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    Legend RealmsTravelers Guide toAmrath and Rulebook

    2nd Edition

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    Credits and Dedications

    This book is dedicated to everyone who has madeLegend Realms possible. To Jesse, Amber, Sam, Roddy, Melissa,

    Raul, David, Christina, Thomas, Matt, Jessica, and Wes.

    All my efforts are for all of my players.

    Photography Melissa AshleyContributions by Raul Fuentes, Bob Huff, Ben Braddock, Nathan Brown,

    Brooks Groves, Jason Polizzi, David BajarasEdited By Bob Huff

    Legend Realms uses the FanWar Rules System. Legend Realms does not claim ownership ofthe Fanwar Rules System in any way. FanWar by Christopher Melville. www.FanWar.com

    Legend Realms does have mythologies and text based on works from Games Workshop,Warhammer Fantasy Battles, Warhammer 40k, Inquisitor, Liber Chaotica, and the Black

    Library. We in no way claim ownership of Games Workshop intellectual properties. In fact,most of us play their games as well. Www.games-workshop.com

    http://www.fanwar.com/http://www.games-workshop.com/http://www.games-workshop.com/http://www.fanwar.com/
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    The Lands of Amrath

    Yellow The Kingdom of AmrathPurple The Kingdom of Sercei

    Blue Final city of the High ElvesRed Tribal Lands of the Orcs

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    Legend RealmsPolicies

    Hail Adventurers!

    I wanted to take the time to explain somepolicies of the Legend Realms Staff. Other gameshave similar or conflicting policies, and I want to settlewhat our policy is vs. other games like NERO or

    Alliance.

    Selling Character Build Points -

    Legend Realms will not practice this, as in ourview it is not fair to all players.

    Cheating -

    Each player has a right to call on a Marshall tocheck a Player or NPC's tags. Only Marshals or Staffwill address cheating. Remember, as a player it is yourduty to be honorable, and that also means that callingsomeone a cheater or a liar is dishonorable.

    As for someone caught cheating, the penalty willmatch the severity of the cheating.

    Use of Illegal Drugs and Alcohol -

    Drugs and Alcohol are not permitted at Legend

    Realms Events. If such is discovered, the Staff willhave local authorities come to the site and handle theissue.Legend Realms is a Family Friendly gameenvironment, and its policies and decisions will alwaysreflect those values.

    Minors at an Event -

    Minors are welcome at Legend Realms, butLegend Realms and its staff assumes no responsibilityfor the supervision of your child. The official policy forMinors playing in a Legend Realms event is 12 and Up

    are allowed to participate in combat with a signedwaiver. All participants in a Legend Realms Event whois not 18 Years of age must have a parent or guardianon site.

    Garb

    All Legend Realms players are required to bein a minimum of black sweat pants and a logo-less t-shirt. If you need garb, please let logistics know!

    Summer Garb and Armor RulesFrom May 15th to September 15th is the hottest time ofthe year in Texas. To prevent heat exhaustion and forthe safety of our players the following rules are in place.Armor Rules

    You must bring the armor with you, and it mustbe rated by logistics to receive credit for

    wearing armor. You do not have to wear your armor to receive

    your armor points.

    If struck while still having armor points, youmust call out Armor.

    Garb Rules

    Shorts are permissible.

    Shirt must try to at least appear period.

    A Typical Day at Legend Realms

    Logistics and Check-In

    Logistics is where you will be checking in for the day.Logistics will store your character sheet, tags, and any

    quest cards your character has. You will receive all ofyour tags and sheets at sign-in.

    When you come to logistics please have these itemsready and with you:

    Weapons - for safety check

    Armor - for evaluation

    Spellbook - for spell memorization

    You have the option of speeding up your logistics timeby:

    Printing your character sheet out at home

    Printing out the appropriate memorization

    sheets at home and filling them out

    Logistics will look over your memorization sheets andapprove them.

    Character CardsPlayers receive their character cards at check in

    and must keep these cards on them at all times. Theseare out-of-game materials and are only for official andMarshal use. You do not at anytime need to show yoursheet to anyone other than a Marshal or Plot person atan event.

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    Monster Cards

    All NPCs will have a monster card with them orin their group. If there is a dispute on their stats, aMarshal or Plot person can look at the monster card

    and determine which actions are needed to end thedispute. PCs are not allowed to look at monster cards.

    In-Between Game Actions

    In-between game actions (IBGA) are when youas a player would like to further a plot line betweenevents.

    To complete an IBGA all you need to do is e-mail the plot committee by Tuesday prior to the event.These are usually good times to visit that sage to getsome information or do a little scouting to find out howmany foes you might be facing the next event.

    You should be as detailed as possible whenwriting to plot about your IBGA. Be prepared for ananswer you are not ready for on these topics as not allinformation can be come by easily. You might find thepath to the sage blocked by bandits or too manypatrols between you and the encampments to safelyscout it out. Remember these are all new hurdles orpossible adventures to go on, do not be discouraged.

    In-Game and Out-of-game

    In-game Items: These consist of anything that LegendRealms or another chapter puts out into game. Theseinclude coins and tags including potion, scroll, armor,weapon, alchemy, money item and magic item tags. It

    also includes physreps* for magic items. These are allconsidered Legend Realms' property and can berevoked. These items are the only items that can bestolen between players.

    Out-of-game Items: These consist of any propsLegend Realms uses to decorate with and set a mood.

    As well as any props, costuming or other items thatbelong to players. These cannot be taken except in afew instances discussed later on. If you take one ofthese items it must be returned to its original owner,failure to do so could involve the authorities.

    Stealing Items: If you want to steal someone's

    longsword you must take in-game item tag. After youhave escaped with the item, you can take the Tag toLogistics and tell them who it belongs to. If you stealsomeone's physrep you must return the physrep to theplayer after you have escaped. Everyone playing thegame has the expectation that their physreps may betaken for a short time if the in-game items or tagsassociated with those physreps are stolen. Howeverthose physreps cannot be stolen and kept, failure toreturn them could involve the authorities.

    Magic Items: Magic items are different than most itemsas the tag and physrep together make up the item.Magic items are unique items and always recognizable,thus the physrep is apart of the item and may neverchange. If a PC makes a magic item, the phsyrep forthat item becomes the property of Legend Realms forthe duration the item exists. Once a magic item hasexpired the physrep is required to be returned to the

    owner. If an item is taken from someone and they do notwant to give up the physrep (for example armor as it isexpensive), they can choose to only turn over the tag orask for their phsyrep back. When someone decides tokeep their physrep they are choosing to give up theability to recognize that item at a later date.

