant, and they escape him for a time.  Arriving at the demi-god's abode, Oruvyn summons the frost giant, and the party does battle with him.  Demetrius and Oruvyn release the giant's magical bracelets, and the archpriest Nikolos banishes the evil frost giant.  The demi-god is physically destroyed, but his wife provides the party sanctuary while they recover.  The party discovers the giant's treasure, of a singing silver harp, who may turn all who listen to silver.  They leave the wife of the demi-god the harp, but cause the harp to return to life many silver statues.  The rest they return to Castle Blackstone, using the astral magic of the bishop.&lt;br /&gt;
&lt;br /&gt;
10 April, 874:  At the outer bounds of the Courtlands, the party is set upon by a valkyrie named Brynsilber.  With much struggle, the party subdues her, with Larweiaen restraining her combat fury.  Brynsilber declares that she is a proxy of Forseti, a lesser god of Tyr's realm, who's secret rune of immortality has been stolen, ostensibly by an astral projecting gnome called Mayben and a similarly traveling bard, perhaps with accomplices.  Brynsilber has been sent to find these thieves, punish them, and return Forseti's immortality.  She agrees to join the party, discovering that the gnome Oruvyn but holds the false enigma of immortality.&lt;br /&gt;
&lt;br /&gt;
13 April, 874:  The party passes the 2nd Gate of Mt. Celestia, entering Mercuria, taking with them Kandalantas, the last of their followers who were transformed from silver, for unlike the others, Kandalantas, a bariaur warrior and priest, possessed a living soul.  They are invited to sojourn at the palace of the enigmatic Brave Lord.  Thereat, the heroes elect to stay within the realm of the Brave Lord for a month.  The Nikoloi and Oruvyn spend a full month of prayer with the Brave Lord during his holy month, gaining much inner wisdom, whereas Lars and Sayeen make love in the gardens of paradise belonging to the Brave Lord, thereby conceiving a child in Sayeen's astral body of fine sand.  Larweiaen and Brysilber fly to appeal to the ruling archon of Mercuria for succor, although become separated, with Brynsilber continuing on the Tome Archon's court at Golden Spire, while Larweiaen became diverted to another quest.  Demetrius spent the month at first in leisurely hunts in the gardens of paradise, but at length pursued the sanctum of the Son of the Brave Lord, who forged for Demetrius the Sword of Accounts, a blade made of black shadow and Demetrius' own blood and sense of justice.&lt;br /&gt;
&lt;br /&gt;
15 May, 874:  Lars ''teleports without error'' back to Lunia, to the magical Forest of Eternal Autumn where he first encountered the owl-like sage Talmas, the noctral.  Not finding the planar creature, Lars instead met the seer Torlandan, a priest of Tyr, who presented a vision granted by Tyr to Lars, along with the prophetic words of Tyr through his priest, which were thereafter imprinted permanently in Lars' mind.&lt;br /&gt;
&lt;br /&gt;
16 May, 874 (Ammane):  The holy month of prayers of the Brave Lord comes to an end, and along with his month of rigorous prayer, Oruvyn concludes a month of nocturnal labors upon the forge of the Brave Lord, learning much lore.  Outside of the Brave Lord's palace, Lars and Sayeen are accosted by holy spirits and then an archon for fornication, and to avoid further sins before the Brave Lord, are married at his palace by the archpriest Nikolos.  As agreed, Larweiaen returns from his adventures beyond the Brave Lord's realm, bringing with him the enigmatic Celestial Princess, whom he has saved from the gnome Mayben.  After considerable deliberation, the party agrees to split ways, seeking to outmaneuver and entrap their enemies.  Demetrius and Larweiaen travel to the Third Gate to head-off Mayben, should he attempt to pass there.  The Nikoloi and Demetrius' minior Agerik travel to the Crystal Tarn to use the divination powers there to learn more of their enemies.  Lars, Oruvyn, Sayeen, and Kandalantas take custody of the Celestial Princess and proceed to attempt to take her back to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
21 May, 874:  Lars and his party arrive at the castle of Sir Relbenor, making secret camp outside.  Seeking to understand her, Lars experiments with the Celestial Princess, and touching her is granted a vision and spiritual journey to her holy mountain.  Spiritually entering the holy mountain, there Lars encounters a monstrous mole, and enters into combat with him, followed also by Sayeen.  Observing Lars' spiritual struggle, Oruvyn touches the Celestial Princess and joins Lars in spiritual combat.  Greatly wounded, but inflicting their own wounds, the heroes flee, leaving the combat at a draw, but not before Oruvyn speaks to the evil mole.  Receiving an evil vision from the being, in which he is threatened to deliver the Celestial Princess to the mole's servant, the evil gnome Mayben, at a lake of holy fire, on the second layer of Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
22-24 May, 874:  Oruvyn resides at Sir Relbenor's castle, feasting and telling the tale of his adventures to Sir Relbenor and his knights.  At length, Oruvyn and then Lars convinced Sir Relbenor to send one his knights, Sir Nathandar, to accompany them on their quest to return the Celestial Princess to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
29 May, 874:  Lars and Oruvyn's party meets with a &amp;quot;school&amp;quot; of tiefling merchants, in the realm of the Fallen Titans.&lt;br /&gt;
&lt;br /&gt;
02 June, 874:  Lars and Oruvyn's part arrives at the Lake of Holy Fire, in the realm of azer Lord Eudaeus, a high pries of the fire god Girru.  Considering crossing the Bridge of Eudaeus to cross the lake, the party eventually meets the azer high-up Krazuth Chaldamene, a living azer spirit, who pledges to escort the party across the lake.  At length, the party crossed the bridge to the island upon which lies the great Temple of Unconquerable Flame, where they are hosted by the great among the azer.&lt;br /&gt;
&lt;br /&gt;
03 June, 874:  Lars utilizes the power of the Celestial Princess, attempting to scry her home and eventually attempts to scry the evil &amp;quot;Mole&amp;quot; Lars fought in-between dimensions.  Propelling his soul through spiritual realms of evil, he is detected by the Mole, and clawed in the face, leaving an ugly scar.  Krazuth Chaldamene recommends that the party travel across the lake on a ship, for the Bridge of Eudaeus on the far side of the island remains incomplete.&lt;br /&gt;
&lt;br /&gt;
04 June, 874:  Lars attempts to ''teleport without error'' to the throne room of the Celestial Princess, using her power by touching her enchanted clothing.  Having never actual seen the physical place, Lars instead teleports himself to the artificial dimension underneath Mt. Celestia.  Being a physical being in a dimension without physicality, Lars encounters the dimension bracing and flexing in reaction to his presence, and he is eventually violently expelled out at random location on Mercuria, the Celestial Princess being pulled unharmed with him.  Recovering himself, Lars ''teleports'' back to the Temple of Unconquerable Flame.  Upon returning, the party learns that a construction barge on the Lake of Holy Fire is sunk by an unknown force, leading to the death of the azer crew.&lt;br /&gt;
&lt;br /&gt;
05 June, 874:  The party descends from the Citadel of Unconquerable Flame to the city below, the Vermilion Port.  Lars brings the Celestial Princess, whose awe and glory becomes observed by the multitudes in the city.  For a time, the party follows the azer Krazuth Chaldamene to discuss preparations for raising the mysteriously sunk azer barge.  Oruvyn meets the sailor Hamza ibn Lahyan while cleansing himself in the Lake of Holy Fire.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Late in the night Ourvyn returns to the docks to speak to Hamza the Jann.  In the depths of the night towards dawn, Oruvyn discovers along the dock warrens a halfling woman he believes to be Nelda, so described by the Nikoloi and then later by Larweiaen.  Seemingly well-informed about Oruvyn and his friends.  Oruvyn and Nelda bargain with one another, Oruvyn offering to end the party's efforts to foil Nelda and Zaalbuk's plans should the red dragon scales be returned, and with the halfling representing her party's own terms, and leveraged threats:&lt;br /&gt;
&lt;br /&gt;
*It is claimed that the Nikoloi have somehow been apprehended.  The archpriest, called &amp;quot;the Schoolmaster&amp;quot; is said to be somehow in the custody of Nelda and her party.  Nelda says he is unharmed, and that he will be returned if the heroes relinquish their custody of the Celestial Princess.  The bishop is said to be under a spell, and it is inferred he is no longer free.  Nelda warns that if they do not return the Celestial Princess, the bishop will never be found nor released, and because he is the caster of the ''astral spell'' that enables most of the party to travel across Mt. Celestia, that they will never be able to return to their bodies upon the world without him.&lt;br /&gt;
&lt;br /&gt;
*Nelda seems unconcerned about the dragon scale armor, and says she and her party are more than willing to provide its current location, and even open a magical doorway to that place.  They will do this if the Celestial Princess is returned to their custody.&lt;br /&gt;
&lt;br /&gt;
*Nelda says that in seven nights (night of 13th of June) she and her party are prepared to make an exchange for the Celestial Princess, returning Archpriest Nikolos to them unharmed, and providing the location of the red dragon scale armor, along with a magical doorway to gain access to it.  The exchange is to occur on the Island of Cromen, at a location called the Mouth of the Dragon.  Upon the island there are ruins of the Temple of Golden Flame, whereat they mean for the exchange to take place.  Nelda balefully warns that the return of the Princess is Inevitable, a matter of Fate, and that as Zaalbuk is the Mover of all things, he is also the Mover of evil, and that the heroes risk great woe upon them should they refuse this generous offer.  Nelda says that they must take the offer in good faith, and that they are but to sail with a single ship, and not a ship of war, nor are they to muster upper planar beings to hover in the wings to aid them, otherwise there will be no deal.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Oruvyn buys ruby fire wine from an efreeti merchant on the docks of the Vermilion Port.  Partaking himself, Oruvyn, still appearing as a young adolescent, grows somewhat inebriated, and exchanges a ruby for ten barrels of the mystical liquor.  Oruvyn openly shares all the barrels upon the docks, and when the law-keepers of the port break up the drinking gathering, Oruvyn gives away the remainder.  Oruvyn then wanders the streets of the town itself, seeing many of the wonders and prodigies of the Vermilion port, pushing a remaining barrel in front of his.  Eventually, another law-keeper approaches Oruvyn with two azer guards, finds Oruvyn and mentions that he is missed at the Citadel of Unconquerable Flames, and is besides creating a nuisance in the town.&lt;br /&gt;
&lt;br /&gt;
Exhausted, Oruvyn climbs up the Stairs of Ascendant Fire to return to the Citadel of Unconquerable Flames.  There in late morning he awakens Lars and Sayeen, and informs them of what has happened, and of the bargain offered by the other party.  After initial discussion, Lars settles on probing the greater mysteries of the Celestial Princess.  Falling into deep meditation, he strives to plumb the truth of her existence, and beholds an ancient scene between the Celestial Princess and a royal mortal offender, and how when outraged a dire goddess appeared to overwhelm the king, and threaten to destroy him, his sons, his kingdom and even all the world for his outrage.  Then, on a spiritual plane, Lars beheld the goddess herself in her true form.  His faith manifested in spiritual defense, and he was not annihilated for viewing the goddess' true form, but all the same Lars gave a great cry and swooned.  Greatly alarmed, Sayeen tried to restore Lars, but he had fallen into a death-like coma.  Sayeen and Oruvyn feud over whether to take Lars to the most powerful azer clerics to restore him, or whether to keep him with Sayeen in their no-fire quarters.  Oruvyn even uses spells, eventually ''holding'' Sayeen in place so that he can call for Krazuth Chaldamene.  Eventually the archpriest-general Arband is brought, and Lars is ''healed'' to his full capacity, and his soul having passed through death and rebirth without dying, Lars' wisdom is artificially and permanently boosted.&lt;br /&gt;
&lt;br /&gt;
Restored to his senses, Oruvyn and Lars discuss what is to be done.  Sayeen becomes now acutely suspicious of the Celestial Princess' influence over her young husband, and greatly urges Lars to turn responsibility of her over to the azer.  Upon regaining himself, Lars has a change of direction, and initially wishes to keep the Celestial Princess, and bring her with them to reunite the party with Demetrius.  Sayeen and Lars quarrel for a time, but their lovers quarrel ends, and for a time they consider returning to their physical bodies on the Prime Material Plane.  Indecision strikes however, and at last allowing Oruvyn to sleep, Lars decides to contemplate their next action in greater depth.&lt;br /&gt;
&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
? July, 874:  Demetrius and Larweiaen, long at wait before the Third Gate for Mt. Celestia, encounter the halfling Belmona, the man Adolphus, and the seemingly halfling named &amp;quot;Mr. Wayfair.&amp;quot;  Larweiaen detects an issue, sensing a lie and seeing that Mr. Wayfair cast a shadow in the light of pearly light of the Third Gate.  He grabs Mr. Wayfair, suspecting him of evil.  Mr. Wayfair enspells Larweiaen to paralysis, but not before Demetrius is brought to the ready, coming forth to fight.  Determining the halfling woman is Belmona, Demetrius attacks her mercilessly, accusing her to be a thief, and quickly slays her.  Demetrius then faced Adolphus, who was angered at Belmona's death.  Adolphus was quickly defeated himself, but allowed to escape, fleeing up through the Third Gate.  Demetrius then faced Mr. Wayfair, who was quickly destroyed himself, but not before cutting Demetrius' left arm off with a spell.  Upon his destruction, Mr. Wayfair's illusions evaporated in black smoke, his body collapsing into a pile of withered blue ice.  In the aftermath, Larweiaen recovers his senses, and discussing the matter with Demetrius, decides to chase after Adolphus, to learn what he can from him.&lt;br /&gt;
&lt;br /&gt;
28 July, 874:  Maevix the Copper Dragon arrives with the party at the Third Gate.&lt;br /&gt;
&lt;br /&gt;
30 July, 874:  The gathered party crosses the Third Gate into the Heaven of Pearl.&lt;br /&gt;
&lt;br /&gt;
02 August, 874:  Lars travels in his dreams, and then brings with him the party.  Arriving upon the shores of the Bay of Strife, they encounter Galatea, Prophetess of Love and Strife, chained to a great rock.  With great art, Oruvyn unlocks the god-sealed chain, and Demetrius breaks it.  Thus freed, Galatea offers to assist the party, for she is motivated to stop Dark Oruvyn, whom she has met, and whom she believes is trying to End the Multiverse.&lt;br /&gt;
&lt;br /&gt;
03 August, 874:  Using a ''plane shift'' spell, Bishop Nikolos, Demetrius, Lars, Oruvyn and Agerik enter upon the realm of Empedocles, upon the Mountain of Love and Strife.&lt;br /&gt;
&lt;br /&gt;
04 August 874:  The party recovers upon the deck of the ship of Naidros and Oudros. Agerik and the gnomes go exploring the depths of the ship and discover Oudros' stashed box containing the real Golden Prophet statue, which has the power to grant wishes. Oruvyn ''wishes'' for Evil Oruvyn to be brought before him so that he may merge with him and defeat him. He uses the power of the Eye to ''Power Word Stun'' Evil Oruvyn. As he moves to embrace him, the gnomes begin willing ''''wishes into being, one of which is a giant pile of money that covers Evil Oruvyn and nearly crushes Oruvyn. As Oruvyn and Demetrius dig, the treasure mysteriously vanishes, along with Evil Oruvyn and Elbermorkin. The Bishop Nikolos ''wishes'' Evil Oruvyn back only for him to ''wish'' himself away again before Oruvyn can grab him. Demetrius ''wishes'' Evil Oruvyn back once more and again Evil Oruvyn is spirited away by his own ''wish'', this time taking him away but dumping him into a pool of water which burns his fiery body. Lars ''wishes'' the evil counterpart back yet a fourth time, and Oruvyn is able to successfully merge with and destroy the Evil Oruvyn once and for all. Demetrius and Oruvyn order the gnomes away for their part in what nearly became a debacle, offering them to make any final wishes they possess before they do.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14 August, 874:&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
&lt;br /&gt;
'''Transport the Six Gnomes of the Erlking...'''&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Athander&amp;diff=4711</id>
		<title>Athander</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Athander&amp;diff=4711"/>
				<updated>2023-08-05T07:06:57Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Athander''': Lawful Good Human, 1st level Squire of the Knights of the Crown&lt;br /&gt;
&lt;br /&gt;
Various Surnames:  &amp;quot;Long Ridge&amp;quot;, &amp;quot;Duveran&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable left&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 17 (19) || 15 (17) || 14 (16) || 14 || 15 || 17&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable left&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 1st || 19 || LG || 20 || 5'11 || 190&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
'''Childhood at Duveran Keep''':  Athander was born in the northernmost coastal region of Abanasinia in an area called Long Ridge.  A Solamnic-speaking area under the Solamnic city of Caergoth's cultural, economic and even partial political control, it was a largely idyllic childhood.  He lived at his family's small castle and estate in Long Ridge called Duveran Keep, growing strong and free there in the family clan's sprawling farms and rural properties.  At the castle he heard bards sing and his martial grandfather and uncle speak of Old Solamnia, and of the tales of knights and heroes, especially from before the Great Cataclysm centuries prior.  &lt;br /&gt;
&lt;br /&gt;
'''Early Teenage Years at Crossing''':  However, upon his teenage years, his long absent father returned and took he, mis mother and his younger sister to the nearby port town called Crossing.  There his father, Norton, had become a successful merchant and dealer in precious gems and jewelry.  Norton was his father's second son, and not standing to directly inherit, had left the family's more martial tradition to enter into mercantilism.  Norton had come to think little of his own father's chivalric roots and career, and explained to Athander that in that way lay the past, and that people in the world loathed the Knights of Solamnia.  Norton set Athander to work with his nimble little hands, having him taught how to set gems in jewelry, cast gold and silver, and cut jewels out of unshaped stones.  As the years passed however, Athander chafed under his father's attitude towards life.  He saw the unhappiness of his mother Athandra and the increasing haughtiness and urbanization of his sister Nolia, and longed to return to Long Ridge.&lt;br /&gt;
&lt;br /&gt;
When Athander was 16, his father Norton suffered a major financial set-back due to a series of bad investments and loss of merchandise at sea.  Near ruin, he turned to drink and beat Athander for his growing resistance to Norton's vision for his future, and for his continued bearing as a cavalier of the old family tradition.  At last Athander ran away to his uncle and grandfather.  For several happy months he stayed there, but at length his father appealed to the law and sent agents to bring Athander back to Crossing.  Athander thought to resist his father's summons, but he had learned that in his absence his mother had died from disease.  Crestfallen, he was taken back to the city.&lt;br /&gt;
&lt;br /&gt;
'''Crossing to Haltigoth''':  Marrying his sister to a rich merchant in the city, Norton received new employment opportunities as that merchant's agent in the far-off Estwilde city of Haltigoth.  A miserable voyage across the New Sea brought father and son to a large and decaying port city.  Already under the influence of the forces of evil from nearby Neraka, Athander was appalled by the poverty, misery, callousness and cruelty the had poisoned much of the city.  Norton grew fatter, angrier, drunker and richer in the city, benefitting from the traffic of illicit goods.  Hearing rumors of freedom fighters and heroes in the Estwilde hinterlands, Athander sought to run away a second time, but he was once again captured by his father and then badly beaten.  Threatening to run away again to his grandfather, Norton gleefully informed Athander that his beloved uncle Enthon and Enthon's son had been killed by bandits, and that at last Athander's grandfather Norwin had died of heartbreak.  Being now the rightful owner, Norton declared his intent to expel the remaining female members of the family and to sell the Duveran estate so that he might use the proceeds to live in luxury in Haltigoth and grow his mercantile business.  At last Athander could endure no more and struck his father until he fell, unconscious but not dead.&lt;br /&gt;
&lt;br /&gt;
'''Flight, Capture, Escape''':  Knowing his father's agents and friends would find him if he tried to take ship, Athander fled by foot on the old coasting road.  After several terrible nights he arrived at ruins of an old and abandoned city which he knew to be called Gwan.  Having heard that a band of heroes made their outpost there among the ruins, he entered the dead city, looking both for what he might find there, and so as to escape the agents of his father who were already looking for him.  However, instead of riches or heroes, Athander found a trap, the foul gulley dwarves who had made the trap, and a sinister black robed figure who threatened to use him for some terrible experiment.  Hanging upon the wall in the gulley dwarve's dungeon, just as the malevolent figure threatened Athander, two armored figures appeared and fought off the dwarves, their monsters and their cowled master.  Before more dwarves came, they freed Athander and led him to escape on their horses well outside the city.&lt;br /&gt;
&lt;br /&gt;
'''Kharthen and Amdor''':  Leaving him with supplies and direction, Athander appealed to the mercy of his saviors, not having anywhere else to return to.  Stoic and grim, the two men warned Athander he would be far safer somewhere else, saying that their road was harder than Athander's, and that he best make his peace with his father and live his life.  Athander expressed his despair at reconciling with his evil father and his desire to be like them, heroes.  They declined this description, saying that they were both marked men, and that the ways of knighthood and heroism were in the past, save for those who were willing to die for a principle and a dream.  The leader said that even if Athander believed in such things, he obviously did not have the heart for it, or otherwise he would not have been so easily taken and defeated by petty forces of evil.  They ordered him to go home once more, then rode off.  In tearfelt defiance Athander ran after them through the plains for a time.  When all his strength was gone he collapsed in the wilderness.  Then, when his hope was lost, the two horsemen returned in the moonlit night.  In harsh words, the leader asked if Athander believed in the old gods.  He said he did.  The leader responded, saying that if Athander wished a life of hardship, danger and likely death, and that if he was willing to obey implicitly all that his companion Amdor commanded, he might come with them.  So Athander did, riding up the junior man's horse.  When Athander asked his riding companion what was the name of the leader, he did not answer, saying only that his own name was Amdor, and that the other man's name was not for him.&lt;br /&gt;
&lt;br /&gt;
'''The House of Amdor''':  Athander rode with his two new companions for several days until they reached a chain of low mountains, and there passed the township of what Athander would later learn was called Bleakstorm.  After another day, hidden well and deep within the mountains, they came upon a forlorn and isolated stone-walled ranch with two houses upon it.  Athander was settled with Amdor in the larger of the two stout houses, and introduced to Amdor's large and industrious family.  Amdor quickly set Athander to task with ranching and farming duties, and he was treated harshly although justly.  Every meal he sat at the end of the table with the martial looking Amdor saying nothing to him.  Although seemingly a commoner, Athander noticed that Amdor's home demonstrated signs of nobility, with splendid ancient armor upon the dining hall wall, and swords held often and well by Amdor's three older sons.  But the nameless leader stayed to himself mostly, living in a smaller house alone.  Often he would see to his well-weathered equipment and to his horses, and spar with the elder boys of Amdor.  He would also often disappear with Amdorian, the eldest of Amdor's boys, riding off alone out of the mountain valley, being gone for weeks and even months at a time.  Amdor would occasionally test Athander with harsh tasks.  But he was also fairly religious, and would speak of these things to Athander, and question him as to the nature of his faith, presenting him with various ethical dilemmas.  At last, when Athander was emotionally exhausted after months of servitude to Amdor, he asked when he might ride with the mysterious and grim leader who Amdor still refused to name.  Amdor said it was very bold and presumptuous of Athander to ask such a question, and asked him if it was not honorable enough for Athander to serve a man like Amdor's master, for in his laborious service to the ranch he made what he did possible.  After this however Amdor took Athander to the nearby town of Bleakstorm to buy and to sell goods, and to hear news of the darkening tides coming from the east.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian''':  Amdorian and the yet still grimmer and thinner leader returned.  Soon afterwards, Amdor announced he himself was leaving, and that he would be giving his son Amdorian command over the homestead.  Athander was to obey what Amdorian said without question if he ever even hoped to be of service greater than his current position.  Although Amdor's family had until then been kind if curt, when the two older men rode off, Amdorian became truly authoritarian over Athander.  His way with the horses was never good enough, and his tasks with maintenance of the ranch were never proper.  Amdorian, who was only some five or more years older than Athander, would rap him on the knuckles with a stick, and although kindly in a certain sense, his seeming discipline was so harsh so as to drive Athander to the end of his endurance.  Several times Amdorian would say at the head of the dinner table that perhaps it would be best that Athander return to the city, and cross the sea to go south again to safer lands.  He would explain to his mother and younger children that Athander was not the best with the horses and beasts, and that perhaps it would be best if he be set to other work.  But Athander remained steadfast in his determination, saying he wished to ride with his father Amdor, and that his father would find him worthy one day.  Amdorian would simply nod.  Amdorian set up lancing games for his two younger brothers, which Athander would arrange but was not allowed to participate in.  After months of this, with Amdorian pressing him ever further, at last Athander could endure no more, declaring he would no longer endure Amdorian's harsh tasks and criticisms, even if he were to strike him.  Amdorian then threw to Athander a wooden sword, telling him at least he would give him a chance before he beat him out of his father's ranch.  Twice Amdorian beat Athander to the ground, Athander refusing to yield.  But although Amdorian fought all the harder the third time, as if he were going to kill Athander with the wooden sword, Athander fought with all his might.  Athander fell to the earth again, but Amdorian smiled and let him rise.  &amp;quot;By the gods, you have a stout heart Athander.  Stout enough for my father.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''House of uth Thalden - The Story of Amdor uth Thalden''':  Amdorian revealed to Athander that his father Amdor was by right Lord Amdor uth Thalden of Hartford, in Old Solamnia.  He revealed that they had been in exile for many years now.  His noble family, House Thalden, had a long tradition of knightly service in the Order of the Crown, but with the expulsion of the Knighthood from the nearby city of Solanthus, the peasantry of Amdor's lands had grown so suspicious of the Knights of Solamnia that although he had served as a squire and was worthy of his spurs, Amdor declined the knighthood in an attempt to preserve his ancestral holding.  Thinking his estates safe for the time being, Lord Amdor answered the call of loyal members of the Knighthood who had retreated to more distant lands outside of Solamnia to work against the growing tide of evil.  Out in the frontier of the growing tyranny in the broken lands of Taman Busuk, Lord Amdor fought with some of the most valiant Solamnic Knights, operating in remote Estwilde with little direct support from the weakening central leadership of the Knights.  After some victories and being named a Defender of the Crown, Amdor returned home for a time only to find his family accosted by insolent peasants insistent on their rights to own his land.  In a rage, Lord Amdor threw aside the peasants who were attempting to rule his lands in his stead, which caused a mob army to surround his castle.  Amdor thus took his family and what retainers remained to him and abandoning his castle them to far away Gaarlus, near the eastern Solamnic frontier.  A stalwart lord-in-exile, Amdor was approached by his future master and other veteran knights, requesting his remaining monies and retainers.  While Amdor's family stayed in Gaarlus, Amdor and his new company fought in remote wars, often deep into the increasingly evil lands of Taman Busuk, striving to garner enough victories to rally the rest of the Knighthood against the growing power of Neraka and the monsters of the mountains of that region.  Although they fought in many campaigns, they rallied principally around Marshal-General Laca Dragonsbane, Lord of Swords, a remote descendant of Huma himself, until he was slain by the fires of a dragon, and his great army scattered.  From time to time he returned to Gaarlus, but with each visit Lord Amdor grew more suspicious of his family's defenders there.  As the years passed and the Solamnic frontier collapsed into bickering, betrayal and defeat, Amdor joined the Company of the Defiant Crown, which was a small alliance of knights and their men-at-arms who were Solamnic extremists, refusing to retreat despite the threat of near certain strategic defeat.  Basing their secret operations at Kwinter Ranch, they eschewed all other orders and counsel from the great circles of knighthood resting in relative safety in the Solamnic core lands.  Their deeds were many and great, but at length the forces of Neraka discovered their secret outpost and defeated them.  Amdor had been back with his family at the time of the defeat, but hearing from Solamnic scouts of what had happened, Amdor rode with all haste back to Kwinter Ranch, where he discovered that all the knights and heroes of the company had been slain, and the forces of evil masters of the ranch.  However, Amdor decided to come in stealth at night to see what villains had done this so he could think on his revenge, and in the night in the shadows he discovered hidden behind rubble a critically wounded knight, burned and stabbed, who yet still wished to slay the dragon-master who had burned him and his companions.  Amdor carried the knight away.&lt;br /&gt;
