Wednesday, March 31, 2010

Creation Myths of the Elves: The Wood Elves


The Creation Myth of the Elves of Quel'Lathor

The Elves of Quel'lathor are very primitive.  more primitive than other elves, especially the eladrin.  The world view of the Elves of Quel'lathor is simple -- every being has a spirit, every living thing is alive.

The Quel'lathori teach thus:
In the beginning, there was Spirit Father and Earth Mother.  Spirit Father exists above, while Mother Earth lives below.

One day, Mother Earth complained to Spirit Father that she was barren of Life and needed some company.  So Spirit Father made some plants and planted them into Mother Earth and commanded them to multiply.  And Mother Earth was happy.  Another day, Mother Earth complained to Spirit Father that she was lonely.  So, Spirit Father created all the animals from the majestic lion to the creeping bug.  And Mother Earth was happy.

Another day, Mother Earth said that the animals and the plants were unable to talk.  She complained to Spirit Father that she had no one to talk to.  Spirit father explained that he did give speech to the animals and plants, but Mother Earth complained that they were incapable of reason.  Spirit Father said he was capable of creating things that talk and reason, but forewarned Mother Earth that they will be a burden.  Mother Earth didn't care . . . she wanted beings that were capable of what Spirit Father was able to do.

So, Spirit Father relented and took clay from Mother Earth and Light and made the Elves out of the clay and dirt of Mother Earth.  He first made the Eladrin, and to these He gave the power of Creation.  But the Eladrin didn't care one wit about Mother Earth.  And Mother Earth complained that the Eladrin were too much like Spirit Father.  So Spirit Father tried again and made the Quel'Thalori -- the High Elves.  The High Elves at first listened to Mother Earth but soon began to be puffed up in pride and their own vain imaginations.  And Mother Earth complained that the Quel'Thalori was too vain and too narcissistic to listen to her.  And so Spirit Father made the Quel'lathori -- mixing more Mother Earth than the other two.

And that is why the Quel'lathori are closer to Mother Earth than the vain Quel'thalori and the Eladrin.  We are the chosen people of Mother Earth.  We listen to her and are her most favored children.

Conclusion: even the Wood Elves are narcissistic and vain.  This is the creation myth that separates the Wood Elves from the Eladrin and the High Elves.  It's the current creation myth taught by the druid hierarchy.  However, the shamans teach an earlier creation myth about how Mother Earth and Father Sky made the Elves from clay but animals are their favored children and are to be treated with respect.  Some of the druids break from tradition and teach that all races are sons and daughters of Mother Earth and Father Sky.  Just that the Wood Elves choose to live a life close to Mother Earth and Nature because its simpler to live in such a way.  To them, Mother Earth and Father Sky provide them with simple abundance, and their animistic beliefs allow them to give respect: thanking a game animal that they killed, or taking water from a stream they often express their gratitude.

Next: The Creation Myths of the Orcs, Every Orc Tribe has their own Creation Myth. 

Creation Myths of the Elves: The High Elves

The High Elves have three creation myths.  One from the Fair Elves, one from the Pelagasiri Elves, and one they created themselves.  A fourth Creation Myth was created by High Elven Philosophers later to show more unification.

The Tale of the Sun God, the Moon Goddess, and the Night

This High Elf creation myth comes from the Fair Elves. The tales deal with the Sun God Corellon Larethian and the Moon Goddess, Sahanine Moonbow.  A fourth Actor -- the Voice in the Night; completes the Triadistic view of the Fair Elves.

 
In the Distant Past, there was Chaos.  But Chaos was all and nothing.  Chaos wanted to comprehend itself so it gave birth to its children, the Cosmos, the Stars, the Goddess Eurynome, and the Cosmic Serpent Cosmigon.  Chaos also gave birth to Love, Order, and Light.  Eurynome flitted through the Cosmos and Cosmigon chased the maiden.  However, Cosmigon caught Eurynome and encircled her tightly in its coils.  After a time, Eurynome turned herself into a swan and flew free.  In time, she laid eight eggs.  One of which was the Sun, another the earth, and a third the moon.  And then she flew away.

The Cosmos smiled upon the earth, Arborea, and the two were attracted to each other.  They loved each other and through their union Arborea gave birth to Corellon Larethian and Sahanine Moonbow.  Being the Son, the Cosmos gave Correllon dominion over the Sun.  And being the Daughter, the Cosmos gave Sahanine Moonbow the Moon.  However, a third being was born from Arborea's and the Cosmos' union.  A second daughter named Monanie.

Cosmos then abandoned his little family.  It was at this time, though, that Corellon Larathian had to choose among his sisters to take as his wife.  He took Sahanine Moonbow [pictured] to be his wife, and Monanie became jealous.  At this time, the pair called out among the souls that were birthed out of Chaos to see who will become their mortal sons and daughters.  But Monanie was angry and demanded that she would force everyone to be right and good.  She lured many after her with her flattering words so that she could unseat Sahanine.

Thus began a brutal war in the Heavens which caused Monanie to be cast out into the Night.  Hence she became the voice in the night.  Then Sahanine and Corellon travelled down to the Earth and fashioned elves out of red clay, made them flesh, and then breathed life into them the souls of the elves.  And to this day, Corellon and Sahanine watches over us, guiding us to the right while the Voice in the Night whispers to us to tempt us to evil. 

[Luminari myth]




The Myth of the Pelagasiri
 The Gods created the Heavens after deciding that they want to play a game.  The Gods created the World [Galatea] and filled it with the Spirits of Life, Fire, Water, Wind, and Earth.  The gods, having decided that plants should be on the earth, put plants on the Earth and ordered them to multiply.  The gods then created the animals and ordered them to multiply also.  As a result, the gods decided that they were bored with just having animals and plants so they made forms after their own appearance out of rocks and dust.  After this was done, the Gods felt that the work was good, and then withdrew to allow us to play out the game.

The first of the elves was Pelagus.  Pelagus taught the us how to hunt, how to gather, how to make tools, and how to make a simple garment out of animal skins.

[Pelagasiri Tradition]


The Myth of the High Elves

The High Elves myth is recounted as such --

The Gods are these: Aetherios the Sky God, Chthon the Earth God, and Oceanas the Ocean God.  The three gods decided to create the world and so the three came together.  Chthon formed the Earth, Oceanas the World Ocean, and Aetherios the Sky.  And so they made the world by uniting their bodies as one and splitting their own souls into infinity to make the souls of the World.

From their bodies, came forth the Gods, the Giants, the Fairies, the Nymphs, and the Monsters.  Then the Gods gave birth to a second generation of Gods of which the God Daltos was Chief.  Then the New Gods made war with the Old Gods and won.  Not to be outdone, the God Monster Typhon made war against the New Gods.

But the World belonged to Daltos, and he would not put up with the God Monster Typhon's rebellion for long.  So Daltos launched a mighty Thunderbolt striking the God Monster and sending him into throes of pain and heat and soon an all consuming fire threatened to consume all the world.  What would contain this fire?

Seeing his answer, Daltos picked up an entire, mighty mountain.  He then threw the mountain on the raging Typhon fire, preventing the fire from consuming the world.  Daltos then reigned over all the Earth until the Third Generation.  The Third Generation of Gods went to war with Daltos' Generation.  Using a sickle, Daltos' son -- Leonitidas, beheaded Daltos and threw his dismembered head into the Dalton Sea, making it red with the god's blood.  Desiring worshippers, Leonitidas ordered his brothers and sisters to take wives among the fairie and the nymphs.