    Legend Realms does from time to time put out magicitems without physreps. This is to allow our players agreater flexibility in creating their own physreps to meettheir needs, especially for weapons and shields. Once aplayer has created a physrep for an item we considerthat the permanent physrep for the magic item.

    Trading Out-of-game Items for In-game Items: Ifsomeone is trading/selling a wooden box for 5 gold, thebox is still considered an out-of-game item and cannotbe stolen before, after or during the transaction as it is aphysrep. However the gold involved can be stolenbefore, after or during the transaction. These are greyareas as people are using both in-game and out-of-game items. The thing to remember is if a physrep hasan item tag it can be stolen. If it is not a magic item thephysrep must be returned to the owner.

    *Physrep: This is any physical item that when combinedwith a tag makes it usable in-game. For instance thephysical longsword boffer weapon you made for your

    character is a physrep and the longsword tag allows youto use your longsword in the game.

    Player vs Player Combat

    Here at Legend Realms we understand theneed for player vs. player combat and what it brings tothe game. However we do not tolerate people coming toour chapter with the express intent of attacking otherplayers just to attain more gold or items. If LegendRealms determines this is or was your intent we will askyou to leave the event and remove taken items fromyour possession.

    When creating your Legend Realms characteryou may write a background story for your character.

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    Character Backgrounds

    Requirements for your background:

    Must be one or more pages long.

    Cannot include existing plot lines.Cannot include other players without their

    express permission.

    Your character background will then bereviewed by the plot team, and integrated into ourcurrent game. If your background is approved you

    receive 10 Troll Points character.

    Some Questions to keep in mind when playingyour character:

    What makes your character angry? What happenswhen you're angry?

    If your character could ask an all-knowing oracle onequestion, one would it be?

    What is the character's normal daily routine?

    How does he feel when it's interrupted for whateverreason?

    What do you wear to bed at home? Whileadventuring? Where do you put your weapons, magicitems, etc. when you're asleep?

    What is your favorite food? Your favorite drink?Dessert? A particular cuisine?

    Does the character have any mental problems?Phobias? If so what are they? What do they stemfrom?

    Why might someone dislike your character?

    What skill (non-weapon) are you most proud of?

    Some Background questions to keep in mind whencreating your back ground:

    Where are you from?

    Do you have family?

    How was your childhood?

    Whats the worst thing to ever happen to yourcharacter? How did it affect them?

    Name the one thing your character has done whichmakes him the most proud. Name the one thing ofwhich your character is most ashamed.

    Legend Realms does reward for characterbackgrounds.

    Time In and Out-of-Game

    All Time In-Game is considered Real Time. Thatmeans that the time in between meetings actuallypasses. Any news that comes out from the plotcommittee is considered to have broke at the time of therelease.

    Checking Out-of-Game

    When you want to leave the game, or the gamehas ended, you must Check Out. Stop by logistics andturn in your cards and tags to the staff.

    This is so that we can keep track of currently runningplots, and our staff does not go out into the field to tryand start a new plot for you until you return to the game.

    And helps prevent the loss of your tags and charactercards between games.

    The History ofAmrath

    The Origin of Amrath

    Being a brief overview of events leadingto the present day and current environs of ourland.

    Penned by Toril Splendor, Elven ChroniclerYear 194 DT

    In the beginning, there was darkness. Out of thedarkness, from no one knows where, came the

    First. Its name has been lost to time, but it is known thatIt brought the light out of the darkness, that It createdthe land of Amrath from the elemental planes.

    After It finished Its work, it set parts of Itself towatch over the new world as It went on to other projects,never to be heard from again.

    To Asenthe, It left the care of the natural things,the animals, the weather, the growing things, that Itscreation would never be silent.

    To Ceron, It left the care of the light, that Its

    creation would never again slip back to the darknessfrom which it had sprung.

    To Erend, It left the care of the flow of magic,that the lifeblood of Amrath would never cease flowing.

    To Iseton, It left the care of the Dragons, firstspecies to walk the shores, greatest among Its livingcreations.

    To Tznck, It left the care of the savage races,

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    the Orcs, Trolls, Goblins, that they may provide ameans for the strength of Its creation to be tested.

    To Ardem, it left the care of the darkness, thatit might strive against the light and keep Its creationfrom becoming stagnant.

    For an Age, Dragons ruled the world, and all races

    were beneath them. Several times, dragons wouldtake mortal lovers, imbuing the lesser races with someof the power of dragonkind. Thus, the Dragonbornewere born.

    And for a time, it was good.

    Then, several thousand years ago as mortalsrecon time, Asenthe decided that the lesser animalsalone were not enough. So She created the Elves, thatanother race might love nature as much as She did.She went to her brothers, Ceron and Erend, to endowthem with the light of reason and the magic to work the

    land.

    And for a time, it was good.

    The elves tamed the Untamedness into cities,studied the limits of magic and explored the land. Theydelved deeply into the hidden places of the world, evercurious and always expanding their knowledge.

    However, knowledge does not come withoutprice. Jealous of his siblings, Ardem created the racesof the darkness. The dark elves, the giants, and otherbeings of the dark.

    However, something happens to keep the darkraces from taking over the light. A balancing force istriggered. The dwarves appear, nearly overnight,colonizing much of the stone places of the world,keeping the tide in check.

    And for a time, it was good.

    Then, from the depths of the darkest places of theworld came the final god's contribution:

    Tznck created the first undead. And then,Amrath knew War.

    All the races rose to try and quell the plague.But every soldier of the great host that died was onemore minion for the dread Sorcerer Kings, leaders ofthe undead host, who sent out their armies from theNecropolis of Vercei.

    All seemed lost, and the undead host poisedto take over the world, plunging it back into darknessforevermore.

    The greatest magic users of the races gatheredin the Silver City, capitol of the Elven people and centerof magic and learning in the land. There, they devised arisky and unstable plan, a plan to wipe out the undeadthreat all at once.

    This was the final stand of the Silver City. All theforces of the races, all arrayed against the seemingly

    invincible might of the legions of undead marchingagainst them, desperately trying to hold them off as themages of the city worked frantically to finish their spell.

    However, they reached too far in their fear andtheir arrogance, and pulled too much magic out of theland around them. No one knows how it happened, butthe great city suddenly errupted in a flash of blue lightthat is visible across the entire surface of Amrath.

    When it faded, the city, the host, and theundead were gone. In their place, a great scar acrossthe land, a deep pit not only in the physical realm, but a

    scar on the face of the world's magic, as well.