&lt;br /&gt;
'''The Story of Amdor uth Thalden - Squire to the Grim Knight''':  Amdorian continued the story of his family to Athander.  Amdor and the Grim Knight, as Amdorian called him, rested not far from Kwinter Ranch.  Regaining himself enough, the knight matter-of-factly ordered Amdor to prepare for the counter-attack in the morning.  Amdor, highly disturbed by this suicidal command, attempted to turn and otherwise argue against this order.  The knight, being much superior to Amdor in rank and office within the order, would not bend, and stated that if Amdor would not obey then he would cut him down as a coward, a traitor, and a shirker of orders, and launch the counter-attack on his own come daybreak, despite his horrible wounds.  Amdor pleaded, saying he would do so if not for the sake of his family in Gaarlus, and offered that he would obey any other honorable command if only the knight would countermand his current terrible order.  Without hesitation the knight recognized that Amdor was not himself officially a knight, despite his great experience and lordship, and said that he would relent only if Amdor would serve him as a squire, dedicating all his remaining monies and energy to the knight's vengeance and crusade against evil.  This Amdor swore.  So the two traveled to the outskirts of Gaarlus, which had already become full of traitors and spies.  There the knight recovered and Amdor collected his family.  Amdor had already invested his money in a reserve ranch not far from Kwinter Ranch, and although the location was perilously close to the power of Taman Busuk, the knight commanded they take residence and base their operations there.  So Amdor moved his family.  It had been some four years there at Amdor's Ranch, hidden in the mountains.  In that time, Amdor and his master had ridden many a times deep into the seats of evil, and done many a great quests.  There was no end to the knight's vengeance, and to ensure no reprisals came he no longer wore badges of office or ensigns of heraldry.  He hid his name, which the enemy still did not know, calling him only the Grim Knight if they were even sure it was he who did great hurt to them.  The knight had by then become disgusted by the knightly order which so cowardly stayed back from the extreme front while evil grew, and although he still in his way loved the Knighthood, he thought all who remained were undeserving of their ranks, offices and very spurs.  Only Amdor, his squire, who accompanied him on all but his most dangerous ventures, maintained his grudging respect.  In those four years Amdorian had trained with the knight, and learned a great deal, and in the last two had even begun to ride out with him on his easier patrols, and for his missions in spying.  Amdorian said the knight and his father still kept faith with the spirit of the slain Company of the Defiant Crown, and still hoped to grow it once more into a small band of iron knights who would fight on, although all others flee and submit.&lt;br /&gt;
&lt;br /&gt;
'''Amdorian and the Initial Mentorship of Athander''':  Amdorian had been tasked to test Athander, and Athander had stood up for himself, despite his oath, which was the Grim Knight's purpose.  From then on Amdorian treated Athander with increasing respect.  Much was revealed about their secret armory, and Athander was introduced to the family as closer to an equal instead of as an abject servant.  Yet still Amdorian held authority over Athander, and the elder youth, as acting master of the ranch, trained and tested Athander in weaponry and horse.  Amdorian even showed Athander their hidden smithy, and the pile of enemy weapons they were methodically reforging as best they might into quality weapons and armor for a larger force the hoped would one day manifest.  After yet more months of this, when Amdorian began to fear his father and the Grim Knight would not be returning, they did at last return.  Amdorian was pleased to boast of Athander's progress.  The two had been dueling with practice blades, and all the boys of the family said Athander was already a very promising swordsman.  Amdorian said he was hopeful his father and the knight would train Athander further.  But something of Amdorian's tone set the knight to wroth.  Without a word the thin man threw to Athander his own blade and rushed him with his horseman's mace.  The knight seemed merciless, holding nothing back.  Within but a few strikes of his long hammer, Athander fell to the earth disarmed, the sword flying into the air.  The knight kicked him brutally and then slammed down the mace as if to kill him.  Instead the steel mace crushed a rock beside Athander's head, and Athander nearly swooned.  The knight glared at Athander for a moment and then stormed off and handed the horseman's mace to Amdor, who had been watching nearby.  That night, once again at the head of his table for his large family but with his eldest son absent, Amdor told much to Athander.  This was why the knight had warned him to return to his father.  This was why he himself had warned Athander.  The Grim Knight would brook no weakness from would-be knights.  Too many youths with fanciful tales of heroism and glory were among the ranks of the Knighthood, Amdor explained, and their weakness and lack of iron dedication now threatened to undo the Order as a whole and the rest of all the lands where evil and chaos did not yet openly rule.  Amdor had sent his eldest son on a lone patrol to contemplate his over-enthusiasm.  Athander was not yet worthy of the secrets of their tiny cell, and much unproven.  The knight was on the verge, Amdor explained, of sending Athander on his way, back to his father or wherever he would go at last, thinking him unsuitable as a prospect.  But Athander spoke up for himself.  He declared his intention to learn and to meet the hard standards of the Grim Knight.  Amidst Athander's response, uncharacteristically the Grim Knight appeared and told Athander that his father had lied, and that although his uncle and cousin were dead his grandfather was very much alive and well, and would love to have his grandson back.  There at Long Ridge Athander could be happy and safe, well away from the troubles of the extreme Solamnic frontier, and even become a knight there, for did not Athander know that his grandfather served as vassal to a Solamnic Knight?  Surely the training and knighting could be arranged.  Athander could stand to inherit a valuable estate and become a shining knight, as was his dream, and enjoy the benefits of servants, good food, peaceful lands, and perhaps the love of a noble lady.  The knight opened the door, declaring he had learned only recently of this truth.  He bid Athander go.  Athander stood and stated he would stay.  Three times he said this in defiance of the knight.  Then at last the knight relented, and said that Athander then must keep to his oath he gave to he and Amdor many months ago, and obey.  The knight then commanded Amdor to train him.&lt;br /&gt;
&lt;br /&gt;
'''The Early Training of Athander''':  Amdor was set to great labor.  The training of horses and trouble of ranching cattle took much of his days, and what time remained was set to work at the forge.  In his labors he was accompanied with Amdor's younger sons, and he was closest to the boy closest to Athander in age, Amdor the Younger.  Amdor and Amdorian showed Athander the ways of weapon play, and Amdorian sometimes the smithy, but it was the Grim Knight himself who set to teaching Athander the skills of a weaponsmith.  The knight had no flare for finery in steel armor or weapons, but instead worked with great efficiency and intensity.  He was however keen on great quality in his weapons, and had become skilled in melting down and improving on the steel of their enemies.  Athander could tell that the knight envisioned a strong force one day, should the opportunity arise.  Lances, swords, spears and other weapons besides were their make.  Amdor also took Athander into Bleakstorm to sell horses for finished goods.  From time-to-time Amdor and the knight would leave, and sometimes Amdorian would venture out with the knight instead of his father, but during his second year with them, they were rarely gone for very long, only for a few weeks at most.  Whatever their adventures were it was kept from Athander, and although he saw the three of them speaking at times among themselves, he never knew what was being said.  Later that second year, Athander was taken by Amdor and the knight all the way back to Haltigoth, ostensibly to sell horses, but Athander knew it was also for other matters.  Even in the some two years Athander had been gone the morally degraded port city had somehow grown even worse.  There Athander was given a sword for the first time and wore studded leather under humbler clothes, watching the door as the Grim Knight spoke to men Athander was certain were a local cell of Solamnic Knights living in secret.  During that visit Amdor spoke to Athander, telling him that the Grim Knight and he had their own informants in the city and in the region, and knew of his father if not his sister.  Norton had indeed increased his wealth, but had done so by falling into the slave trade.  By all accounts he had given up his search for his son, thinking him dead, and now chiefly served himself and his desires.  Amdor advised that Athander would gain no peace in meeting or speaking with his father, for he had been corrupted as were so many in the city.  Upon the closing of his second year with Amdor and his family, Athander grew closer to the eldest daughter of Amdor, and although the lord squire's eye and aura forbade any advance from Athander without a word needing to be said about it, their wordless attraction grew.&lt;br /&gt;
&lt;br /&gt;
'''Athander Begins to Take the Field''':  After the third year, Amdorian, who was growing ever stronger, experienced and more confident, began to take Athander out on patrols.  Riding on fine horses and being careful to remain largely unobtrusive and unseen as best they might, Amdorian led Athander and sometimes Amdor the Younger on hunts and patrols, some of which lasted for days.  During these times the youths felt free and strong.  Amdorian spoke about his valor and heroism, and although he did so humbly, it would excite the interest of Athander and the younger Amdor, for still Amdorian would offer no specifics about what they did.  Amdorian tracked for spies who might be searching for their hidden ranch, or for monsters, and on several occasions there were monsters to be found, although Amdorian dealt with these personally, keeping the younger boys back until goblins were slain.  One time Amdorian even slew on ogre and scared off another on the same occasion, and Athander began to fully realize the young man's great quality.  At the ranch, lancing tournaments began to be held among the family, and even the knight himself would participate, lancing squashes and even tomato fruits at great speed and with great skill.  Another boy also was brought to the ranch, a homeless youth yet younger than Athander named Tarsten.  Athander learned the Grim Knight had saved the boy from slavery, and his quick mind and already stout body and heart proved themselves readily.  At last, as the autumn came to the ranch of his third year there, the Grim Knight began training Athander personally and very harshly at weapons play.  The knight was a mighty or tall man, and was almost slight of build, but his speed and intensity were impossible for Athander to defeat.  Although struck with the flat of the blade many times, and struck with a boot or a fist on many occasions, Athander slowly gained genuine skill with the long sword.  Winter settled in, and at last Amdor acknowledged Athander's love for his daughter.  Only in valor and knighthood would the lord squire accept Athander as a groom for his daughter, and although he was satisfied so far, Athander had yet much to prove and achieve, but as she loved him too, Amdor would keep the girl from other less deserving suitors.  Amdor trained Athander with the sword all that winter, and forced Athander, Tarsten and his sons into winter training in the snow, in which the Grim Knight would reveal the slightest clues of movement he could see in the passing of beasts, monsters and men.  That Yuletide the Grim Knight joined the Amdor family for the festivities, and even smiled some.  Athander knew their victories (whatever they were) had been many that year, and that the Grim Knight's hope and ambition were rising.  Could the power of Neraka truly be undone?  So it then seemed possible, for Athander increasingly suspected he served under the greatest knight that then lived, sequestered and unknown with a tiny band of followers at the very edge of Nerakan territory, even if all of Solamnia did not know or recognize it.&lt;br /&gt;
&lt;br /&gt;
'''Athander Takes the Lance''':  Late that winter Athander was tasked to make his own lance and sword in their snowy mountain home, and the Grim Knight himself made him plate mail fitted to his person.  When the snows at last parted, The Grim Knight oversaw a test of Athander's lancing skills to the young man's great consternation.  Thinking he had done well, once again the knight without warning came at him with his sword.  Athander fought with all his might and newfound skill, despite the death by steel that the Grim Knight promised.  Three times Athander found himself with steel to his neck, but each time the knight threw him down into the mud and earth to fight again.  Athander, though tears forming, refused to yield.  At last the knight had had enough and retired.  That night Amdor, his son and the knight spoke in private, and Athander wondered after his fate, and wondered why he even endured the cruelties from a man whose name he did not even know.  But in the morning the knight unceremoniously told Athander to ready himself quickly for they were to go on a great ride.  Thus four men left Amdor's Ranch:  the knight, Amdor, Amdorian and Athander, leaving Amdor the younger master of the ranch.  Taking two horses each, at last Athander felt he was on the track to the knight's true trust and respect.  The road was stark, traveling the wilderness between the wild low mountains of the fallen Solamnic frontier.  But Athander felt a great sense of accomplishment.  The other three men gave him at least seemed to have truly embraced him as one of their own, even if he were the most junior.  Athander was on his way to becoming a true Knight of Solamnia.&lt;br /&gt;
&lt;br /&gt;
'''Stories and Lessons on the Road''':  While on the road and on their nightly camps, Amdor quietly educated Athander more clearly on the Oath and the Measure, and of the history and nature of the Knighthood.  Amdor was very knowledgeable, and in a short time Athander learned much.  Their master, the only true knight among them, had grown so callous and resentful of what had become of the Knighthood that he eschewed all outward signs of the Order, holding it now wholly in his heart.  Amdor warned Athander that the knight had a terrible temper regarding such things, and to never call him &amp;quot;sir&amp;quot;, or to speak of the Lord Officers of the Knighthood, for the knight hated them, although he fought to defend them and their honor and lands.  Within him the knight keeps what he feels to be the truest essence of the Oath and the Measure, Amdor explained, and they were grimly privileged to serve at his side.  Regarding his name and past, for at last Athander asked of this, Amdor said that he had not yet earned this level of trust.  There was power even in a name, and should Athander be captured or betray them, it would be more difficult to betray a man who had no name, and whose quests Athander did not know.  But Amdor said that Athander was well on the way to earning this trust, which he could only due by battle and shedding blood for their cause.  When Athander protested that he would never betray his party, Amdor gave him a chilling look, and suggested to Athander that greater men than Athander had done just that in recent years.  But for the rest of the journey, all three of Athander's companions taught him more about keeping the watch and tracking game for the hunt.  The Grim Knight himself explained how one might survive in the harsh wilderness of those mountainous lands.  They passed settlements on their journey, but stayed well away.  Amdor explained that the knight wished his movements to now be almost unknowable, and that they must stay unseen as best they might, for the knight might kill any who saw them.  They also actively slew goblins.  With great speed and no hesitation Amdor and the knight would go off in the night to slay bands of goblins that they tracked.  They would then call up Athander and Amdor, and the four of them would quickly and rudely bury the bodies as best they might, and took the best steel the victims had to offer.&lt;br /&gt;
&lt;br /&gt;
'''The Tale of the Mouth of Truth''':  After a long journey, to Athander's surprise they rendezvoused with a small band of other Solamnic Knights and their retainers.  Hardy veterans, they gave a certain respect to the Grim Knight, and for the first time Athander heard his true name:  Kharthen.  Although road-worn and battle tempered, Athander beheld more traditional Solamnic ensigns and badges of office, which Amdor explained.  The were Knights of the Order of the Sword, and they pleaded with the Grim Knight to reconsider his course of action.  He would do best, they argued, to ride to the Council of Palanthus and inform the high knights there of the extreme importance of what was happening on the collapsing frontier, and the danger it meant for Solamnia and the other neighboring lands.  Kharthen refused their counsel, and demanded they they fulfill their oaths to aid them, threatening to label them as cowards if they had ridden this far only to turn back now.  At last they subordinated themselves to him, and when one seemed too proud, boasting of his higher rank and experience, the Grim Knight seemed nearly to kill him, so fierce were his eyes.  This knight too relented, and would do as they had promised to come and aid him in his bold mission.  It was then that Athander learned that among his numerous quests, the Grim Knight had in but the last year traced the one most principally responsible for the destruction of the Company of the Defiant Crown.  Kharthen had already slain the evil knight commander who had led the raid on Kwinter Ranch, as he had slain the red dragon that had overwhelmed their number, slaying the great beast in his very nest.  But he had learned the evil knight was the Lord of Telvan, a town not far away.  Amdor and he had burned Telvan's keep and slain its officers.  Before they killed him, Kharthen learned from the castellan that the evil knight was but a servant of another, the Prophet of Truth, a powerful priest who lived in the nearby Madmen Mountains, and that the town's grandees had become worshipers of this god of truth.  Kharthen threatened the castellan for the secret name of this god, which in his fear of fire was revealed to be Sargas, otherwise known as Sargonnas, the almost forgotten evil god and consort of Takhisis herself.  In telling the story, Amdor produced the cinnabar amulet of the god, a red condor, which the castellan had been wearing.  When Amdor had explained to Kharthen what it represented, Kharthen threw the castellan into the flames he so feared, then helped the fire spread to the rest of the town.  Kharthen and Amdor then quested after this Prophet of Truth, who sometimes resided at a place call the Mouth of Truth high in the Madmen Mountains.  The location they found was wreathed in powerful illusions, but awaiting pilgrims they followed them into the mountain, pretending to be postulants.  A macabre temple had been built next to a volcanic vent from which poisoned gasses eternally arose, and it was this that was the &amp;quot;Mouth of Truth&amp;quot; from which the Prophet of Truth periodically emerged.  Learning that the &amp;quot;Prophet of Truth&amp;quot; was then absent, they awaited a pilgrimage ceremony in which the high priest was going to sacrifice a virgin, but before they could do this Kharthen and Amdor revealed themselves, and slew the high priests, his subordinates, and all their temple guard.  With the occult worshipers fleeing in panic before their bitter swords, Kharthen and Amdor entered the interior of the temple, where after defeated fiends of shadow and fire they were once again they were beset by illusions.  Amdor became trapped in a prison of his own mind, and a magical terror was set upon Kharthen that was so terrible it might have slain him, but ultimately Kharthen prevailed and the Grim Knight hunted their invisible assailant.  With a slice of his sword the wizard's hand was cut off and he teleported away screaming.  Knowing that the small army of monsters and evil men that was there was mustering, Kharthen and Amdor quickly searched the temple.  Seizing the most promising of the wizard's scrolls and books, they fled, but were met at the temple gate by a great red-robed minotaur of diabolical demeanor and his warriors.  The minotaur called on spells of power from the Mouth of Truth, but Kharthen rushed the monster faster than his warriors could react, slicing his face, his belly and then cutting off one of his horns.  Amdor then called on his longtime companion to make their escape, exclaiming that they had records and evidence of what was coming here.  Amdor pulled Kharthen away from the fight before they were utterly overwhelmed, and with great reluctance the Grim Knight fled.  They had since compelled wizards to interpret the magical codices they had taken, and learned that the Red Wizard whose books they were had been studying how to summon very powerful fiends from the Abyss, using hitherto unknown spells.  Wishing to crush this cult once and for all and end this vile threat to the West, Kharthen had spent recent months calling on the last of the nearby Knights of Solamnia who might still be willing to aid him, some of whom had been former members of the Company of the Defiant Crown.  And so they had come, even bringing a wizard of the White Robes and a fearsome dwarven henchman named Malkas.  Kharthen intended no less than to slay the Prophet of Truth, whom he had learned was named Kulkas-Mog, and collapse the Temple of Sargonnas into the Mouth of Truth.  For this he knew he needed more men, and valiant ones at that.  Now he had them, and Amdor opined to Athander that it seemed that the Company of the Defiant Crown was forming once again.&lt;br /&gt;
&lt;br /&gt;
'''Raid on the Mouth of Truth''':  Concerned about the illusions surrounding the mountains of the Mouth of Truth, they scouted the surrounding region for a time, even conducting raids on forlorn outposts, leaving none alive to tell the tale of what had happened to them.  For the first time Athander watched the Grim Knight in action.  Being left to the horses with the squires of the new knights, Athander saw men and monsters fall to Kharthen's sword as if it were hardly a threat.  From these doomed men they learned more of the Prophet of Truth and of his cult.  They learned that a son of Sargas, the Naug-Sargas or Naug, had come amongst them from far away lands, that he was a powerful magician, and that the Prophet of Truth foretold that the Naug would soon be imbued with his father's divine glory, and after leaving for a time would return a mighty god in his own right, and lay vengeance upon all the enemies of all those who worshiped and served him.  Then, when they were ready, they executed their great and second raid upon the Mouth of Truth.  A prayer was held by the more devout knights, which Kharthen avoided, praying or at least meditating alone.  But when the prayer was done and the preparations had been made, Athander and the rest of the junior squires were left behind, commanded to watch the horses, with Amdorian being left in charge.  Amdor left them with parting words of encouragement, and commanded his son to lead the family well if he did not survive.  The raiding party of hardened knights and proven veterans then entered into a hidden fissure at the base of the mountain, thereby avoiding the illusions (or so they thought) that wreathed the approach to the Mouth of Truth.  The youthful squires waited a long time.  That evening, red and brown clouds appeared over the mountains, and red lightning with peeling thunder.  They worried for their masters.  Then at night, illuminated by the bright Red Moon and flashes of red lightning, the squires were beset by goblins.  Taking command Amdorian led a charge on the goblin's forward position, and Athander thought he would enter combat.  But the goblins flighted.  Amdorian then gave Athander the command of the reserve horses, and with the eldest squires they rode after the goblins who meant to shoot at them with their bows and odd weapons.  In the night Amdorian slew many goblins, and Athander wished he was not bound by his oath to obey the elder youth, so that he might fight along side him.  Just as Amdorian consolidated the squires and they grasped victory, a great roar was heard from high up in the mountains unlike anything Athander had heard before.  The horses startled in fear.  Then from the mountain peaks a gigantic dragon appeared, black and terrible in the red moonlight.  From a great and steep gorge running down the mountain men could be heard calling out in terror and panic.  The dragon leaped down on lower cliffs, and with his enormous neck devoured one after the other of the very knights who had come to help the Grim Knight.  Amdorian observed in terror that many of the knights seemed to be lost in the illusion that guarded the mountain, stopping to scream in and terror before screaming yet again as the enormous maw of the dragon reached down to devour them.  As had been planned, Andorian tried to lead the horses up to meet the fleeing knights, but the fear of the dragon overwhelmed most of them, although Athander and Amdorian managed to lead a small team of them forward as the others scattered in terror.  Lightning flashed, revealing blue scales on the enormous beast that was so large it could have swallowed a knight and his horse whole.  For a moment, as lightning flashed, Athander locked eyes with the dragon, and Athander's fear nearly overwhelmed him, but he knew that the Grim Knight would not buckle, so he steeled himself and he did not flee.  At last they beheld Amdor running towards them.  The lord-squire weaved away from the dragon's maw though he was thrown down by it, slicing his sword on the dragon's invulnerable snout.  Amdor rose and immediately mounted his personal horse, telling his son and Athander to move away and help any other survivors if they could.  Amdor called to the dragon, challenging him, but the dragon spitefully ignored Amdor and devoured another screaming knight.  Amdor then rushed his steed at the dragon up the steep incline, and with his lance plunged the steel tip at the dragon's feeding mouth.  The roar of the dragon's pain was deafening as the dead and chewed knight fell from his maw, and with an angry claw he destroyed Amdor's horse with a single pass.  Amdorian charged himself, his lance breaking against the dragon's scales, and his sword just as useless.  Then Amdor took from Athander his own horse and charged once again, even as the dragon reach down to devour his son.  This time the lance tip pierced the dragon's great yellow eye.  The roar of pain was even more enormous than before, and yet despite the dragon's rage Amdor slashed at the dragon's scales uselessly with his sword, commanding his son to go.  Amdor turned about to charge once again, but even as Athander and Amdorian fled, the dragon released an enormous bolt of lightning from his wounded maw, and Amdor was no more.  Pained by his now missing eye and clawing at the wound amidst his roars, the dragon unfolded his tremendous wings and with a leap flew over Athander and the other survivors, and flew away.&lt;br /&gt;
&lt;br /&gt;
'''Defeat, Loss and Recovery''':  In the aftermath, Amdorian's resilience and purpose of mind rallied despite his father's death.  Seeing that the dragon had retired and no immediate foes, he ordered the other squires to gather the horses as best and as quickly as they could, and retrieve the survivors of the raiding party.  Of the two dozen or so knights and retainers who had gone on the raid, only four were accounted:  two knights, a sergeant and the dwarf Malkas.  After they had ridden as far away as they could and found what concealment was available, Athander heard at least some of what had happened.  After fighting through the illusions and daemons that guarded the narrow fissure, Kharthen split the raiding party in two upon seeing an opening that led elsewhere, leaving Amdor in charge of the other half.  No one survived from Kharthen's half of the party, but for Amdor's half, they come up through the rear basement of the volcano temple, quietly slew the guards and priests there, and then waited for Kharthen's force to come from the other side before attacking the Prophet of Sargonnas' audience chamber.  But Kharthen did not come, and fearing discovery, they began their surprise attack, only to find the court of the Prophet to be an illusion, which soon was followed by lethal illusions of monsters and fiends.  Amdor led his party out of the temple, only to find the prophet waiting with an attack force of monsters and armored minotaurs.  The prophet mocked them, saying that Sargas had foreseen their coming again, and this time they would be destroyed.  Yet in this moment a wounded and afflicted Kharthen appeared from the rear of the prophet's troops, and threw his spear into the minotaur's throat.  A general melee erupted, and an invisible wizard rained down magic upon them.  Yet despite the prowess of the enemy Kharthen could not easily be stopped.  He threw quick mercury upon the invisible wizard, exposing him to focused attacks, and soon his sword cut down the flower of the mighty minotaur guards.  The white and red wizard dueled, and although the white wizard was destroyed, his enemy was burned and wounded. One of the surviving knights said and he Amdor chased after the wounded wizard who had fled into the temple once more, and after hearing his way through an illusion Amdor throttled the wizard, strangling him to death, after which the other knight beheaded him, causing his body to explode into frozen glass.  But it was then that the great blue dragon appeared.  Yet last they saw him, Kharthen remained fixed on the Prophet of Truth, who feared his sword, and was fighting him at the very lip of the Mouth of Truth.  Kharthen refused to retreat despite the knights being eaten alive by or blasted apart by the dragon, but in uncharacteristic mercy, in a shout gave Amdor the angry order to retreat.  Only upon the third such order did Amdor obey.  After hearing this story, the grieving and broken party that remained traveled all the way to Haltigoth to find refuge with the secret cell of Solamnic knights there.  While at Haltigoth Athander had grown to be friends with one of the squires, and accompanied him to a tavern.  There Athander was spotted by one of his father's old agents, who quickly escalated his questions to commands that Athander come with him, expecting a large reward from his father for the return of his long-lost son.  The old mercenary called for men to obey him to subdue the youth, offering considerable sums.  Athander however would no longer submit to such pettiness, and with his own hands threw each man down with great ferocity.  Athander then told off the agent, telling him that if indeed his father does still want to see his beloved son, he should dare to come to take him back to him himself.  Not long afterwards, once the survivors were settled as best as they could, he and Amdorian returned to Amdor's Ranch.  Desiring revenge for the death of his knight, the dwarf Malkas would not be left behind.  Being now the master of his family and seeing as that Kharthen was presumably dead and he being in charge of the secret of Amdor's Ranch, Amdorian named Malkas his man-at-arms and they returned to the ranch.&lt;br /&gt;
