REFERENCE

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REFERENCE

#1 Post by atpollard »

Tir tywyllwch fel y fagddu,
a chysgod angau, a heb drefn;
lle y mae y goleuni fel y tywyllwch.


“A land as dark as darkness itself,
As the shadow of death, without any order,
Where even the light is like darkness.”
[Job 10:22]

Land of Darkness 1 (2021.12.21)-Halfling Village.jpg
Land of Darkness 1 (2021.12.21)-Halfling Village.jpg (1.79 MiB) Viewed 696 times
A1 = SHERIFF
A2 = WOOD CARVER
A3 = FLETCHER

B1 = FARMER
B2 = FARMER
B3 = FARMER

C1 = VINTNER (Grape Vines & Wines)
C2 = BREWERY
C3 = FARMER

D1 = FARMER
D2 = FARMER
D3 = FARMER

E1 = FARMER
E2 = FARMER
E3 = FARMER

F1 = TRADER
F2 = FARMER
F3 = FARMER

G1 = DAIRY
G2 = CHEESE MAKER
G3 = CANDLE MAKER

H1 = FARMER
H2 = FARMER
H3 = FARMER

J1 = MILL & BAKERY
J2 = METAL WORKER (LOCKSMITH)
J3 = FARMER

K1 = GRAND DRUID
Last edited by atpollard on Thu Dec 23, 2021 3:45 pm, edited 2 times in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: REFERENCE

#2 Post by atpollard »

Land of Darkness 2 (2021.12.21)-The Loop.png
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"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: REFERENCE

#3 Post by atpollard »

Land of Darkness 3 (2021.12.21)-Halfling Hex.jpg
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"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: REFERENCE

#4 Post by atpollard »

DWARVES
The Dwarves of Tir tywyllwch survive by living in THE MAZE … a web of tunnels and caverns beneath the forested ruins that extend for miles in every direction … and trusting in their strength, Warrior spirit and supernatural link to the element of Fire (Dwarven Legend says the Creator forged the first Dwarves in his furnace and shaped them with his hammer on a magic anvil, so all dwarves retain an affinity for fire and their strength from the forging).

Dwarves deal with eternal darkness by seeing in the infrared spectrum; they view the world as a thermal image. A dwarf may be multi-classed but must be a Warrior:
• Fighter
• Fighter-MU (affinity for “fire” based MU spells)
• Fighter-Cleric (receives “fire” spells from Blacksmith deity)
• Fighter-Thief

Young Adult = age 35-50 (age 14-20 human)
Mature = age 51-150 (age 21-40 human)
Middle Age = age 151-250 (age 41-60 human)
Old = age 251-350 (age 61-90 human)
Venerable = age 351-450 (age 91-120 human)
Last edited by atpollard on Mon Feb 28, 2022 2:11 pm, edited 2 times in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: REFERENCE

#5 Post by atpollard »

The ELVES of Tir tywyllwch dwell with the eagles high above the forested canyons in perches among the ancient towers. Elves are inseparably linked to the element Air and the Mage class. An elf may be multi-classed but must be a Magic User … MU; Fighter-MU; Cleric-MU; Thief-MU. Elven Magic Users have an affinity for “air” based spells. Elven Clerics receive “air” spells from their Avian deity. Elven Fighters favor bows and crossbows. Elves have the ability to see in the Ultraviolet spectrum, matching the light spectrum of the sun, which allows Elves to see outdoors as humans see in normal light (although the world is color shifted by Elven perception with plants appearing in shades of Red and Orange).
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: REFERENCE

#6 Post by atpollard »

HALFLINGS
The Halflings of Tir tywyllwch dwell in THE MEADOW … a pastoral hill in a forest clearing away from the forested canyons … and inseparably linked to the element Earth and nature that surrounds them. (Halfling Legend says the Creator grew the first Halflings from the living soil to tend his garden).

Halflings deal with eternal darkness by have large pupils that gather in vast amounts of faint light and eyes adapted to see in very low light. Thus, Halflings see in darkness like a ‘starlight’ scope, however they are also completely color blind. A Halfling may be multi-classed but must be a but must be tied to nature:
• Druid
• Ranger
• Druid-MU (affinity for “earth” based MU spells)
• Druid-Thief

Young Adult = age 22-33 (age 14-20 human)
Mature = age 34-68 (age 21-40 human)
Middle Age = age 69-101 (age 41-60 human)
Old = age 102-144 (age 61-90 human)
Venerable = age 145-199 (age 91-120 human)
Last edited by atpollard on Mon Feb 28, 2022 2:25 pm, edited 3 times in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: REFERENCE

#7 Post by atpollard »

The HUMANS of Tir tywyllwch dwell on the seas, huddling in small island communities and setting out in boats to fish and scavenge to survive. Humans are inseparably linked to the element Water and the Rogue class. A Human may be multi-classed but must be a Thief … Thief; Fighter-Thief; Cleric-Thief; MU-Thief. Human Cleric-Thieves receive “water” spells from their Fisherman deity and Human MU-Thieves have an affinity for “water” based spells. Humans have no adaptations for seeing in darkness, placing them at a disadvantage compared to Demi-Humans, however they have mastered the use of lanterns.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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BLUEHOLME DRUIDS

#8 Post by atpollard »

BLUEHOLME DRUIDS:
Use advancement and spell vs level tables for Cleric.