    The Silver City dying was Year 0 of the DarkTimes.

    In year 1 DT, ships appeared on the horizonfrom an unknown land, bringing people unknown on theshores of Amrath, but soon to change everything:

    Humans, they called themselves, acompaniedby mercenaries they called the Created. Over the nextfew years, they spread out and explore the continent.The city of Cirith is founded.

    A planar rift, caused by the destruction of thesilver city, is found along one of theleylines. Within thisrift, the first Fey are found.

    At the same time, the warping of magic is foundto have given many animals the form and mind of thesentient races. Thus are born the Untamed.

    Year 12 DT. The Dark Elves take advantage ofthe reduced armies of the races to try to colonize thesurface, spreading across Amrath, driving their slavesbefore them.

    The Created organize defenses of towns,keeping the Dark elves from their plans. The first DarkElven city on the surface, Sericea, is begun by QueenZanthia. Over the next three years, the Dark Elves,under Ardem's banner, are driven back and defeated.They abandon their conquest and fortify Sericea.

    Year 17 DT, Queen Zanthia is assassinated by arival house of nobles. In the same year, a horde ofgoblinoids begins warring against the dwarven capitol ofKharak Vor. Fighting is fierce

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    .Year 25 DT, Warrior Priests of Ceron descend

    into the Silver Pit, all that remains of the Silver City. Allbut one are slain, the survivor telling tales of greathordes of strange creatures in tunnels and cavesbeneath the pit. He brings with him an elven artifact.

    Year 30 DT. King Moradin, ruler of Cirith, dies.

    His son, Prince Morningstar, is coronated. The war forKharak Vor continues, claiming the lives of two clanleaders at the hands of Gryme the Goblin Battlemasterin the mines beneath the city.

    Year 32 DT. Two noble families each lay claimto the city of Huckleberry, and decide to settle thematter with their forces. The Noble Feud begins. Afterfour years of fighting, King Morningstar backs BaronKessler's claim to the city, and sends in a contingent ofKnights to quell the fighting. The other human noblesare not pleased, and make their displeasure known.

    Mere months later, in the opening weeks of 37DT, King Morningstar dies in his sleep, still in the primeof his life. His son, Prince William, takes the throne,still a mere boy of 14. Many make themselvesavailable to advise him.

    On his 20th birthday, in the year 43 DT, KingWilliam leads a force against the Orc warlord Toth.Though injured badly, he manages to defeat thewarband.

    In the year 50 DT, a large blue dragon by thename of Aphamet appears out of the south. He is

    offended that the Dragonborne have dragon blood,and rallies many to his banner in his quest to destroythem.

    In 52 DT, the Dark Elf warlord Derkon battlesthe forces of Aphamet. Though victorious, Aphametloses many to the disciplined crossbowmen of theWarlord.

    For 15 years, the crusade of Aphametcontinues. The Warrior Priests of Ceron get involvedduring this time and wipe out large numbers of

    Aphamet's followers during the Battle of Two Bridges.Finally, in a huge battle, an Avatar of Ceron appears

    and, aided by an entire dwarven battle clan, destroysthe dragon once and for all. Urnal Valley, where thebattle takes place, is forever marred by the fighting.During the next three years, an uneasy peace reigns.However, this being the Dark Times, something musthappen to upset it. And something happens indeed.

    In DT 70, a large host of rat-descendedUntamed begins kidnapping large numbers of otherUntamed. For three more years this goes on, no oneknowing where the kidnapped beings are beings are

    taken or what is done to them.

    In 73 DT, the world has its answer as a greatplague of mutated creatures is let loose on the city ofOchea by the rat Untamed, now known as Verminkin.Finally, after many casualties, an Orc Shaman and amaster Elementalist from the Guild of Mages manage todefeat the mutants.

    In 75 DT, King Aramir, son of King William,sends an army to Urnal Valley to erradicate theVerminhost once and for all. However, ill luck plaguestheir journey, and unfortunate events continue to occur.The army has not even reached the vally when,camped for the night, a group of Verminkin assassinssets upon them, harrassing them and sowing chaos allaround.

    In the morning, the forces of the King are setupon by Verminkin and their mutated Rat Ogres.

    Both forces pretty much wipe each other out,the survivors limping home to regroup.

    In 95, King Aramir is poisoned, and Prince Laireis crowned. Many suspect the poisoning was the resultof Verminkin activities, but no action is taken.

    Year 100, King Laire unites the lands to marchagainst the Verminhost. However, they have littlesuccess against the superior mobility of the Verminhostskirmishers.

    Year 101,The largest Orc warhost ever

    assembled on the surface marches out of the south, ledby Warlord 'eadKicka. He slaughters all Orc tribes thatdo not flock to his banner, gathering the rest into hishost.

    Year 104, He lays siege to Fenen for over aweek before the walls are breached, while thedefenders desperately hope for reinforcements. Thearmy marches from Cirith, but arrives too late to stop theslaughter. Few survive.King Laire intercepts the Warhost near Swordhome, anda great battle ensues, lasting for two days.

    Both sides are forced to retreat because of

    debilitating losses.

    For the next 15 years, King Laire pursues theWarhost south, continuing to campaign against themuntil he finally catches up to 'eadKicka in Urnal Valley.

    After fierce fighting, he dispatches the Orc Warlord anddisplays his head for all to see. The King returns toCirith victorious, but soon after dies of an illness risingfrom a wound suffered during the battle.

    Prince Lorian is crowned King in 180 DT. He

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    makes new strides towards acceptance and peace,opening the doors of his kingdom to all races. His courtis composed not only of his father's advisors, but alsoa Dark Elf, a Dragonborne, and a Bear Untamed. Hetravels the land, mending fences, helping to restore

    Amrath to what it once was.

    In his travels, he meets, falls in love with, and

    weds the beautiful Princess A'miste, daughter ofthe Wild Elf King Eraman. The nobility immediatelytake well to their new Queen.

    And for a time, it was good.

    In year 189 DT, an Emissary from Kharak Vor,nearly dead from exhaustion, rides through thegates of Cirith, reporting green light in the sky over thedead city of Vercei.

    Fearful that, after nearly 200 years, theundead Sorcerer Kings have returned to once again

    plague the world, Lorien sets out at the head of a hostof 10,000 men, leaving Queen A'miste in charge in hisstead.The army crosses the pass through the Dragon'sSpine mountains, into the Desert Wastes that surroundVercei, and utterly vanish off the face of the world. Noone knows what happened to them, and no survivorspresent themselves.