&lt;br /&gt;
'''The Return of Kharthen Starth''':  The death of the family patriarch was most bitter to House Thalden, and the sadness was very great.  But Amdorian bore himself nobly, and considered his next actions.  He offered the release of Athander and Tarsten from his service, but both refused, willing to follow Lord Thalden with whatever he chose.  Amdorian however delayed in any great decision, thinking that time might reveal itself as he inquired after the possibility of leading the retreat of his family back into the Solamnic core lands.  But then, after some three months, Kharthen appeared.  It was as if all were seeing a ghost.  He heard what tales could be told from Amdorian, Athander and the others and sat in dark silence.  Seeing that he had been through a great deal, and seemed hardened now more than ever before, they asked after what had happened to Kharthen.  The knight bruskly explained that they had been betrayed.  Somehow, amidst his call for allies, the agents of evil had replaced one of the called for trusted knights with an evil illusion.  How long had he been among them?  But whatever the details, when Kharthen led his detachment apart from the others, and evil spell of death was cast upon the lot of them, and trapped within the poisonous cloud, it nearly killed Kharthen as well.  A fireball followed the cloud of death, and in the end Kharthen only remained.  He assailed the attacker, who had revealed himself to be a great and dark minotaur with dark red horns, with yet another spell on his fingertips.  Kharthen wrestled with him in the narrow chasm, and broke his hand, and nearly his neck.  But the great monster broke free from his grip and disappeared with a spell.  This minotaur, Kharthen explained, he would later discover to be Naug-Sargas, the claimed son of Sargonnas.  Kharthen explained how much he had wished he had killed him in that moment.  Although his party was dead, Kharthen decided to then continue on his original plan and ambush to the rear of Amdor's enemy all by himself.  As to what happened after the others had been ordered to retreat, Kharthen said he forced the Prophet of Sargonnas down the Mouth of Truth, and leaped after him.  Kharthen found himself in a world of fire and burning, but burst from the flames following the now fearful prophet.  Kharthen found himself in a great temple of burning magma and fire.  He slew minotaur guards that challenged him there, but then hid as they came in numbers.  Creeping about, Kharthen found the red robed wizard they had thought Amdor had slain, but Kharthen said he slew him, strangling him before throwing him into one of the fire pools.  Escaping the temple, Kharthen found himself in Hell.  Of this he does not wish to overly speak, save to say that it is perhaps worse than they can imagine, and that a truly malevolent evil pervades there like he has never before known.  The experience truly struck him.  Yet Kharthen now held a mighty sword, an evil looking blade that could burn with black fire upon his command.  Kharthen took it from a fiend that thought it could trick him.  Kharthen said he destroyed the fiend with his own blade.  Kharthen learned much of evil, and the plans of evil, while in Hell, and learned lore about the dark god Sargonnas.  The god's &amp;quot;Prophet of Truth&amp;quot; had fled in fear of Kharthen to his god's personal palace, but he learned of the supposed son of Sargonnas' plan to travel to the Seven Heavens to become a god.  Eventually Kharthen snuck through the burning temple again and emerged out of the Mouth of Truth.  The ancient blue wyrm had since become de facto master of that place, and Kharthen saw its one eye and knew his fellow knights had not died without wounding evil's face.  Kharthen recovered for several days from his enormous ordeal, but then, having resolved on what to do, decided to travel to Palanthus is Solamnia to demand audience with the knightly counsel there.  Amdorian said that his oath as a squire had been to his father, not Kharthen, but Kharthen obviated this by knighting Amdorian there on the spot, and on his own authority.  When Amdorian asked after the Council of Knights to confirm him, Kharthen replied that there was no greater way to gain one's spurs than by a knighting in the battlefield.  And so Amdorian received his knighthood by Blackfire, or so Kharthen called his sword.  Immediately afterwards Athander was asked if he would serve as Kharthen's squire, which Athander accepted, taking the oath of the Knights of Solamnia for the first time.&lt;br /&gt;
&lt;br /&gt;
'''Journey to the Core Lands''':  Leaving Amdor the Younger as master of Amdor Ranch, Kharthen led a small group all the way to Palanthus, including himself, Athander, Tarsten, Malkus the dwarf, and Amdorian.  For once Kharthen rode at a deliberate pace, although he stayed off the main highways, greatly slowing their journey.  Along the way Kharthen taught Athander and Tarsten more of fieldcraft, as well as swordcraft.  He also told more of his experiences and stories of the Knighthood.  Athander learned more about the man, and of how Kharthen had once served in a lord's castle in the core lands before becoming a knight.  His own lord was pulled down by the mob when he was away on a quest, and Kharthen watched it happen when he was pulled apart.  It was then when Kharthen first went to the eastern frontier and served the march knights there, and there where he received his spurs.  It had been years since he had returned to the core lands, and he was certainly not eager to do so.  At the urging of Amdorian they made a detour to Hartford so that the young Lord Thalden could see his abandoned family estate.  This was much against Kharthen's will, but as it was a point of honor, he did not refuse.  Finding his family castle effectively abandoned, housing only animals and vagrants, Amdorian appealed to the local mayor to press his rights for the land.  The village mayor was cordial towards Amdorian, and as he did not press his lordship but merely his land rights, the mayor did not seem troubled, saying that he regretted their rough treatment of his father.  The mayor invited Amdorian and his friends to the town council that evening to discuss the matter over dinner.  Disinterested in such things and discouraging the matter, Kharthen stayed well outside the town at camp with Tarsten.  But Athander and Malkus went to help ensure all went well.  At first Amdorian was treated respectfully, and they even referred to him as Lord Thalden, and wanted to make amends for past wrongs.  But then the council turned.  In one swift series of actions, Amdorian was stabbed through the hand and then seized.  Athander fought with his fists until he was overwhelmed by clubs.  Malkus however was too strong to be so subdued.  He nearly waded through the mob to reach Amdorian, but at last he was lifted up and thrown into the nearby Vingaard River.  Next, they mocked Amdorian in his knightly garb, hacked off his spears, and paraded him as a mock lord tied to a chair for the village, so that they may see their lord upon a throne.  Then they pulled Amdorian apart, limb by limb, and made Athander watch.  It was then however that Kharthen at last came.  He rode through the mob, and slew those immediately around Amdorian's stump of a body.  Badgeless and without any symbols of the knighthood, even armor, they ran in terror from him.  Kharthen took Amdorian's family plate mail and heirloom sword, and what remained of him, and with Athander rode off.  Kharthen said little when they put Amdorian to rest in the distant fields of his familial lands, his face empty.  Malkus swore vengeance and Tarsten insisted they bring the matter before the courts.  Kharsten however said nothing, but gave the armor and sword for Athander to bear, after cleaning them.  They then rode on.&lt;br /&gt;
&lt;br /&gt;
'''Tower of the High Clerist''':  At last they arrived at the High Clerist Tower, which Athander by then knew was Kharthen's actual destination.  After words with guards and staff, they eventually were given access to the senior ranking knights there.  It was an unpleasant meeting.  Kharthen wore only the insignia of a junior Knight of the Crown there, which was his version of a dress uniform.  Of this they were offended, which he followed with insults as to their shining armor and vain flags.  Nonetheless, for the first time he announced himself by name as Sir Kharthen Starth, and even admitted to them his nome de guerre:  the Grim Knight.  He told them much news, and told them that the blue dragon he saw was very great indeed, and that no living knight could hope to defeat him, and that certainly more such dragons were to come.  Where could he get a legendary dragonlance of old?  Did the Order have any?  What aid could they give him against such a monster?  He also told them of the Prophet and Son of Sargonnas (although not of hell), and asked for their help in this matter.  Of dragonlances or Sargonnas they had little to offer, but as if expecting this then asked them to commission him to ask after this matter at the Tower of High Sorcery in Palanthus, with the right to petitioner Astinus, the greatest living scholar there.  It was hardly a request, and more of an order from Kharthen, and the high-ranking knights, quick to have him leave, wrote him the letter of introduction he had requested.  Soon enough they passed through the mountain and into Palanthus proper, the greatest city Athander had ever seen.  But business dominated Kharthen's mind, and he and Athander were given access to the great sage.&lt;br /&gt;
&lt;br /&gt;
'''Astinus''':  Kharthen had prefaced to Athander that he had encountered Astinus once before with another great knight who had since died for the Oath, but had then asked no questions.  He explained to Athander that although he might appear so, Astinus was no normal man.  Surely his wisdom was such that he was sent by the gods, and now Kharthen needed such advice.  Finding him at his great study with many books in his high tower, the great sage stopped and considered both men.  He remembered Kharthen, and knew Athander's full name and true parents.  Astinus saluted Kharthen's iron dedication to the Oath and the spirit of the Measure, and hailed him as the greatest knight along the eastern frontier, and that by his actions many now lived who otherwise would have not, and much good blossoms where it otherwise would have withered.  For Athander the strange sage provide cryptic comments, as if reading his future, cryptic enough for Athander not to be able to understand.  As for Kharthen's questions, Astinus was direct enough, and told him that only the gods, Paladine himself could grant Kharthen a dragonlance before the time of their return had truly come.  As to his question about Sargonnas' prophet and son, he said that their fate and their effects upon Krynn would not be decided in Fourth Hell but in the Seven Heavens, and there they would have to go to challenge either of them again.  When Kharthen laughed that this was impossible, Astinus remained very serious.  He said very few indeed yet had the power to accomplish this upon Ansalon.  Astinus quickly wrote a letter to Par-Salion, Master of the Conclave of High Sorcery he explained, who resided in far off Wayreth Forest, south of Athander's homeland.  This would be their introduction to the mighty wizard, who Astinus said would never easily leave his mighty tower.  Par-Salian alone knew the spell to take them to the Seven Heavens.  Astinus also gave them an ancient grimoire that would help the wizard with the spell.  Before Astinus put his seal to the letter, Athander noticed that the letter referred to Kharthen as Lord Warrior Sir Kharthen Starth of the Order of the Crown.  But days later, Kharthen requisitioned a ship, crew and captain from the Order, new and better equipment for their journey, and then they were at sea.&lt;br /&gt;
&lt;br /&gt;
'''Qualinesti and Wayreth Forest''':  After a long voyage, the heroes arrived at the port of Alsip south of the elven lands of the Qualinesti, for they could not land in the elven lands directly, due to their realm being forbidden to humans.  At the border of elven lands the party met an elven ranger of the Qualinesti named Tharone.  Knowing the elven language from his youth, Athander managed to convince the elf of the righteousness of their cause, and he agreed to escort them across the elven border and to the enchanted Forest of Wayreth.  Unfortunately, Kharthen had refused to abandon their mounts, and although successful for days, they were at last detected when well within the forest and met an ambush.  Tarsten was slain by an arrow to the neck.  Enraged, Kharthen, after commanding Malkus and Athander to stay under cover, braved the arrows of the elves and slew and spoiled the elven ambush party who fell before his lance and sword.  Kharthen then turned to slay Tharone, who had become Athander's friend.  Athander tried to cool Kharthen's rage and turn his sword, but Tharone, although trying to flee, was also cut down, Kharthen explaining that Tharone would have fled to tell his folk of what had been done.  Athander was much aggrieved, and saw perhaps for the first time the darkness that was within the heart of the Grim Knight.  They buried the elves and Tarsten, but with the death of Tharone they were lost in the woods.  Days were lost, and fear came upon the party as their supplies lessened, and they feared they may not find Wayreth Forest.  Turning in a great circle in their bewilderment among the trees, they hazarded upon Tarsten's grave, and Malkus began to say that they were cursed and doomed.  Much aggrieved to see his leadership weakened and the quest near failure due to starvation, Kharthen prayed to Habbakuk for aid and absolution for his sins.  It was the first time Athander saw the knight pray so openly and fervently.  Athander listened as Kharthen opened himself to take on the sins for the slaying of the elves and Tharone, and asked that if punishment must be meted out for what had been done, and for all ill that Kharthen had done in the past, however remote, let not the quest and his party be punished, but he alone.  The forest seemed not to listen.  However, when true despair and starvation began to set in three days later, they hazarded upon the dead woods of Wayreth Forest, beholding the red eyes of dark creatures within, much as Astinus had told them to expect.  Kharthen plunged into the forest heedlessly, and told his party to ignore the apparitions within.  The forest was foul smelling and seemed to absorb all light.  Once well within the angry knight  announced himself with a mighty voice, and demanded the Master of the Conclave hear him and grant him entry, for he demanded the magic of the Master of White Robes, on the invitation of Astinus of Palanthus.  He also offered the book Astinus had provided him as a gift, saying the spellbook was mighty indeed, and would teach its owner a great deal about the highest magic, and the mechanics of the planes of existence.  They waited for a time, and there was no answer, so Kharthen took forth his sword and ordered the party forward, telling Athander to prepare for a charge.  Yet shortly afterward was then that the forest melted and parted with a gleaming white light, and Kharthen relaxed his anger.  The mighty and dark towers of the Tower of Wayreth appeared as they came forward and beheld a wizard in white robes casting a ball of a light from his hands.  They would come to know this wizard to be named Cereben.  He led them into the Tower grounds.  They had arrived.&lt;br /&gt;
&lt;br /&gt;
'''Par-Salion and the Tower of High Sorcery''':  Climbing into the Tower of High Sorcery, they were soon given an audience with the Master of the Tower, Par-Salion.  The old man had been expecting them, but did not know how they would come, from where they would come, or when.  But he had foreseen their coming in the stars.  He reviewed the letter from Astinus, and then the book Astinus had given them.  The wizard was stunned by what Astinus had proposed and what Kharthen meant to do, to travel to the Plane of the Seven Heavens themselves, where Paladine ruled in grandeur.  But Par-Salion admitted that great evil was rising in the world, and he was already preparing to aid as best he could by wizardly means.  He had not considered he might also help by empowering a great warrior.  The elderly wizard said that with Astinus' spellbook he might actually be able to do as they proposed, but he needed time to make the arrangements.  And so they waited within the grounds of the Tower of High Sorcery, and Kharthen much impatiently.  Athander heard his bitter complaints of the wizards there, and of Par-Salion, who was obviously very mighty in magic, but excused himself on becoming involved more directly in defense of the good of the world because of his weakness in old age and need for great magical research for the times to come.  Kharthen thought this the excuse of a weakness and cowardice, and bemoaned that such power, enough perhaps to turn the rising tide of evil, remain so idle and in the hands of such a cowardly man.  The wizard Cereben heard these words of anger, and came to then to cool Kharthen's burning mind.  Cereben counseled Kharthen that perhaps his direct manner may not always be the best route, and that a swinging sword or casting spell may not always be the best way to win the wars of the world.  Kharthen eschewed this line of thinking, and sent Cereben away.  Cereben, who was an assistant to Par-Salion, approached Athander, and told him some of what he had learned from Astinus' book of planar mechanics, hoping to teach the squire what he could of what may be before the young man.  Over the days he told him of what he had read of the Astral Plane, and of the various planes of existence, lore of which was all but entirely new to Athander.  Yet he listened and learned what he could, and this more eagerly than Kharthen, who would listen, but in anger.  The rest of the days for Athander were set in sword lessons from Kharthen, and even in jousting before the several wizards that were there at the tower.  When Kharthen saw wizards of Black Robes upon one day of jousting with his squire, with one of them mocking and threatening him for wearing the brooch of the Order of the Crown, he looked to seize the old woman and punish her for her insult, but was stopped by holding spells of the wizards.  When he learned that the woman was a wizardess of the Black Robes of considerable power who served a lord of evil in Taman Busuk, he was outraged for not being able to kill the woman, who was obviously willing to espouse the side of evil, but Cereben said that the Towers of High Sorcery were neutral ground, and such violence was forbidden there.  This only outraged Kharthen further, who thereafter refused to sleep in the Tower of Wayreth, but the more reasoned words of Athander came to him to cool the flames of his raging mind, and Kharthen relented in his more active anger.  But this restraint was not necessary for long, for but a week later, Par-Salion was ready to cast the spell.&lt;br /&gt;
&lt;br /&gt;
'''Journey Beyond the Stars''':  Summoning the heroes, the old wizard summarized the necessities and steps of the Astral Spell.  He would use a special chamber of the Tower of High Sorcery that had not been used since before the Great Cataclysm that had been designed for such magic called the Star Chamber, or the Black Chamber of Lost Souls.  Hearing of the requirements, and suspicious of the wizards, Kharthen commanded Mulkas to remain and guard their persons and maintain their horses for as long as may be necessary, even though Par-Salion said that they would be utterly sealed in the projection chamber, inviolable to any harm, magical or otherwise.  Seeing what may commence before them, Kharthen gave to Athander the full regalia of a squire of the Order of the Crown, explaining that in fact it was not that he did not care for such ensigns of office and rank, but rather that it was not these things that made a knight.  But he said that in the realm of the planes it seemed that such badges would be of use as signs to those who did not know them.  Their character would be in review likely more than the skill of their swords, he explained, so let those transcendent souls that would judge do so looking upon the outward symbols of their inward achievements.  Therefore both Athander and Kharthen wore their full dress regalia and readied for the spell to be cast.  Cereben places enchanting spells upon their gear, and Par-Salion put charms upon their swords and mail to give them power within the realms of the spirit.  Par-Salion then bid them drink a magical tea, bid them hold hands, and then he cast his great spell, and with that their souls transcended the physical world and entered into the Astral Plane.&lt;br /&gt;
&lt;br /&gt;
'''The Astral Plane''':  Arriving upon the Astral Plane, after the normal familiarization, Kharthen immediately began to seek the Golden Color Pool, which was as Par-Salion had told him the magical portal to heavenly realm of Paladine.  Upon this journey they saw many wonders.  Needing rest the set upon a great island that looked like a great man of stone that had grown forests upon it like an island in the Deep.  There they rested, but after a short time they were accosted by strange monsters with powers that sapped at Athander's mind.  Yet once again Kharthen's invincible will overpowered the spells of the strange wormlike creatures, and he cut them in two with his black-flaming sword.  Athander thus learned that they might fight in this realm.  From this encounter they discovered magical potions on the persons of the worms, which Kharthen gave to Athander to hold.  They then proceeded on.  After a further time they experienced an astral storm, and both knight and squire fell to fits of madness.  When Athander awoke from his madness, he found himself adrift and alone, uncertain what next to do.  Yet in a prayer of desperation, a tiny blue kingfisher bird appeared, moving past Athander at great speed.  Athander wondered how an animal was upon the Astral Plane, when Par-Salion had said this was not possible, for they lacked a mind strong enough to move them.  Yet this bird moved more quickly than Athander.  Taking it for a sign of some sort, Athander followed the bird. &lt;br /&gt;
&lt;br /&gt;
'''Ambush at the Golden Pool''':  The bird led to a floating Kharthen, unconscious.  The bird sat on his head, and then flew off.  Unable to wake him, Athander took a chance and poured one of the pink potions into the knight.  He awoke, seemingly empowered, and they continued their journey, and but shortly thereafter they reached the golden pool of radiant energy which Par-Salion had described was the gateway to Paladine's plane of existence.  But the gold gateway was surrounded by a field a tightly packed rocks of floating astral debris, some of them quite large.  Amidst these rocks was also a black gas or cloud that weaved its way over it, cloaking the way forward to a considerable degree.  Kharthen was suspicious.  Even the blue kingfisher, having proceeded with such speed for some time now, waited on one of the rocks, not going forward.  The cloud of blackness seemed to mean something in particular to Kharthen, and he bade Athander once again to stay back as he went forward.  Athander asked if this once he not be left behind.  His armor and sword had been given spells by the wizards of the Tower of High Sorcery, which because the astral spell still maintained there power.  He would never gain true experience if he were always left behind.  This once Athander asked, and so Kharthen permitted it.  Therefore both knight and squire went forward, weaving through boulders and the wrapping folds on the black cloud.  They soon passed these obstacles, and the golden energy pool was before them.  Yet just as they floated forward about to touch the pool, a great red whip came from the black cloud, and seizing Athander, dragged him into the inky darkness.  Kharthen immediately responded by throwing a ''light'' stone into the cloud, and dual-wielding both his old and his new sword he came flying into the darkness of the cloud, wherein he beheld the one-horned Prophet of Sargonnas with two minotaur knights, one of which held Athander as if to attempt to hold him hostage.  The prophet and his knights were blinded by the sudden light.  The minotaur that held Athander also had his axe-wielding hand covering his eyes, and so Kharthen skewered his old sword through both hand and the minotaur's right eye, at which time Athander broke free.  Next Kharthen was smashed by the other knight's great axe, which he slashed away, then cut into that minotaur's arm and belly, even as the prophet's spell, which he had been preparing, blasted away in a red ball of flame.  It was then that Kharthen commanded Athander to flee.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Go!  And if I do not follow, find the dragonlance.  Slay the blue dragon.  Destroy the Son of Sargas.  Slay them all!  And slay this damned prophet of darkness if he is not already dead.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
With that Kharthen kick Athander towards the golden energy pool, and slashed open the prophet's bull-face with his black-flamed sword, ruining yet another spell.&lt;br /&gt;
&lt;br /&gt;
As the fight continued and Athander got his bearing, hesitating on what to do, the knight with the now missing eye removed Kharthen's sword from his hand and empty eye socket, then threw his axe so it beat into Athander's chest, cleaving through his breast plate and into his ribs.&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Obey me!&amp;quot;'' Kharthen cried.&lt;br /&gt;
&lt;br /&gt;
The blue kingfisher then flew through the portal, and Athander quickly followed.&lt;br /&gt;
&lt;br /&gt;
'''Heaven''':  Athander woke up in crystal waters, in a great bay between two sundered ranged of mountains, and underneath a sunless yet gleaming electrum sky.  The blue kingfisher stood upon his stricken steel breastplate, the minotaur's axe still in it.  He awoke to the twittering of the bird, and rose to see a long beach.  Standing upon the rocks above the beach he looked at undone shackles and a chain, and high above him was a great volcanic mountain.  He looked and beheld that his body had changed, that he had become ennobled like living marble.  He saw, heard and felt as never before.  The grievous wound in his chest had been healed.  The light and land he saw was more beautiful than anything he had ever even contemplated before, and high above it all, as if from a mountain above the one before that was impossibly high, there was an indescribable and infinite light that was the most beautiful thing he could ever see.  The kingfisher bird chirped, standing upon his shoulder, and Athander contemplated.  He turned back to look for any sign of Kharthen.  Yet there was none.  But the eternal rolling of the waves.  And then after a time, the kingfisher looking at him, at last Athander resolved, and walked on alone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 0/10 || 2/10 || 2/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue: 2/10 points awarded for concluding the Symposium Arc in Acrogentum&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue: 2/10 points awarded for concluding the Symposium Arc in Acrogentum&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
[[Category:The Duumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4707</id>
		<title>Category:The Duumvirate</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4707"/>
				<updated>2023-07-22T15:54:28Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* ACT II:  Mercuria */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''THE CAMPAIGN UNFOLDS...'''''&lt;br /&gt;
&lt;br /&gt;
'''''Before the full onset of winter in early 874, [[Avish Shandar]] permanently took residency at his tower in the wilds outside of Hathbell, thereby quietly assuming his office of Captain of Scouts for Lord Marnaus, and training his band of followers as the new spies of Hathbell and the Kanosian League.  With suspicions of the growing power of the Blackstone Triumvirate thus allayed by the voluntary removal of the ninja elf, [[Lars St. Morning Glory]] and [[Demetrius Hammerhand]] could rule the Valley of Mazaros and all its dependencies unimpeded by the jealousies of the lords of the Furnorkanasos, and therefore the great wizard and dwarf lord became known as the Duumvirate, the two masters of Castle Blackstone.'''''&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Demetrius Hammerhand]], 12th level neutral dwarven fighter, Lord of Blackstone, Thane of Bagras Dragonfriend, Knight of Five Pillars &lt;br /&gt;
&lt;br /&gt;
[[Lars St. Morning Glory]], 16th level neutral good human mage, the Wizard of Blackstone&lt;br /&gt;
&lt;br /&gt;
[[Oruvyn Torgidal]], 8th level neutral good gnomish cleric of Flandal Steelskin/9th level thief&lt;br /&gt;
&lt;br /&gt;
==Current Party Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
Sayeen (Pr/♀he/D11/Os/N) 11th level neutral half-elf druid-initiate of the ninth circle&lt;br /&gt;
&lt;br /&gt;
Kandalantas (Pl/♂b/F6/P6/FO/LG)&lt;br /&gt;
&lt;br /&gt;
==Campaign Journal==&lt;br /&gt;
&lt;br /&gt;
[[Duumvirate Campaign Journal]]&lt;br /&gt;
&lt;br /&gt;
==The Quest to Mount Celestia to Recover the Enchanted Red Dragon Mail==&lt;br /&gt;
&lt;br /&gt;
===ACT I:  Lunia===&lt;br /&gt;
&lt;br /&gt;
===ACT II:  Mercuria===&lt;br /&gt;
&lt;br /&gt;
====The Brave Lord====&lt;br /&gt;
&lt;br /&gt;
[[File:Brave Lord Palace.jpg|thumb|550px|left|The Palaces of the Brave Lord]]&lt;br /&gt;
&lt;br /&gt;
====The Adventures of Larweiaen, and the Celestial Princess====&lt;br /&gt;
&lt;br /&gt;