The result of the unions were us, the Elves.  We worship Leonitidas because he made us.  And we were meant to rule because we are the Children of the Gods.

[High Elf mystical tradition]

Thus, the three major myths.  The first two are taught in mystery cults.  The third is universal.  However, a fourth is being postulated.   Its unknown which are really the truth among the High Elves.  The Sea that is the Dalton Sea, is really red -- but not red like blood -- the myth only explains in the High Elf consciousness why the Dalton Sea is red.  However, High Elf philosophers have been challenging these Creation Myths as being unreasonable.  That is why a fourth cosmological myth is being postulated by the philosophers. 

Pretty 3D


Trying out the Pretty Base IV once again for use as a Sehanine Moonbow representation.  Here she is, all elfed up and exploring the Aedis Catana, similar to the first time I used Pretty Base IV.  She should be interesting as the Elven Moon Goddess.

Tuesday, March 30, 2010

Creation Myths of the Elves: the Eladrin


In the beginning God created the heaven and the earth.
 
The Elves have many Creation Myths.  Each race has their own types of Creation Myths, according to their religions.  The High Elves have four major creation myths, the Wood Elves have only one.  The Massalian Elves have one creation myth, and the Eladrin have a couple.  Each creation myth tells the Elves a bit about themselves, where they came from, and why they are alive.

Eladrin Creation Myth

The Eladrin Creation Myth presented here explains why they are Eladrin and why they know the Secrets of the Universe.  They have a few others, relating to the Sun and Moon, and Nature.

The Tale of the Creation

בְּרֵאשִׁית, בָּרָא אֱלֹהִים, אֵת הַשָּׁמַיִם, וְאֵת הָאָרֶץ.
In principo creavit Deus caelcum et terram. 
In the Beginning, God created the Heavens and the Earth. 


In the Beginning, Elohim had said, "Let us go down."  And they went down in the beginning and they, the Elohim, organized the heavens and the Earth of Arborea.  And Arborea they had formed with the sacred Word of all Creation and Destruction.  And Aborea, after it was formed, was all empty and desolate.  This was because the Elohim had not formed anything upon the world of Aborea. 


Elohim had moved upon the desolate world and the Ruach Elohim brooded on the waters of the Deep. Then the Elohim said: Let there be Light upon the World!  And there was light and the Elohim were pleased that they were obeyed.  Then the Elohim spoke the Word and the Light and the Darkness were divided and again, the Elohim were pleased that they were obeyed. 


And the Elohim called the light Day, and the darkness the Night.  And Elohim also said, "let there be an expanse to divide the waters from the waters."  So, Elohim spoke the sacred Word again, and the waters divided themselves -- and Elohim were pleased that they were obeyed.  And Elohim called the expanse Heaven.  And the second time of Creation had passed.

On the third Time of Creation, El had said to the other Elohim, "Let us create ground upon the face of Aborea."  And so Elohim had ordered that the ground may be raised up as dry.  The waters they called Ocean, and the ground they called Arborea.  And Elohim were pleased that they were obeyed.


Elohim had said to one another, "Let us prepare the earth to bring forth grass; the herb yielding seed; the fruit tree yielding fruit, after his kind, whose seed in itself yieldeth its own likeness upon the earth." And it was so, even as they ordered. 

And Elohim organized the earth to bring forth grass from its own seed, and the herb to bring forth herb from its own seed, yielding seed after his kind; and the earth to bring forth the tree from its own seed, yielding fruit, whose seed could only bring forth the same in itself, after his kind; and the Gods saw that they were obeyed according to the sacred Word. And it came to pass that they numbered the days; from the evening until the morning they called night; and it came to pass, from the morning until the evening they called day; and it was the third Time of creation.

And the Gods organized the stars in the expanse of the heaven, and caused them to divide the day from the night; and organized them to be for signs and for seasons, and for days and for years; And organized them to be for lights in the expanse of the heaven to give light upon the earth; and it was so. And the Gods organized the two great lights, the greater light to rule the day, and the lesser light to rule the night; with the lesser light they set the stars also; And the Gods set them in the expanse of the heavens, to give light upon the earth, and to rule over the day and over the night, and to cause to divide the light from the darkness.  And the Gods watched those things which they had ordered until they obeyed.  And it came to pass that it was from evening until morning that it was night; and it came to pass that it was from morning until evening that it was day; and it was the fourth Time of Creation.


And the Gods said: Let us prepare the waters to bring forth abundantly the moving creatures that have life; and the fowl, that they may fly above the earth in the open expanse of heaven.  And the Gods prepared the waters that they might bring forth great whales, and every living creature that moveth, which the waters were to bring forth abundantly after their kind; and every winged fowl after their kind. And the Gods saw that they would be obeyed, and that their plan was good. And the Gods said: We will bless them, and cause them to be fruitful and multiply, and fill the waters in the seas or great waters and cause the fowl to multiply on Aborea.  And it came to pass that it was from evening until morning that they called night; and it came to pass that it was from morning until evening that they called day; and it was the fifth Time of creation.

And the Gods prepared the earth to bring forth the living creature after his kind, cattle and creeping things, and beasts of the earth after their kind; and it was so, as they had said.    And the Gods organized the earth to bring forth the beasts after their kind, and cattle after their kind, and every thing that creepeth upon the earth after its kind; and the Gods saw they would obey. And the Gods took counsel among themselves and said: Let us go down and form man in our image, after our likeness; and we will give them dominion over the fish of the sea, and over the fowl of the air, and over the cattle, and over all the earth, and over every creeping thing that creepeth upon the earth. 

So the Gods went down to organize man in their own image, in the image of the Gods to form they him, male and female to form they them. And the Gods said: We will bless them. And the Gods said: We will cause them to be fruitful and multiply, and replenish the earth, and subdue it, and to have dominion over the fish of the sea, and over the fowl of the air, and over every living thing that moveth upon the earth. And the Gods said: Behold, we will give them every herb bearing seed that shall come upon the face of all the earth, and every tree which shall have fruit upon it; yea, the fruit of the tree yielding seed to them we will give it; it shall be for their meat

And to every beast of the earth, and to every fowl of the air, and to every thing that creepeth upon the earth, behold, we will give them life, and also we will give to them every green herb for meat, and all these things shall be thus organized.  And the Gods said: We will do everything that we have said, and organize them; and behold, they shall be very obedient. And it came to pass that it was from evening until morning they called night; and it came to pass that it was from morning until evening that they called day; and they numbered the sixth Time of Creation.

And on the seventh Time of Creation, the Elohim rested.


Important Points:

This creation myth of the Eladrin establishes the relationship of the Eladrin with their Gods, the Elohim.  It also establishes the core of Eladrin mystic and logical thought.  The Eladrin, through this creation myth, state that they have a relationship between their Gods, the Heavens, and the Earth (in this case, Arborea). The Sacred Word of Creation and Destruction is the root of all Eladrin magic -- Whether it is Divine, Essence, or Mental . . . or Arcane.  This creation myth is taught in Eladrin universities and is passed down from Arcanist master to Arcanist apprentice -- and from Arcane Elemental Master to Apprentice.  From sacred Geometry to the sacred Word, the Eladrin has a special relationship to the Universe and this myth explains it as it is so.

Next: the Creation Myths of the High Elves.