    A'miste continues to swear that Lorien is stillalive, but most of the court doubts her. They havestarted attempting to get into a good position to placethe next King, and A'miste is besieged with the

    constant attempt to keep the crown safe.

    And now, a new potential threat has arisen. Aschism in the Church of Ceron has caused a largenumber of followers to abandon their god in favor of aformer Warror Priest known only as Lord Inferno. Hisfollowers are known as the Purging Flame, and theyoppose Ceron in most of his doings, displaying strangepowers and great control over their patron element.

    Year 198, a new power rose amongst thepeoples. A FireTouched, proclaimed his name as LordInferno, God of the plane of fire.

    In 200, Lord Inferno takes in all believers in hispower that are looking for quick fixes to their problems.His cult builds temples in all of the major cities.

    201, Inferno's cult launches to take overAmrath and the Elemental Plates. Inferno fracturesthe Plates of Elemental Power the bind the primematerial plane together. The plane fractures. A groupof heroes seek out all of the plates, and assemblethem after banishing Lord Inferno in his assault onSwordhome to take the Earth Plate.

    Year 202, Ships that look like dragons arespotted on the west coast. Dragonborne disappear andgo into hiding at the news. Dragoons of Mephistophaliesare reported to be on the shores. A tsumnami hits thewest coast.

    Year 203 Mephistophalies comes to Amrath. The

    giant, ancient Red Dragon carves a scar from the westcoast of the kingdom to the Silver Pit. All of theDragonborne on Amrath fought against the forces ofMephistophalies. Many died. Those that survived wentunderground.

    Year 204 Mephistophalies takes up residenceon the Western Islands and besieges the continent. Hisgoal, the complete eradication of the last of the bastardDragonborne. The Kingdom fights the forces andmanages to keep them off shore.

    Year 205 Amis'te cant keep the hounds from

    the throne. As a last resort Amis'te takes the Kingsthrone and assumes control. Fearing her husband lostforevermore. This starts a civil war inside the house ofLords. Assassinations and battles between supports ofeach cause rock the kingdom.

    Year 215 The Civil War finally ends. TheQueen is killed by an unnamed assassin. Bearing nochildren with the king, there is no heir to the throne. Theline of kings broken, Archduke Gregor and ArchduchessWynd take up the royal crowns.

    In 225, The Jorgensen Clan moves some large

    battle machines to the west coast, and sink the reddragon's ships. His forces essentially now locked to theislands.

    For 230 The Dark Elf Queen Sedartha makes arun at Astara. Fueling a war between the elves. TheElves continue to fight for many years.

    Year 240 Dark Elf ships are seen on thecoast. They ferry forces from the islands and thewestern continents. Fueling Mephistophalies war ofgenocide against the Dragonborne. Dragoons land inthe jungles to the south, and encounter the ancientLizardmen in the south. Their magic proves to be too

    powerful, and forces them to the coast.

    Current State of the Realm

    The Ancient Red Dragon, Mephistopheles

    This Dragon and his troops of Red Dragonborneare hunting any Dragonborne down and systematicallydestroying their kind. He will do anything to killDragonborne with his intense hatred and anyone who

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    harbors them, which includes the kingdom of Amrath.

    Mephistopheles resides on the Isle of Red withmuch of his forces. After many large confrontationswith the armies of Amrath, his current strategy is tohave his forces operate in small strike teams.Gathering intelligence and enforcing their genocidequietly.

    The Necropolis to the North

    Vercei, the vast city of the dead is active andopenly practicing necromancy. The Dwarves of KharakVor are combating the darkness that eminates from thecity, but how long can they hold?

    Whispers from corners of taverns and rumorssay that they have seen zombies, ghouls, and otherunspeakable abominations inside the borders of

    Amrath.

    Chaos in the Realm

    The Forces of Chaos have invaded the realmthrough a tear in the ley line. An army is gathering, not

    just from the other side of the Chaos Rift but the darkgods of chaos are tempting the minds of men acrossthe realm. Their goal is the dominion of this realm, andany other realms in this universe.

    Chaos is being held back by the Royal Army,as well as by mercenaries. Should their forces ever failthe realm will fall.

    The Kingdom of Amrath

    The kingdom's resources are failing. ThePeasents and the Citizens have just enough food,water, and gold to get by. Should the battles stretchmuch longer they may start to starve and ration.

    Only time shall tell what this new force willbring, and the fate of our world might rest on theshoulders of the mercenaries of Swordhome, whoseem to be the last bastion of strength in this Dark

    Age.

    The Races of Amrath

    Dragonborne

    HP:1 Size:3 ROR: 20 AV: 2 Mana: 2Cold Blooded: When the Weather is above 70degrees, you are aggressive. When the Weather isbelow 50 Degrees, you are considered slow.

    HistoryThe Dragonborne are the oldest of the

    humanoid races on Amrath that can be considered'higher order' beings, being the first to create civilizationand begin taming the world around them. The first

    Dragonborne were created when ancientdragons got bored of just ruling over savage tribes ofgoblinoid races, and the expanses of nature, and set outto do something to change that. They used theirmastery of magic to change their shapes into formscompatible with the most advanced of the lesser beingsaround them. Then, with a combination of mating andmore magic, they created beings in their own images,

    but which walked upon two feet and had no great wings,to speak of.

    Of course, these experiments angered many ofthe other dragons, who felt that none should have evena sembalance of their form. Thus began the DragonWar, a war so ancient that none of the other humanoidraces have record of it, and possibly old enough thatonly dragons can now speak of what exactly happened.

    We do know that the Dragonborne soughtrefuge underground from the flaming breath of theirsires. Most of the dragons were content with this, having

    lost some of their kind to the superior numbers that theDragonborne were able to bring to bear in the conflict.

    However, one dragon, a particularly ancientgreat red named Mephistopheles, wasn't so easilydissuaded. For over a millennium, he hunted theDragonborne, rooting them out wherever he could,attempting to wipe them off the world. Then, one day, heleft the world abruptly, promising to one day return tofinish the work begun on what he called the 'ungratefulchildren'.

    Dragonborne Today

    The Dragonborne still live mainly underground,as protection against the possible return of the dragons,and Mephistopheles in particular. However, they arealso seen across the surface, going about business justlike members of any other race. Most of those seen onthe surface are 'Hatchlings' by the standards of theirpeople, having only lived between 100 and 250 years.Rarely, those of up to 400 years are active on thesurface, but most Dragonborne that have lived a halfcentury or longer confine their activities to the

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    underground cities of their people.