On the kalends of May, 874, Larweiaen returned to the Palace of the Brave Lord after a month of adventuring in search for the rune of eternal youth of Forseti, as had been agreed.  He did not return with the dargoness Maevix nor with the valkyrie Brysilber, with whom he had gone forth, but he did return with a beautiful child princess of seemingly divine stature, who floated above the ground, seemingly in a permanent and inviolable state of nirvana.  Larweiaen reported his adventures thusly to his wondering companions:&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 1'':  The valkyrie &amp;quot;Brynsilber&amp;quot; (Bright Silver) led Larweiaen and the dragoness Maevix far and wide, questing for mystics, diviners and rumormongers for intelligence on the location of the Whispering Bard and the gnome Mayben.  During this time, Larweiaen met militant montheists who worshiped Athian, and Larweiaen quickly assessed them as a variant of Mandadorians, with whom he nearly came to blows.  At length, the valkyrie insisted upon approaching the Golden Spire, the seat of Domiel, the ruling Archon of Mercuria.  They however never reached Golden Spire, for by chanced they halted near a celestial mountain of a strange goddess and unmoving goddess, whose petitioners and pilgrims were devastated and outraged that an invisible thief had stolen the Eternal Youth of their goddess:  a literal young girl perpetually seated by the goddess' side.  Inquiring after the matter, the party learned that the high priest of the violated goddess had hosted a traveling gnome the very night of the abduction, but he disappeared in the aftermath, not to be found.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 2'':  Expected to return to the halls of the Brave Lord at the end of thirty days and running out of time, Larweiaen reluctantly split ways with Brynsilber, as she wished to continue to the Golden Spire, and appeal to Domiel for aid.  Larweiaen however wished to pursue the possibility of tracking down the gnomish abductor, and so they parted for a time.  Riding upon Maevix, they rested at the castle of King Kariant, a dead monarch, but there Maevix became enraptured by Kariant's golden dragon Semantcor, who spoke of the Platinum Dragon, and who offered to introduce Maevix to the Platinum Dragon.  So enticed, Maevix departed with the gold dragon, wishing to see this greatest of dragons, idly commenting that the Platinum Dragon might proffer useful advice to their situation.  Thus abandoned, Larweiaen turned to drink at a tavern outside King Kariant's castle called the Wishing Swordsman.  There, feeling abandoned, he became inebriated, but hazarded upon a saddened halfling woman.  Speaking at length with her, he saw contrition and admission in her eyes and heard it in her words, and seizing upon his intuition and on her vulnerability in drink, he at last realized she was a great thief, as she spoke of stealing Demetrius' armor up from off the sacred tree on the 4th layer of Mt. Celestia.  Knowing he had hazarded upon a companion of Zaalbuk, he knived at having her tell her story, and she admitted to the theft of a great many things besides Demetrius' red dragon armor, such as Forseti's immortality, the little girl of the goddess Kumari, and other great things besides.  She said she was once the servant of Zaalbuk, but was becoming disillusioned with his quest for godhood.  The Whispering Bard, she said, had gone onto a realm on Mercuria called Goldfire where the companions of Zaalbuk were all to meet when their assigned quests were complete, but she and the gnome had one last divine theft to execute on the Third Layer.  But she feared Mayben and Zaalbuk, and was steeling herself with drink for her last great theft, the details of which she would not disclose to Larweiaen.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 3'':  That very night, Larweiaen demanded the halfling thief reveal the resting place of the gnome.  The halfling showed Larweiaen a deserted field which she assured was covered with illusionary magic, but that somewhere in the field the gnome slept, for he slept beneath the earth.  Larweiaen thus broke an aqueduct and flooded the plain, and he began digging where the water fell.  Discovering a tiny tunnel, Larweiaen crawled with the halfling until he found a macabre chamber with the little girl (still serene and untainted looking) bound to a pole, and an unnatural looking astral-projected gnome seeming to sleep in a pile in front of her.  Attempting to release her, he was suddenly challenged by a hideous and impossibly large grin from the gnome, which immediately transformed into a giant white mole with vile eyes and blood in its mouth.  Larweiaen battled the monster, wounding its dark muddy flesh, and stole the little girl back.  Clawing his way from the earth, Larweiaen was met by a wall of terrors and evils conjured from the darkness of night, and so he fled.  Running with the girl in his arms for many miles, Larweiaen at length came upon magical horses, seized one, then mastered it and rode it back to the domain of the Brave Lord in all haste, fearing the spells of the evil gnome.  The magic of the gnome followed Larweiaen, even amidst the plains of paradise, for the following night a great wall of black demonic shadows threatened to overwhelm him, but the celestial girl in his custody, unmoved and unblemished from all occurrences, radiated a great ruby aura, and burned the evil shadows away, all while remaining perfectly serene and unperturbed.&lt;br /&gt;
&lt;br /&gt;
===ACT IV:  Solania===&lt;br /&gt;
&lt;br /&gt;
====The Symposium at the Tavern of the Black Owl====&lt;br /&gt;
&lt;br /&gt;
'''The Hexiad, as Described by the Forgiven Thinker'''&lt;br /&gt;
&lt;br /&gt;
Delia:  ''The greatest of them is Delia, the Paraclete, an elven princess.  Beauty, puissance, war, love and majesty are her domains.  Through her chiefly may one pray for intercession from the Black Fire, and in all the Multiverse, she is the Deputy and Vice Regent of the Black Fire, and closest to the One.''&lt;br /&gt;
&lt;br /&gt;
Karbanion:  ''Then next is the Whispering Bard, whose mortal name is unknown and denied to me.  His mystery is deep, but he is a very great player of music, though he sings no words, save for whispers beneath his breath.  But he is also a very great druid, and with his strings once ruled all the druids of Concordant Opposition, the heart of Divine Nature.  But he has found his own freedom as a transcendent hierophant of his order.  To him all Nature has been given as his his domain, and all worlds and universes can be seen through his eyes.  His music follows the very chords of existence, and with universal music he shall play on the chords of fate of all, in service to the One.  Magic and regeneration are also his domain, so that all may know the magic woven into all things, and so that none may reduce Nature in his despite, as all things shall grow by his will, in service to the One.''&lt;br /&gt;
&lt;br /&gt;
Nelda:  ''Next in precedence is the halfling Nelda, the thief.  Skill and ownership are her domains, as well as desire for personal possessions, as well as flippancy and chance.  Humor and hardness fall under her, but most of all the vicissitudes of fate are bound by her thieving hand and dagger.  The lock and key are given to her, and although small commands and possesses more than most any can know or imagine.''&lt;br /&gt;
&lt;br /&gt;
Belmona:  ''Fourth is Belmona, the dead halfing knight and priestess.  Though dead, as a petitioner she lives again.  Death, rebirth and resurrection are her domains, as well as is faith and devotion.  She is the servant of nature, and patroness of priests.  She is also MIstress of Motherhood, and alone of the Six she in her life had children, and they and their line live on in perpetuity.  Hope and salvation is gate which she opens and guards, and womankind shall find their grace through her.  Her sign is the Rabbit, as quickness and fecundity is her servant.''&lt;br /&gt;
&lt;br /&gt;
The Jet Knight:  ''The fifth and least is the Jet Knight.  The son of an aasimon warrior and drow drawn from darkness, he is a heroic paladin, riding a black unicorn in white gold.  Heroism and valor are his domains, but also folly and shortsightedness.  Though physically the most powerful of the six, save for Delia, he is the least of them, for not through such force shall the multiverse be truly governed.  Soldierly is his, service, and the mundane of existence, though he ever aspire higher.  His is also fondness of riches and splendor, which he governs, as well as the vanity of mortals and powers, though he be contrarily be thrift and humble in spirit despite his outer display of largesse and pride.  Controversy is his, rage is his, spite and endurance.  The aggrieved call for justice, and both fair justice and violating vengeance are his, as the One decrees.''&lt;br /&gt;
&lt;br /&gt;
The Nameless Evil Gnome:  ''But the Sixth and last is separate.  In power, skill and combined might he is the greatest, even beyond Delia, but he is accounted separately, though part of the Six.  He has no true name I know, for ever his name is false, and ever he deceives.  Ever he may come in false forms, though such forms always be small and petty, as he is.  But though small his shadow is very great, and may be weaved over all things, even false worlds and universes, to deceive even grandest and vainest mind.  In defiance and treachery he serves the One, but whether in lying service, open rebellion, or secret plotting, all that he does is never in despite of the One's will.  Evil for evil's sake is his.  He is the cheater of life and death, the trickster and charlatan without peer. or pity  He is the servant of a false Power, the Gnawer in the Dark, of unrestrained greed and violence without cause.  Though he ultimately knows the Truth, and despite all his treachery and power, he cannot outwill the will of the One.  Ultimate despair and misery are his, and all things evil, and all the Lower Planes and death.  He is the curse of hate, and the servant of Doom.  But he is also mystery, and the Diver in the Dark, who through dark waters remains unseen, slipping past all boundaries to explore all realms, from the lowest secrets to all but the loftiest peaks, though he himself is ever trapped and marooned, and may never truly touch and feel the Light most high.  He is regret and murder, and is ecstasy in blood.  His order among the Six is unknown, for he hides and deceives, and one never knows truly where he lies, save that it is always in darkness.''&lt;br /&gt;
&lt;br /&gt;
==Campaign Chronicle==&lt;br /&gt;
&lt;br /&gt;
''All days of the week follow the Kanosian, as opposed to the Encyclonian or Abbadonian, reckoning.  Annamane corresponds to Hebdomon (Sunday), or the day of worship to the Deity, in the Abbadonian Rite.  To avoid unnecessary confusion, roman months are retained, although the Encyclonian monthly system has largely replaced the constellation months of the ancient Kanosians.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
August, 873:  The Nikoloi depart Blackstone for Elvenspire to craft and enchant red dragon scales as armor for Demetrius&lt;br /&gt;
&lt;br /&gt;
12 March, 874:  The Nikoloi return to Blackstone empty-handed&lt;br /&gt;
&lt;br /&gt;
28 March, 874 (Annamane):  Bishop Nikolos casts the ''astral spell'' on the party.  Upon entering the Astral Plane, the spirits of the heroes are set upon by a great astral storm, and party is violently separated.&lt;br /&gt;
&lt;br /&gt;
03 April, 874:  Having saved the bishop from captivity or worse in an astral city, Demetrius defeats a githyanki scouting party and at last discovers a color pool to Mt. Celestia.  The entire party is reunited and reconstituted on the starlit shores of Lunia, the First Heaven.  Leaving the holy shores, the party is given transport on a longship, and taken to a town upon the Courtlands, the realm of the god Tyr.  A dispute between the Bishop and Demetrius ensues, and the party separates for a time.&lt;br /&gt;
&lt;br /&gt;
04 April, 874:  The party reunites, discovering that the inhabitants of the Courtlands war with one another, and they begin to ascend Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
07 April, 874:  The party encounters a sleeping immortal frost giant, who seeks his daughter at the abode of a local demi-god.  Meeting the gnome Oruvyn in the same encounter, the gnome tricks the frost giant, and they escape him for a time.  Arriving at the demi-god's abode, Oruvyn summons the frost giant, and the party does battle with him.  Demetrius and Oruvyn release the giant's magical bracelets, and the archpriest Nikolos banishes the evil frost giant.  The demi-god is physically destroyed, but his wife provides the party sanctuary while they recover.  The party discovers the giant's treasure, of a singing silver harp, who may turn all who listen to silver.  They leave the wife of the demi-god the harp, but cause the harp to return to life many silver statues.  The rest they return to Castle Blackstone, using the astral magic of the bishop.&lt;br /&gt;
&lt;br /&gt;
10 April, 874:  At the outer bounds of the Courtlands, the party is set upon by a valkyrie named Brynsilber.  With much struggle, the party subdues her, with Larweiaen restraining her combat fury.  Brynsilber declares that she is a proxy of Forseti, a lesser god of Tyr's realm, who's secret rune of immortality has been stolen, ostensibly by an astral projecting gnome called Mayben and a similarly traveling bard, perhaps with accomplices.  Brynsilber has been sent to find these thieves, punish them, and return Forseti's immortality.  She agrees to join the party, discovering that the gnome Oruvyn but holds the false enigma of immortality.&lt;br /&gt;
&lt;br /&gt;
13 April, 874:  The party passes the 2nd Gate of Mt. Celestia, entering Mercuria, taking with them Kandalantas, the last of their followers who were transformed from silver, for unlike the others, Kandalantas, a bariaur warrior and priest, possessed a living soul.  They are invited to sojourn at the palace of the enigmatic Brave Lord.  Thereat, the heroes elect to stay within the realm of the Brave Lord for a month.  The Nikoloi and Oruvyn spend a full month of prayer with the Brave Lord during his holy month, gaining much inner wisdom, whereas Lars and Sayeen make love in the gardens of paradise belonging to the Brave Lord, thereby conceiving a child in Sayeen's astral body of fine sand.  Larweiaen and Brysilber fly to appeal to the ruling archon of Mercuria for succor, although become separated, with Brynsilber continuing on the Tome Archon's court at Golden Spire, while Larweiaen became diverted to another quest.  Demetrius spent the month at first in leisurely hunts in the gardens of paradise, but at length pursued the sanctum of the Son of the Brave Lord, who forged for Demetrius the Sword of Accounts, a blade made of black shadow and Demetrius' own blood and sense of justice.&lt;br /&gt;
&lt;br /&gt;
15 May, 874:  Lars ''teleports without error'' back to Lunia, to the magical Forest of Eternal Autumn where he first encountered the owl-like sage Talmas, the noctral.  Not finding the planar creature, Lars instead met the seer Torlandan, a priest of Tyr, who presented a vision granted by Tyr to Lars, along with the prophetic words of Tyr through his priest, which were thereafter imprinted permanently in Lars' mind.&lt;br /&gt;
&lt;br /&gt;
16 May, 874 (Ammane):  The holy month of prayers of the Brave Lord comes to an end, and along with his month of rigorous prayer, Oruvyn concludes a month of nocturnal labors upon the forge of the Brave Lord, learning much lore.  Outside of the Brave Lord's palace, Lars and Sayeen are accosted by holy spirits and then an archon for fornication, and to avoid further sins before the Brave Lord, are married at his palace by the archpriest Nikolos.  As agreed, Larweiaen returns from his adventures beyond the Brave Lord's realm, bringing with him the enigmatic Celestial Princess, whom he has saved from the gnome Mayben.  After considerable deliberation, the party agrees to split ways, seeking to outmaneuver and entrap their enemies.  Demetrius and Larweiaen travel to the Third Gate to head-off Mayben, should he attempt to pass there.  The Nikoloi and Demetrius' minior Agerik travel to the Crystal Tarn to use the divination powers there to learn more of their enemies.  Lars, Oruvyn, Sayeen, and Kandalantas take custody of the Celestial Princess and proceed to attempt to take her back to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
21 May, 874:  Lars and his party arrive at the castle of Sir Relbenor, making secret camp outside.  Seeking to understand her, Lars experiments with the Celestial Princess, and touching her is granted a vision and spiritual journey to her holy mountain.  Spiritually entering the holy mountain, there Lars encounters a monstrous mole, and enters into combat with him, followed also by Sayeen.  Observing Lars' spiritual struggle, Oruvyn touches the Celestial Princess and joins Lars in spiritual combat.  Greatly wounded, but inflicting their own wounds, the heroes flee, leaving the combat at a draw, but not before Oruvyn speaks to the evil mole.  Receiving an evil vision from the being, in which he is threatened to deliver the Celestial Princess to the mole's servant, the evil gnome Mayben, at a lake of holy fire, on the second layer of Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
22-24 May, 874:  Oruvyn resides at Sir Relbenor's castle, feasting and telling the tale of his adventures to Sir Relbenor and his knights.  At length, Oruvyn and then Lars convinced Sir Relbenor to send one his knights, Sir Nathandar, to accompany them on their quest to return the Celestial Princess to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
29 May, 874:  Lars and Oruvyn's party meets with a &amp;quot;school&amp;quot; of tiefling merchants, in the realm of the Fallen Titans.&lt;br /&gt;
&lt;br /&gt;
02 June, 874:  Lars and Oruvyn's part arrives at the Lake of Holy Fire, in the realm of azer Lord Eudaeus, a high pries of the fire god Girru.  Considering crossing the Bridge of Eudaeus to cross the lake, the party eventually meets the azer high-up Krazuth Chaldamene, a living azer spirit, who pledges to escort the party across the lake.  At length, the party crossed the bridge to the island upon which lies the great Temple of Unconquerable Flame, where they are hosted by the great among the azer.&lt;br /&gt;
&lt;br /&gt;
03 June, 874:  Lars utilizes the power of the Celestial Princess, attempting to scry her home and eventually attempts to scry the evil &amp;quot;Mole&amp;quot; Lars fought in-between dimensions.  Propelling his soul through spiritual realms of evil, he is detected by the Mole, and clawed in the face, leaving an ugly scar.  Krazuth Chaldamene recommends that the party travel across the lake on a ship, for the Bridge of Eudaeus on the far side of the island remains incomplete.&lt;br /&gt;
&lt;br /&gt;
04 June, 874:  Lars attempts to ''teleport without error'' to the throne room of the Celestial Princess, using her power by touching her enchanted clothing.  Having never actual seen the physical place, Lars instead teleports himself to the artificial dimension underneath Mt. Celestia.  Being a physical being in a dimension without physicality, Lars encounters the dimension bracing and flexing in reaction to his presence, and he is eventually violently expelled out at random location on Mercuria, the Celestial Princess being pulled unharmed with him.  Recovering himself, Lars ''teleports'' back to the Temple of Unconquerable Flame.  Upon returning, the party learns that a construction barge on the Lake of Holy Fire is sunk by an unknown force, leading to the death of the azer crew.&lt;br /&gt;
&lt;br /&gt;
05 June, 874:  The party descends from the Citadel of Unconquerable Flame to the city below, the Vermilion Port.  Lars brings the Celestial Princess, whose awe and glory becomes observed by the multitudes in the city.  For a time, the party follows the azer Krazuth Chaldamene to discuss preparations for raising the mysteriously sunk azer barge.  Oruvyn meets the sailor Hamza ibn Lahyan while cleansing himself in the Lake of Holy Fire.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Late in the night Ourvyn returns to the docks to speak to Hamza the Jann.  In the depths of the night towards dawn, Oruvyn discovers along the dock warrens a halfling woman he believes to be Nelda, so described by the Nikoloi and then later by Larweiaen.  Seemingly well-informed about Oruvyn and his friends.  Oruvyn and Nelda bargain with one another, Oruvyn offering to end the party's efforts to foil Nelda and Zaalbuk's plans should the red dragon scales be returned, and with the halfling representing her party's own terms, and leveraged threats:&lt;br /&gt;
&lt;br /&gt;
*It is claimed that the Nikoloi have somehow been apprehended.  The archpriest, called &amp;quot;the Schoolmaster&amp;quot; is said to be somehow in the custody of Nelda and her party.  Nelda says he is unharmed, and that he will be returned if the heroes relinquish their custody of the Celestial Princess.  The bishop is said to be under a spell, and it is inferred he is no longer free.  Nelda warns that if they do not return the Celestial Princess, the bishop will never be found nor released, and because he is the caster of the ''astral spell'' that enables most of the party to travel across Mt. Celestia, that they will never be able to return to their bodies upon the world without him.&lt;br /&gt;
&lt;br /&gt;
*Nelda seems unconcerned about the dragon scale armor, and says she and her party are more than willing to provide its current location, and even open a magical doorway to that place.  They will do this if the Celestial Princess is returned to their custody.&lt;br /&gt;
&lt;br /&gt;
*Nelda says that in seven nights (night of 13th of June) she and her party are prepared to make an exchange for the Celestial Princess, returning Archpriest Nikolos to them unharmed, and providing the location of the red dragon scale armor, along with a magical doorway to gain access to it.  The exchange is to occur on the Island of Cromen, at a location called the Mouth of the Dragon.  Upon the island there are ruins of the Temple of Golden Flame, whereat they mean for the exchange to take place.  Nelda balefully warns that the return of the Princess is Inevitable, a matter of Fate, and that as Zaalbuk is the Mover of all things, he is also the Mover of evil, and that the heroes risk great woe upon them should they refuse this generous offer.  Nelda says that they must take the offer in good faith, and that they are but to sail with a single ship, and not a ship of war, nor are they to muster upper planar beings to hover in the wings to aid them, otherwise there will be no deal.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Oruvyn buys ruby fire wine from an efreeti merchant on the docks of the Vermilion Port.  Partaking himself, Oruvyn, still appearing as a young adolescent, grows somewhat inebriated, and exchanges a ruby for ten barrels of the mystical liquor.  Oruvyn openly shares all the barrels upon the docks, and when the law-keepers of the port break up the drinking gathering, Oruvyn gives away the remainder.  Oruvyn then wanders the streets of the town itself, seeing many of the wonders and prodigies of the Vermilion port, pushing a remaining barrel in front of his.  Eventually, another law-keeper approaches Oruvyn with two azer guards, finds Oruvyn and mentions that he is missed at the Citadel of Unconquerable Flames, and is besides creating a nuisance in the town.&lt;br /&gt;
&lt;br /&gt;
Exhausted, Oruvyn climbs up the Stairs of Ascendant Fire to return to the Citadel of Unconquerable Flames.  There in late morning he awakens Lars and Sayeen, and informs them of what has happened, and of the bargain offered by the other party.  After initial discussion, Lars settles on probing the greater mysteries of the Celestial Princess.  Falling into deep meditation, he strives to plumb the truth of her existence, and beholds an ancient scene between the Celestial Princess and a royal mortal offender, and how when outraged a dire goddess appeared to overwhelm the king, and threaten to destroy him, his sons, his kingdom and even all the world for his outrage.  Then, on a spiritual plane, Lars beheld the goddess herself in her true form.  His faith manifested in spiritual defense, and he was not annihilated for viewing the goddess' true form, but all the same Lars gave a great cry and swooned.  Greatly alarmed, Sayeen tried to restore Lars, but he had fallen into a death-like coma.  Sayeen and Oruvyn feud over whether to take Lars to the most powerful azer clerics to restore him, or whether to keep him with Sayeen in their no-fire quarters.  Oruvyn even uses spells, eventually ''holding'' Sayeen in place so that he can call for Krazuth Chaldamene.  Eventually the archpriest-general Arband is brought, and Lars is ''healed'' to his full capacity, and his soul having passed through death and rebirth without dying, Lars' wisdom is artificially and permanently boosted.&lt;br /&gt;
&lt;br /&gt;
Restored to his senses, Oruvyn and Lars discuss what is to be done.  Sayeen becomes now acutely suspicious of the Celestial Princess' influence over her young husband, and greatly urges Lars to turn responsibility of her over to the azer.  Upon regaining himself, Lars has a change of direction, and initially wishes to keep the Celestial Princess, and bring her with them to reunite the party with Demetrius.  Sayeen and Lars quarrel for a time, but their lovers quarrel ends, and for a time they consider returning to their physical bodies on the Prime Material Plane.  Indecision strikes however, and at last allowing Oruvyn to sleep, Lars decides to contemplate their next action in greater depth.&lt;br /&gt;
&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
? July, 874:  Demetrius and Larweiaen, long at wait before the Third Gate for Mt. Celestia, encounter the halfling Belmona, the man Adolphus, and the seemingly halfling named &amp;quot;Mr. Wayfair.&amp;quot;  Larweiaen detects an issue, sensing a lie and seeing that Mr. Wayfair cast a shadow in the light of pearly light of the Third Gate.  He grabs Mr. Wayfair, suspecting him of evil.  Mr. Wayfair enspells Larweiaen to paralysis, but not before Demetrius is brought to the ready, coming forth to fight.  Determining the halfling woman is Belmona, Demetrius attacks her mercilessly, accusing her to be a thief, and quickly slays her.  Demetrius then faced Adolphus, who was angered at Belmona's death.  Adolphus was quickly defeated himself, but allowed to escape, fleeing up through the Third Gate.  Demetrius then faced Mr. Wayfair, who was quickly destroyed himself, but not before cutting Demetrius' left arm off with a spell.  Upon his destruction, Mr. Wayfair's illusions evaporated in black smoke, his body collapsing into a pile of withered blue ice.  In the aftermath, Larweiaen recovers his senses, and discussing the matter with Demetrius, decides to chase after Adolphus, to learn what he can from him.&lt;br /&gt;
&lt;br /&gt;
28 July, 874:  Maevix the Copper Dragon arrives with the party at the Third Gate.&lt;br /&gt;
&lt;br /&gt;
30 July, 874:  The gathered party crosses the Third Gate into the Heaven of Pearl.&lt;br /&gt;
&lt;br /&gt;
02 August, 874:  Lars travels in his dreams, and then brings with him the party.  Arriving upon the shores of the Bay of Strife, they encounter Galatea, Prophetess of Love and Strife, chained to a great rock.  With great art, Oruvyn unlocks the god-sealed chain, and Demetrius breaks it.  Thus freed, Galatea offers to assist the party, for she is motivated to stop Dark Oruvyn, whom she has met, and whom she believes is trying to End the Multiverse.&lt;br /&gt;
&lt;br /&gt;
03 August, 874:  Using a ''plane shift'' spell, Bishop Nikolos, Demetrius, Lars, Oruvyn and Agerik enter upon the realm of Empedocles, upon the Mountain of Love and Strife.&lt;br /&gt;
&lt;br /&gt;
04 August 874:  The party recovers upon the deck of the ship of Naidros and Oudros. Agerik and the gnomes go exploring the depths of the ship and discover Oudros' stashed box containing the real Golden Prophet statue, which has the power to grant wishes. Oruvyn ''wishes'' for Evil Oruvyn to be brought before him so that he may merge with him and defeat him. He uses the power of the Eye to ''Power Word Stun'' Evil Oruvyn. As he moves to embrace him, the gnomes begin willing ''''wishes into being, one of which is a giant pile of money that covers Evil Oruvyn and nearly crushes Oruvyn. As Oruvyn and Demetrius dig, the treasure mysteriously vanishes, along with Evil Oruvyn and Elbermorkin. The Bishop Nikolos ''wishes'' Evil Oruvyn back only for him to ''wish'' himself away again before Oruvyn can grab him. Demetrius ''wishes'' Evil Oruvyn back once more and again Evil Oruvyn is spirited away by his own ''wish'', this time taking him away but dumping him into a pool of water which burns his fiery body. Lars ''wishes'' the evil counterpart back yet a fourth time, and Oruvyn is able to successfully merge with and destroy the Evil Oruvyn once and for all. Demetrius and Oruvyn order the gnomes away for their part in what nearly became a debacle, offering them to make any final wishes they possess before they do.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14 August, 874:&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
&lt;br /&gt;
'''Transport the Six Gnomes of the Erlking...'''&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=File:Brave_Lord_Palace.jpg&amp;diff=4706</id>
		<title>File:Brave Lord Palace.jpg</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=File:Brave_Lord_Palace.jpg&amp;diff=4706"/>
				<updated>2023-07-22T15:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Demetrius_Hammerhand&amp;diff=4705</id>
		<title>Demetrius Hammerhand</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Demetrius_Hammerhand&amp;diff=4705"/>
				<updated>2023-07-20T23:47:07Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Adventures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CCI01032022.jpg | 300px|thumb|right|The Young Lord]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 20 (18:22) || 16 || 19* || 9 (8) || 12 (8) || 10 (8)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 124 || NG (NN) || 45 || 4'1&amp;quot; || 147lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A founding member of the Triumvirate and ruler of the Fortress Blackstone, he is a young and ambitious Lord. &lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
Demetrius was raised in the town of Five Pillars by his father Olgen Hammerhand, a kensofar dwarf of mediocre repute as a weaponsmith and blacksmith.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Demetrius is a sturdy dwarf, now much younger in appearance than when he ventured top world. He is barrel chested with strong arms. His body once covered in scars and tattoos, is now perfect due to his being wished back to life. The fervent scheming once visible in his sharp eyes, has been replaced by a forlorn and dour expression. The absence of all his worldly possessions has changed his resolve from one of boldness to one of reservation.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Known as a dwarf's dwarf, Demetrius is a rough and tumble fighter who's not afraid to stick his nose in other people's business. He's been known to mix it up with friend and foe alike. His biting sense of humor goes over the head of most common men. While not entertaining dragons with his masterful gymnastics, Demetrius is most likely tending to his griffon, Gurelion, who is the only friend who's never left him. Demetrius has a soft spot for his traveling companions and considers them his family.&lt;br /&gt;
&lt;br /&gt;
==Faith==&lt;br /&gt;
&lt;br /&gt;
===Mandadorianism===&lt;br /&gt;
&lt;br /&gt;
Demetrius officially converted to Mandadorianism on September 11th, 873, under the hand of Bishop Nikolos&lt;br /&gt;
&lt;br /&gt;
====Mandadorian Pious Support====&lt;br /&gt;
&lt;br /&gt;
267 p.p. towards the church at Blackstone&lt;br /&gt;
&lt;br /&gt;
Sept. 873:  245 g.p. for spellcasting at proposed cathedral at Blackstone&lt;br /&gt;
&lt;br /&gt;
===Demetrius, Guest of the Master of the Lonely Citadel===&lt;br /&gt;
&lt;br /&gt;
While adventuring with Larweiaen upon the heights of Mercuria, the 2nd Mount of Celestia, the two heroes fell in against three Athianist knights of considerable power before the City of the Eagles, Everashka.  There, in front of the great gates of the Holy Red City of the Kenku, Demetrius and Larweiaen fought them, and in so doing also protected a band of petitioners monks who sought safety behind the swords of the two warriors.  Proving triumphant, due especially to the power of his new Sword of Accounts, the petitioners rejoiced, and Paralion, their abbot, invited Demetrius and Larweiaen to the realm of their god Torm, which was upon the very heights of the Mount of Holy War.  Demetrius and Larweiaen accepted, and after a course of some days, discovered the well-guarded realm of Trueheart.&lt;br /&gt;