Monday, March 29, 2010

The Creation


No, this isn't a depiction of the second chapter in Genesis.  I'm going to work on a Creation Myth for the Elves of Galatea.  Normally, I'd do a man and a woman together, since I'm going to use a sexual myth motif combined with an orphic egg motif in the Creation Myth of the Eladrin and the Elves.  (The Judeo-Christian account is a Deus Faber typological account -- but that isn't what really happened!).

Here is one of the Creator Gods of the Elves, a Goddess.  This picture will appear here on the blog again.  The nudity depicted is non-sexual, but creational.  Here, Earth doubles as Arborea.  The body morph is Aquarius from Heavenly Bodies.

Sunday, March 28, 2010

Nomad Hunter


Question:  Should she or shouldn't she have tribal tattoos?  This is a render of a nomad hunter in the Nomad Lands and on Long Island.  So, should she or should she not have tribal Tattoos?

Saturday, March 27, 2010

Evolution and Creation

From what I understand, Evolution truly doesn't violate the Judeo-Christian Account of the Creation. 
So, why are Christians fighting over this?  And why can't an Evolutionist reconcile with those that believe in Intelligent Design?  I figure all three accounts can be reconciled quite easily if everyone were to pursue truth.  Intelligent Designers that the position that engineering was used in the creation of the cell and  -- the body.  Evolutionists say that these things happened by accident.  Creationists hold that Creation was done by God and that is that.

The problems with Evolution are these:
1. Evolution happened by Chance.
2. There was an exegenesis of some kind.
3. So far, a living cell is beyond what Science can replicate.  So far!  If Science can actually replicate the cell, there goes the present Exegenesis theory of how Life began.  Remember, the official line is that by a mysterious process the chemicals needed to jump start life were combined in the right way.
4. There are things that evolution can not properly explain: like the evolution of the eye.

The problem with Intelligent Design are these:
1. ID scientists ignore Evolution in the fossil record (there's enough for a clear progression).
2. It's just science mixed with religion, and evolutionists will call you on it even if you apply principles of engineering in describing how a cell works.

The problem with Creationism is this:
 1. The story of Adam and Eve is an Allegory painted about our lives.  The garden of eden and the Lone Dreary Wilderness are symbols God is trying to convey to us about life.

2. What actually happened isn't recounted in the Scriptures at all.  So both Intelligent Design and Evolution are not discounted.  (Although God promised that each order of Life came forth after their own Kind in the Books of Moshe (Moses) and Abraham.  Meaning that the Elohim even followed the rules of Mendeleev's laws of Genetics.)

So, how are we going to reconcile all of these three beliefs, theories, and accounts?  Simple.  We need honest scientists who are willing to seek the Absolute Truth.  There must be open dialogue from all three groups, to learn and to seek the Absolute Truth that will reconcile all three truths together.

All three groups have something positive to bring to the table that satisfies the account of Abraham.  I can see four possibilities:

1. Evolution can be a mechanism that can be guided and directed.
2. Engineering principles can be recognized from the study of DNA and how the cell operates, and how every organ in the body operate.  From the brain to the liver to the eye, to the muscular skeleton system there is STRONG evidence that the body is a well designed machine.
3. The recognition that Adam and Eve may have not been among those that have evolved from apes.  But also the Mitochondrial Eve is a possibility.
4. Science jump starting Life in the Laboratory will give more evidence that the Elohim had a hand in Creating life on this planet.

Remember, truth will prevail and in time Evolution, Intelligent Design, and Creation will be reconciled into one theory of Genesis for the Earth by scientists willing to investigate the truth.  Darwin, Creationism, and Intelligent Design are only puzzle pieces in a much larger picture.

By the way, Ben Stein isn't a fucking liar.  He was just reporting on how a competing scientific theory against Evolution, Intelligent Design, is not being given any attention in schools or in Universities.  And even now, Intelligent Design is being refined as Engineers are adding their point of view in the Genesis of the Earth.  It's time to stop the infighting among the scientific community and to seek the truth on such matters.

Thursday, March 25, 2010

The Eladrin of Galatea

(Rolemaster [RMFRP/RMSS] version)
Description:  The Eladrin is an ancient race that is essentially a genetic redesign of Human DNA for the purposes of colonizing Arborea. Created by the Ancients of Galatea from their own human genome, their heritage has shaped them into a mystical race with a bond with the Orgone energy.  Bred by the ancients to fit the arboreal planet of Arborea for colonization rather than slavery, the Eladrin have built a highly advanced society based on Arcane Magic.  The Eladrin are practical and not superstitious.  They are often very curious and have found many solutions to various problems.

The Eladrin are very long lived. In pre-history, during the first Interstellar War, the Eladrin used their starships to defend Arborea from humanoid aliens of a cephalpodic tenticular persuasion.  Their ships were powered by Magic itself, and the weapons they used were powered by magic.  The spells they unleashed during the war was devastating and even apocalyptic.  However, it was all in vain.  The tenticular humanoid aliens managed to get to Arborea's star system and started a systemic invasion of their solar system.  Faced with no other alternative, the Eladrin gated the elves to Galatea and proceeded to blow up their planet as a last ditch defense.

The explosion of Arborea was spectacular.  The magic the Eladrin used was a powerful ritual that destabilized the core of the planet and caused rupture along the tectonic plates.  The invasion fleet of the humanoid cephalopods was obliterated and the planet itself was in ruins.  But the planetary pieces of Arborea are actually holding together due to central gravity and Eladrin magic of the survivors.  Still, any Eladrin ships limped to Galatea using Relativistic time dilation rather than their faster-than-light engine systems.

Reaching Galatea a few thousand years later rather than by Stargate or Hyperspace, the Eladrin had settled in the subcontinent of Killyronde to start over and begin a new life with the fledging nation of Myst'ilanas.  The people here are exhausted and tired, knowing that their days of glory are over thanks to the aliens they fought.  They then put their ships on course for the sun and flew their ships directly into the sun.

Most Elves of Galatea accept the Eladrin as the ruling class when they all lived on Arborea, now they are a broken culture.  The Eladrin that have returned to Galatea wish only to rebuild their society and preserve their culture.  Their empire gone, the other elves just return respect to them.  However, despite their faded glory, the Eladrin still have knowledge of the Metaphysical Laws of the Universe.

Physical Description

Build: The Eladrin are the Ancestors of the Elves (although in truth, the Eladrin are the descendants of Elves).  They are not the strongest and most sturdily built, the high elves hold that honor. However the burliest of their kind look like the wood elves.  The Male Eladrin average around 185 lbs. in weight, with the female Eladrin averaging around 135 lbs. in weight. 

Coloring: Most Eladrin have Black to auburn to golden blond hair.  Their eye iris color ranges from brown to blue.

Endurance: Like the High Elves, the Eladrin have better stamina than what could be expected.  They can endure 12 hours of travel without tiring or needing rest.  Additionally, they typically rejuvenate their bodies through meditation rather than rest or sleep.

Height: The High Elves are taller than the Eladrin, with the Eladrin males averaging 6 ft. and the females 5 ft. and 10 in.

Lifespan: The Eladrin were effectively immortal due to tying themselves to an Artifact that was blown to bits when the planet Arborea exploded.  Now they bear an extended lifespan, the Eladrin can live to an average of 750 years.