DRUID SPELLS (Level 1)
1. Cure Light Wounds (same as Cleric)

2. Detect Magic (same as Cleric)

3. Detect Snares & Pits (Range: 60, Duration: 2 turns)
The caster can detect snares & pits within the range limit of the spell and thus avoid such deadfalls. Outdoors, the spell detects all forms of traps - deadfalls, missile trips, snares, etc. There is no visible effect and only the caster is granted the knowledge revealed by the spell.

4. Entangle (Range: 40, Duration: 1 turn)
The caster is able to cause plants in the area of effect to entangle creatures within the area. The grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures, thus holding them fast for the duration of the spell. If any creature in the area of effect makes its saving throw, the effect of the spell is to slow its movement by 50% for the spell duration.

5. Faerie Fire (Range: 80, Duration: 2 turns)
The caster is able to outline an object or creature with a pale glowing light. The completeness of the lining is dependent upon the number of linear feet the druid is able to affect, about 12' per level (Le. one 6' man or two 3' kobolds). If there is sufficient power, several objects or creatures can be covered by the faerie fire, but one must be fully outlined before the next is begun, and all must be within range. Outlined objects or creatures (including those otherwise invisible) are visible at 80’ in the dark, 40’ if the viewer is near a bright light source. Outlined creatures are easier to strike, thus opponents gain +2 on "to hit" dice. The faerie fire can be blue, green, or violet according to the word of the caster at the time he or she casts the spell. The faerie fire does not itself cause any harm to the object or creature lined.

6. Pass without Trace (Range: touch, Duration: 1 turn/level)
When this spell is cast, the recipient can move through any type of terrain - mud, snow, dust, etc. - and leave neither footprint nor scent. Thus, tracking a person or other creature covered by this dweomer is impossible. The material components of this spell are a leaf of mistletoe (which must be burned thereafter and the ashes powdered and scattered) and a sprig of pine or evergreen. Note: The area which is passed over will radiate a dweomer for 6-36 turns after the affected creature passes.

7. Purify Comestibles (same as Cleric)

8. Shillelagh (Range: touch, Duration: 1 turn/level)
The caster is able to change his own oaken cudgel into a magical weapon which is +1 to hit and inflicts 2-8 hit points of damage on opponents up to man-sized, 2-5 hit paints of damage on larger opponents. The caster must wield the shillelagh, of course. The material components of this spell are an oaken club, any mistletoe, and a shamrock leaf.

“Turning Undead”
For a Druid, replace the Turn Undead ability with an “Animal Control” ability able to affect any animal of “animal intelligence” up to “semi-intelligent”. Neutral animals will be controlled (as an Evil Cleric controls undead) while good or evil animals will be “turned”.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Player Map

#9 Post by atpollard »

Player Map - General Location
Player Map - General Location
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"welcoming humbly His light and proudly His darkness" - e.e. cummings

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Re: REFERENCE

#10 Post by atpollard »

Ladder to cave:
map 5.jpg
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Map of Cave:
map 6.jpg
map 6.jpg (155.83 KiB) Viewed 624 times
Map of Cave:
map 7.jpg
map 7.jpg (338.65 KiB) Viewed 538 times
Last edited by atpollard on Thu Mar 17, 2022 1:29 pm, edited 9 times in total.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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BLUEHOLME HALFLING MAGIC USERS

#11 Post by atpollard »

BLUEHOLME HALFLING MAGIC USERS:
Use advancement and spell vs level tables for Magic User.

MAGIC USER (EARTH) SPELLS (Level 1)

REQUIRED SPELLS (100% chance to know)
1. Detect Magic (same as Magic User)
2. Read Magic (same as Magic User)

EARTH MAGIC SPELLS (95% chance to know)
3. Animate Wood (Range: touch, Duration: 1 turn)
This spell causes wooden objects to move and bend, allowing them to move, grasp and entangle. Because they move stiff and slowly, they always attack last in combat (Lvl-0 human with 5 HP/lvl of caster and AC 10-lvl of caster). A single living plant 5 feet tall per level of caster can be affected (or the equivalent of two arrows of non-living material per level of the caster).