&lt;br /&gt;
Meeting the spirits of great heroes, and beholding the deceased souls of nobly fallen paladins, crusaders and mighty clerics, Demetrius would have been steeped in the great virtue and honor that lived upon the very stones and stout halls of that realm, and this alone would have ennobled and empowered his being, leaving a mighty stamp upon his soul forever thereafter.  For two days he and Larweiaen rested in these halls, and learned mighty lore from the deceased knights and sagely war-priests of the god that dwelt there.  They ate of the realm's virtuous food and drink, and breathed the air of goodness, justice and law made manifest.&lt;br /&gt;
&lt;br /&gt;
But on the third day, for their valor against the Athianist knights, Demetrius and Larweiaen were invited to the Lonely Tower itself, where the god Torm personally kept vigil over the lower heights of Mount Celestia, the Eternal Guard of the nobler and holier mounts above.  They were given seats at the Table of High Truth, where no lies could be told, even to oneself, and saw the face of Torm the True, the noblest and fairest being Demetrius has ever beheld, and heard his words, which forever ennoble Demetrius' mind.&lt;br /&gt;
&lt;br /&gt;
Torm's gratitude was great, and he awarded to Larweiaen bright gauntlets of power and truth emblazoned with one of Torm's symbols:  three crossed arrows, one copper, one silver, one gold.  Of this Demetrius remarked in his mind of the similarity of the three crossed arrows to the trefoil of Mandador.&lt;br /&gt;
&lt;br /&gt;
Torm, perceiving Demetrius' mind, spoke in grace, power and state from the Golden Lion Throne, saying that he too was but one of three gods that form what he called the Triad, and that between these three they ruled over justice, endurance and duty.  With these three virtues, Torm said, Demetrius would be able to regain his stolen dragon scales, and in so doing accomplish and fulfill things greater than Demetrius himself originally meant to do.&lt;br /&gt;
&lt;br /&gt;
It may be that Demetrius perceived that Torm himself was a manifestation of the incarnate Power of Mandador, seeing that triune persons of the Mandadorian godhead could manifest in infinite ways to the innumerous souls and spirits of the multiverse, and that in that moment, an aspect of Mandador spoke to Demetrius personally.&lt;br /&gt;
&lt;br /&gt;
When asked for what boon he might receive in thanks for his valiant defense of innocent strangers, Demetrius demurred before the god, asking that the gift be stayed, for he could not think of any worthy request.  This was granted by the nod of the god, whose blue eyes blazed in Demetrius' deepest being as he stood there before the Throne of Truth Unconquerable.&lt;br /&gt;
&lt;br /&gt;
====''In-Game Effects of The Stay at Trueheart and Speaking with Torm the Loyal Fury''====&lt;br /&gt;
&lt;br /&gt;
* Residing three days upon Trueheart, eating its food, drinking its water and breathing its air, has supernaturally improved Demetrius' celestial body (+1 constitution).  Dining at the Table of High Truth has only improved upon this (additional +1 constitution).  While Demetrius' celestial body lasts, that body's constitution will be an effective 21.&lt;br /&gt;
&lt;br /&gt;
* Demetrius was steeped in the lawfulness, purity, grace and majesty of Trueheart, both the realm itself and its celestial inhabitants.  For this his charisma is permanently boosted by +1.  After speaking with Torm, his charisma increased yet again by a further +1, permanently.&lt;br /&gt;
&lt;br /&gt;
* Speaking with Torm illuminated Demetrius' soul, and gave him enormous insight into himself, others and the Multiverse at large.  His wisdom is permanently boosted by +1.&lt;br /&gt;
&lt;br /&gt;
* A strong, deep and powerful chord of duty, loyalty, obedience, lawfulness and goodness has been awakened in Demetrius, and has been deeply planted in his soul.  Demetrius may nurture this lawful good seed or bury it further as he wills, but when the virtues of Trueheart are awakened in him, they may be mightier and more full of lordly grace and bearing should he manifest them.  For example, words of duty and loyalty will ring truer and more powerfully to those who hear Demetrius' words, and should one of these virtues (loyalty, duty, obedience) in and of itself become a great matter to Demetrius, the power of Trueheart within Demetrius' own heart may be made manifest with powerful effects.  The player in encouraged to advocate for these potential powers, for both words and actions may perhaps be enhanced by Demetrius having beheld the realm of Trueheart and the face of its divine master, Torm Ever-True, should he act in accordance with the premier virtues of that realm.&lt;br /&gt;
&lt;br /&gt;
===Demetrius and the Spiritual Quest for Truth===&lt;br /&gt;
&lt;br /&gt;
Day 1 - “The Void” - Turning nothing into something&lt;br /&gt;
&lt;br /&gt;
- “Mandador, please help me purge all negative thoughts and emotions from my mind, body, and heart. I release all of my transgressions and unforgiveness. I ask for forgiveness for those who’ve been wronged by my hand. Help me transcend into silent nothingness so that I may become an empty vessel to be filled by Your Holy Spirit in the days ahead.”&lt;br /&gt;
&lt;br /&gt;
Day 2 - “The Overwhelming Goodness of Mount Celestia” - Restoring goodness to the spirit of Demetrius&lt;br /&gt;
&lt;br /&gt;
- “Mandador, please replace the emptiness with the holy goodness of the heavens and Your loving spirit.”&lt;br /&gt;
&lt;br /&gt;
- Demetrius meditates and opens himself to:&lt;br /&gt;
&lt;br /&gt;
* The holy light of the 7th&lt;br /&gt;
* The intersection of law, justice, and mercy&lt;br /&gt;
* The silver sky, the golden fields, the electrum heavens, the endless seas&lt;br /&gt;
* The house of the Brave Lord and its many parishioners&lt;br /&gt;
&lt;br /&gt;
Day 3 - “Home (5 Pillars)” - Remembering his childhood and facing his toughest day of prayer &lt;br /&gt;
&lt;br /&gt;
- “Mandador, please release my spirit from the guilt I feel about leaving 5 Pillars. The sights, smells, and sounds of my home still reverberate through my very core. I have long regretted letting it fall into the hands of evil and wickedness. I ask that when it is time that you will guide my steps back to reclaim my home from the darkness so that the divine spirit of Mandador may cover it in light.”&lt;br /&gt;
&lt;br /&gt;
- Demetrius enters his mindscape and projects himself back at 5 Pillars and fortifies himself for battle. A mighty internal struggle wages in his spirit, as if the very essence of light and darkness battle for his eternal soul. In his mind Demetrius rages against evil and injustice, but soon he is overwhelmed in grief and sadness.&lt;br /&gt;
&lt;br /&gt;
- Demetrius passes out from exhaustion&lt;br /&gt;
&lt;br /&gt;
Day 4 - “The Sabbath” - Rest&lt;br /&gt;
&lt;br /&gt;
Day 5 - “Torm and the Table of High Truth” - The gift of insight&lt;br /&gt;
&lt;br /&gt;
- “Torm the True, the Loyal Fury, I pray for grace and understanding as a former guest at Your High Table. Unacknowledged truths still make my spirit restless. I ask that you repair the hurt from the times I have fallen in battle, from my failures, and from the inadequacy I feel from comparison. The status I seek has been motivated by personal glory. I ask that you replace this deep seeded wound with the will to do good so that the hurt I faced in Your presence can be instead used in Your honor.”&lt;br /&gt;
&lt;br /&gt;
Day 6 - “My Love, Telesandra” - A worthy partner reveals herself&lt;br /&gt;
&lt;br /&gt;
- “Mandador, I ask that you guide me in proving myself and my worth to Telesandra’s family and winning her hand in marriage. I ask that you transform me into fighting for good and becoming a beacon of hope. I ask that we be bonded by love; not by titles, status, or money. I ask that Your light shines through for all to see how my very essence has been changed for good.” (edited)&lt;br /&gt;
&lt;br /&gt;
Day 7 - “Mandador, Most High” - Giving thanks and submitting to His will&lt;br /&gt;
&lt;br /&gt;
- “Faithful of the 7th Mount, I ask that I be renewed by You. I ask that I be remade by You. I ask that I be reborn in Your image. I fully reaffirm my faith in You and I declare I am letting go of the old Demetrius and replacing hatred, violence, and possessions with love, care, and acceptance.”&lt;br /&gt;
&lt;br /&gt;
At the end of the 7th day, Demetrius is fully reborn as NG. He seems almost carefree and weightless. He dons his old suit of dwarven mail and his regular +1 sword. No other rings or items adorn his person. It signals a return to simplicity. Demetrius has abandoned his sword, for his personal justice is no longer important. Demetrius basks in the freedom of a new direction, no longer bound to an outcome, and embraces the many possibilities that await. His heart is filled with love. Love for Telesandra. Love for Lars. He eagerly awaits whatever’s next.&lt;br /&gt;
&lt;br /&gt;
[DM note: In light of the major changes to Demetrius, I will be roleplaying a new set of personal goals that are more character driven. These will be his primary campaign focus, above all else, moving forward. Goal #1: Marry Telesandra]&lt;br /&gt;
&lt;br /&gt;
===Pagan Pious Support===&lt;br /&gt;
&lt;br /&gt;
Demetrius provided 25,000 g.p. valued shrine to Kel'Bagor to Enskor, a priest of that god in service to Bagras Dragonfriend.  Demetrius has the religious support of the clerics of Bagras Dragonfriend, and may ask for favors (other &amp;quot;deal&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Celestial Campaign to Retrieve the Red Dragon Scales ===&lt;br /&gt;
&lt;br /&gt;
==== Beyond the Gates of Mercuria:  The Realm of the Brave Lord ====&lt;br /&gt;
&lt;br /&gt;
[[File:Demetrius Black Orb Sword of Accounts.jpg|thumb|left|700px|'''The Black Sphere of the Son of the Brave Lord''':  Within the black fortress at the center of the paradisal garden sub-realm of the Son of the Brave, Demetrius comes before a mysterious and great black sphere of incomprehensible power.  With the essence of this Sphere the Son of the Brave Lord took Demetrius' spirit of justice and wove it into what would become the Sword of Accounts.  No full explanation of the Black Sphere was ever given to Demetrius, though his justice was given substance by it.]]&lt;br /&gt;
&lt;br /&gt;
'''Son of the Brave Lord:  Demetrius Gains the Sword of Accounts''':  During the party's month-long sojourn in the celestial-realm of the enigmatic &amp;quot;Brave Lord&amp;quot;, Demetrius  hunted alone in the paradise gardens thereat, with each foray venturing further and further afield.  Upon his longest such and final foray, his thirst for justice for his stolen red dragon scales and stirring religious devotions saw him to the secret sub-realm of the mysterious Son of the Brave Lord, a powerful petitioner-spirit like his father.  Entering through his fortress made of black power, Demetrius beheld a large and inert black sphere of incomprehensible power.  Commiserating with Demetrius' sense of violated justice, a justice he did not find in life, the Son of the Brave Lord took from Demetrius all his sense of justice, passion for justice, and violated ego, and wove into it some of the extracted essence from the Sphere, from which he forged the Sword of Accounts with a spiritual hammer.&lt;br /&gt;
&lt;br /&gt;
==== The Mountain of Love and Strife ====&lt;br /&gt;
&lt;br /&gt;
'''Demetrius' Proposal to Telesandra (Part 1)'''&lt;br /&gt;
&lt;br /&gt;
[[File:Telesandra.png|thumb|right|500px|Telesandra, a celestial woman trapped within Philander's Game]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have your hand instead, my lady, should you not be betrothed to another. Imagine the trouble we could get into together. Many have loved you I'm sure. And while your beauty has captured my spirit, I do not ask on behalf of it. It is the way you handle yourself on the battlefield. I have no grand designs on rulership or lordliness. Adventure is my calling and and my heart leaps at the idea of you by my side.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Demetrius' Proposal to Telesandra (Part 2)'''&lt;br /&gt;
&lt;br /&gt;
Demetrius looks at Herox and gives him a little wink.&lt;br /&gt;
&lt;br /&gt;
He then stands confidently once more and resolutely claims to Telesandra:&lt;br /&gt;
&lt;br /&gt;
“My lady, I am much less skilled in matters of the heart. I ask for your hand not to claim my divine or lawful right of conquest, but in the purest attempt to convey what has only been recently revealed to me: one of my deepest desires is to find love. Noble love. The love only free will can produce. &lt;br /&gt;
&lt;br /&gt;
I have conquered cities and rescued many, but my heart remained closed to the idea of a companion. A true companion is not an offering for services rendered. Nor is it merely the product of political alliance. For most of my life these were the only circumstances I would even consider for a wife. &lt;br /&gt;
&lt;br /&gt;
That is, my lady, until Trueheart laid my most intimate and private thoughts bare for me to see. At first I could not handle this revelation and it nearly broke me. The Loyal Fury’s blue eyes blazed in the darkest corners of my spirit and brought light to my innermost thoughts and fears. But Torm’s ever bountiful grace and purity lit a beacon of love that cannot be extinguished.&lt;br /&gt;
&lt;br /&gt;
And what I see in you, my lady, is the manifestation of that love brought to life. You have captured my heart in a way that can’t be described. I profess that for all to hear. I do not fear the judgment of my friends, old or new. For I speak not only my truth but the truth that was revealed to me by the True himself.&lt;br /&gt;
&lt;br /&gt;
I do not fear the loss of your majestic beauty, my lady, because it is not why I ask for your hand. I do not long for heirs, or status, or lordly titles. I claim here, on the Mountain of Love and Strife, that my love for you is as unstoppable as the holy light that shines down on us from above.&lt;br /&gt;
&lt;br /&gt;
But only you can measure the sacrifices required for your love to bloom in return, my lady.”&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
* Ring of Giant strength (20)&lt;br /&gt;
* Ring of Protection (+1)&lt;br /&gt;
* Ring of Truth&lt;br /&gt;
* Ring of Elemental Command (Fire)&lt;br /&gt;
** Burning hands (once per turn)&lt;br /&gt;
** Pyrotechnics (twice per day)&lt;br /&gt;
** Wall of fire (once per day)&lt;br /&gt;
** Flame strike (twice per week)&lt;br /&gt;
** Fire resistance&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
Long Sword of Kypherian (+1)&lt;br /&gt;
&lt;br /&gt;
Imanos' short bow (+3) &lt;br /&gt;
&lt;br /&gt;
Adamant Heavy Horse Lance from Gehenna (WC)&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
* Dwarven Venerable Copper Dragon Hide Armor +3 (Base AC -6)&lt;br /&gt;
* Field Plate of Skyland Halls (+1)&lt;br /&gt;
* Shield (+1)&lt;br /&gt;
* Small Shield (+4): Taken from Redleaf during raid on Ranger Lord's keep&lt;br /&gt;
&lt;br /&gt;
==== Magical Items ====&lt;br /&gt;
&lt;br /&gt;
'''''Magical Tent of the Athianists'''''&lt;br /&gt;
&lt;br /&gt;
''Mundane Use'':  When folded, the tent appears to be a well-made and oiled simple leather contuburnium tent, bound into a roughly 2 x 3 foot square, with stout oak assembly sticks crossed through at the center, a bundle of longer ones that loop through the top, and an internal envelope of wires, cords and iron stakes.  Altogether the bundle weighs about 35 lbs.  When assembled by mundane means, the tent is some 7 feet high at the center, with 4 foot walls, and a floor base nearly 14 feet long and approximately 10 feet wide.  There is a front entrance to the tent, which at 9 feet high is the tallest point of the tent, with both a outer and inner overlapping flaps to keep out the elements.  There is a &amp;quot;back door&amp;quot; for the tent, but it is short and harder to find, with a tight flap that overlaps the aperture by 4 1/2 feet.  On one of the walls is a small tightly-knitted window, roughly 1 foot in height and 3 feet long.  Some 8 warriors with their packs and gear can comfortably fit within this tent.&lt;br /&gt;
&lt;br /&gt;
A ''detect magic'' spell will reveal only dim magic from the enchantment and alteration schools.&lt;br /&gt;
&lt;br /&gt;
''Magical Use'':  Upon the utterance of the command words ''Sambation a Kemmuna'' the tent will magically unfold and build itself, and appears exactly as it might if erected by hand.  This magical assembly takes a full round.  Upon entering the tent when erected in this way, it quickly becomes evident that the interior of the tent is far more than it might have seemed from the outside. &lt;br /&gt;
&lt;br /&gt;
::''General Layout'':  The grand pavilion is some 120 feet square, dwarfing by far what the exterior of the tent might indicate lies within.  With variously rising and drooping portions, the ceiling is at its highest about 20 feet at inner corners of the master bedroom, the meeting room, the aerial cavalry stalls, and at the stalls of the two innermost land cavalry stalls.  The lowest portions of the ceiling are roughly 10 feet high.  The median height within the tent is about 15 feet.&lt;br /&gt;
&lt;br /&gt;
::''Tent Floor'':  Regardless of the nature of the ground upon which the tent has been assembled, the floor of the magical pavilion will be flat and seemingly set upon a hard, packed-earth ground.  The floor of the tent itself is generally covered with an off-white chamois like leathery material, which is both soft and tough to the touch, but this itself rests upon stout upraised oak wood panel flooring, with ribbed supports beneath the panels.  Portions of the floor vary.  The sleeping areas and the two bedrooms are on slightly raised wooden platforms, being about one foot above the rest of the flooring.  Most of the furniture in the magical pavilion rests upon goatskins of various colors.&lt;br /&gt;
&lt;br /&gt;
::''I.  Outer Entrance'':  The outer tent flaps are long and overlap themselves.  The flaps are naturally closed, but may be rolled and fastened open or partially open, utilizing the attached heavy ropes and cords.  From within the tent, he who commanded the tent to construct itself may likewise command the tent to close itself, using the same command words.  Once so commanded, the flaps will unroll and close, and from the outside the tent cannot be entered.  Trying to enter into the tent only reveals an endless layer of tent flaps.  Effectively, the tent is sealed by a ''wizard lock'' spell cast at 30th level.  From within the tent, he who commanded the tent to construct itself may reverse the ''wizard lock'' by saying the command words backwards:  ''Kemmuna a Sambation''.&lt;br /&gt;
&lt;br /&gt;
::''II. Antechamber'':  Once activated by the command words, entering the tent will reveal a 7 foot long and 15 foot wide entry tent area, illuminated solely by the light let in by the main tent.  The long flaps that screen the outer entry way remain closed unless tied and or pinned open with the attached ropes and stakes.  If closed, these outer tent flaps prevent all inclement weather from entering.  This floor of this antechamber area is a stout grated oaken deck, designed for boots and hooves covered with dirt, mud, water, snow or other elements to shake off such dirtiness before entering the tent proper.  Along the inner walls are two short wooden tables, one on either side, each with a plain porcelain bowl full of fresh warm or cool water, and two stacks of wash cloths.  Two racks for boots and two hangers for heavy cloaks exist.  No matter how much water, dirt and other filth falls between the grates of the wooden flooring, it will never accumulate, but will rather disappear beneath the grates. &lt;br /&gt;
&lt;br /&gt;
::''III.  Athianist Trefoil'':  Facing the interior of the tent is a large wooden plaque, about 4 feet square, hanging by mounted chains to the high wall at the front of the tent.  Upon the plaque are the gold, silver and copper triangles of the Athianist Trefoil, set in subdued colors upon the smooth lacquered plate of wood.  The plaque rests atop the front doorway to the tent, at about 12 feet high.  Dim golden light, seemingly from the walls of the tent, illuminates the trefoil.&lt;br /&gt;
&lt;br /&gt;
::''IV.  Entry Area'':&lt;br /&gt;
&lt;br /&gt;
::''V.  The Wash Basin'':  A great and mighty washing bowl, fashioned of a glass-like rock of a brownish golden color.  The outer portion of the bowl is chiseled with strange markings and priestly heroics.  The bowl rests on a film ebony frame.  Briquettes may be lit beneath it on a bronze brazier to warm these waters as desired.  The basin bowl holds roughly ten gallons of fresh water.&lt;br /&gt;
&lt;br /&gt;
::''VI. The Cadnum Tree'':  A small tree with a barkless brown trunk, and small branches that grow rich thick dark leaves, sits here in a large lacquered pot.  Gnarled fruit, usually of a deep red color, hang from the tree.  The bowl has images of strange priests, scholars and mages conducting investigations into the stars, earth and Nature.  Block-like letters run in rows both above and below these images.&lt;br /&gt;
&lt;br /&gt;
::''VII.  The Grand Table'':  A mighty table, some 27 feet long and over 6 feet wide, dominates the center of the tent.  The table is built so as to easily be separated into nine pieces, each of which has two center panels that may be folded into one side of each panel.  When combined, the surface and sides of the table seems to depict a great battle between human forces, carved deep into the wood.  The main course of a great meal is always upon the table upon first entering the newly assembled tent, but what this food is varies, and yet often matches the desires and needs of those present.  Smaller tables of food are also on either side of the great table.  The food there are of side dishes, fruits and deserts, as well as pitchers of drinks.  Matching wooden plates, carving knives and various forks are present upon the table.  Hanging above the table is a wooden chandelier lit with magical flickering flames upon glass dishes. The wooden chandelier is intricately carved with shapes that appear to be stylized monks, with angelic beings holding the flames.&lt;br /&gt;
&lt;br /&gt;
::''VIII.  The Master's Chair'':  This mighty chair of oak depicts some sort of scene of the submission of the gods and heavenly beings to a radiant being at the top of the chair, which is a modified Athianist trefoil, painted in gold.  Semi-precious gems stud much of the chair.  If he who commanded the tent to assemble sits in the Master's Chair, he seems to gain certain powers.  By his will, the lights within the tent may be brightened, dimmed or snuffed out altogether.  Perhaps other powers exist.&lt;br /&gt;
&lt;br /&gt;
::''IX.  The Tripod Fire'':  Three great iron rods suspend with an iron chain a heavy burnished bronze kettle.  Beneath the great kettle is a black metal fire grate, about 4 and a half feet wide, upon which wood is stacked as if for a fire.  A locking lever device exists to raise the kettle and shift it out of the flames.  Around the fire are four great oaken chairs, shod in bronze, set with semi-precious stones, and carved with unfamiliar mythological beings and ritual scenes.  A heavy mass of thick wax sits within the firewood assembled upon the center of the fire grate.  A lit candle upon a tin candle stick need only be dipped onto the mass of wax to start the fire.  Stacks of wood upon four brass wood stands are available to keep the fire fed.  The kettle will usually be filled with a hearty soup or porridge of some sort, or even full of a thick beer.  The bronze kettle is set with images of some great martial contest between a series of heroes and gods.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
''Long Sword'' (Specialized)&lt;br /&gt;
&lt;br /&gt;
''Composite Short Bow''&lt;br /&gt;
&lt;br /&gt;
''Heavy Horse Lance''&lt;br /&gt;
&lt;br /&gt;
''Hand Axe''&lt;br /&gt;
&lt;br /&gt;
''Daggers''&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing (2)&lt;br /&gt;
&lt;br /&gt;
Air-based Riding (Griffon)&lt;br /&gt;
&lt;br /&gt;
Animal Handling&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing (secondary)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:Dwarvish&lt;br /&gt;
:Kanosian&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Agerik Essphilon===&lt;br /&gt;
&lt;br /&gt;
[[File:515cd7a33c65c5bee7e5183431ef4cdc.jpg|300px|thumb|left|Agerik Essphilonus]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 19 (15) || 12 || 16 || 12 || 8 (7) || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 71 || NN || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''8th Level Human Encyclonian Fighter''', Captain of Blackstone Infantry, second officer of Blackstone, former ''spatharios'' of the Savanfannetsen Army&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
&lt;br /&gt;
''The Five Bladed Sword of the Modrons'' (Nirvana)&lt;br /&gt;
* Short sword of Speed and Sharpness +1&lt;br /&gt;
* Broad sword of Doubling +2&lt;br /&gt;
* Long Sword of Defending +3&lt;br /&gt;
* Bastard Sword of Wounding +4 (specialized)&lt;br /&gt;
* Two-Handed Sword +5&lt;br /&gt;
&lt;br /&gt;
''Spear +2'' (Prime Material)&lt;br /&gt;
&lt;br /&gt;
''Demetrius' Bastard Sword +1'' (Prime Material) (specialized)&lt;br /&gt;
&lt;br /&gt;
''Dagger x 2''&lt;br /&gt;
&lt;br /&gt;
''Composite Short Bow&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
''AC:  -5 (w/ shield on Mt. Celestia)''&lt;br /&gt;
&lt;br /&gt;
''Xialnato's Full Plate +5'' (prime material)&lt;br /&gt;
&lt;br /&gt;
''Demetrius' Small Leather Shield'' (well-crafted)&lt;br /&gt;
&lt;br /&gt;
Agerik is a former retainer for Baron Sastor of Essphilon, a minor vassal of the Savanfannetsen, and he rose with his baron in the army of Count Passalos.  After Sastor's death in battle against the Muelestrian general Angar, Agerik was named Baronet of Essphilon in Sastor's place, and named a comital ''spatharios'' under Passalos.  After the disastrous Battle of Amalos in 872 against the rebellion of the Baromite Kingdom, Agerik abandoned the Savanfannetsen army for a time to explore private adventures.  Whetting his appetite for treasures only to have his adventuring party collapse due to deaths and abandonment, Agerik returned to Passalos' dissolute and unpaid army, and took the remnants of Essphilon's Second Column back to Essphilon.  Finding Sastor's brother having assumed the baronial title, and unwelcoming and unable to pay to returning imperial soldiers, Agerik heard of Demetrius' accomplishments and wealth in the Furnorkanasos, and boldly marched his soldiers to Castle Blackstone.&lt;br /&gt;
&lt;br /&gt;
====Magical Items====&lt;br /&gt;
* Girdle of Strength (19) - 2 crossed swords: Taken by Demetrius from Belmona in the battle at the 3rd gate on Mount Celestia&lt;br /&gt;
* Ring of Fire Resistance: Taken by Demetrius from Athians on Mount Celestia&lt;br /&gt;
* Ring of Protection (+2): Taken by Demetrius from Kypherian in attack on the Ranger Lord's keep&lt;br /&gt;
&lt;br /&gt;
====Proficiencies====&lt;br /&gt;
&lt;br /&gt;
''Weapons Profs.'':  bastard sword (2), short bow, spear, dagger, two-handed sword&lt;br /&gt;
&lt;br /&gt;
''Non-Weapon Profs.'':  (bowyer/fletcher), endurance (2), land-based riding (1), hunting (1), heraldry (1)&lt;br /&gt;
&lt;br /&gt;
''Languages'':  Common Encyclonian (0), High Encyclonian (1), Encish (1), Kanosian (1)&lt;br /&gt;
&lt;br /&gt;
====Early Life====&lt;br /&gt;
&lt;br /&gt;
Agerik was born in Essphilon, the son the ''pronoiar'' Galband, a kind of landed military squire in service to the Baron of Essphilon.  Galband, a cruel second generation ''pronoiar'' with quarter-Encish blood known for his brutality to his serfs, married a half-Encish woman himself of the Amon people named Hymatia, a dark-souled woman and crypto-pagan who revered her tribal gods in secret ceremonies.  In his early youth, Agerik was raised by his maternal grandmother's tribal people, who had notionally converted to Mandadorianism, and through mischance did not return to Essphilon until his tenth year, when his father seized him from their pagan encampment by force.&lt;br /&gt;
&lt;br /&gt;
At Essphilon, Agerik was baptized and educated in the church, living at intervals between his father's townhouse in the city, and his father's estate in the countryside.  By his teenage years, the willful Agerik became known for his defiance and mischievous behavior.  He continued to participate, from time to time, in his mother's abominable pagan rites, often at night, during which he would often take his best friend, the baronet Sastor, the son of the Baron of Essphilon.  As he grew, Agerik became one of the household squires at the baronial castle, and learned the ways of the cavalry warrior from Kameron the marshal.  However, when he was 17, Agerik and Sastor were caught at one of Hymatia's pagan ceremonies.  Hymatia fled to her Amonite people, but Agerik and Sastor were severely punished, and although due to their rank their shame was not publicized, Agerik was dismissed from castle service.&lt;br /&gt;
&lt;br /&gt;
In his eighteenth year, the old baron died, and Sastor came to the baronial throne.  Agerik returned to castle service, and Agerik and Sastor enjoyed the hunt and drink.  Agerik was accused of the rape of serf, but he was protected by the baron.&lt;br /&gt;
&lt;br /&gt;
====Professional Life====&lt;br /&gt;
&lt;br /&gt;
Agerik served Sastor faithfully in war, at first in minor skirmishes with the Encs and orcs, and later in the beginnings of the great Encyclonian Civil War, when Essphilon served the cause of the Savanfannetsen.  For most of this, Agerik served in the household cavalry, eventually commanding it, but when he was made ''spatharios'' he effectively became Sastor's second in command.  Agerik was genuinely aggrieved by Sastor's death in the Battle of Amalos, but was also proud and fulfilled when the commander of their army, Count Passalos, named him baronet of Essphilon, in return for his continued service.&lt;br /&gt;
&lt;br /&gt;
====Personality====&lt;br /&gt;
&lt;br /&gt;
Agerik has little thought to others, save for himself.  He does however respect lordship, hoping himself to be a true lord one day, and therefore will serve Demetrius faithfully, as long as the dwarf remains greater than himself.  Agerik however has little regard for titles of any sort, and although he has study titles, noble families, knighthoods, and standards carefully, he only respects power itself, of any sort, although he is suspicious of wizardly and priestly power.&lt;br /&gt;
&lt;br /&gt;
Gluttony:  Agerik is also gluttonous.  He enjoys food and drink, especially beer, and is fond of taking both to excess, although not to any obscene degree.  As such Agerik is usually fairly overweight.  Agerik also enjoys physical action.  He is fond of riding and hunting, and have a robust constitution, he almost enjoys forced marches, and is very good at them.  Given this hardiness and love of physical things, Agerik often gains and loses much weight.&lt;br /&gt;
&lt;br /&gt;
Lust:  Agerik's gluttony extends also to women.  He has lacked the capacity to love any woman, perhaps due to the cruelty of his father and the esoteric indifference of his pagan mother, nor is he especially sexual, but when lust does strike him, it is often direct and overborne, and although he is not cruel to the women he takes, nor is he kind.  The sole exception to this has been the petitioner spirit of the silver dragoness he met.  She was of such beauty and grace that she struck him to the core, and in her influence he felt to be a good man, or at least wanted to be so.  Yet he knows not even her name.  Since her death, his love for her has turned to an obsession to see her restored to life, as his wife, and given the opportunity Agerik will stop at nothing to achieve this.  Should Agerik actually achieve this desire, much of his life would change.  Until then, he is wounded and bitter, and in his mind will accept no other woman, unless his lustful passion should overwhelm him.&lt;br /&gt;