Resistance: The bodies of an Eladrin is highly resistant to disease.  The Eladrin can receive a +100 RR to most diseases.  The exception is when an Eladrin is in proximity to Arcanite.  Aside from that, the arcane magic that an Eladrin is used to allows the Eladrin a +20 RR to Essence spells.

Special Abilities:
    * Eladrin Teleportation: An Eladrin, sometime during his youth, learns the secrets of teleportation.  The ability works like the spell Long Door [see Lofty Bridge spell list in ... Of Essence], allowing the Eladrin to step into the Ethereal Plane, slide five feet seemingly in an instant, and exit.  Each time an Eladrin teleports it costs him 5d10 exhaustion points.

* Archmage Abilities (Major):  An Eladrin has inherent Archmage abilities, making their development point costs for Arcane Open Lists only 4/4/4.

* Arcanite Vulnerability (Greater Flaw): All Eladrin suffer from Radiation Sickness while in the presence of Arcanite -- a purified version of Thorium.  This is a -20 RR against a Conversion Poison for them.  Weapons made from Arcanite does double hit damage against an Eladrin.

* Dark Vision: The eladrin can see on a star-lit or moonlit night as if it were full daylight. In conditions darker than that, they need a light source to see, and their vision extends to 50' feet (perfect vision) and 100' (they can see reasonably well). In absolute darkness, however, they can see no better than Men.


Language: Starting Languages: Myst'ilanan (S7/W7), High Elvish (S6/W6), Caithnan (S6/W6)  Allowed Adolescent Development: Lathasian (S7/W5), Massalian (S7/W7), Anglish (S5/W4), Orcish (S6/W5) 

Prejudices: The Eladrin regard goblins and dragons as their steadfast enemies, and the Cephalopodic aliens as something that should be killed on site.  The cephalpodic humanoids and the Eladrin have been at war for as along as the Eladrin on Galatea can remember.

Religion: Eladrin, like humans, run the gamut.  Some worship the Sun God and the Moon Goddess, others seek communal spirituality with nature, and some worship the humans' El or Yah.  Most Eladrin due to the First Interstellar War, has given up on Religion altogether and practice quiet deism, agnosticism, or atheism.  A few have adopted the Ancient Pantheon, but they are few and far between.  Still, some worship gods of shadow and flame or worse yet, demons.

Preferred Professions: Eladrin know and master the Metaphysical Laws of the Universe.  Some choose to be to be Arcanists and Arcane Elementalists.  Others are Magicians, Illusionists, Mentalists, Paladins, Mystics, Priests, or Dabblers.  Those without talent for magic or have no belief choose to be any Arms profession except Warrior Monk.

Special Skills: Everyman: Attunement, Read Runes, Power Perception; Restricted: None.

Typical Cultures: Myst'ilana is a region of woods, hills and mountains.  Most Eladrin hail from the cities, and are building cities for themselves. Eladrin may use the Sylvan and Highland templates also.

The Eladrin are a broken people, but still they have an air of respect about them.  And they usually keep to themselves.  A few young Eladrin may want to go out and explore the world.  They might want to see what Galatea is like now, since the First Interstellar War.  They might want to explore to learn how others use magic.
Background Options

The Eladrin receive 2 background options.

Extra Languages: In addition to the tongues listed above: Centaur (S6/W4), Nomad Speech (S6/W4), Troll Speech (S3/W3), Dwarvish (S6/W6), Halfling (S5/W6), Tauric (S4/W3)

Extra Money: Gems.

Special Items: All are available.

Talents: All are available.

New Eladrin Image

New Eladrin pix, this is a wizard, presumably.  It's a portrait for my Rolemaster (RMFRP) projection of them.  The lighting is much more dramatic, with the stark contrast of the forest background I used a spot light to bring her out.  Enjoy it.

Wednesday, March 24, 2010

Rolemaster and Galatea

Looking over the Races and Cultures .pdf, I am surprised at how it would be so simple to write Galatea as a Rolemaster product instead of a d20 (or Pathfinder) one.

Each Nation would have their own cultural identity such as the people of Myst'ilannas -- the Eladrin (you have seen the Pathfinder writeup). This brings a lot of things forward.

The orc horde, for instance, although based on the orcs of the World of Warcraft, they too get their own entry.  Tribal society, living in the badlands, a mixture of desert and highland culture.  Plus, each human culture would get a cultural entry as well -- The Northumberlanders are a lot like the Vikings, the Germanic Tribes, and the Picts combined with a Norman English government.  The people of Caithness identify with a Lancastrian English Government with a Queen.  The people of the Republic of Devonshire (which used to be a shire of Caithness) has a Representative Republic.  Al-Caria is a Sultanate.  Each with their own ideas on how they run their government.  Their cultures stand out too: Northumberlanders are a lot like Dark Ages England with a Norman English influence (i.e. when William the Conqueror took power).  The people of Caithness are on the brink of Renaissance but they believe in the Divine Right of Kings.  While the people of Devonshire are having a Renaissance.

But there are other problems--
Some of the character types are also inspired by WoW.  Shamans are quite easy, Warlocks aren't.  As I played WoW, one of my favorite classes to play was the Warlock.  It was a so called, "pet class" since you summoned a fiend from the Twisting Nether to fight as you cast spells at your enemies.

Aside from that, the Shaman was also a forward looking class.  Although, the Shaman can be easily made with a Priest template.  The other professions from WoW wouldn't work with a template and you might be looking at rebuilding the Warlock from the Channeling companion.  The rest transfer directly.

Rogues would be either rogues or thieves (or magents).  Plus there a few other things I could do.  Question is -- could it sell?  Well, the success of the Shadow World shows that campaign settings can sell.  But the d20 Glut may have put a stopper on these things.  In any way you slice it, however, the only problem in translating Galatea is the Warlock class.  Fortunately, one can make a Channeling Template for the Warlock as a Pure Essence Priest; and designate certain lists (Curses, Dark Summons, Fiery Ways, Fire Law, Flesh Destruction, and two lists from the Warlock) to round it all out.  Some of the curses will have to be changed, and some other things will be introduced.

Some spells are just bread and butter to the warlock -- Life Drain and Soul Drain (after someone dies, the soul energy you siphoned coalesces into a soul shard when you cast that spell).  Other than that, a Galatea under Rolemaster would be easy to write and easy to GM.  You will still need a spreadsheet to create your characters.

Ultionis and Vanyamore

Sometimes, orcs and elves do mix.  This is a brother and sister pair.  Obviously, the half-orc is half-elf as well. :)  Still, you can't blame people for trying.  Victoria was morphed to my custom morph and the Half-Orc was made courtesy of McBeth's War-Orc and a combination of one of M4's Elite Textures.

Monday, March 22, 2010

An Open Letter to President Obama

Dear Mister President,

You suck sparrow eggs and howl at the moon.  The passage of your Health Care Bill has revealed to all Americans who can truly call themselves Americans for what you really are.  An arrogant, slimy, no good, perditious, incompetent, lizard-eyed, sneaking, furry, dirty, disease ridden, filthy, Missile-parade loving, fine dressing sewer rat.

THANK YOU SO MUCH!  For months, the American people (and the English) have been lied too by your duplicitious over fawning, narcissistic, podium hugging, I-have-sex-with-my-teleprompter rhetoric!  Your party will discombubulate over the passing of this bill.  It will be destroyed not by without, but within.  All because you showed your true colors last night.


May God have mercy on the Soul of the Democrat Party.   By the way: you are fired.