4. Divining Rod (Range: touch, Duration: level x 1 turn)
This spell allows the caster to enchant a branch from a fruit tree to locate a common item that is hidden from view. The branch points towards the named object if it is within 60 yards. The caster may move around for the duration and the branch will react when it comes within 60 yards of the object.

5. Fist of Stone (Range: caster’s hand, Duration: level x 1 turn)
This spell transforms one of the caster’s hands (his choice) to stone, allowing it to punch, smash, or crush objects as if the caster had a Strength of 18. If the fist is used as a weapon, it strikes for 1D8 points of damage.

6. Hail of Stone (Range: 120, Duration: instantaneous)
A rain of stones falls within the selected area of effect (5 sf x cater level) within range and damage (caster level x D3) to everyone and everything within the area of effect. Requires a 5 GP gemstone which is thrown at the target area.

7. Warp Wood (Range: level x 10, Duration: permanent)
This spell causes wood to bend and warp. The area of effect is equal to 15 inches of 1 inch-diameter wood per level, (approximately a hand axe handle or four crossbow bolts). The spell can he used against the boards of a ship or a bolted door.

OTHER MAGIC SPELLS (Normal chance to know based on INTELLIGENCE.)
8. Charm Person (same as Magic User)
9. Dancing Lights (same as Magic User)
10. Hold Portal (same as Magic User)
11. Magic Missile (Range: s/m/l = 70/140/210, Duration: Permanent)
Identical to the standard Magic User spell, except a magical stone rather than a bolt of magical energy, darts forth from the caster’s fingertip.

12. Shield (same as Magic User)
13. Sleep (same as Magic User)
14. Ventriloquism (same as Magic User)
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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BLUEHOLME DWARVEN (FIRE) CLERICS

#12 Post by atpollard »

BLUEHOLME DWARVEN (FIRE) CLERICS:
Use advancement and spell vs level tables for Cleric.

DWARVEN (FIRE) CLERIC SPELLS (Level 1)

1. Cure Light Wounds (same as Cleric)

2. Detect Evil (same as Cleric)

3. Detect Magic (same as Cleric)

4. Endure Heat/Cold (Range: touch, Duration: 1.5 hours/level)
This spell grants one creature limited protection from heat and cold. The subject gains a +1 bonus to any saving throws against fire or cold attacks and is able to shrug off temperatures between -30F and +130F.

5. Log of Everburning (Range: touch, Duration: 1 hour/level)
When this spell is cast, it causes an already burning object to produce twice as much heat and to continue to burn for the duration of the spell. A single log could provide an entire campfire for hours.

6. Mending (Range: 30, Duration: permanent)
This spell repairs small breaks or tears in objects. It will weld a broken ring, chain link,
medallion, or slender dagger, providing but one break exists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or wineskin is completely healed over by a mending spell. This spell does not repair magical items of any type. The maximum volume of material the caster can mend is 1 cubic foot per level.

7. Protection from Evil (same as Cleric)

8. Purify Comestibles (same as Cleric)

“Turning Undead”
(same as Cleric)
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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LANGUAGES AND INTELLIGENCE

#13 Post by atpollard »

LANGUAGES AND INTELLIGENCE

Languages:
I want to flesh out Tir tywyllwch and make it a little bit more unique. Rather than an infinite number of languages that never get used because everyone speaks a ubiquitous “common”, I want Tir tywyllwch to have only a few languages that actually get used. Here is a list of the languages of Tir tywyllwch from most common to rarest:
  • Dwarf
  • Halfling
  • Elf
  • Human
  • Trollkin
  • Faerie
  • Dragon
  • Barrow-wight
  • Ancients (dead language)

Intelligence:
Everyone speaks their racial native language. Characters with high intelligence can start out speaking multiple languages and learn new languages through study and practice (typically the time required to gain 1 level). The following replaces the BLUEHOLME Intelligence benefits for starting languages (and is generally comparable or slightly better).
  • INTELLIGENCE 3-5: Character is able to speak only their native language and is illiterate.
  • INTELLIGENCE 6-8: Character is able to read, write and speak their native language, only.
  • INTELLIGENCE 9-10: Character is initially able to read, write and speak their native language and one other language.
  • INTELLIGENCE 11-12: Character is initially able to read, write and speak their native language and one other language. In addition, the character has an unused language slot to learn 1 more language through study.
  • INTELLIGENCE 13-14: Character is initially able to read, write and speak their native language and two other languages. In addition, the character has unused language slots to learn 2 more languages through study.
  • INTELLIGENCE 15-16: Character is initially able to read, write and speak their native language and three other languages. In addition, the character has unused language slots to learn 3 more languages through study.
  • INTELLIGENCE 17-18: Character is initially able to read, write and speak their native language and four other languages. In addition, the character has unused language slots to learn 4 more languages through study.
"welcoming humbly His light and proudly His darkness" - e.e. cummings

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