&lt;br /&gt;
Greed:  Agerik is quite greedy.  He has a love of gold and jewels, land and castles.  He expects what is his and will take it.&lt;br /&gt;
&lt;br /&gt;
Power-Hungry:  Save for his ambition to return is beloved dragoness to a mortal existence as his wife, Agerik's presiding character trait is his desire for power.  He wishes to be a lord in his own right, with his own men who loyally serve him.  He accepts that he may be a vassal of some greater lord who was born into power, or is otherwise beyond him, but he desires to be a master of his own realm.  His friend Sastor had thought to make him a lord after their time in the War of the Princes &lt;br /&gt;
&lt;br /&gt;
====Goals/Ambitions====&lt;br /&gt;
&lt;br /&gt;
Agerik wishes to arise in power and wealth, as much as he may.  Agerik was impressed by Count Passalos, the greatest nobleman he has met, and in the chaos of the Encyclonian civil war, Agerik hopes to carve out his own powerbase.  Agerik is impressed by Demetrius, and is impressed that an outsider dwarf has garnered a substantial position in the Encyclonian world, of which Agerik considers the Furnorkanasos to be a part.  Agerik will continue to serve Demetrius, as long as Demetrius remains greater than he, and as long as he and his veterans are regularly paid.  Agerik has also longed to be a great treasure hunter and fortune seeker, believes Demetrius to be both these things par excellence.  Agerik therefore will follow his dwarven lord on even the boldest and most dangerous quests, hoping to rise to new levels of power with magical items and great accomplishments to his name, hoping to eventually achieve a reputation such as Demetrius has achieved.&lt;br /&gt;
&lt;br /&gt;
====Agerik's Pledge to Nikolos the Archpriest====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Archpriest, you serve this god Mandador, who fails ever to appear to aid us, save from afar.  Indeed I doubt him, for I know not his answers to my prayers, but I do know I may supplicate to the old gods and get my due.  But I make this oath, Archpriest:  if Mandador brings her back a living woman for me to hold and call wife, then I swear I will build a mighty cathedral to Mandador, greater even than the one Demetrius has pledged to build you, and I will convert in truth, and praise Mandador and attend his Church, forsaking all pagan gods, and will pledge that all the folk I govern shall do so.  And I will make the priest who grants this wish a Saint upon his death, so that his faith and the power of his God may be known forever as the name of the cathedral that I have built.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Orkhane===&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Maximum Number of Henchmen:  4&lt;br /&gt;
&lt;br /&gt;
Henchman #1:  Sir Agrada, Captain of Blackstone Aerial Cavalry, Lord Deputy of Blackstone&lt;br /&gt;
&lt;br /&gt;
Henchman #2:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Henchman #3:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Henchman #4:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
* KIA:  Byerogart, son of Garret, was slain by the Black Guard of Agruralsh with a spear to the chest while apprenticing as a henchmen.&lt;br /&gt;
* Demetrius considers granting henchman status to the bariaur fighter/priest of Tyr, Kandalantas, whom was saved from living death as a statue of silver, by the heroes while in the Courtlands of Lunia, on Mt. Celestia. Kandalantas, while adventuring with Lars and Oruvyn, was caught in a powerful spell and fled in fear for his life. He is no longer under consideration at this time.&lt;br /&gt;
&lt;br /&gt;
==Lands and Titles==&lt;br /&gt;
&lt;br /&gt;
===Lands===&lt;br /&gt;
&lt;br /&gt;
====Blackstone and Mazarosian Valley====&lt;br /&gt;
&lt;br /&gt;
Land:  3,400 arable acres&lt;br /&gt;
&lt;br /&gt;
Income:  nil (net loss)&lt;br /&gt;
&lt;br /&gt;
Steward:  Armor Ironhaven&lt;br /&gt;
&lt;br /&gt;
====Skyland Halls Knighthood Lands====&lt;br /&gt;
&lt;br /&gt;
Land:  ?&lt;br /&gt;
&lt;br /&gt;
Overlord:  King Irdrik of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Lord:  Lord Gethor Dragongem&lt;br /&gt;
&lt;br /&gt;
Gross Income:  50 g.p. per month&lt;br /&gt;
&lt;br /&gt;
Taxes/Expenses: 20 g.p. to the king, 5 g.p. to the lord, and 5 g.p. to a steward, per month&lt;br /&gt;
&lt;br /&gt;
::''Net Income'':  20 g.p. per month&lt;br /&gt;
&lt;br /&gt;
====Thaneship Lands of Lord Gamor Firemaster====&lt;br /&gt;
&lt;br /&gt;
Overlord:  King Irdrink of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Lord:  Lord Gamor Firemaster&lt;br /&gt;
&lt;br /&gt;
Gross Income:  1,000 g.p. per month&lt;br /&gt;
&lt;br /&gt;
Taxes/Expenses:  200 g.p. to the king, 100 g.p. to the lord, 100 g.p. to the steward&lt;br /&gt;
&lt;br /&gt;
::''Net Income'':  600 g.p. per month&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
&lt;br /&gt;
Founding member of the Triumvirate of Blackstone&lt;br /&gt;
&lt;br /&gt;
Knight-of-the-Household for King Irdrik of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Thane of Lord Gamor Firemaster of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
1st Sgt. of the Auxiliary Corps with the Kanosian Army  &lt;br /&gt;
&lt;br /&gt;
Rider in the Hathbell Aerial Calvary&lt;br /&gt;
&lt;br /&gt;
Thane of Lord Bagras Dragonfriend&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 1/10 || 1/10 || 0/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue: Guardian of Death trial results in additional 2 fractions and therefore a full 1 point bonus.&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
''Note on Constitution'':  Demetrius has been slain three times, first burned by the fire spells of the druid Svador, second by a pit fiend in the Temple of Sargonnas in Gehenna, and third in the assassination attempt against the Enc leader Agruralsh.  He was successively returned to life with a ''wish'' from Lars St. Morninglory, was ''raised'' by Bishop Nikolos, and once again from a ''wish''.  He retains a 19 constitution from an enchanted marshmallow that was discovered in Gehenna.  Demetrius may be ''raised'' or ''resurrected'' up to 16 times further, but his body otherwise retains a 19 constitution, including for resurrection survival rolls. &lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
''“Much as we have chosen so here and now, these souls willingly entered into a game of chance and suffered the consequence of their choice. Such is the fate I encounter with every stroke of my sword. My punishment awaits me in the queen’s throne room and I do not pretend otherwise. So yes, I would counsel us to leave these souls. If, however, you feel emboldened and the time is right, which I agree that perhaps it is, then I will not stand in your way as you attempt to win love’s freedom and you have my support for as long as it remains useful.”'' - Demetrius, before the Great Game, on the Patio of Philander's Castle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''At this Demetrius takes notice. Badly wounded and seeing (in black and white) the celestial being hold the queen accountable, Demetrius tries something unusual. Even though he’s battered and covered in blood, he takes a labored breath and says a quick prayer to Mandador: “may Your words be heard in what I’m about to say and your judgement laid bare for all to see.” Demetrius then coughs up a little blood and calls out to the giant officer who himself is most likely grievously wounded by the sword of Demetrius. “Enough. Enough! We fight not for ourselves but because the queen cannot accept the truth of what really happened here. She was tricked! And her son paid the price, but I fought him honorably! Honorably, I say! But now she sends us against each other and to our deaths because she refuses to admit she is wrong. Look! Look and see! (Demetrius points his sword to the sky). She has been judged for her actions! But we do not have to partake in this battle any longer. We have been led astray on the back of lies and corruption and now the battlefield is strewn with fallen friends because the queen will not desist. I give you my word, by Mandador, that my sword will not take another swing until we are judged. I call upon the right of the Holy Mount and submit myself to the judgment of Empedocles.” With that Demetrius will sheath his sword and take a position of full parry.'' - Demetrius, to the Dragon-Queen Polynomia, Queen of the Solanian Cloud Giants&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Duumvirate]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Demetrius_Hammerhand&amp;diff=4704</id>
		<title>Demetrius Hammerhand</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Demetrius_Hammerhand&amp;diff=4704"/>
				<updated>2023-07-20T23:45:37Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* Adventures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CCI01032022.jpg | 300px|thumb|right|The Young Lord]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 20 (18:22) || 16 || 19* || 9 (8) || 12 (8) || 10 (8)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 13th || 124 || NG (NN) || 45 || 4'1&amp;quot; || 147lbs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
A founding member of the Triumvirate and ruler of the Fortress Blackstone, he is a young and ambitious Lord. &lt;br /&gt;
&lt;br /&gt;
== Early Life ==&lt;br /&gt;
&lt;br /&gt;
Demetrius was raised in the town of Five Pillars by his father Olgen Hammerhand, a kensofar dwarf of mediocre repute as a weaponsmith and blacksmith.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Demetrius is a sturdy dwarf, now much younger in appearance than when he ventured top world. He is barrel chested with strong arms. His body once covered in scars and tattoos, is now perfect due to his being wished back to life. The fervent scheming once visible in his sharp eyes, has been replaced by a forlorn and dour expression. The absence of all his worldly possessions has changed his resolve from one of boldness to one of reservation.&lt;br /&gt;
&lt;br /&gt;
== Personality ==&lt;br /&gt;
&lt;br /&gt;
Known as a dwarf's dwarf, Demetrius is a rough and tumble fighter who's not afraid to stick his nose in other people's business. He's been known to mix it up with friend and foe alike. His biting sense of humor goes over the head of most common men. While not entertaining dragons with his masterful gymnastics, Demetrius is most likely tending to his griffon, Gurelion, who is the only friend who's never left him. Demetrius has a soft spot for his traveling companions and considers them his family.&lt;br /&gt;
&lt;br /&gt;
==Faith==&lt;br /&gt;
&lt;br /&gt;
===Mandadorianism===&lt;br /&gt;
&lt;br /&gt;
Demetrius officially converted to Mandadorianism on September 11th, 873, under the hand of Bishop Nikolos&lt;br /&gt;
&lt;br /&gt;
====Mandadorian Pious Support====&lt;br /&gt;
&lt;br /&gt;
267 p.p. towards the church at Blackstone&lt;br /&gt;
&lt;br /&gt;
Sept. 873:  245 g.p. for spellcasting at proposed cathedral at Blackstone&lt;br /&gt;
&lt;br /&gt;
===Demetrius, Guest of the Master of the Lonely Citadel===&lt;br /&gt;
&lt;br /&gt;
While adventuring with Larweiaen upon the heights of Mercuria, the 2nd Mount of Celestia, the two heroes fell in against three Athianist knights of considerable power before the City of the Eagles, Everashka.  There, in front of the great gates of the Holy Red City of the Kenku, Demetrius and Larweiaen fought them, and in so doing also protected a band of petitioners monks who sought safety behind the swords of the two warriors.  Proving triumphant, due especially to the power of his new Sword of Accounts, the petitioners rejoiced, and Paralion, their abbot, invited Demetrius and Larweiaen to the realm of their god Torm, which was upon the very heights of the Mount of Holy War.  Demetrius and Larweiaen accepted, and after a course of some days, discovered the well-guarded realm of Trueheart.&lt;br /&gt;
&lt;br /&gt;
Meeting the spirits of great heroes, and beholding the deceased souls of nobly fallen paladins, crusaders and mighty clerics, Demetrius would have been steeped in the great virtue and honor that lived upon the very stones and stout halls of that realm, and this alone would have ennobled and empowered his being, leaving a mighty stamp upon his soul forever thereafter.  For two days he and Larweiaen rested in these halls, and learned mighty lore from the deceased knights and sagely war-priests of the god that dwelt there.  They ate of the realm's virtuous food and drink, and breathed the air of goodness, justice and law made manifest.&lt;br /&gt;
&lt;br /&gt;
But on the third day, for their valor against the Athianist knights, Demetrius and Larweiaen were invited to the Lonely Tower itself, where the god Torm personally kept vigil over the lower heights of Mount Celestia, the Eternal Guard of the nobler and holier mounts above.  They were given seats at the Table of High Truth, where no lies could be told, even to oneself, and saw the face of Torm the True, the noblest and fairest being Demetrius has ever beheld, and heard his words, which forever ennoble Demetrius' mind.&lt;br /&gt;
&lt;br /&gt;
Torm's gratitude was great, and he awarded to Larweiaen bright gauntlets of power and truth emblazoned with one of Torm's symbols:  three crossed arrows, one copper, one silver, one gold.  Of this Demetrius remarked in his mind of the similarity of the three crossed arrows to the trefoil of Mandador.&lt;br /&gt;
&lt;br /&gt;
Torm, perceiving Demetrius' mind, spoke in grace, power and state from the Golden Lion Throne, saying that he too was but one of three gods that form what he called the Triad, and that between these three they ruled over justice, endurance and duty.  With these three virtues, Torm said, Demetrius would be able to regain his stolen dragon scales, and in so doing accomplish and fulfill things greater than Demetrius himself originally meant to do.&lt;br /&gt;
&lt;br /&gt;
It may be that Demetrius perceived that Torm himself was a manifestation of the incarnate Power of Mandador, seeing that triune persons of the Mandadorian godhead could manifest in infinite ways to the innumerous souls and spirits of the multiverse, and that in that moment, an aspect of Mandador spoke to Demetrius personally.&lt;br /&gt;
&lt;br /&gt;
When asked for what boon he might receive in thanks for his valiant defense of innocent strangers, Demetrius demurred before the god, asking that the gift be stayed, for he could not think of any worthy request.  This was granted by the nod of the god, whose blue eyes blazed in Demetrius' deepest being as he stood there before the Throne of Truth Unconquerable.&lt;br /&gt;
&lt;br /&gt;
====''In-Game Effects of The Stay at Trueheart and Speaking with Torm the Loyal Fury''====&lt;br /&gt;
&lt;br /&gt;
* Residing three days upon Trueheart, eating its food, drinking its water and breathing its air, has supernaturally improved Demetrius' celestial body (+1 constitution).  Dining at the Table of High Truth has only improved upon this (additional +1 constitution).  While Demetrius' celestial body lasts, that body's constitution will be an effective 21.&lt;br /&gt;
&lt;br /&gt;
* Demetrius was steeped in the lawfulness, purity, grace and majesty of Trueheart, both the realm itself and its celestial inhabitants.  For this his charisma is permanently boosted by +1.  After speaking with Torm, his charisma increased yet again by a further +1, permanently.&lt;br /&gt;
&lt;br /&gt;
* Speaking with Torm illuminated Demetrius' soul, and gave him enormous insight into himself, others and the Multiverse at large.  His wisdom is permanently boosted by +1.&lt;br /&gt;
&lt;br /&gt;
* A strong, deep and powerful chord of duty, loyalty, obedience, lawfulness and goodness has been awakened in Demetrius, and has been deeply planted in his soul.  Demetrius may nurture this lawful good seed or bury it further as he wills, but when the virtues of Trueheart are awakened in him, they may be mightier and more full of lordly grace and bearing should he manifest them.  For example, words of duty and loyalty will ring truer and more powerfully to those who hear Demetrius' words, and should one of these virtues (loyalty, duty, obedience) in and of itself become a great matter to Demetrius, the power of Trueheart within Demetrius' own heart may be made manifest with powerful effects.  The player in encouraged to advocate for these potential powers, for both words and actions may perhaps be enhanced by Demetrius having beheld the realm of Trueheart and the face of its divine master, Torm Ever-True, should he act in accordance with the premier virtues of that realm.&lt;br /&gt;
&lt;br /&gt;
===Demetrius and the Spiritual Quest for Truth===&lt;br /&gt;
&lt;br /&gt;
Day 1 - “The Void” - Turning nothing into something&lt;br /&gt;
&lt;br /&gt;
- “Mandador, please help me purge all negative thoughts and emotions from my mind, body, and heart. I release all of my transgressions and unforgiveness. I ask for forgiveness for those who’ve been wronged by my hand. Help me transcend into silent nothingness so that I may become an empty vessel to be filled by Your Holy Spirit in the days ahead.”&lt;br /&gt;
&lt;br /&gt;
Day 2 - “The Overwhelming Goodness of Mount Celestia” - Restoring goodness to the spirit of Demetrius&lt;br /&gt;
&lt;br /&gt;
- “Mandador, please replace the emptiness with the holy goodness of the heavens and Your loving spirit.”&lt;br /&gt;
&lt;br /&gt;
- Demetrius meditates and opens himself to:&lt;br /&gt;
&lt;br /&gt;
* The holy light of the 7th&lt;br /&gt;
* The intersection of law, justice, and mercy&lt;br /&gt;
* The silver sky, the golden fields, the electrum heavens, the endless seas&lt;br /&gt;
* The house of the Brave Lord and its many parishioners&lt;br /&gt;
&lt;br /&gt;
Day 3 - “Home (5 Pillars)” - Remembering his childhood and facing his toughest day of prayer &lt;br /&gt;
&lt;br /&gt;
- “Mandador, please release my spirit from the guilt I feel about leaving 5 Pillars. The sights, smells, and sounds of my home still reverberate through my very core. I have long regretted letting it fall into the hands of evil and wickedness. I ask that when it is time that you will guide my steps back to reclaim my home from the darkness so that the divine spirit of Mandador may cover it in light.”&lt;br /&gt;
&lt;br /&gt;
- Demetrius enters his mindscape and projects himself back at 5 Pillars and fortifies himself for battle. A mighty internal struggle wages in his spirit, as if the very essence of light and darkness battle for his eternal soul. In his mind Demetrius rages against evil and injustice, but soon he is overwhelmed in grief and sadness.&lt;br /&gt;
&lt;br /&gt;
- Demetrius passes out from exhaustion&lt;br /&gt;
&lt;br /&gt;
Day 4 - “The Sabbath” - Rest&lt;br /&gt;
&lt;br /&gt;
Day 5 - “Torm and the Table of High Truth” - The gift of insight&lt;br /&gt;
&lt;br /&gt;
- “Torm the True, the Loyal Fury, I pray for grace and understanding as a former guest at Your High Table. Unacknowledged truths still make my spirit restless. I ask that you repair the hurt from the times I have fallen in battle, from my failures, and from the inadequacy I feel from comparison. The status I seek has been motivated by personal glory. I ask that you replace this deep seeded wound with the will to do good so that the hurt I faced in Your presence can be instead used in Your honor.”&lt;br /&gt;
&lt;br /&gt;
Day 6 - “My Love, Telesandra” - A worthy partner reveals herself&lt;br /&gt;
&lt;br /&gt;
- “Mandador, I ask that you guide me in proving myself and my worth to Telesandra’s family and winning her hand in marriage. I ask that you transform me into fighting for good and becoming a beacon of hope. I ask that we be bonded by love; not by titles, status, or money. I ask that Your light shines through for all to see how my very essence has been changed for good.” (edited)&lt;br /&gt;
&lt;br /&gt;
Day 7 - “Mandador, Most High” - Giving thanks and submitting to His will&lt;br /&gt;
&lt;br /&gt;
- “Faithful of the 7th Mount, I ask that I be renewed by You. I ask that I be remade by You. I ask that I be reborn in Your image. I fully reaffirm my faith in You and I declare I am letting go of the old Demetrius and replacing hatred, violence, and possessions with love, care, and acceptance.”&lt;br /&gt;
&lt;br /&gt;
At the end of the 7th day, Demetrius is fully reborn as NG. He seems almost carefree and weightless. He dons his old suit of dwarven mail and his regular +1 sword. No other rings or items adorn his person. It signals a return to simplicity. Demetrius has abandoned his sword, for his personal justice is no longer important. Demetrius basks in the freedom of a new direction, no longer bound to an outcome, and embraces the many possibilities that await. His heart is filled with love. Love for Telesandra. Love for Lars. He eagerly awaits whatever’s next.&lt;br /&gt;
&lt;br /&gt;
[DM note: In light of the major changes to Demetrius, I will be roleplaying a new set of personal goals that are more character driven. These will be his primary campaign focus, above all else, moving forward. Goal #1: Marry Telesandra]&lt;br /&gt;
&lt;br /&gt;
===Pagan Pious Support===&lt;br /&gt;
&lt;br /&gt;
Demetrius provided 25,000 g.p. valued shrine to Kel'Bagor to Enskor, a priest of that god in service to Bagras Dragonfriend.  Demetrius has the religious support of the clerics of Bagras Dragonfriend, and may ask for favors (other &amp;quot;deal&amp;quot;?)&lt;br /&gt;
&lt;br /&gt;
== Adventures ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Celestial Campaign to Retrieve the Red Dragon Scales ===&lt;br /&gt;
&lt;br /&gt;
==== Beyond the Gates of Mercuria:  The Realm of the Brave Lord ====&lt;br /&gt;
&lt;br /&gt;
[[File:Demetrius Black Orb Sword of Accounts.jpg|thumb|left|700px|Within the black fortress at the center of the sub-realm of the Son of the Brave, Demetrius comes before a mysterious and great black sphere of incomprehensible power.  With the essence of this Sphere the Son of the Brave Lord took Demetrius' spirit of justice and wove it into what would become the Sword of Accounts.  No full explanation of the Black Sphere was ever given to Demetrius, though his justice was given substance by it.]]&lt;br /&gt;
&lt;br /&gt;
'''Son of the Brave Lord:  Demetrius Gains the Sword of Accounts''':  During the party's month-long sojourn in the celestial-realm of the enigmatic &amp;quot;Brave Lord&amp;quot;, Demetrius  hunted alone in the paradise gardens thereat, with each foray venturing further and further afield.  Upon his longest such and final foray, his thirst for justice for his stolen red dragon scales and stirring religious devotions saw him to the secret sub-realm of the mysterious Son of the Brave Lord, a powerful petitioner-spirit like his father.  Entering through his fortress made of black power, Demetrius beheld a large and inert black sphere of incomprehensible power.  Commiserating with Demetrius' sense of violated justice, a justice he did not find in life, the Son of the Brave Lord took from Demetrius all his sense of justice, passion for justice, and violated ego, and wove into it some of the extracted essence from the Sphere, from which he forged the Sword of Accounts with a spiritual hammer.&lt;br /&gt;
&lt;br /&gt;
==== The Mountain of Love and Strife ====&lt;br /&gt;
&lt;br /&gt;
'''Demetrius' Proposal to Telesandra (Part 1)'''&lt;br /&gt;
&lt;br /&gt;
[[File:Telesandra.png|thumb|right|500px|Telesandra, a celestial woman trapped within Philander's Game]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I would have your hand instead, my lady, should you not be betrothed to another. Imagine the trouble we could get into together. Many have loved you I'm sure. And while your beauty has captured my spirit, I do not ask on behalf of it. It is the way you handle yourself on the battlefield. I have no grand designs on rulership or lordliness. Adventure is my calling and and my heart leaps at the idea of you by my side.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''Demetrius' Proposal to Telesandra (Part 2)'''&lt;br /&gt;
&lt;br /&gt;
Demetrius looks at Herox and gives him a little wink.&lt;br /&gt;
&lt;br /&gt;
He then stands confidently once more and resolutely claims to Telesandra:&lt;br /&gt;
&lt;br /&gt;
“My lady, I am much less skilled in matters of the heart. I ask for your hand not to claim my divine or lawful right of conquest, but in the purest attempt to convey what has only been recently revealed to me: one of my deepest desires is to find love. Noble love. The love only free will can produce. &lt;br /&gt;
&lt;br /&gt;
I have conquered cities and rescued many, but my heart remained closed to the idea of a companion. A true companion is not an offering for services rendered. Nor is it merely the product of political alliance. For most of my life these were the only circumstances I would even consider for a wife. &lt;br /&gt;
&lt;br /&gt;
That is, my lady, until Trueheart laid my most intimate and private thoughts bare for me to see. At first I could not handle this revelation and it nearly broke me. The Loyal Fury’s blue eyes blazed in the darkest corners of my spirit and brought light to my innermost thoughts and fears. But Torm’s ever bountiful grace and purity lit a beacon of love that cannot be extinguished.&lt;br /&gt;
&lt;br /&gt;
And what I see in you, my lady, is the manifestation of that love brought to life. You have captured my heart in a way that can’t be described. I profess that for all to hear. I do not fear the judgment of my friends, old or new. For I speak not only my truth but the truth that was revealed to me by the True himself.&lt;br /&gt;
&lt;br /&gt;
I do not fear the loss of your majestic beauty, my lady, because it is not why I ask for your hand. I do not long for heirs, or status, or lordly titles. I claim here, on the Mountain of Love and Strife, that my love for you is as unstoppable as the holy light that shines down on us from above.&lt;br /&gt;
&lt;br /&gt;
But only you can measure the sacrifices required for your love to bloom in return, my lady.”&lt;br /&gt;
&lt;br /&gt;
== Items/Possessions ==&lt;br /&gt;
&lt;br /&gt;
==== Adornments ====&lt;br /&gt;
* Ring of Giant strength (20)&lt;br /&gt;
* Ring of Protection (+1)&lt;br /&gt;
* Ring of Truth&lt;br /&gt;
* Ring of Elemental Command (Fire)&lt;br /&gt;
** Burning hands (once per turn)&lt;br /&gt;
** Pyrotechnics (twice per day)&lt;br /&gt;
** Wall of fire (once per day)&lt;br /&gt;
** Flame strike (twice per week)&lt;br /&gt;
** Fire resistance&lt;br /&gt;
&lt;br /&gt;
==== Weapons ====&lt;br /&gt;
&lt;br /&gt;
Long Sword of Kypherian (+1)&lt;br /&gt;
&lt;br /&gt;
Imanos' short bow (+3) &lt;br /&gt;
&lt;br /&gt;
Adamant Heavy Horse Lance from Gehenna (WC)&lt;br /&gt;
&lt;br /&gt;
==== Armor ====&lt;br /&gt;
* Dwarven Venerable Copper Dragon Hide Armor +3 (Base AC -6)&lt;br /&gt;
* Field Plate of Skyland Halls (+1)&lt;br /&gt;
* Shield (+1)&lt;br /&gt;
* Small Shield (+4): Taken from Redleaf during raid on Ranger Lord's keep&lt;br /&gt;
&lt;br /&gt;
==== Magical Items ====&lt;br /&gt;
&lt;br /&gt;
'''''Magical Tent of the Athianists'''''&lt;br /&gt;
&lt;br /&gt;
''Mundane Use'':  When folded, the tent appears to be a well-made and oiled simple leather contuburnium tent, bound into a roughly 2 x 3 foot square, with stout oak assembly sticks crossed through at the center, a bundle of longer ones that loop through the top, and an internal envelope of wires, cords and iron stakes.  Altogether the bundle weighs about 35 lbs.  When assembled by mundane means, the tent is some 7 feet high at the center, with 4 foot walls, and a floor base nearly 14 feet long and approximately 10 feet wide.  There is a front entrance to the tent, which at 9 feet high is the tallest point of the tent, with both a outer and inner overlapping flaps to keep out the elements.  There is a &amp;quot;back door&amp;quot; for the tent, but it is short and harder to find, with a tight flap that overlaps the aperture by 4 1/2 feet.  On one of the walls is a small tightly-knitted window, roughly 1 foot in height and 3 feet long.  Some 8 warriors with their packs and gear can comfortably fit within this tent.&lt;br /&gt;
&lt;br /&gt;
A ''detect magic'' spell will reveal only dim magic from the enchantment and alteration schools.&lt;br /&gt;
&lt;br /&gt;
''Magical Use'':  Upon the utterance of the command words ''Sambation a Kemmuna'' the tent will magically unfold and build itself, and appears exactly as it might if erected by hand.  This magical assembly takes a full round.  Upon entering the tent when erected in this way, it quickly becomes evident that the interior of the tent is far more than it might have seemed from the outside. &lt;br /&gt;
&lt;br /&gt;
::''General Layout'':  The grand pavilion is some 120 feet square, dwarfing by far what the exterior of the tent might indicate lies within.  With variously rising and drooping portions, the ceiling is at its highest about 20 feet at inner corners of the master bedroom, the meeting room, the aerial cavalry stalls, and at the stalls of the two innermost land cavalry stalls.  The lowest portions of the ceiling are roughly 10 feet high.  The median height within the tent is about 15 feet.&lt;br /&gt;
&lt;br /&gt;
::''Tent Floor'':  Regardless of the nature of the ground upon which the tent has been assembled, the floor of the magical pavilion will be flat and seemingly set upon a hard, packed-earth ground.  The floor of the tent itself is generally covered with an off-white chamois like leathery material, which is both soft and tough to the touch, but this itself rests upon stout upraised oak wood panel flooring, with ribbed supports beneath the panels.  Portions of the floor vary.  The sleeping areas and the two bedrooms are on slightly raised wooden platforms, being about one foot above the rest of the flooring.  Most of the furniture in the magical pavilion rests upon goatskins of various colors.&lt;br /&gt;
&lt;br /&gt;
::''I.  Outer Entrance'':  The outer tent flaps are long and overlap themselves.  The flaps are naturally closed, but may be rolled and fastened open or partially open, utilizing the attached heavy ropes and cords.  From within the tent, he who commanded the tent to construct itself may likewise command the tent to close itself, using the same command words.  Once so commanded, the flaps will unroll and close, and from the outside the tent cannot be entered.  Trying to enter into the tent only reveals an endless layer of tent flaps.  Effectively, the tent is sealed by a ''wizard lock'' spell cast at 30th level.  From within the tent, he who commanded the tent to construct itself may reverse the ''wizard lock'' by saying the command words backwards:  ''Kemmuna a Sambation''.&lt;br /&gt;
&lt;br /&gt;
::''II. Antechamber'':  Once activated by the command words, entering the tent will reveal a 7 foot long and 15 foot wide entry tent area, illuminated solely by the light let in by the main tent.  The long flaps that screen the outer entry way remain closed unless tied and or pinned open with the attached ropes and stakes.  If closed, these outer tent flaps prevent all inclement weather from entering.  This floor of this antechamber area is a stout grated oaken deck, designed for boots and hooves covered with dirt, mud, water, snow or other elements to shake off such dirtiness before entering the tent proper.  Along the inner walls are two short wooden tables, one on either side, each with a plain porcelain bowl full of fresh warm or cool water, and two stacks of wash cloths.  Two racks for boots and two hangers for heavy cloaks exist.  No matter how much water, dirt and other filth falls between the grates of the wooden flooring, it will never accumulate, but will rather disappear beneath the grates. &lt;br /&gt;