Saturday, March 20, 2010

Subbys to the Guild Companion

I recently made some submissions to the Guild Companion.  One of them did have to do with my eariler post on my blog today.  Quite simply -- meet Vanyamore -- her name in Elvish means Dark Maiden.

What is also interesting that Vanya here is my first customized character.  I just need a Merchant's Resource to skin her and add the Elite Human Surface Shader. ;)  Quite simply, I also submitted her to the Guild Companion.  I'm doing a series of articles of ready made NPCs or PCs for Gamemasters to use in their game.  And yes, you can convert them to 4th Edition if you want to.

Fencing Practice


Even mages and fighters of the Shadow World needs some Fencing Practice before their next adventure.  The elf on the right is a custom character in the making.  The characters are sparring more for perfection of technique.

Thursday, March 18, 2010

Eärinë


Earine by ~Atlantean6 on deviantART

Eärinë is a Erlini, a wood elf of the Shadow World and one of the Wood Elves near Jaiman. I'm going to do some Rolemaster Stats up for her.

Realist Eye Render Test


This is a test, it's only a test of a tutorial I found on how to make realistic eyes.  As a bonus, I used the Lana Human Surface Skin Shader presets with the Aiko 4 ISA realistic textures to help overall realism.  I hope you enjoy the portrait.

Tuesday, March 16, 2010

Roleplaying Games and Complexity

It seems that the third and fourth generation of D&D are needlessly complex.  Other games are also needlessly complex.  Rolemaster is a 2nd tier game (a game you buy after D&D), therefore it's pretty simple.  But what came after the 2nd tier RPGs are a bunch of needlessly complicated games with rules that have to cover every situation.

I face palm myself at the complexity. *face palm*

So, on the other side, the simple games I'd include are Rolemaster and Feng Shui. Rolemaster is simple, despite what they say.  And Feng Shui never ever billed itself as "better than Dungeons and Dragons."  Other simple games do include the Retro-Clones, I might add.  My Life With Master is also simple.  3rd Tier games (games you buy because you love the hobby) have contained some pretty simple games, and some pretty complex games.

This is just an observation, mind you.  And yes, all the games that John Wick develops are "2nd Tier" games -- because he hates D&D so much.

The Catcher in the Rye

We are doing a cover redesign of certain books.  I chose The Catcher in the Rye.  Although it is for my photomanipulation class (which I already know how to do, just out of practice), I never read the book since I have a practice of not reading what the establishment says to read (the Great American authors -- yuck!).

Anyhow, the feeling I got from reading the Summary gave me a dark feeling, so I rendered that feeling.

Monday, March 15, 2010

Is it just me?

Or is D&D 3e more complex than Rolemaster?  I have just built the character du jour from scratch using the World of Warcraft roleplaying game and Advanced d20 Magic.  It took me about three hours to build; and I didn't pay attention to getting everything correct.

On that note, I wonder if D&D 3e is actually more complex than we could even imagine.  "We got this theory that Dungeons and Dragons is the best roleplaying game out there!"  If it is, then why all the complexity?  D&D 3.5 is absolutely, and needlessly complex.  In fact I think it is so complex that you need a spreadsheet or something to calculate all your skill bonuses.

So, that makes the strong case for retro-clones: Swords and Wizardry, Labyrinth Lord, and Castles and Crusades.  Even microlite d20.  So, what is it with D&D?  Why does it have to get complex with every generation?  I mean, 4e is complex enough.  With fourth edition, you definitely need software in order work it (DDI, anyone?).  Why do you need software to work fourth edition anyway?  But alas, that's the way it goes.

I think this is a good point to explain that I am beginning to see no point in complexity in a Roleplaying Game. Especially a game like Dungeons and Dragons.  However, as the game evolved and changed over many hands, we got complexity.  D&D 3e has even surpassed the complexity of the Fuzion system.  D&D 4e doubly so.  So, why the complexity in rules?  D&D is never going to compete par to par, and hand to hand with other Roleplaying Games if it keeps this up.  D&D should go back, way back, to the original games the Retroclones copy in order to stay competitive.  From D&D white box comes 4th Edition, whom people laud as perfect.  Sorry, sirs, I think the D&D White Box is much more perfect.

Sunday, March 14, 2010

Character Du Jour: Alcániel Galalithe


Blood elves in World of Warcraft are a race with bright, intense, green glowing eyes.  They are fair skinned.  And they are cursed to live an existence draining power from demon crystal stones and other magic sources.  They suffer from an addiction to magic.  And they all look to Prince Kael'thas Sunstrider to restore their race to power and glory.

Alcániel is a Blood Elf warlock of the highest order.  She treats her familiar, Pipquik, as a mere tool rather than an ally or a friend.  Alcániel hates demons and all demonkind, but she fights fire with fire, even though she uses demon magic as a source to stave off her addiction.  She helped the Blood Elves break from the Alliance and join the Horde, and now is allied to the Horde in order to help lead the Orcs back to Outland.  She also sees Outland as a sort of promised land for her people, and hopes to join her vaulted prince, Kael'thas, in Outland (this takes place before Kael'thas stole Mu'ru from Silvermoon).

As a Warlock, Alcániel's powers relate to demonkind and demonic magic.  She uses fel magic to wrought her purpose.  Unlike the Warlocks of the humans, gnomes, or the Shadow Council; her people see her Warlock ways as a boon rather than a curse.

Dirty Little Secret: One of her brothers, the Mage Vórimóro, was killed by the Scourge Plague in Lordaeron.  He has raised as a Forsaken mage.

Stats.

Alcániel Galalithe  (CR 13)
Female Blood Elf 
Warlock 7/Blood Elf 3/Enchanter 3
Medium Humanoid
Hit Dice: 3d8+8d6
hp: 63

Init: +3
Speed: 30 ft.
AC: 15, touch 17, flatfooted 18
Base Attack: +6  Grapple: +8
Melee Attack: +6 +2 Flaming Longsword of Striking (1d6+3 damage, crit 20)
Missile Attack: +6 +2 Ghost Touch Shortbow (1d6+2 damage, crit 19-20)
Full Attack: +10 +2 Flaming Longsword of Striking (1d6+3 damage, crit 20).



Special Qualities: Blood Elf Traits (see World of Warcraft: Monster Guide page 65), Dynamic Spellcasting +12, Arcane Torrent, Mana Tap, fel companion [Pipquik (imp), Stormchaser (Voidwalker)] Spell Like abilities, Increased Caster level, summoner, Disenchanting, enchanting, identify enchantment
Alignment: Lawful Good


Saves: Fort +4, Ref +4, Will +9
Abilities: Strength 14, Agility 17, Stamina 10, Intellect 17, Spirit 12, Charisma 15

Skills and Feats: Appraise +11, Concentrate +9, Craft (Bolts of Cloth) +7, Craft (shirt) +6, Craft (dress) +7, Craft (trousers) +7, Craft (wands) +5, Intimidate +9, Knowledge (Arcana) +13, Knowledge (Demons) +14, Knowledge (Quel'thalas) +10, Profession (Tailor) +6, Spellcraft +14; Empower Spell (+8 to Casting DC), Magic Energy Control, Martial Weapon Proficiency (long sword), Spell Mastery (Shadow Bolt) [+5 bonus to fortitude checks against Drain and Control Checks]