    Dragonborne routinely live up to 3000 years,and there are scattered stories of some living evenlonger, though no examples of such an ancient beingare known to be alive in these times.

    The society of the Dragonborne is, as can be

    expected, based heavily on age, members of the racebeing divided into categories in a similar manner tothat of the dragons themselves. IE, Nestling (0-10years), Young (11-50), Hatchling (51-300), Adult (301-500), Mature Adult (501-1000), Old (1000-1500), VeryOld (1500-2000), Ancient (2000-2500), Wyrm (2500-3000), and Great Wyrm (3000+). The Council of Ten,or the Chromatic Council, leads the Dragonborne,made up of an Ancient or Wyrm Dragonborne fromeach of the ten Dragonborne colors: Red, Green,White, Blue, Black, Gold, Silver, Platinum, Copper, andBrass.

    Besides the Council and the highly stratifiedcaste system, the Dragonborne have no use forconcepts of nobility as practiced by other races. Theidea that an accident of birth would automatically makeyou more qualified to lead than someone who hasbeen around longer than civilization as the surfacedwellers know it has existed is ludicrous. Instead, theDragonborne believe that with age comes wisdom, andolder Dragonborne tend to be patient, slow, anddeliberate in their decisions.

    Dragonborne Factions

    The Chromatic CouncilThis council governs the dragonborn, and is

    made up on the 10 colors of Dragonborne(Red, White,Blue, Green, Black, Gold, Silver, Copper, Bronze, andBrass).

    General Attitude towards other Races

    Dwarves: Good, solid people who know the value of astone hall over a wooden city. Brave in battle, andalmost decent in their ability to consume ale. Good tohave at your side.

    Humans: Such incandescence. They are born, hit theground running, and never stop moving until they die,here and then gone in a blink. They are driven toextremes and are a very creative people. Be careful,as they like to change their minds.

    Hobbits: I almost forgot about them. Cant say Ive metone.

    Centaurs: These creatures are noble in their causes,but I dont believe in their wild methods.

    High Elves: Wise beyond their centuries. Sometimestoo wise for their own good.

    Wyld Elves: It takes a good deal of courage to live outin the world with no protections. No better guides to thewild places exist.

    Dark Elves: They couldn't cope with the harshness ofthe underground, so they make war on thesurface, trying to find a place they don't deserve. Muchneedless suffering arises from their crusades.

    Untamed: Sometimes too taken by their animalnatures, they are capable of great feats of perseveranceand rarely crumble under pressure. Noble as theirancestors.

    Fey: Watch yourself carefully around them. Capriciousand random, they rarely have anything good to add to adiscussion, but they are useful as distractions. Keep an

    eye out for their games and tricks.

    Orc: Simple, brutal, direct. There are no hard decisionsfor the Orc. There is the course they take, and thecourse they don't take. Such views often make themwiser than even the Elves.

    HobbitsROR: 10 HP: 1 Mana: 3 SIZE: 1 Live Span: 130 years

    The tradesmen of the world, they may start with one random

    Trade/Craft and Area Search

    Ability: All searching is instantaneous for hobbits!Hobbits are size 1 and thus cannot use any two handed

    weapons over 2 feet long.

    History:Hobbits have been farming in the Shire of

    Huckleberry for a very long time. There have been a fewgreat Hobbits that have graced Amrath, but most of thetime they wish to be left alone to their lands and theirale.

    Now:Hobbits have had an ongoing friendship with the

    Wyld Elves that share their borders. With the WyldElves leaving the forest to venture out into the world, so

    has some of the younger Hobbits.Most people have only ever heard of Hobbits,as Hobbits have mostly ignored the world around them.People find you as curious as you find them.Hobbits are

    just now striking out into the world, and are currentlyformulating their world views.

    Attitude Twords Others

    Dragonborne: These fellows are the strangest Ive evermet, and they look at me like Im food!

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    And any dwarf that does not have a clan will always belooked down upon by any dwarf with a clan.

    Dwarf Factions

    Clan Macgruder Clan Macgruder owns most of theland in the foothills around the mountains. Macgruderis known for their brews, but are the poorest of all theclans as they own no mines. Macgruder Dwarves arehumble and happy (probably due to the brew) withtheir lot in life.

    Clan Jorgensen - The Jorgensen dwarves are knownfor their feats of engineering. This clan invented thefirearms, airships, and mining machines that theDwarves enjoy. They are the richest of the clans astheir equipment is in demand and they have the largestmines in the mountains.

    Clan Kelkesson This clan is the most warlike of thedwarves. Hard and tough is what comes to mind withthem. Walk short, and carry a big axe is their motto.They are grumpy and mean, as most of them grew up

    in the mines. The Kelkessons have a century long feudwith the Jorgensons over the mining territories.

    Attitude Twords Others

    Dragonborne: Those ancient things. Dont trustsomethin that just keeps on livin!

    Humans: Good chaps mostly, but some of em aredown right sneaky.

    Dark Elves: Never met people so cold and callous!They send shivers through me bones.

    Wyld Elves: Bah! Let me see one o' them in a mine!

    Bet they cant keep up with a dwarf for long!.High Elves: Good lads once you get some ale in 'em!But their magic makes my beard stand on end!

    Feykin: I can never understand what they are doing orsaying! I get a headache just listening to em!

    Wylder: Ive met a few, and they are usually goodpeople. Even the ones who give you the willies.

    Orc: Dont care for em too much. Look too much likeorcs and act too much like orcs for me...

    Hobbits: Kind fellows. A bit curious about everything,but very lazy.

    Centaurs: Ive seen a few of them around, but theyseem to prefer the company of elves.

    The ElvesROR: 16 HP: 2 Mana: 2 SIZE: 3 Life Span: Infinite!Notes: Elves prefer longbows and deal +1 damage with any

    longbow. Elves are immune to all mind effects and sleepspells (immune to Fear, Charm, Mind Control etc, though

    Not Knock Out or Flash Packet) Elves never wear above

    Leather Armor unless the armor is of elven make or is

    magical. Elves, being immortal gain 2 deaths every time they

    die!

    Make Up Requirement: pointy ears.

    History:

    The Elves of Amrath came here millenia ago.The Ancient Elves sought out new lands, and new

    magical sources to tap. The first of the elves to land onthe shores were the High Elves. Their great silver andgold ships brought many Elves that saw the possibilityof the land. Building the spired high elf cities across thecontinent. They were followed by the Wyld Elves, whofollowed the winds. It was said that they were brought tocleanse the lands of the unclean that threatened theforests.