&lt;br /&gt;
::''III.  Athianist Trefoil'':  Facing the interior of the tent is a large wooden plaque, about 4 feet square, hanging by mounted chains to the high wall at the front of the tent.  Upon the plaque are the gold, silver and copper triangles of the Athianist Trefoil, set in subdued colors upon the smooth lacquered plate of wood.  The plaque rests atop the front doorway to the tent, at about 12 feet high.  Dim golden light, seemingly from the walls of the tent, illuminates the trefoil.&lt;br /&gt;
&lt;br /&gt;
::''IV.  Entry Area'':&lt;br /&gt;
&lt;br /&gt;
::''V.  The Wash Basin'':  A great and mighty washing bowl, fashioned of a glass-like rock of a brownish golden color.  The outer portion of the bowl is chiseled with strange markings and priestly heroics.  The bowl rests on a film ebony frame.  Briquettes may be lit beneath it on a bronze brazier to warm these waters as desired.  The basin bowl holds roughly ten gallons of fresh water.&lt;br /&gt;
&lt;br /&gt;
::''VI. The Cadnum Tree'':  A small tree with a barkless brown trunk, and small branches that grow rich thick dark leaves, sits here in a large lacquered pot.  Gnarled fruit, usually of a deep red color, hang from the tree.  The bowl has images of strange priests, scholars and mages conducting investigations into the stars, earth and Nature.  Block-like letters run in rows both above and below these images.&lt;br /&gt;
&lt;br /&gt;
::''VII.  The Grand Table'':  A mighty table, some 27 feet long and over 6 feet wide, dominates the center of the tent.  The table is built so as to easily be separated into nine pieces, each of which has two center panels that may be folded into one side of each panel.  When combined, the surface and sides of the table seems to depict a great battle between human forces, carved deep into the wood.  The main course of a great meal is always upon the table upon first entering the newly assembled tent, but what this food is varies, and yet often matches the desires and needs of those present.  Smaller tables of food are also on either side of the great table.  The food there are of side dishes, fruits and deserts, as well as pitchers of drinks.  Matching wooden plates, carving knives and various forks are present upon the table.  Hanging above the table is a wooden chandelier lit with magical flickering flames upon glass dishes. The wooden chandelier is intricately carved with shapes that appear to be stylized monks, with angelic beings holding the flames.&lt;br /&gt;
&lt;br /&gt;
::''VIII.  The Master's Chair'':  This mighty chair of oak depicts some sort of scene of the submission of the gods and heavenly beings to a radiant being at the top of the chair, which is a modified Athianist trefoil, painted in gold.  Semi-precious gems stud much of the chair.  If he who commanded the tent to assemble sits in the Master's Chair, he seems to gain certain powers.  By his will, the lights within the tent may be brightened, dimmed or snuffed out altogether.  Perhaps other powers exist.&lt;br /&gt;
&lt;br /&gt;
::''IX.  The Tripod Fire'':  Three great iron rods suspend with an iron chain a heavy burnished bronze kettle.  Beneath the great kettle is a black metal fire grate, about 4 and a half feet wide, upon which wood is stacked as if for a fire.  A locking lever device exists to raise the kettle and shift it out of the flames.  Around the fire are four great oaken chairs, shod in bronze, set with semi-precious stones, and carved with unfamiliar mythological beings and ritual scenes.  A heavy mass of thick wax sits within the firewood assembled upon the center of the fire grate.  A lit candle upon a tin candle stick need only be dipped onto the mass of wax to start the fire.  Stacks of wood upon four brass wood stands are available to keep the fire fed.  The kettle will usually be filled with a hearty soup or porridge of some sort, or even full of a thick beer.  The bronze kettle is set with images of some great martial contest between a series of heroes and gods.&lt;br /&gt;
&lt;br /&gt;
== Spells/Abilities ==&lt;br /&gt;
&lt;br /&gt;
====== Weapon Proficiencies ======&lt;br /&gt;
&lt;br /&gt;
''Long Sword'' (Specialized)&lt;br /&gt;
&lt;br /&gt;
''Composite Short Bow''&lt;br /&gt;
&lt;br /&gt;
''Heavy Horse Lance''&lt;br /&gt;
&lt;br /&gt;
''Hand Axe''&lt;br /&gt;
&lt;br /&gt;
''Daggers''&lt;br /&gt;
&lt;br /&gt;
====== Non-Weapon Proficiencies======&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing (2)&lt;br /&gt;
&lt;br /&gt;
Air-based Riding (Griffon)&lt;br /&gt;
&lt;br /&gt;
Animal Handling&lt;br /&gt;
&lt;br /&gt;
Endurance&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing (secondary)&lt;br /&gt;
&lt;br /&gt;
====== Languages======	&lt;br /&gt;
&lt;br /&gt;
:Dwarvish&lt;br /&gt;
:Kanosian&lt;br /&gt;
&lt;br /&gt;
==Followers==&lt;br /&gt;
&lt;br /&gt;
===Agerik Essphilon===&lt;br /&gt;
&lt;br /&gt;
[[File:515cd7a33c65c5bee7e5183431ef4cdc.jpg|300px|thumb|left|Agerik Essphilonus]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Scores'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 19 (15) || 12 || 16 || 12 || 8 (7) || 12&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Stats'''&lt;br /&gt;
|-&lt;br /&gt;
! LVL !! HP !! ALN !! AGE !! HT !! WT&lt;br /&gt;
|-&lt;br /&gt;
| 8th || 71 || NN || -- || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''8th Level Human Encyclonian Fighter''', Captain of Blackstone Infantry, second officer of Blackstone, former ''spatharios'' of the Savanfannetsen Army&lt;br /&gt;
&lt;br /&gt;
====Weapons====&lt;br /&gt;
&lt;br /&gt;
''The Five Bladed Sword of the Modrons'' (Nirvana)&lt;br /&gt;
* Short sword of Speed and Sharpness +1&lt;br /&gt;
* Broad sword of Doubling +2&lt;br /&gt;
* Long Sword of Defending +3&lt;br /&gt;
* Bastard Sword of Wounding +4 (specialized)&lt;br /&gt;
* Two-Handed Sword +5&lt;br /&gt;
&lt;br /&gt;
''Spear +2'' (Prime Material)&lt;br /&gt;
&lt;br /&gt;
''Demetrius' Bastard Sword +1'' (Prime Material) (specialized)&lt;br /&gt;
&lt;br /&gt;
''Dagger x 2''&lt;br /&gt;
&lt;br /&gt;
''Composite Short Bow&lt;br /&gt;
&lt;br /&gt;
====Armor====&lt;br /&gt;
''AC:  -5 (w/ shield on Mt. Celestia)''&lt;br /&gt;
&lt;br /&gt;
''Xialnato's Full Plate +5'' (prime material)&lt;br /&gt;
&lt;br /&gt;
''Demetrius' Small Leather Shield'' (well-crafted)&lt;br /&gt;
&lt;br /&gt;
Agerik is a former retainer for Baron Sastor of Essphilon, a minor vassal of the Savanfannetsen, and he rose with his baron in the army of Count Passalos.  After Sastor's death in battle against the Muelestrian general Angar, Agerik was named Baronet of Essphilon in Sastor's place, and named a comital ''spatharios'' under Passalos.  After the disastrous Battle of Amalos in 872 against the rebellion of the Baromite Kingdom, Agerik abandoned the Savanfannetsen army for a time to explore private adventures.  Whetting his appetite for treasures only to have his adventuring party collapse due to deaths and abandonment, Agerik returned to Passalos' dissolute and unpaid army, and took the remnants of Essphilon's Second Column back to Essphilon.  Finding Sastor's brother having assumed the baronial title, and unwelcoming and unable to pay to returning imperial soldiers, Agerik heard of Demetrius' accomplishments and wealth in the Furnorkanasos, and boldly marched his soldiers to Castle Blackstone.&lt;br /&gt;
&lt;br /&gt;
====Magical Items====&lt;br /&gt;
* Girdle of Strength (19) - 2 crossed swords: Taken by Demetrius from Belmona in the battle at the 3rd gate on Mount Celestia&lt;br /&gt;
* Ring of Fire Resistance: Taken by Demetrius from Athians on Mount Celestia&lt;br /&gt;
* Ring of Protection (+2): Taken by Demetrius from Kypherian in attack on the Ranger Lord's keep&lt;br /&gt;
&lt;br /&gt;
====Proficiencies====&lt;br /&gt;
&lt;br /&gt;
''Weapons Profs.'':  bastard sword (2), short bow, spear, dagger, two-handed sword&lt;br /&gt;
&lt;br /&gt;
''Non-Weapon Profs.'':  (bowyer/fletcher), endurance (2), land-based riding (1), hunting (1), heraldry (1)&lt;br /&gt;
&lt;br /&gt;
''Languages'':  Common Encyclonian (0), High Encyclonian (1), Encish (1), Kanosian (1)&lt;br /&gt;
&lt;br /&gt;
====Early Life====&lt;br /&gt;
&lt;br /&gt;
Agerik was born in Essphilon, the son the ''pronoiar'' Galband, a kind of landed military squire in service to the Baron of Essphilon.  Galband, a cruel second generation ''pronoiar'' with quarter-Encish blood known for his brutality to his serfs, married a half-Encish woman himself of the Amon people named Hymatia, a dark-souled woman and crypto-pagan who revered her tribal gods in secret ceremonies.  In his early youth, Agerik was raised by his maternal grandmother's tribal people, who had notionally converted to Mandadorianism, and through mischance did not return to Essphilon until his tenth year, when his father seized him from their pagan encampment by force.&lt;br /&gt;
&lt;br /&gt;
At Essphilon, Agerik was baptized and educated in the church, living at intervals between his father's townhouse in the city, and his father's estate in the countryside.  By his teenage years, the willful Agerik became known for his defiance and mischievous behavior.  He continued to participate, from time to time, in his mother's abominable pagan rites, often at night, during which he would often take his best friend, the baronet Sastor, the son of the Baron of Essphilon.  As he grew, Agerik became one of the household squires at the baronial castle, and learned the ways of the cavalry warrior from Kameron the marshal.  However, when he was 17, Agerik and Sastor were caught at one of Hymatia's pagan ceremonies.  Hymatia fled to her Amonite people, but Agerik and Sastor were severely punished, and although due to their rank their shame was not publicized, Agerik was dismissed from castle service.&lt;br /&gt;
&lt;br /&gt;
In his eighteenth year, the old baron died, and Sastor came to the baronial throne.  Agerik returned to castle service, and Agerik and Sastor enjoyed the hunt and drink.  Agerik was accused of the rape of serf, but he was protected by the baron.&lt;br /&gt;
&lt;br /&gt;
====Professional Life====&lt;br /&gt;
&lt;br /&gt;
Agerik served Sastor faithfully in war, at first in minor skirmishes with the Encs and orcs, and later in the beginnings of the great Encyclonian Civil War, when Essphilon served the cause of the Savanfannetsen.  For most of this, Agerik served in the household cavalry, eventually commanding it, but when he was made ''spatharios'' he effectively became Sastor's second in command.  Agerik was genuinely aggrieved by Sastor's death in the Battle of Amalos, but was also proud and fulfilled when the commander of their army, Count Passalos, named him baronet of Essphilon, in return for his continued service.&lt;br /&gt;
&lt;br /&gt;
====Personality====&lt;br /&gt;
&lt;br /&gt;
Agerik has little thought to others, save for himself.  He does however respect lordship, hoping himself to be a true lord one day, and therefore will serve Demetrius faithfully, as long as the dwarf remains greater than himself.  Agerik however has little regard for titles of any sort, and although he has study titles, noble families, knighthoods, and standards carefully, he only respects power itself, of any sort, although he is suspicious of wizardly and priestly power.&lt;br /&gt;
&lt;br /&gt;
Gluttony:  Agerik is also gluttonous.  He enjoys food and drink, especially beer, and is fond of taking both to excess, although not to any obscene degree.  As such Agerik is usually fairly overweight.  Agerik also enjoys physical action.  He is fond of riding and hunting, and have a robust constitution, he almost enjoys forced marches, and is very good at them.  Given this hardiness and love of physical things, Agerik often gains and loses much weight.&lt;br /&gt;
&lt;br /&gt;
Lust:  Agerik's gluttony extends also to women.  He has lacked the capacity to love any woman, perhaps due to the cruelty of his father and the esoteric indifference of his pagan mother, nor is he especially sexual, but when lust does strike him, it is often direct and overborne, and although he is not cruel to the women he takes, nor is he kind.  The sole exception to this has been the petitioner spirit of the silver dragoness he met.  She was of such beauty and grace that she struck him to the core, and in her influence he felt to be a good man, or at least wanted to be so.  Yet he knows not even her name.  Since her death, his love for her has turned to an obsession to see her restored to life, as his wife, and given the opportunity Agerik will stop at nothing to achieve this.  Should Agerik actually achieve this desire, much of his life would change.  Until then, he is wounded and bitter, and in his mind will accept no other woman, unless his lustful passion should overwhelm him.&lt;br /&gt;
&lt;br /&gt;
Greed:  Agerik is quite greedy.  He has a love of gold and jewels, land and castles.  He expects what is his and will take it.&lt;br /&gt;
&lt;br /&gt;
Power-Hungry:  Save for his ambition to return is beloved dragoness to a mortal existence as his wife, Agerik's presiding character trait is his desire for power.  He wishes to be a lord in his own right, with his own men who loyally serve him.  He accepts that he may be a vassal of some greater lord who was born into power, or is otherwise beyond him, but he desires to be a master of his own realm.  His friend Sastor had thought to make him a lord after their time in the War of the Princes &lt;br /&gt;
&lt;br /&gt;
====Goals/Ambitions====&lt;br /&gt;
&lt;br /&gt;
Agerik wishes to arise in power and wealth, as much as he may.  Agerik was impressed by Count Passalos, the greatest nobleman he has met, and in the chaos of the Encyclonian civil war, Agerik hopes to carve out his own powerbase.  Agerik is impressed by Demetrius, and is impressed that an outsider dwarf has garnered a substantial position in the Encyclonian world, of which Agerik considers the Furnorkanasos to be a part.  Agerik will continue to serve Demetrius, as long as Demetrius remains greater than he, and as long as he and his veterans are regularly paid.  Agerik has also longed to be a great treasure hunter and fortune seeker, believes Demetrius to be both these things par excellence.  Agerik therefore will follow his dwarven lord on even the boldest and most dangerous quests, hoping to rise to new levels of power with magical items and great accomplishments to his name, hoping to eventually achieve a reputation such as Demetrius has achieved.&lt;br /&gt;
&lt;br /&gt;
====Agerik's Pledge to Nikolos the Archpriest====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Archpriest, you serve this god Mandador, who fails ever to appear to aid us, save from afar.  Indeed I doubt him, for I know not his answers to my prayers, but I do know I may supplicate to the old gods and get my due.  But I make this oath, Archpriest:  if Mandador brings her back a living woman for me to hold and call wife, then I swear I will build a mighty cathedral to Mandador, greater even than the one Demetrius has pledged to build you, and I will convert in truth, and praise Mandador and attend his Church, forsaking all pagan gods, and will pledge that all the folk I govern shall do so.  And I will make the priest who grants this wish a Saint upon his death, so that his faith and the power of his God may be known forever as the name of the cathedral that I have built.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Orkhane===&lt;br /&gt;
&lt;br /&gt;
==Henchmen==&lt;br /&gt;
&lt;br /&gt;
Maximum Number of Henchmen:  4&lt;br /&gt;
&lt;br /&gt;
Henchman #1:  Sir Agrada, Captain of Blackstone Aerial Cavalry, Lord Deputy of Blackstone&lt;br /&gt;
&lt;br /&gt;
Henchman #2:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Henchman #3:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Henchman #4:  unfilled slot&lt;br /&gt;
&lt;br /&gt;
Notes:  &lt;br /&gt;
* KIA:  Byerogart, son of Garret, was slain by the Black Guard of Agruralsh with a spear to the chest while apprenticing as a henchmen.&lt;br /&gt;
* Demetrius considers granting henchman status to the bariaur fighter/priest of Tyr, Kandalantas, whom was saved from living death as a statue of silver, by the heroes while in the Courtlands of Lunia, on Mt. Celestia. Kandalantas, while adventuring with Lars and Oruvyn, was caught in a powerful spell and fled in fear for his life. He is no longer under consideration at this time.&lt;br /&gt;
&lt;br /&gt;
==Lands and Titles==&lt;br /&gt;
&lt;br /&gt;
===Lands===&lt;br /&gt;
&lt;br /&gt;
====Blackstone and Mazarosian Valley====&lt;br /&gt;
&lt;br /&gt;
Land:  3,400 arable acres&lt;br /&gt;
&lt;br /&gt;
Income:  nil (net loss)&lt;br /&gt;
&lt;br /&gt;
Steward:  Armor Ironhaven&lt;br /&gt;
&lt;br /&gt;
====Skyland Halls Knighthood Lands====&lt;br /&gt;
&lt;br /&gt;
Land:  ?&lt;br /&gt;
&lt;br /&gt;
Overlord:  King Irdrik of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Lord:  Lord Gethor Dragongem&lt;br /&gt;
&lt;br /&gt;
Gross Income:  50 g.p. per month&lt;br /&gt;
&lt;br /&gt;
Taxes/Expenses: 20 g.p. to the king, 5 g.p. to the lord, and 5 g.p. to a steward, per month&lt;br /&gt;
&lt;br /&gt;
::''Net Income'':  20 g.p. per month&lt;br /&gt;
&lt;br /&gt;
====Thaneship Lands of Lord Gamor Firemaster====&lt;br /&gt;
&lt;br /&gt;
Overlord:  King Irdrink of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Lord:  Lord Gamor Firemaster&lt;br /&gt;
&lt;br /&gt;
Gross Income:  1,000 g.p. per month&lt;br /&gt;
&lt;br /&gt;
Taxes/Expenses:  200 g.p. to the king, 100 g.p. to the lord, 100 g.p. to the steward&lt;br /&gt;
&lt;br /&gt;
::''Net Income'':  600 g.p. per month&lt;br /&gt;
&lt;br /&gt;
===Titles===&lt;br /&gt;
&lt;br /&gt;
Founding member of the Triumvirate of Blackstone&lt;br /&gt;
&lt;br /&gt;
Knight-of-the-Household for King Irdrik of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
Thane of Lord Gamor Firemaster of Skyland Halls&lt;br /&gt;
&lt;br /&gt;
1st Sgt. of the Auxiliary Corps with the Kanosian Army  &lt;br /&gt;
&lt;br /&gt;
Rider in the Hathbell Aerial Calvary&lt;br /&gt;
&lt;br /&gt;
Thane of Lord Bagras Dragonfriend&lt;br /&gt;
&lt;br /&gt;
==General Notes==&lt;br /&gt;
&lt;br /&gt;
===Statistics Errata===&lt;br /&gt;
&lt;br /&gt;
''Ability Score Fractions''&lt;br /&gt;
&lt;br /&gt;
Given unique and often heroic circumstances, a character may earn fractions of ability score points.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable floatright&amp;quot;&lt;br /&gt;
|+ '''Ability Score Fraction Points'''&lt;br /&gt;
|-&lt;br /&gt;
! STR !! DEX !! CON !! INT !! WIS !! CHA&lt;br /&gt;
|-&lt;br /&gt;
| 0/10 || 0/10 || 1/10 || 1/10 || 0/10 || 0/10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Strength Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Dexterity Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Constitution Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Intelligence Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
Wisdom Point Catalogue: Guardian of Death trial results in additional 2 fractions and therefore a full 1 point bonus.&lt;br /&gt;
&lt;br /&gt;
Charisma Point Catalogue:&lt;br /&gt;
&lt;br /&gt;
''Note on Constitution'':  Demetrius has been slain three times, first burned by the fire spells of the druid Svador, second by a pit fiend in the Temple of Sargonnas in Gehenna, and third in the assassination attempt against the Enc leader Agruralsh.  He was successively returned to life with a ''wish'' from Lars St. Morninglory, was ''raised'' by Bishop Nikolos, and once again from a ''wish''.  He retains a 19 constitution from an enchanted marshmallow that was discovered in Gehenna.  Demetrius may be ''raised'' or ''resurrected'' up to 16 times further, but his body otherwise retains a 19 constitution, including for resurrection survival rolls. &lt;br /&gt;
&lt;br /&gt;
==Quotes==&lt;br /&gt;
&lt;br /&gt;
''“Much as we have chosen so here and now, these souls willingly entered into a game of chance and suffered the consequence of their choice. Such is the fate I encounter with every stroke of my sword. My punishment awaits me in the queen’s throne room and I do not pretend otherwise. So yes, I would counsel us to leave these souls. If, however, you feel emboldened and the time is right, which I agree that perhaps it is, then I will not stand in your way as you attempt to win love’s freedom and you have my support for as long as it remains useful.”'' - Demetrius, before the Great Game, on the Patio of Philander's Castle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''At this Demetrius takes notice. Badly wounded and seeing (in black and white) the celestial being hold the queen accountable, Demetrius tries something unusual. Even though he’s battered and covered in blood, he takes a labored breath and says a quick prayer to Mandador: “may Your words be heard in what I’m about to say and your judgement laid bare for all to see.” Demetrius then coughs up a little blood and calls out to the giant officer who himself is most likely grievously wounded by the sword of Demetrius. “Enough. Enough! We fight not for ourselves but because the queen cannot accept the truth of what really happened here. She was tricked! And her son paid the price, but I fought him honorably! Honorably, I say! But now she sends us against each other and to our deaths because she refuses to admit she is wrong. Look! Look and see! (Demetrius points his sword to the sky). She has been judged for her actions! But we do not have to partake in this battle any longer. We have been led astray on the back of lies and corruption and now the battlefield is strewn with fallen friends because the queen will not desist. I give you my word, by Mandador, that my sword will not take another swing until we are judged. I call upon the right of the Holy Mount and submit myself to the judgment of Empedocles.” With that Demetrius will sheath his sword and take a position of full parry.'' - Demetrius, to the Dragon-Queen Polynomia, Queen of the Solanian Cloud Giants&lt;br /&gt;
&lt;br /&gt;
[[Category:Characters]]&lt;br /&gt;
[[Category:Triumvirate]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Kanosian Player Characters|Player Characters]]&lt;br /&gt;
&lt;br /&gt;
[[Category:The Duumvirate]]&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=File:Demetrius_Black_Orb_Sword_of_Accounts.jpg&amp;diff=4703</id>
		<title>File:Demetrius Black Orb Sword of Accounts.jpg</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=File:Demetrius_Black_Orb_Sword_of_Accounts.jpg&amp;diff=4703"/>
				<updated>2023-07-20T22:33:07Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4702</id>
		<title>Category:The Duumvirate</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Category:The_Duumvirate&amp;diff=4702"/>
				<updated>2023-07-07T13:59:18Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: /* The Quest to Mount Celestia to Recover the Enchanted Red Dragon Mail */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''''THE CAMPAIGN UNFOLDS...'''''&lt;br /&gt;
&lt;br /&gt;
'''''Before the full onset of winter in early 874, [[Avish Shandar]] permanently took residency at his tower in the wilds outside of Hathbell, thereby quietly assuming his office of Captain of Scouts for Lord Marnaus, and training his band of followers as the new spies of Hathbell and the Kanosian League.  With suspicions of the growing power of the Blackstone Triumvirate thus allayed by the voluntary removal of the ninja elf, [[Lars St. Morning Glory]] and [[Demetrius Hammerhand]] could rule the Valley of Mazaros and all its dependencies unimpeded by the jealousies of the lords of the Furnorkanasos, and therefore the great wizard and dwarf lord became known as the Duumvirate, the two masters of Castle Blackstone.'''''&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Demetrius Hammerhand]], 12th level neutral dwarven fighter, Lord of Blackstone, Thane of Bagras Dragonfriend, Knight of Five Pillars &lt;br /&gt;
&lt;br /&gt;
[[Lars St. Morning Glory]], 16th level neutral good human mage, the Wizard of Blackstone&lt;br /&gt;
&lt;br /&gt;
[[Oruvyn Torgidal]], 8th level neutral good gnomish cleric of Flandal Steelskin/9th level thief&lt;br /&gt;
&lt;br /&gt;
==Current Party Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
Sayeen (Pr/♀he/D11/Os/N) 11th level neutral half-elf druid-initiate of the ninth circle&lt;br /&gt;
&lt;br /&gt;
Kandalantas (Pl/♂b/F6/P6/FO/LG)&lt;br /&gt;
&lt;br /&gt;
==Campaign Journal==&lt;br /&gt;
&lt;br /&gt;
[[Duumvirate Campaign Journal]]&lt;br /&gt;
&lt;br /&gt;
==The Quest to Mount Celestia to Recover the Enchanted Red Dragon Mail==&lt;br /&gt;
&lt;br /&gt;
===ACT I:  Lunia===&lt;br /&gt;
&lt;br /&gt;
===ACT II:  Mercuria===&lt;br /&gt;
&lt;br /&gt;
====The Adventures of Larweiaen, and the Celestial Princess====&lt;br /&gt;
&lt;br /&gt;
On the kalends of May, 874, Larweiaen returned to the Palace of the Brave Lord after a month of adventuring in search for the rune of eternal youth of Forseti, as had been agreed.  He did not return with the dargoness Maevix nor with the valkyrie Brysilber, with whom he had gone forth, but he did return with a beautiful child princess of seemingly divine stature, who floated above the ground, seemingly in a permanent and inviolable state of nirvana.  Larweiaen reported his adventures thusly to his wondering companions:&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 1'':  The valkyrie &amp;quot;Brynsilber&amp;quot; (Bright Silver) led Larweiaen and the dragoness Maevix far and wide, questing for mystics, diviners and rumormongers for intelligence on the location of the Whispering Bard and the gnome Mayben.  During this time, Larweiaen met militant montheists who worshiped Athian, and Larweiaen quickly assessed them as a variant of Mandadorians, with whom he nearly came to blows.  At length, the valkyrie insisted upon approaching the Golden Spire, the seat of Domiel, the ruling Archon of Mercuria.  They however never reached Golden Spire, for by chanced they halted near a celestial mountain of a strange goddess and unmoving goddess, whose petitioners and pilgrims were devastated and outraged that an invisible thief had stolen the Eternal Youth of their goddess:  a literal young girl perpetually seated by the goddess' side.  Inquiring after the matter, the party learned that the high priest of the violated goddess had hosted a traveling gnome the very night of the abduction, but he disappeared in the aftermath, not to be found.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 2'':  Expected to return to the halls of the Brave Lord at the end of thirty days and running out of time, Larweiaen reluctantly split ways with Brynsilber, as she wished to continue to the Golden Spire, and appeal to Domiel for aid.  Larweiaen however wished to pursue the possibility of tracking down the gnomish abductor, and so they parted for a time.  Riding upon Maevix, they rested at the castle of King Kariant, a dead monarch, but there Maevix became enraptured by Kariant's golden dragon Semantcor, who spoke of the Platinum Dragon, and who offered to introduce Maevix to the Platinum Dragon.  So enticed, Maevix departed with the gold dragon, wishing to see this greatest of dragons, idly commenting that the Platinum Dragon might proffer useful advice to their situation.  Thus abandoned, Larweiaen turned to drink at a tavern outside King Kariant's castle called the Wishing Swordsman.  There, feeling abandoned, he became inebriated, but hazarded upon a saddened halfling woman.  Speaking at length with her, he saw contrition and admission in her eyes and heard it in her words, and seizing upon his intuition and on her vulnerability in drink, he at last realized she was a great thief, as she spoke of stealing Demetrius' armor up from off the sacred tree on the 4th layer of Mt. Celestia.  Knowing he had hazarded upon a companion of Zaalbuk, he knived at having her tell her story, and she admitted to the theft of a great many things besides Demetrius' red dragon armor, such as Forseti's immortality, the little girl of the goddess Kumari, and other great things besides.  She said she was once the servant of Zaalbuk, but was becoming disillusioned with his quest for godhood.  The Whispering Bard, she said, had gone onto a realm on Mercuria called Goldfire where the companions of Zaalbuk were all to meet when their assigned quests were complete, but she and the gnome had one last divine theft to execute on the Third Layer.  But she feared Mayben and Zaalbuk, and was steeling herself with drink for her last great theft, the details of which she would not disclose to Larweiaen.&lt;br /&gt;
&lt;br /&gt;
''Larweiaen Report 3'':  That very night, Larweiaen demanded the halfling thief reveal the resting place of the gnome.  The halfling showed Larweiaen a deserted field which she assured was covered with illusionary magic, but that somewhere in the field the gnome slept, for he slept beneath the earth.  Larweiaen thus broke an aqueduct and flooded the plain, and he began digging where the water fell.  Discovering a tiny tunnel, Larweiaen crawled with the halfling until he found a macabre chamber with the little girl (still serene and untainted looking) bound to a pole, and an unnatural looking astral-projected gnome seeming to sleep in a pile in front of her.  Attempting to release her, he was suddenly challenged by a hideous and impossibly large grin from the gnome, which immediately transformed into a giant white mole with vile eyes and blood in its mouth.  Larweiaen battled the monster, wounding its dark muddy flesh, and stole the little girl back.  Clawing his way from the earth, Larweiaen was met by a wall of terrors and evils conjured from the darkness of night, and so he fled.  Running with the girl in his arms for many miles, Larweiaen at length came upon magical horses, seized one, then mastered it and rode it back to the domain of the Brave Lord in all haste, fearing the spells of the evil gnome.  The magic of the gnome followed Larweiaen, even amidst the plains of paradise, for the following night a great wall of black demonic shadows threatened to overwhelm him, but the celestial girl in his custody, unmoved and unblemished from all occurrences, radiated a great ruby aura, and burned the evil shadows away, all while remaining perfectly serene and unperturbed.&lt;br /&gt;
&lt;br /&gt;
===ACT IV:  Solania===&lt;br /&gt;
&lt;br /&gt;
====The Symposium at the Tavern of the Black Owl====&lt;br /&gt;
&lt;br /&gt;
'''The Hexiad, as Described by the Forgiven Thinker'''&lt;br /&gt;
&lt;br /&gt;
Delia:  ''The greatest of them is Delia, the Paraclete, an elven princess.  Beauty, puissance, war, love and majesty are her domains.  Through her chiefly may one pray for intercession from the Black Fire, and in all the Multiverse, she is the Deputy and Vice Regent of the Black Fire, and closest to the One.''&lt;br /&gt;
&lt;br /&gt;
Karbanion:  ''Then next is the Whispering Bard, whose mortal name is unknown and denied to me.  His mystery is deep, but he is a very great player of music, though he sings no words, save for whispers beneath his breath.  But he is also a very great druid, and with his strings once ruled all the druids of Concordant Opposition, the heart of Divine Nature.  But he has found his own freedom as a transcendent hierophant of his order.  To him all Nature has been given as his his domain, and all worlds and universes can be seen through his eyes.  His music follows the very chords of existence, and with universal music he shall play on the chords of fate of all, in service to the One.  Magic and regeneration are also his domain, so that all may know the magic woven into all things, and so that none may reduce Nature in his despite, as all things shall grow by his will, in service to the One.''&lt;br /&gt;
&lt;br /&gt;