Spellbook (Dynamic Spellcasting +12, Save DC: 12 + 6 + one-fifth the spell’s base DC (round down) + the spell slots required to learn the spell): 0-level: Acid Splash (DC 15), Arcane Mark (DC 15), Detect Magic (DC 15), Ghost Sound (DC 16), Read Magic (DC 17), Resistance (DC 16), Sense Demons (DC 15); 1st level: Alarm (DC 22), Cause Fear (DC 20), Corruption (DC 20),  Comprehend Languages (DC 21), Lesser Demon Skin (DC 22), Lesser Immolate (DC 21), Lesser Shadow Bolt (DC 20), Summon Monster I (DC 23); 2nd level: Curse of Recklessness (DC 25), Detect Thoughts (DC 27), Invisibility (DC 26), Mirror Image (DC 27), Lesser Searing Pain (DC 26), Summon Monster II (DC 28); 3rd Level: Create Firestone (DC 34), Dispel Magic (30), Hold Person (26), Gaseous Form (DC 31), Life Tap (DC 28), Searing Pain (DC 31), Shadow Bolt (DC 30); 4th Level: Charm Monster (DC 34), Crushing Despair (DC 35), Curse of Tongues (DC 34), Detect Scrying (DC 35), Eye of Kilrogg (DC 41), Medivh's Mnemonic Enhancer (DC 45), Rain of Fire (DC 37), Summon Monster IV (DC 33); 5th Level: Curse of the Elements (DC 40), Curse of Shadow (DC 38), Drain Life (DC 38), Drain Soul (DC 45), Immolate (DC 38), Ritual of Summoning (DC 44); 6th level: Acid Fog (DC 43), Geas/Quest (DC 52), Greater Demon Skin (DC 43), Legend Lore (DC 45+)

Enchanter Abilities
: Journeyman Enchantments -- Wp - Lesser Striking (100 EP), Lesser Elemental Slayer (200 EP), Arm - Lesser Health (100 EP), Brac - Lesser Deflection (100 EP), Cloak -- Lesser Lightness (200 EP); Expert Enchantments -- Wp - Lesser Smiting (450 EP), Arm - Health (300 EP), Brac - Deflection (300 EP)



Blood Elf Traits (Su): 
Magic Addiction: Blood elves are addicted to the use of arcane magic. A blood elf must spend 1 hour each morning in meditation, resisting the distractions of their addiction, or take a –1 penalty to effective arcane caster level and a –2 penalty on saving throws against spells for that day.  Blood elves have learned to slake their thirst through the absorption of fel energies. If the blood elf partakes of demon’s blood, the magic addiction abates for a number of days equal to the blood elf’s Spirit modifier (minimum 1 day).

• Racial Animosity:  Blood elves reek of fel power, offending the spiritual senses of night elves and tauren. Because of this, blood elves suffer a –2 circumstance penalty on Charisma-based skill checks made when relating directly to night elves or tauren.

• Weapon Proficiency: Blood elves are proficient with the shortbow, composite shortbow, short sword, and scimitar.

• +2 racial bonus on saving throws against mind-affecting spells or effects.

• +2 racial bonus on Concentration, Knowledge (arcana), and Spellcraft checks.
These skills are class skills for all blood elf characters.


Possessions: +1 Eweyai Suit (+1 Eweyai skirt of the Eagle  - +2 Intellect, +2 Stamina; +1 Eweyai Vest of the Tiger - +2 Sr, +2 Agility, +1 Eweyai Sleevee of the Whale +2 Spt, +2 Stamina), +2 Flaming Longsword, +2 Ghost Touch Short Bow; Accountrements, Warlock components, Demon scales, flint and Steel, Backpack, bedroll, 2 torches, quiver and 5 arrows.

Pipquik
Male Imp
Tiny Outsider (Demon, Evil, Extraplanar)
Hit Dice: 12d8+3 (85 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 17 (+2 size, +2 Agy, +3 natural), touch 14, flatfooted
15
Base Attack/Grapple: +1/–8
Attack: Claws +2 melee (1d3–1)
Full Attack: Claws +2 melee (1d3–1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Lesser firebolt (DC 13)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., immunity to
fire, spell resistance 11, demon traits
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 8, Agy 14, Sta 11, Int 8, Spt 7, Cha 18 Skills: Climb +3, Concentration +4, Knowledge (the
planes) +3, Listen +2, Spot +2, Stealth +6 (+14
to hide), Use Magic Device +6
Feats: Improved InitiativeB, Toughness
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary, pair, or gang (3–5)
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral evil
Advancement: 2–4 HD (Small); or by character class
Level Adjustment: —

This small, thin humanoid has two long horns and bright yellow eyes. A wicked grin spreads across its narrow face as a ball of flame materializes in its palm. 

Pipquik is a mean, mischevious sort of demon who questions why and how Alcániel always summons and dismisses him.  He enjoys setting things on fire, and has this thing with casting magic firebolts that glow green and setting things on fire.  Piquick has graciously learned the following abilities taught to him by Alcániel from demonic tomes: Improved Firebolt (basically his firebolt has been Empowered) and Blood Pact.

Combat
Lesser Firebolt (Sp): Pipquik can invoke an effect identical to a lesser firebolt (DC 13) 6 times/day. The save DC is 13 + 12.
Spell Resistance: Pipquik has spell resistance equal to 17.




Stormchaser
Voidwalker (CR 3)

Medium Outsider (Demon, Evil, Extraplanar, Lawful)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Full Attack: Slam +8 melee (1d6+4 plus tormenting strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tormenting strike (DC 14)
Special Qualities: Blindsight 60 ft., darkvision 60 ft., bracers,
consume shadows, damage reduction 2/good and
truesilver*, spell resistance 13, demon traits
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 16, Agy 11, Sta 17, Int 8, Spt 5, Cha 14
Skills: Climb +11, Concentration +11, Intimidate +10,
Knowledge (the planes) +7, Listen +5, Spot +5,
Swim +11
Feats: Improved Initiative, Power Attack
Environment: The Twisting Nether
Area: The Twisting Nether
Organization: Solitary or pair (1 plus master)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: 6–14 HD (Medium)
Level Adjustment: —
* This substance appears in More Magic & Mayhem.

This hulking blue creature looks vaguely humanoid. It seems to appear from within a black cloud as dark as the void.


Stormchaser is your standard, stupid and hungry voidwalker.  He attacks at Alcániel's every command and continues to attack until told to stop.  It speaks in a base voice, a voice that gives the impression that its male.  Stormchaser has learned the following abilities from Alcániel from demonic tomes: Attraction, Aura of Suffering, Sacrifice, and Spell Resistance.


Combat:

Tormenting Strike (Su): The touch of a voidwalker brings a victim’s most painful memories rushing to the surface; for a brief moment, she can think of nothing but destroying the source of this mental anguish. Any creature with an Intellect score of 3 or more that takes damage from a voidwalker’s slam attack must attempt a DC 14 Will save. Failure means the creature cannot make melee attacks (even attacks of opportunity) against anything but the voidwalker for 1 full round.  The save DC is Charisma-based.

Bracers (Su): Like elementals, voidwalkers, whether summoned to Azeroth or arriving of their own free will, wear a set of magic bracers. These bracers form automatically when the voidwalker leaves the Twisting Nether, tying the voidwalker to Azeroth and allowing it to exist outside of the Twisting Nether. A voidwalker that loses its bracers also loses much of its power and might inadvertently return to the Twisting Nether.  A voidwalker that loses its bracers must make a DC 19 Will save or return immediately to the Twisting Nether as if targeted by a banishment spell. If the voidwalker makes its save, it still takes a permanent –5 penalty to Strength, Agility, and Stamina.  Only a limited wish, wish, or miracle can reverse this penalty.  Voidwalker bracers possess a hardness of 15 and 15 hit points each. Destroying a single bracer has no effect on a voidwalker.