    The last Elves to Arrive were the Dark Elves.They followed after their breathern the High Elvesseeking out the power they found in this land.The Dark Elves battled the High Elves for manycenturies over Ley Lines and Mana Nodes. Finally

    the High elves pushed the Dark Elves north,where they founded the city of Vercei. Soon the Dark ElfSorcerer Kings gathered power in the city of Verceiwhich consumed them.

    The Sorcerer Kings of Vercei killed all of theinhabitants of the city with their magic, to create a warhost of hundreds of thousands. A warhost that need nofood, no water, and no more command than the Kingsthemselves. An undead army marched south, battlingthe Dwarves and pushing through the pass. Ambushedby Wyld Elves, the host marched on unyielding in theirtask. The Destruction of the High Elf Silver City.

    Now:High Elves -

    High Elves are in decline. They are proud andregal, but their numbers are not as many as they usedto be. Most high elves are gracious and elegant hosts.With such manners and grace that the highest kingcould only hope for. Most High elves dress in Blues andSilvers.

    High Elves and Other Factions

    Dragonborne: Good company, and always a greatconversation with these lads.

    Humans: They are a conflicted species, their verynature confuses them constantly and is reflected in theirchoices.

    Dark Elves: Viscous and cruel. Stay away.

    Wyld Elves: They have not lost their innocence that wegave away so long ago.

    Dwarves: These people work themselves to death, andtheir drinks are most foul.

    Feykin: Wonderfully entertaining peoples, but hard to

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    follow.

    Untamed: These peoples have good intentions, but asthey do have the instincts of animals they are oftenmisunderstood.

    Orcs: Stupid. The entire lot of them.

    Hobbits: They have some of the best brews and

    herbs!Centaurs: They are good allies to have. They willalways have your backside.

    High Elf Factions

    The Silver Host -

    The Silver Host is the last Army of the High Elves. TheHost last marched from the Silver City, now reduced tothe City Guard of Astara. The Silver Host is still a forceto be feared, as they wield High Elf magics andequipment, with the grace and ferocity of an Elf. Theseelves are Identified by wearing blue and silver trimmed

    tabards.

    Wyld Elves -

    Wyld Elves dwell in the forests of Amrath. Theyare found all over Amrath, even in cities. The WyldElves mostly live among the trees, and hunt any of thefoul Orcs or Goblins that roam the lands. It is said thatsome of these elves can control Animals or changeforms, although no one has personally seen it. Wyldelves dress in greens, browns, and golds and havetattoos.

    Wyld Elves are not open to outsiders, andrarely wish to travel outside their own boundries. Theyare quite a mystery to most people. Wyld elves havestarted venturing into the world outside their home, asthe conditions of the continent threaten their peaceand safety.

    Dragonborne: These peoples are a victim of the worldaround them. They are a bright and colorful species.

    Humans: Dont trust them. They will stab you in theback as soon as it serves them.

    Dark Elves: Kill on Sight.

    High Elves: I never understood their fascinations withmachines and magic, but our best ally.

    Feykin: Some embody the spirits in the wood aroundus.

    Untamed: They are easy to understand, and are ourbrothers in the defense of nature.

    Orcs: Their shamanistic traditions and superstitionsget the best of them.

    Hobbits: Welcome to our boarders always.

    Centaurs: They are born from nature, and thus an ally.

    Dark Elves -

    The Dark Elves in Amrath are found in everycity. They are cold and calculating, and engage in anypolitical arena they can enter. They exude confidenceand do not show any weakness. Even a moment ofweakness would allow another Dark Elf a chance to

    literally plant a dagger in you back. Dark Elves makestrong allies, but you cannot turn your back to them.

    Dark Elves seek out retribution at all costs forwrongdoings against them.

    Dark Elf Society

    In Dark Elf Culture, Females are dominant andhold all of the power over the households. Each greatfamily, or House, has a Matriach of the House thatmakes all of the decisions .

    Dark Elves dress in black and purples, and havepale skin.

    Dragonborne: Their cold bloddedness makes themgreat allies.

    Humans: They are so fickle.

    Dwarves: I hate these vermin. They are constantlydrunk.

    Wyld Elves: Our former breathern cling to their trees tosave them. This will be their fall.

    High Elves: They think their morals are higher thanours.

    Fey: Beautiful, Wicked, and Cruel. They are the idealdark elf.

    Untamed: We can just hang that one over there...

    Orc: Easy to manipulate. They love fighting, but are sobrutish about it.

    Hobbits: A What?.

    Centaurs: We dont get much of their kind here.

    The Feykin

    ROR: 15 HP: 2 Size: 2 Mana: 4 Life Span: Infinite

    The Fey are faeries from another realm. Ripped from their

    home plane or dimension, they are now marooned on

    Amrath looking for a way home. Ability: Fey Start off with

    more mana.Make Up Requirement: Fey are very eccentric and have a

    variety of shapes sizes, and looks.

    History:

    Your people have no need of history or aconcept of time. Once, your people dwelt in The

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    Dreaming. A place of dreams and nightmares.Beautiful and wicked all at the same time. The Feykinfrom Dreams formed the Seelie Court, which was ruledby a council of Farie nobles. Fey from the Nightmaresformed the Unseelie Court. In their eternity ofexistence, the two courts engaged in a political gamethat lasted limitless lifetimes. The Unseelie were eviland cruel, killing many Seelie fey in their political

    games.

    The Seelie Court gathered a great magic tobanish the Unseelie, but before their plans came tofruition, a great rift was opened in the Dreaming, andmany fey were pulled through it to the Land of Amrath.This event seems like it happened almost momentsago to the eldest of the Fey in Amrath. The Fey can befound all over Amrath, but are pulled twords places ofmagical power.

    Now:

    The two Courts of the Seelie and the Unseeliecontinue to play their bizzarre games in Amrath. Youmay be from either Court. You are seen as bizzare andaloof by most of the world, as Feykin have an irregularset of manners and practicies. Feykin can be found inevery city on Amrath, and some engage in mortalpolitics, even though they admit they dont understandhow mortals get anything done.

    The Feykin of the Seelie court are seen ashelpful and kind, although strange.

    Feykin from the Unseelie Court are Evil andCruel to the bottom of their hearts. Any of the darkerlegends and Myths about the Fey definitely stem fromthis court.

    The 3 Laws of the Fey

    There are 3 laws that apply to the fey, and theycan never be broken. Although they are up tointerpretation.

    I. A Fey cannot Steal.

    II. A Fey Cannot Break a Deal.

    III. A Fey Cannot enter their opposing courtwithout permission.

    To break these laws would summon a forcethat every fey fears, The Huntsman, who would bring

    them to their justice.