Nelda:  ''Next in precedence is the halfling Nelda, the thief.  Skill and ownership are her domains, as well as desire for personal possessions, as well as flippancy and chance.  Humor and hardness fall under her, but most of all the vicissitudes of fate are bound by her thieving hand and dagger.  The lock and key are given to her, and although small commands and possesses more than most any can know or imagine.''&lt;br /&gt;
&lt;br /&gt;
Belmona:  ''Fourth is Belmona, the dead halfing knight and priestess.  Though dead, as a petitioner she lives again.  Death, rebirth and resurrection are her domains, as well as is faith and devotion.  She is the servant of nature, and patroness of priests.  She is also MIstress of Motherhood, and alone of the Six she in her life had children, and they and their line live on in perpetuity.  Hope and salvation is gate which she opens and guards, and womankind shall find their grace through her.  Her sign is the Rabbit, as quickness and fecundity is her servant.''&lt;br /&gt;
&lt;br /&gt;
The Jet Knight:  ''The fifth and least is the Jet Knight.  The son of an aasimon warrior and drow drawn from darkness, he is a heroic paladin, riding a black unicorn in white gold.  Heroism and valor are his domains, but also folly and shortsightedness.  Though physically the most powerful of the six, save for Delia, he is the least of them, for not through such force shall the multiverse be truly governed.  Soldierly is his, service, and the mundane of existence, though he ever aspire higher.  His is also fondness of riches and splendor, which he governs, as well as the vanity of mortals and powers, though he be contrarily be thrift and humble in spirit despite his outer display of largesse and pride.  Controversy is his, rage is his, spite and endurance.  The aggrieved call for justice, and both fair justice and violating vengeance are his, as the One decrees.''&lt;br /&gt;
&lt;br /&gt;
The Nameless Evil Gnome:  ''But the Sixth and last is separate.  In power, skill and combined might he is the greatest, even beyond Delia, but he is accounted separately, though part of the Six.  He has no true name I know, for ever his name is false, and ever he deceives.  Ever he may come in false forms, though such forms always be small and petty, as he is.  But though small his shadow is very great, and may be weaved over all things, even false worlds and universes, to deceive even grandest and vainest mind.  In defiance and treachery he serves the One, but whether in lying service, open rebellion, or secret plotting, all that he does is never in despite of the One's will.  Evil for evil's sake is his.  He is the cheater of life and death, the trickster and charlatan without peer. or pity  He is the servant of a false Power, the Gnawer in the Dark, of unrestrained greed and violence without cause.  Though he ultimately knows the Truth, and despite all his treachery and power, he cannot outwill the will of the One.  Ultimate despair and misery are his, and all things evil, and all the Lower Planes and death.  He is the curse of hate, and the servant of Doom.  But he is also mystery, and the Diver in the Dark, who through dark waters remains unseen, slipping past all boundaries to explore all realms, from the lowest secrets to all but the loftiest peaks, though he himself is ever trapped and marooned, and may never truly touch and feel the Light most high.  He is regret and murder, and is ecstasy in blood.  His order among the Six is unknown, for he hides and deceives, and one never knows truly where he lies, save that it is always in darkness.''&lt;br /&gt;
&lt;br /&gt;
==Campaign Chronicle==&lt;br /&gt;
&lt;br /&gt;
''All days of the week follow the Kanosian, as opposed to the Encyclonian or Abbadonian, reckoning.  Annamane corresponds to Hebdomon (Sunday), or the day of worship to the Deity, in the Abbadonian Rite.  To avoid unnecessary confusion, roman months are retained, although the Encyclonian monthly system has largely replaced the constellation months of the ancient Kanosians.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
August, 873:  The Nikoloi depart Blackstone for Elvenspire to craft and enchant red dragon scales as armor for Demetrius&lt;br /&gt;
&lt;br /&gt;
12 March, 874:  The Nikoloi return to Blackstone empty-handed&lt;br /&gt;
&lt;br /&gt;
28 March, 874 (Annamane):  Bishop Nikolos casts the ''astral spell'' on the party.  Upon entering the Astral Plane, the spirits of the heroes are set upon by a great astral storm, and party is violently separated.&lt;br /&gt;
&lt;br /&gt;
03 April, 874:  Having saved the bishop from captivity or worse in an astral city, Demetrius defeats a githyanki scouting party and at last discovers a color pool to Mt. Celestia.  The entire party is reunited and reconstituted on the starlit shores of Lunia, the First Heaven.  Leaving the holy shores, the party is given transport on a longship, and taken to a town upon the Courtlands, the realm of the god Tyr.  A dispute between the Bishop and Demetrius ensues, and the party separates for a time.&lt;br /&gt;
&lt;br /&gt;
04 April, 874:  The party reunites, discovering that the inhabitants of the Courtlands war with one another, and they begin to ascend Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
07 April, 874:  The party encounters a sleeping immortal frost giant, who seeks his daughter at the abode of a local demi-god.  Meeting the gnome Oruvyn in the same encounter, the gnome tricks the frost giant, and they escape him for a time.  Arriving at the demi-god's abode, Oruvyn summons the frost giant, and the party does battle with him.  Demetrius and Oruvyn release the giant's magical bracelets, and the archpriest Nikolos banishes the evil frost giant.  The demi-god is physically destroyed, but his wife provides the party sanctuary while they recover.  The party discovers the giant's treasure, of a singing silver harp, who may turn all who listen to silver.  They leave the wife of the demi-god the harp, but cause the harp to return to life many silver statues.  The rest they return to Castle Blackstone, using the astral magic of the bishop.&lt;br /&gt;
&lt;br /&gt;
10 April, 874:  At the outer bounds of the Courtlands, the party is set upon by a valkyrie named Brynsilber.  With much struggle, the party subdues her, with Larweiaen restraining her combat fury.  Brynsilber declares that she is a proxy of Forseti, a lesser god of Tyr's realm, who's secret rune of immortality has been stolen, ostensibly by an astral projecting gnome called Mayben and a similarly traveling bard, perhaps with accomplices.  Brynsilber has been sent to find these thieves, punish them, and return Forseti's immortality.  She agrees to join the party, discovering that the gnome Oruvyn but holds the false enigma of immortality.&lt;br /&gt;
&lt;br /&gt;
13 April, 874:  The party passes the 2nd Gate of Mt. Celestia, entering Mercuria, taking with them Kandalantas, the last of their followers who were transformed from silver, for unlike the others, Kandalantas, a bariaur warrior and priest, possessed a living soul.  They are invited to sojourn at the palace of the enigmatic Brave Lord.  Thereat, the heroes elect to stay within the realm of the Brave Lord for a month.  The Nikoloi and Oruvyn spend a full month of prayer with the Brave Lord during his holy month, gaining much inner wisdom, whereas Lars and Sayeen make love in the gardens of paradise belonging to the Brave Lord, thereby conceiving a child in Sayeen's astral body of fine sand.  Larweiaen and Brysilber fly to appeal to the ruling archon of Mercuria for succor, although become separated, with Brynsilber continuing on the Tome Archon's court at Golden Spire, while Larweiaen became diverted to another quest.  Demetrius spent the month at first in leisurely hunts in the gardens of paradise, but at length pursued the sanctum of the Son of the Brave Lord, who forged for Demetrius the Sword of Accounts, a blade made of black shadow and Demetrius' own blood and sense of justice.&lt;br /&gt;
&lt;br /&gt;
15 May, 874:  Lars ''teleports without error'' back to Lunia, to the magical Forest of Eternal Autumn where he first encountered the owl-like sage Talmas, the noctral.  Not finding the planar creature, Lars instead met the seer Torlandan, a priest of Tyr, who presented a vision granted by Tyr to Lars, along with the prophetic words of Tyr through his priest, which were thereafter imprinted permanently in Lars' mind.&lt;br /&gt;
&lt;br /&gt;
16 May, 874 (Ammane):  The holy month of prayers of the Brave Lord comes to an end, and along with his month of rigorous prayer, Oruvyn concludes a month of nocturnal labors upon the forge of the Brave Lord, learning much lore.  Outside of the Brave Lord's palace, Lars and Sayeen are accosted by holy spirits and then an archon for fornication, and to avoid further sins before the Brave Lord, are married at his palace by the archpriest Nikolos.  As agreed, Larweiaen returns from his adventures beyond the Brave Lord's realm, bringing with him the enigmatic Celestial Princess, whom he has saved from the gnome Mayben.  After considerable deliberation, the party agrees to split ways, seeking to outmaneuver and entrap their enemies.  Demetrius and Larweiaen travel to the Third Gate to head-off Mayben, should he attempt to pass there.  The Nikoloi and Demetrius' minior Agerik travel to the Crystal Tarn to use the divination powers there to learn more of their enemies.  Lars, Oruvyn, Sayeen, and Kandalantas take custody of the Celestial Princess and proceed to attempt to take her back to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
21 May, 874:  Lars and his party arrive at the castle of Sir Relbenor, making secret camp outside.  Seeking to understand her, Lars experiments with the Celestial Princess, and touching her is granted a vision and spiritual journey to her holy mountain.  Spiritually entering the holy mountain, there Lars encounters a monstrous mole, and enters into combat with him, followed also by Sayeen.  Observing Lars' spiritual struggle, Oruvyn touches the Celestial Princess and joins Lars in spiritual combat.  Greatly wounded, but inflicting their own wounds, the heroes flee, leaving the combat at a draw, but not before Oruvyn speaks to the evil mole.  Receiving an evil vision from the being, in which he is threatened to deliver the Celestial Princess to the mole's servant, the evil gnome Mayben, at a lake of holy fire, on the second layer of Mt. Celestia.&lt;br /&gt;
&lt;br /&gt;
22-24 May, 874:  Oruvyn resides at Sir Relbenor's castle, feasting and telling the tale of his adventures to Sir Relbenor and his knights.  At length, Oruvyn and then Lars convinced Sir Relbenor to send one his knights, Sir Nathandar, to accompany them on their quest to return the Celestial Princess to her holy mountain.&lt;br /&gt;
&lt;br /&gt;
29 May, 874:  Lars and Oruvyn's party meets with a &amp;quot;school&amp;quot; of tiefling merchants, in the realm of the Fallen Titans.&lt;br /&gt;
&lt;br /&gt;
02 June, 874:  Lars and Oruvyn's part arrives at the Lake of Holy Fire, in the realm of azer Lord Eudaeus, a high pries of the fire god Girru.  Considering crossing the Bridge of Eudaeus to cross the lake, the party eventually meets the azer high-up Krazuth Chaldamene, a living azer spirit, who pledges to escort the party across the lake.  At length, the party crossed the bridge to the island upon which lies the great Temple of Unconquerable Flame, where they are hosted by the great among the azer.&lt;br /&gt;
&lt;br /&gt;
03 June, 874:  Lars utilizes the power of the Celestial Princess, attempting to scry her home and eventually attempts to scry the evil &amp;quot;Mole&amp;quot; Lars fought in-between dimensions.  Propelling his soul through spiritual realms of evil, he is detected by the Mole, and clawed in the face, leaving an ugly scar.  Krazuth Chaldamene recommends that the party travel across the lake on a ship, for the Bridge of Eudaeus on the far side of the island remains incomplete.&lt;br /&gt;
&lt;br /&gt;
04 June, 874:  Lars attempts to ''teleport without error'' to the throne room of the Celestial Princess, using her power by touching her enchanted clothing.  Having never actual seen the physical place, Lars instead teleports himself to the artificial dimension underneath Mt. Celestia.  Being a physical being in a dimension without physicality, Lars encounters the dimension bracing and flexing in reaction to his presence, and he is eventually violently expelled out at random location on Mercuria, the Celestial Princess being pulled unharmed with him.  Recovering himself, Lars ''teleports'' back to the Temple of Unconquerable Flame.  Upon returning, the party learns that a construction barge on the Lake of Holy Fire is sunk by an unknown force, leading to the death of the azer crew.&lt;br /&gt;
&lt;br /&gt;
05 June, 874:  The party descends from the Citadel of Unconquerable Flame to the city below, the Vermilion Port.  Lars brings the Celestial Princess, whose awe and glory becomes observed by the multitudes in the city.  For a time, the party follows the azer Krazuth Chaldamene to discuss preparations for raising the mysteriously sunk azer barge.  Oruvyn meets the sailor Hamza ibn Lahyan while cleansing himself in the Lake of Holy Fire.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Late in the night Ourvyn returns to the docks to speak to Hamza the Jann.  In the depths of the night towards dawn, Oruvyn discovers along the dock warrens a halfling woman he believes to be Nelda, so described by the Nikoloi and then later by Larweiaen.  Seemingly well-informed about Oruvyn and his friends.  Oruvyn and Nelda bargain with one another, Oruvyn offering to end the party's efforts to foil Nelda and Zaalbuk's plans should the red dragon scales be returned, and with the halfling representing her party's own terms, and leveraged threats:&lt;br /&gt;
&lt;br /&gt;
*It is claimed that the Nikoloi have somehow been apprehended.  The archpriest, called &amp;quot;the Schoolmaster&amp;quot; is said to be somehow in the custody of Nelda and her party.  Nelda says he is unharmed, and that he will be returned if the heroes relinquish their custody of the Celestial Princess.  The bishop is said to be under a spell, and it is inferred he is no longer free.  Nelda warns that if they do not return the Celestial Princess, the bishop will never be found nor released, and because he is the caster of the ''astral spell'' that enables most of the party to travel across Mt. Celestia, that they will never be able to return to their bodies upon the world without him.&lt;br /&gt;
&lt;br /&gt;
*Nelda seems unconcerned about the dragon scale armor, and says she and her party are more than willing to provide its current location, and even open a magical doorway to that place.  They will do this if the Celestial Princess is returned to their custody.&lt;br /&gt;
&lt;br /&gt;
*Nelda says that in seven nights (night of 13th of June) she and her party are prepared to make an exchange for the Celestial Princess, returning Archpriest Nikolos to them unharmed, and providing the location of the red dragon scale armor, along with a magical doorway to gain access to it.  The exchange is to occur on the Island of Cromen, at a location called the Mouth of the Dragon.  Upon the island there are ruins of the Temple of Golden Flame, whereat they mean for the exchange to take place.  Nelda balefully warns that the return of the Princess is Inevitable, a matter of Fate, and that as Zaalbuk is the Mover of all things, he is also the Mover of evil, and that the heroes risk great woe upon them should they refuse this generous offer.  Nelda says that they must take the offer in good faith, and that they are but to sail with a single ship, and not a ship of war, nor are they to muster upper planar beings to hover in the wings to aid them, otherwise there will be no deal.&lt;br /&gt;
&lt;br /&gt;
06 June, 874:  Oruvyn buys ruby fire wine from an efreeti merchant on the docks of the Vermilion Port.  Partaking himself, Oruvyn, still appearing as a young adolescent, grows somewhat inebriated, and exchanges a ruby for ten barrels of the mystical liquor.  Oruvyn openly shares all the barrels upon the docks, and when the law-keepers of the port break up the drinking gathering, Oruvyn gives away the remainder.  Oruvyn then wanders the streets of the town itself, seeing many of the wonders and prodigies of the Vermilion port, pushing a remaining barrel in front of his.  Eventually, another law-keeper approaches Oruvyn with two azer guards, finds Oruvyn and mentions that he is missed at the Citadel of Unconquerable Flames, and is besides creating a nuisance in the town.&lt;br /&gt;
&lt;br /&gt;
Exhausted, Oruvyn climbs up the Stairs of Ascendant Fire to return to the Citadel of Unconquerable Flames.  There in late morning he awakens Lars and Sayeen, and informs them of what has happened, and of the bargain offered by the other party.  After initial discussion, Lars settles on probing the greater mysteries of the Celestial Princess.  Falling into deep meditation, he strives to plumb the truth of her existence, and beholds an ancient scene between the Celestial Princess and a royal mortal offender, and how when outraged a dire goddess appeared to overwhelm the king, and threaten to destroy him, his sons, his kingdom and even all the world for his outrage.  Then, on a spiritual plane, Lars beheld the goddess herself in her true form.  His faith manifested in spiritual defense, and he was not annihilated for viewing the goddess' true form, but all the same Lars gave a great cry and swooned.  Greatly alarmed, Sayeen tried to restore Lars, but he had fallen into a death-like coma.  Sayeen and Oruvyn feud over whether to take Lars to the most powerful azer clerics to restore him, or whether to keep him with Sayeen in their no-fire quarters.  Oruvyn even uses spells, eventually ''holding'' Sayeen in place so that he can call for Krazuth Chaldamene.  Eventually the archpriest-general Arband is brought, and Lars is ''healed'' to his full capacity, and his soul having passed through death and rebirth without dying, Lars' wisdom is artificially and permanently boosted.&lt;br /&gt;
&lt;br /&gt;
Restored to his senses, Oruvyn and Lars discuss what is to be done.  Sayeen becomes now acutely suspicious of the Celestial Princess' influence over her young husband, and greatly urges Lars to turn responsibility of her over to the azer.  Upon regaining himself, Lars has a change of direction, and initially wishes to keep the Celestial Princess, and bring her with them to reunite the party with Demetrius.  Sayeen and Lars quarrel for a time, but their lovers quarrel ends, and for a time they consider returning to their physical bodies on the Prime Material Plane.  Indecision strikes however, and at last allowing Oruvyn to sleep, Lars decides to contemplate their next action in greater depth.&lt;br /&gt;
&lt;br /&gt;
***&lt;br /&gt;
&lt;br /&gt;
? July, 874:  Demetrius and Larweiaen, long at wait before the Third Gate for Mt. Celestia, encounter the halfling Belmona, the man Adolphus, and the seemingly halfling named &amp;quot;Mr. Wayfair.&amp;quot;  Larweiaen detects an issue, sensing a lie and seeing that Mr. Wayfair cast a shadow in the light of pearly light of the Third Gate.  He grabs Mr. Wayfair, suspecting him of evil.  Mr. Wayfair enspells Larweiaen to paralysis, but not before Demetrius is brought to the ready, coming forth to fight.  Determining the halfling woman is Belmona, Demetrius attacks her mercilessly, accusing her to be a thief, and quickly slays her.  Demetrius then faced Adolphus, who was angered at Belmona's death.  Adolphus was quickly defeated himself, but allowed to escape, fleeing up through the Third Gate.  Demetrius then faced Mr. Wayfair, who was quickly destroyed himself, but not before cutting Demetrius' left arm off with a spell.  Upon his destruction, Mr. Wayfair's illusions evaporated in black smoke, his body collapsing into a pile of withered blue ice.  In the aftermath, Larweiaen recovers his senses, and discussing the matter with Demetrius, decides to chase after Adolphus, to learn what he can from him.&lt;br /&gt;
&lt;br /&gt;
28 July, 874:  Maevix the Copper Dragon arrives with the party at the Third Gate.&lt;br /&gt;
&lt;br /&gt;
30 July, 874:  The gathered party crosses the Third Gate into the Heaven of Pearl.&lt;br /&gt;
&lt;br /&gt;
02 August, 874:  Lars travels in his dreams, and then brings with him the party.  Arriving upon the shores of the Bay of Strife, they encounter Galatea, Prophetess of Love and Strife, chained to a great rock.  With great art, Oruvyn unlocks the god-sealed chain, and Demetrius breaks it.  Thus freed, Galatea offers to assist the party, for she is motivated to stop Dark Oruvyn, whom she has met, and whom she believes is trying to End the Multiverse.&lt;br /&gt;
&lt;br /&gt;
03 August, 874:  Using a ''plane shift'' spell, Bishop Nikolos, Demetrius, Lars, Oruvyn and Agerik enter upon the realm of Empedocles, upon the Mountain of Love and Strife.&lt;br /&gt;
&lt;br /&gt;
04 August 874:  The party recovers upon the deck of the ship of Naidros and Oudros. Agerik and the gnomes go exploring the depths of the ship and discover Oudros' stashed box containing the real Golden Prophet statue, which has the power to grant wishes. Oruvyn ''wishes'' for Evil Oruvyn to be brought before him so that he may merge with him and defeat him. He uses the power of the Eye to ''Power Word Stun'' Evil Oruvyn. As he moves to embrace him, the gnomes begin willing ''''wishes into being, one of which is a giant pile of money that covers Evil Oruvyn and nearly crushes Oruvyn. As Oruvyn and Demetrius dig, the treasure mysteriously vanishes, along with Evil Oruvyn and Elbermorkin. The Bishop Nikolos ''wishes'' Evil Oruvyn back only for him to ''wish'' himself away again before Oruvyn can grab him. Demetrius ''wishes'' Evil Oruvyn back once more and again Evil Oruvyn is spirited away by his own ''wish'', this time taking him away but dumping him into a pool of water which burns his fiery body. Lars ''wishes'' the evil counterpart back yet a fourth time, and Oruvyn is able to successfully merge with and destroy the Evil Oruvyn once and for all. Demetrius and Oruvyn order the gnomes away for their part in what nearly became a debacle, offering them to make any final wishes they possess before they do.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14 August, 874:&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
&lt;br /&gt;
'''Transport the Six Gnomes of the Erlking...'''&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4698</id>
		<title>Followers of Avish Shandar</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4698"/>
				<updated>2023-06-08T02:46:14Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Suthayan==&lt;br /&gt;
&lt;br /&gt;
'''''Suthayan''''', &amp;quot;Naoju&amp;quot;, son of Olthon, Zowoven Gray Elf of the Shoromane Clan (? level N (formerly CN) male gray elf ninja)&lt;br /&gt;
&lt;br /&gt;
Rank:  formerly ''Genin''; Born:  648 AM; Religion:  Abbadonian Rite Mandadorianism&lt;br /&gt;
&lt;br /&gt;
Description:  Disheveled gray hair, with a hardened face for an elf, with small gray eyes.  He is short for his race, and is not particularly attractive  A clipped ear is hidden by an iron rune earring.  He wears a magical elven ring of gold, holding an amber piece.  He usually does not bear any weapons.&lt;br /&gt;
&lt;br /&gt;
Background:  A gray elf of Yalthos' own tribe and clan, Suthayan was an early ninja.  He was known for his caution and discretion.  He was one of the principle mentors to Avish's principle master, Sathis.  For unknown reasons he was exiled from Blackstone, but found service under Gauda at Andland, but left Gauda's court before his fall.  He found refuge in the extreme south of the Kanasos, where he became a counselor to the horse lord Khaythem, king of the Farolian Kanosians, being now an official ally of their tribe.&lt;br /&gt;
&lt;br /&gt;
==Oshril Sadriak==&lt;br /&gt;
&lt;br /&gt;
'''''Oshril Sadriak''''', &amp;quot;Osh&amp;quot;, son of Miskal and Verinia Sadriak, (0th level N(G) male human)&lt;br /&gt;
&lt;br /&gt;
S15 D15 C14 I11 W7 Ch12&lt;br /&gt;
&lt;br /&gt;
Rank:  student; Social Class:  landed-peasantry; Born:  854 in Veris; Religion:  giant pantheon and Abbadonian syncretism&lt;br /&gt;
&lt;br /&gt;
Avish's Intent:  train as a shinobi fighter&lt;br /&gt;
&lt;br /&gt;
==Cirea==&lt;br /&gt;
&lt;br /&gt;
'''''Cirea''''', daughter of Kivano Ilian (0th level female human)&lt;br /&gt;
&lt;br /&gt;
S11 D16 C9 I13 W14 Ch14&lt;br /&gt;
&lt;br /&gt;
Avish's Intent:  train as a ninja&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4697</id>
		<title>Followers of Avish Shandar</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4697"/>
				<updated>2023-06-06T23:20:36Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Suthayan==&lt;br /&gt;
&lt;br /&gt;
'''''Suthayan''''', &amp;quot;Naoju&amp;quot;, son of Olthon, Zowoven Gray Elf of the Shoromane Clan (? level N (formerly CN) male gray elf ninja)&lt;br /&gt;
&lt;br /&gt;
Rank:  formerly ''Genin''; Born:  648 AM; Religion:  Abbadonian Rite Mandadorianism&lt;br /&gt;
&lt;br /&gt;
Description:  Disheveled gray hair, with a hardened face for an elf, with small gray eyes.  He is short for his race, and is not particularly attractive  A clipped ear is hidden by an iron rune earring.  He wears a magical elven ring of gold, holding an amber piece.  He usually does not bear any weapons.&lt;br /&gt;
&lt;br /&gt;
Background:  A gray elf of Yalthos' own tribe and clan, Suthayan was an early ninja.  He was known for his caution and discretion.  He was one of the principle mentors to Avish's principle master, Sathis.  For unknown reasons he was exiled from Blackstone, but found service under Gauda at Andland, but left Gauda's court before his fall.  He found refuge in the extreme south of the Kanasos, where he became a counselor to the horse lord Khaythem, king of the Farolian Kanosians, being now an official ally of their tribe.&lt;br /&gt;
&lt;br /&gt;
==Oshril Sadriak==&lt;br /&gt;
&lt;br /&gt;
'''''Oshril Sadriak''''', &amp;quot;Osh&amp;quot;, son of Miskal and Naura Sadriak, (0th level N(G) male human)&lt;br /&gt;
&lt;br /&gt;
S15 D15 C14 I11 W7 Ch12&lt;br /&gt;
&lt;br /&gt;
Rank:  student; Social Class:  landed-peasantry; Born:  854 in Veris; Religion:  giant pantheon and Abbadonian syncretism&lt;br /&gt;
&lt;br /&gt;
Avish's Intent:  train as a shinobi fighter&lt;br /&gt;
&lt;br /&gt;
==Cirea==&lt;br /&gt;
&lt;br /&gt;
'''''Cirea''''', daughter of Kivano Ilian (0th level female human)&lt;br /&gt;
&lt;br /&gt;
S11 D16 C9 I13 W14 Ch14&lt;br /&gt;
&lt;br /&gt;
Avish's Intent:  train as a ninja&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4696</id>
		<title>Followers of Avish Shandar</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4696"/>
				<updated>2023-06-06T23:20:03Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Suthayan==&lt;br /&gt;
&lt;br /&gt;
'''''Suthayan''''', &amp;quot;Naoju&amp;quot;, son of Olthon, Zowoven Gray Elf of the Shoromane Clan (? level N (formerly CN) male gray elf ninja)&lt;br /&gt;
&lt;br /&gt;
Rank:  formerly ''Genin''; Born:  648 AM; Religion:  Abbadonian Rite Mandadorianism&lt;br /&gt;
&lt;br /&gt;
Description:  Disheveled gray hair, with a hardened face for an elf, with small gray eyes.  He is short for his race, and is not particularly attractive  A clipped ear is hidden by an iron rune earring.  He wears a magical elven ring of gold, holding an amber piece.  He usually does not bear any weapons.&lt;br /&gt;
&lt;br /&gt;
Background:  A gray elf of Yalthos' own tribe and clan, Suthayan was an early ninja.  He was known for his caution and discretion.  He was one of the principle mentors to Avish's principle master, Sathis.  For unknown reasons he was exiled from Blackstone, but found service under Gauda at Andland, but left Gauda's court before his fall.  He found refuge in the extreme south of the Kanasos, where he became a counselor to the horse lord Khaythem, king of the Farolian Kanosians, being now an official ally of their tribe.&lt;br /&gt;
&lt;br /&gt;
==Oshril Sadriak==&lt;br /&gt;
&lt;br /&gt;
'''''Oshril Sadriak''''', &amp;quot;Osh&amp;quot;, son of Miskal and Naura Sadriak, (0th level N(G) male human)&lt;br /&gt;
&lt;br /&gt;
S15 D15 C14 I11 W7 Ch12&lt;br /&gt;
&lt;br /&gt;
Rank:  student; Social Class:  landed-peasantry; Born:  854 in Veris; Religion:  giant pantheon and Abbadonian syncretism&lt;br /&gt;
&lt;br /&gt;
Avish's Intent:  train as a shinobi fighter&lt;br /&gt;
&lt;br /&gt;
==Cirea==&lt;br /&gt;
&lt;br /&gt;
'''''Cirea''''', daughter of Kivano Ilian&lt;br /&gt;
&lt;br /&gt;
S11 D16 C9 I13 W14 Ch14&lt;br /&gt;
&lt;br /&gt;
Avish's Intent:  train as a ninja&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4695</id>
		<title>Followers of Avish Shandar</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4695"/>
				<updated>2023-06-06T03:18:53Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Suthayan==&lt;br /&gt;
&lt;br /&gt;
'''''Suthayan''''', &amp;quot;Naoju&amp;quot;, son of Olthon, Zowoven Gray Elf of the Shoromane Clan (? level N (formerly CN) gray elf ninja)&lt;br /&gt;
&lt;br /&gt;
Rank:  formerly ''Genin''; Born:  648 AM; Religion:  Abbadonian Rite Mandadorianism&lt;br /&gt;
&lt;br /&gt;
Description:  Disheveled gray hair, with a hardened face for an elf, with small gray eyes.  He is short for his race, and is not particularly attractive  A clipped ear is hidden by an iron rune earring.  He wears a magical elven ring of gold, holding an amber piece.  He usually does not bear any weapons.&lt;br /&gt;
&lt;br /&gt;
Background:  A gray elf of Yalthos' own tribe and clan, Suthayan was an early ninja.  He was known for his caution and discretion.  He was one of the principle mentors to Avish's principle master, Sathis.  For unknown reasons he was exiled from Blackstone, but found service under Gauda at Andland, but left Gauda's court before his fall.  He found refuge in the extreme south of the Kanasos, where he became a counselor to the horse lord Khaythem, king of the Farolian Kanosians, being now an official ally of their tribe.&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	<entry>
		<id>http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4694</id>
		<title>Followers of Avish Shandar</title>
		<link rel="alternate" type="text/html" href="http://dantareth.org/index.php?title=Followers_of_Avish_Shandar&amp;diff=4694"/>
				<updated>2023-06-06T03:16:26Z</updated>
		
		<summary type="html">&lt;p&gt;The Lich: Created page with &amp;quot;==Suthayan==  Suthayan, &amp;quot;Naoju&amp;quot;, son Olothon, Zowoven Gray Elf of the Shoromane Clan (? level N (formerly CN) gray elf ninja)  Rank:  formerly ''Genin''; Born:  648 AM; Religi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Suthayan==&lt;br /&gt;
&lt;br /&gt;
Suthayan, &amp;quot;Naoju&amp;quot;, son Olothon, Zowoven Gray Elf of the Shoromane Clan (? level N (formerly CN) gray elf ninja)&lt;br /&gt;
&lt;br /&gt;
Rank:  formerly ''Genin''; Born:  648 AM; Religion:  Abbadonian Rite Mandadorianism&lt;br /&gt;
&lt;br /&gt;
Description:  Disheveled gray hair, with a hardened face for an elf, with small gray eyes.  He is short for his race, and is not particularly attractive  A clipped ear is hidden by an iron rune earring.  He wears a magical elven ring of gold, holding an amber piece.  He usually does not bear any weapons.&lt;br /&gt;
&lt;br /&gt;
Background:  A gray elf of Yalthos' own tribe and clan, Suthayan was an early ninja.  He was known for his caution and discretion.  He was one of the principle mentors to Avish's principle master, Sathis.  For unknown reasons he was exiled from Blackstone, but found service under Gauda at Andland, but left Gauda's court before his fall.  He found refuge in the extreme south of the Kanasos, where he became a counselor to the horse lord Khaythem, king of the Farolian Kanosians, being now an official ally of their tribe.&lt;/div&gt;</summary>
		<author><name>The Lich</name></author>	</entry>

	</feed>