Consume Shadows (Su): A voidwalker can absorb the darkness surrounding it, thereby healing itself of wounds; using this ability provokes attacks of opportunity. A voidwalker in total darkness can spend  full round concentrating (losing its Agility bonus to AC for the round), drawing the darkness in and producing a faint indigo light around its body. The voidwalker heals a number of hit points equal to its Hit Dice + its Stamina bonus (8 points in the case of the voidwalker presented above).

A voidwalker may consume shadows in shadowy illumination but heals only half this amount. If the voidwalker takes damage while it using consume shadows, it must attempt a Concentration check (DC 10 + damage dealt) or fail in the attempt.

Damage Reduction (Ex): A voidwalker has damage reduction x/good and truesilver, where x is equal to 1/2 its outsider Hit Dice (DR 2/good and truesilver in the case of the voidwalker presented above).

Spell Resistance: Stormchaser has spell resistance equal to 14.

Saturday, March 13, 2010

D&D Armor is just soooooooo Out of WACK!

So, have you ever noticed that d20 Armor rules are totally and completely out of wack?  Is it the same with D&D 4e, or was Mike Mearles an actual Medieval Martial Artist and he set the record straight?   Well, here is the problem with Armor in d20:

"This is a bit off-topic, but have you ever noticed that the armor design (not visual, system-wise) are really weird? Specially with heavy armors. An example of this is the half-plate, it's got worse max dex bonus than the full plate, worse armor check penalty and worse arcane spell failure, shouldn't it be the other way around? It's so weird, that having a chain shirt is sometimes a better choice of armor than the rest of them, with the exception of having a mithril full plate. And i hate d20 shields.

Now that that rant's over, back to business. Considering the fact that restricting equipment due to character level doesn't really work that well in an pen & paper rpg, people should be able to get pauldrons from the start. I do agree that cloak providing DR is absurd, but leather gloves, helm and boots should give you DR, that's not insane(they work against a club, not so well against a sword hahahahaah). And in the case of the plate, the DR would be divided between the chest and legs, 5 & 3 respectively, at least that's what I've thinking. It's mainly because I've never assumed that armor includes helm, boots and gauntlets, that's why I'm not "removing" more DR from the full plate, because the armor covering almost all your body, except hands, feet and head, still deserves dr 8 hahahahahaha.

I'm still thinking how to handle it, Item levels still seem the best idea so far, just need to figure out what each item level provides for damage/DR(in armor). The other idea I have, like i mentioned before, was damage increase depending on by how much you exceed someone's "defense". Maybe both ideas are not mutually exclusive.

I'd love to use durability rules, which would let me explain how different materials in weapons affect the items hit by those weapons, but if there's one rule that's horrible to keep track of, it's durability. If keeping track of how much damage an item has taken with sunder is already difficult, specially with multiple items getting damage, doing so for every item in the game, even without sunder, is 10 times as hard, and boring.

I really need to thank you for the DR/bludgeoning idea, it's brilliant.

I'll be sitting down this weekend and start writing stuff up."

That is from the Unofficial World of Warcraft RPG Forums -- the kind that is up since White Wolf and Blizzard dropped the RPG license. Apparently, someone from the forum said that there is a problem with how Armor works in the game.  I've been asking around to see if anyone else noticed the problem.  Well, when a Martial Artist knowledgeable in Medieval fighting arts (the Arts of Mars everyone!) spoke up on the ICE forums I had to read what he had to say.

"There are so many things wrong with arms & armour in their game that I can’t stand to read it.

A half-plate is of course ligther than a full suit, because it’s basically a full suit from which you remove the legs’ covering. Sometimes the removal occured on the battlefield (like knight Bayard did at Marignan). The point was to lighten the suit and to gain speed and mobility. Writing the contrary, even in a gaming manual, is so wrong it should tear a hole in the space and time continuum.

Some fighters only wore armour on the fore leg (the one you put in front while fighting). Philippe de Lalaing did, and so did the roman hastati of the camillan period."

So, what can we do to fix this?  Best place to start is simple.  60 lbs is the limit a body can take.  Walk a mile in Maille, and it needs to weigh 40 lbs (or less).  I'll be working on rules that will change how Armor works in Pathfinder d20.  If anyone didn't do it first.  As for you D&D 4e buffs, if you find glaring inconsistencies in your game -- you know where to start. 

Friday, March 12, 2010

New Assignment complete


Utah Cowgirl by ~Atlantean6 on deviantART

Photoshop assignment, I hope you enjoy the results!

Massalian Elves

Description:  Since the destruction of their Ancient Homeland on Galatea, the Massalian Elves have been fighting a long and losing war with the High Elves, or the Pelagasir.  The Massalian Elves are a desperate race, particularly after the Pelagasir elves conquered their lands and destroyed much of their original culture.  Driven to rescue their own people from enslavement, they engaged in a war that lasted a thousand years.  The history is simple from a Massalian Elf's point of view.   The Pelagasiri, who were once the Gray Elves, conquered the land and killed many women, men, and children of the Ványanösse or the Fair Ones.  As a result, the devastation to the culture had prompted a change to overcome the Fair Elves of Massalia.  First the shock, then the steady change from a people of peace to a people of War.  The Warpriests took over the government and became the forceful movement in retaking their homeland from the evil Pelagasiri.  These priests, the priests of Corellon, were vengeful and wrathful and stirred up the Massalian elves to anger.  The Massalian elves then called themselves the Sercënossë or the People of the Blood.

For a thousand years, many wars were fought between the Massalians and the Pelagasiri.  Over time, their culture changed dramatically.  The Fair Elves of the Massalia had become the Massalian Elves and the Pelagasiri became the High Elves.  After a thousand years, everyone forgot the reasons for fighting and so a cease fire was made.  The two nations then dwelt in peace.

A thousand years later, everything changed.  The High Elves settled on the Caithness Isles, forming Quel'thalor.  And the Massalian Elves have been facing invasions of trolls of late due to them being displaced by the humans of the French Ark -- the Ys.  The French had been moving into Troll Territory, and displacing them, the trolls invaded Massalia.  Faced with extinction, the Massalian Elves quickly evacuated Massalia and moved to Caithness.  Finding Anglesey, the Elves overtook the island.  They conquered the Elven and human population that was there, and even sunk the Space Ark Bretonia under the sea.  After that, the elves touched the shores of Al-Caria and started to conquer and pillage the Muslim land.

The Al-Carians declared Jihad after two cities were conquered by the Massalians.  The two cultures clashed, causing much war and bloodshed.  The Massalians advanced though, invading the holy city of Caria and razing it to the ground.  To Al-Caria's defense came several regiments of Caithness' humans, but to no avail.  The Massalians used magic to sink the ships before the regiments could even make a beachhead.  The Massalians enslaved the muslims of Al-Caria, especially those that would surrender, and stripped them naked.  As the occupation and the annexing continued, the region of Qal'Massalia was formed.