    The Fey Factions

    Fey must belong to one or the Other!

    The Seelie CourtFey of the Seelie court are Good. Themselves are verybeautiful and enchanting. Examples of Seelie fey areDryads, Nymphs, Pixies, and Brownies. Seelie fey aretypically happy, sometimes prone to mischief, and arevery kind. The Seelie Court is ruled by the Queen of

    Faries, described as a beautiful female that rides ahorse adorned with bells. Seelie fey prefer the daylight.

    The Unseelie CourtNeedless to say, this is the court of Evil. These fariesare cruel and unkind. They can be wickedly beautiful ordisgustingly ugly. These fey are mostly active at night.They seek to do harm, and will always choose harm

    over help when confronted with a decision. Theirattitudes can range from snotty to the most angry andscary. This court is ruled over by The King of Hooks,who tortures his foes or those that cross him. Examplesof Unseelie fey are Hobgoblins, Boggarts, and Ogres.

    Dragonborne: They are fun to play with! They have nopatience and easy to rile up!

    Humans: I dont ever understand why they do the thingsthey do. Confounding creatures.

    Dark Elves: They have fun toys. And they like to play!

    Wyld Elves: Too serious. Boooooring!

    High Elves: Oooh mana......

    Dwarves: They always look at me like they dontunderstand what Im saying.

    Untamed:Theres so many different kinds! Can I haveone?

    Orc: I am your totem... worship me! Just kidding :)

    Hobbits: Not fun at all. They just like to sleep, eat, anddrink.

    Centaurs: They can run fast! Impressive!

    CentaursROR: 40 HP: 4 Mana: 0 SIZE: 4 Live Span: 75 years.

    Notes: Centaurs prefer short bows and deal +1 damagewith any short bow. Centaurs must reach 5th level in oneguild class before beginning another, but ClassSkills/Spells (other than the Journeyman Skills) cost 1less experience for Centaurs do to there dedication.They must wear custom armor (other than ArmGrieves).

    History:Centaurs have dwelled in the Emerald Vale in

    the south for a very long time. They have recently comeforward from the Jungles, pressed by the Dragoons ofMephistopheles.

    Centaurs have a culture based on honor andcombat. The centaurs have faced a brutal enemy in theLizardmen of the Emerald Vale, and as such pridethemselves on combat abilities.

    Now:The Centaurs have traveled out of their once

    secluded jungle, and have unified with the kingdom

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    against the Dragon in the south. Many have joined orformed mercenary companies.

    Dragonborne: Hmph. They are the reason we are inthis mess.

    Humans: They will help us as long as it behoovesthem.

    Dark Elves: They want nothing but power. Pitiful.

    Wyld Elves: Noble in their persuits to keep the forestpure.

    High Elves: Too wrapped up in themselves to beconcerned about the world.

    Dwarves: Their minds are filled with machines andmetal.

    Untamed: They are still finding their place just like us.

    Orc: They are friendly, but apprehensive.

    Hobbits: Hmm. Small.

    Fey: Things from another world. I dont like them verymuch.

    HumansROR: 20 HP: 2 Mana: 2 SIZE: 3 Live Span: 100 years

    Notes:Humans are very simple with no great highsand no great lows. Humans start with any oneTrades/Craft they choose, as they are the commonpeople.

    History:

    Your ancestors arrived on Amrath centuriesago, not long after the destruction of the Silver City ofthe High Elves. Your peoples are capable of both greatgoods and great evils, and so carry out their wills uponthe lands of Amrath. In the void of leadership of theHigh Elves, your people brought an order to this land.The race of man has spread wide across the lands.

    Now, your people are as varied as the otherraces across the lands. Most hail from the kingdom of

    Amrath, the biggest city of which is Cirith.The Class ofPeople:

    Humans separate themselves into two social

    Classes. Common and Nobility. The Commonersusually serve the nobility in some capacity or another,in exchange for goods or lands. The most commonprofession a Noble employs is farmers.

    Nobility is far more rare and coveted. Thenobles usually control a parcel of land granted from thekingdom, and acting in the good of the people of thatregion, the noble is to employ the commoners.Typically this also includes policing the lands, butsome nobles have abandoned this task to the Priests

    of Ceron.

    Current:

    In the last 5 years, the Human ruled kingdom ofAmrath has emptied their coffers into defending theborders of the kingdom from the Dragoons ofMephistopheles and the forces of Chaos now invadingthe realm.

    Peasants and Citizens are living with justenough to get by, and if situations dont improve peoplewill have less than that.

    Human Factions

    Citizens of the Kingdom -

    Citizens are those that belong to the noblehouses. Those that belong to the kingdom serve thekingdom from the ages of 14 to 25. Men serve in themilitary, and women traditionally serve inside the cities.

    Upon being released from their service, they arebestowed the title of Citizen.

    Order of the White Rose -

    The Order is the knightly order of the kingdom.All members of the order wear a white rose in a blackbackground. The Order serves as the officers of themilitary, and peacekeepers of the kingdom. The highestof the White Rose guards the royal family, and thelowest serves as lieutenants in the royal army.

    Mercenaries -

    Mercenaries have always had a place in the

    kingdom since the founding. Most mercenaries dwell inthe city of Swordhome.

    Kind fellows. A bit curious about everything, but verylazy.

    Dragonborne: Trusted advisiors.

    Fey: Ummm, nice but... I dunno..

    Dark Elves: Easy to predict, but business is too brutaland the stakes too high.

    Wyld Elves: A generous and kind people.

    High Elves: Staunch allies. They will stand with us tothe end.

    Dwarves: Good and fun chaps. Their brews areamazing!

    Untamed: Poor misunderstood creatures. They areloyal friends.

    Orc: Orcs are superstious, but are likable once you getpast that.

    Hobbits: They are quiet, and have good farms. Theylove this land as much as we do.

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    Centaurs: These people are loyal. Do not cross themas they will remember it forever.

    OrcROR: 30 HP: 4 Size: 3 Mana: 0 Life Span: 50 Years

    Orcs are nomadic, and very violent. Their usual policy is to

    strike first, ask questions later.

    Ability: All orcs can Berserk as the Level 1 Barbarian Skill.Make Up Requirement: Skin of a green or black colorand tusks.