On Anglesey, the island was renamed Caer Massalia, or New Massalia.  All of conquered Al-Caria was renamed Qal'Massalia, and on the ashes of Caria the Massalian elves used magic to raise a new city.  From the ashes rose the City of Fierysun, the new capital of the Massalian Nation with the village of Caer Massalia being the first village of the Elves.  After conquering the Whispering Forest, the Elves stopped their invasion.  With only three cities, the Muslims of Al-Caria is considering sailing their population to Hyperia, or asking the Republic of Devonshire to annex them.

Appearance:  The Massalian elves stand a little taller than humans.  They are also slimmer, and have symmetrical features.  They weigh between 100 to 175 lbs, depending on their gender.  The elves are uniformly fair in complexion, with their eyes a glow with intense greenish color.  All Massalian elves range from fair to bronze tan in complexion.  Their hair ranges from butter blonde to pitch black.

Society: The Massalian Elves have turned to an Enlightened Monarchy after five hundred years of being under a Militocracy.  The Monarch -- known as the Sun King, is the pontiff of Massalian Religion.  Despite their religiousness, or because of it, the Massalian Elves are using volatile demon and fire magics to power their kingdom.  Around the Massalian villages and lands are crystals with demons trapped inside them.  These crystals are power batteries that the Massalian elves drain magic from. Like the humans' psychic power plants of their Arks, these Crystals act as power plants but on a limited scale.   While human psionic power plants bend reality to create anything, the Demonic crystal power plants are nothing more than a source of magic.

Aside from that, the Massalian Elves still rely on slaves to do all their hard work for them.  Slaves are generally treated well.  Beautiful slaves often become concubines, while strong slaves are used in the mines to mine iron, tin, and copper on the faraway land of Cyprus.

Faith:  The Massalian Faith is Henotheistic.  Most of the elves believe in the former Fair Elven pantheon, but all venerate Corellon as their All-Father.  So far, none of the elves have converted to the Holy Light -- the Atheistic faith of Angland.  Still, the priests of Corellon venerate the Sun Deity as the Elven God of War, Statecraft, and Magic.  Massalian Elven Priests are granted the domains of Good, Glory, Healing, Nobility, Magic, and War.

Massalian Elf traits:
 • +2 Intelligence, –2 Constitution. Like their high elf cousins, Massalian elves are intellectually superior to many other races, but physically frailer.
• Medium. As Medium creatures, Massalian elves have no special bonuses or penalties due to their size.
• Massalian elf base land speed is 30 feet.
• Low-light vision.
• Weapon Proficiency: Massalian elves are proficient with the shortbow, composite shortbow, short sword, and scimitar.
• +2 racial bonus on saving throws against mind-affecting spells or effects.
• +2 racial bonus on Concentration, Knowledge (arcana), and Spellcraft checks.  These skills are class skills for all Massalian elf characters.
• Automatic Languages: Common and Massalian.
• Bonus Languages: Dwarven, Eredun, Goblin, Kalimag, Nazja, and Orcish. Massalian elves learn the
languages of their enemies and allies.
• Racial Levels: Unlike humans and some other races, Massalian elves can take a few levels in “Massalian elf” as a class to develop their racial qualities more fully. See a future supplement for this class.

Tuesday, March 9, 2010

The Wood Elves of Quel'lathor

The Wood Elves of Quel'lathor

Description: The Wood Elves dwell in Quel'lathor, also called the Misty Forest by the minotaurs of Achaia.  Once they were the descendants of the Pelagasiri Elves, those who would become the High Elves, but they migrated to the Caithness Isles and other lands before the Pelagasiri became a mighty and warlike people.  They safely settled in Killyronde and Caithness and built a stone age, neolithic culture.

The wood elves call themselves the Taurëlie or the "people of the forest."  The Wood Elves are an ancient culture, with religious traditions steeped in Druidism and Shamanism. Their ways and their heritage has shaped them into powerful warriors and cunning archers that revere their lands.  The Taurëlie are superstitious, yet they are good judges of character and situations.  They are often cool under pressure, their fey like attitude about the wood keeps them helps them to deal with stressful situations.

The wood elves regard themselves and the people around them as primitive and not understanding of the ways of the forest.  They see humans as disquieting, young children who have not yet learned.  They see the Eladrin, their ancestors, as haughty and stuffy.  The wood elves believe in honor, largesse, and hospitality.  They typically take what they need from the abundant forest.  The wood elves themselves are often seen as fey, fairy-like by other races, including the Massalian Elves and the High Elves.  However, humans seem to appreciate them since they have stronger bodies due to living in the wild forests of Killyronde and Caithness.

Appearance: Wood elves, or the Taurëlie, have more muscular and hardened bodies due to their lifestyle.  Like all elves and the Eladrin, the Wood Elves possess long pointed ears.  The men are typically much more cut and shaped than the Eladrin, the High Elves, or the Massalian Elves.  Men are also typically bearded.  Females tend to be also muscular, but they have voluptuous forms rather than being lithe. A wood elf's skin tone ranges from pinkish white to dark and tanned.  Tribal style tattoos are common among warriors, hunters, and rangers of the Wood Elves.  Wood elven clothing tends to be functional: spun fabrics is rare, the wood elves tend to rely on animal skins.  However, the wood elves have been trading with humans for flax and cotton for spinning and weaving. 

Society: Many of the Taurëlie feel a bond with nature and strive to live in harmony with the natural world.  Their government is tribal, based upon a code of honor and integrity.  Thier spiritual life is guided by the Taurëlie druids and the shamans.  The druids represent the world of the material, and the shamans represent the world of spirits.  Few, if any, wood elves are drawn to the sorcery of the Eladrin and the other elvish races.  They distrust arcane magic, feeling that it creates destruction.


Wood Elf Racial Traits:

  • +2 Strength, +2 Wisdom, –2 Intelligence: Wood Elves are nimble and wise, however they are lacking in logic.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Wood elves are proficient with longbows (including composite longbows), spears, daggers, boomerangs, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Languages: Elves begin play speaking Common and Elven. Wood elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Minotaur, Goblin, Orc, and Sylvan.
 

Monday, March 8, 2010

The Biggest problem with 4e

What I perceive as a weakness to Fourth Edition is the inability for 3rd Party publishers to add to the DDI Database.  This wouldn't be so bad if Wizards didn't say it was possible to actually support 4e Edition as a 3rd party publisher.

I mean if this thing didn't exist:

Dungeons & Dragons 4th Edition
Game System License
This Game System License Agreement (the “License”) is offered by Wizards of the Coast LLC, a Delaware
limited liability company (“Wizards”). The License applies to the use in third party publications of certain
proprietary elements of Wizards’ Dungeons & Dragons 4th Edition roleplaying game products (“4E”),
specifically, the 4E Player’s Handbook, Dungeon Master’s Guide, Monster Manual, Player’s Handbook 2.
Monster Manual 2, and Adventurer’s Vault (collectively, “Core Rulebooks”). Please read this License
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written by Logan Bonner, Eytan Bernstein, and Chris Sims. © 2008, 2009 Wizards of the
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It wouldn't be so bad.  I would be happy to buy a copy of 4th Edition and use it as a game if this license or the DDI as presently constituted didn't exist.  So I suggest a compromise:  DDI plugins made by third parties so that players of 4e can enjoy the 3rd party products.  Isn't a plug in system something we all want?  I mean really, Wizards.  If you are going to let people write 3rd party products for D&D 4th ed, wouldn't it be wonderful if you could allow plugins to 4th edition so all your players who have to use DDI so that they can use the 3rd party products they bought?
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