    History:

    The Orc tribes migrated north after the SilverCity was destroyed. The great rifts that opened in theley lines to the South had released a great horde ofKobalds that fought and slaughtered many Orc. Thegreat hunters of the Orc managed to fight the Kobaldhordes back and drove them into the caves thoughoutthe valleys of the South. Soon the Orc tribesman washunting the great many new beasts that roamed the

    land.Now:

    The Agure Tribe of Orc now roam the lands tothe South of Amrath, moving with the hunt. But thereare many Orc who live in the cities of Amrath.

    Orc Society:

    Orc are tribal and superstitious. Those whopractice magic among Orc are generally regarded asshamans and medicine men of their tribes. Orc spendmost of their day hunting animals. These people useevery part of animal they kill for food, clothing, tools,

    and shelter. Everyone in the tribe has a role to play inthe day to day life of tribal Orc. Some are tanners,some hunters and warriors, others are smiths, andothers practice magic.

    Orc in cities are not much different than tribalOrc. They still practice their superstitions and rituals.Most tend to be craftsmen that can create some of themost prized animal furs and items in a city.

    Dragonborne: I dont understand them too well. Theyare always talking about things I dont understand.

    Fey: I hate them! They are so, so.... I hate them!

    Dark Elves: They dont fight fair.

    Wyld Elves: They are connected to the world aroundus.

    High Elves: They have a funny smell.

    Dwarves: I likes em! All they do is drink and fight!

    Untamed: They are the animal spirits come to thisworld.

    Humans: They are noble, but in everyones business!

    Hobbits: Huh?

    Centaurs: They are a good people. They make some ofthe best bows.

    The UntamedROR: 30 HP: 3 Size: 3 Mana: 1 Life Span: 65 Years

    Untamed are descended from Animals, and resemble the

    animal they are descended from. This race was created in thecataclysmic events of the Silver City. Untamed can be

    descended from any animal types except for Fish and

    Reptiles, and Amphibians.Ability: Untamed have Level 1 Tracking Ability as per

    Ranger: Track

    Make Up Requirement:Animal mask, makeup oraccessory

    History:

    The Untamed have only recently come toAmrath. The magic that destroyed the Silver City is

    assumed to have created these peoples. Weather theywere people who were transformed, or animals thattransformed, are assumed to have descendants on bothsides. Some say that they were the elves that inhabitedthe Silver City at some time. Regardless of how yourpeople came to be, your people have persevered in theface of adversity.

    Now:

    Untamed tend to be shy, and tend to dwell in thesame groups of animals they have descended from. Anexample is the Wolfen, a group of Untamed descendedfrom Dogs and Wolves that act like a pack. There is

    always a discernable "Alpha" in the group, and theyalways stay together, There are many different Untamedsuch as The Bast, people descended from cats, TheVerminhost, Peoples descended from mice and rats,

    Untamed are found all over in Amrath, and tendto be successful. Their heritage is not very long,so mostalthough shy sometimes, tend to try and make a nameand a home for themselves and their families. Untamedhave no centralized council or leadership as each groupends to develop their own leaderships.

    Untamed societies and cultures are so widelyvaried that they cannot be described in generalities.Mostly because the Untameds social behaviors tend tobe that of the animal they are descended from. A groupof Wolf Untamed will be pack oriented. Cat Untamed willbe solitary hunters. So on and so forth...

    Untamed Factions

    The Verminhost

    The Verminhost is made up of Rat Untamed.Using their cleverness and taste for magic, theVeminhost uses their skills to take slaves, createmachines, and make twisted abominations from animals

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    or people. Their goals are simple, to take anything theycan get their hands on, and destroy the surfacedwellers.

    The Council of Predators

    This is the organization of Untameddescended from preditory animals. The predatoryuntamed sometimes find it hard to co-exist with other

    untamed that smell and look like food. As such, theyhave organized their own groups, and try to hunt anddwell in groups of predatory untamed such as Wolvesand Cats

    Order of the Sun

    These untamed are unified in the defense oftheir homes. Many members of the order live in thesame villages. By banding together, these untamedfend off persecution from other predator animaluntamed.

    Dragonborne: Some of them give me th creeps likethey might eat me.

    Humans: They havnt always been the kindest.

    Dark Elves: These people like to hunt us for sport!

    Wyld Elves: Welcoming and open to us. They are verykind.

    High Elves: Too busy with their magic to notice us.

    Dwarves: Dwarves warm up after a while. We makethem nervous for some reason.

    Fey: Nice, but aloof.

    Orcs: They look at us like were their spirit guides.

    Hobbits: They dont like us very much. They must bescared.

    Centaurs: Very close with them. Sometimes we dwelltogether.

    The Gods of AmrathIn the lands of Amrath, the peoples believe in

    several different gods. These gods usually reflect thevalues of the societies in which they are found.

    Ardem The Malicious

    Symbol: Clenched fist

    Power, greed, and any means to obtain eachare the basis of this pantheon. The path that Ardemfollowers travel leads them to power that will eventuallydestroy them. Ardem's followers tend to be crookedbusiness men, crooked politicians, and the like. Theteachings of Ardem are of sacrificing others for gain.

    Ardem is mostly worshiped by Dark Elves.Others who disappear into these temples are not seen

    again. The Torture Pits inside these are legendary, andsomewhat a myth. As no one can ever claim to haveseen them.

    People who often worship and follow the path ofArdem are usually self serving, cold, callus, or havequestionable values.

    Paladin Divine Gift: Fear Touch

    Asenthe The Lady of Nature

    Symbol: A single leaf and a drop of water.

    Asenthe is the pantheon of Nature. Responsiblefor the weather and the animals, her followers tend to beWildkin, Wyld Elves, and farmers. The beliefs of

    Asenthe stem from the Wyld Elves, who brought thebeliefs to Amrath. Asenthe is often portrayed as afemale elf with blond hair.

    Her hair forms the roots of all trees and plants.

    The water of her tears feed the life found in the forests.And her breath breathes the fresh air into the land.

    Asenthe is often followed by those close tonature such as Wyld Elves and Untamed.

    Paladin Divine Gift: Earth Bind

    Ceron The Protector

    Symbol: The Hammer

    Ceron is widely regarded as the people'sprotector. The followers of Ceron are warriors dedicatedto protecting those who cannot protect themselves. Thebeliefs of Ceron stem from a time long ago, and anotherfar off land. A lone warrior rallied an army to fight ahorde of Orcs. The rest of his army fell against the orcs,but he fought on. Slaying Orc and Goblin, the lonewarrior fought through the lines to the Orc Warlord.

    The lone warrior challenged and taunted theOrc Warlord to a duel. The two great warriors fought forhours. But in the end, the lone warrior stood. The Orcsscattered, and the lone warrior claimed to be the Avatarof Ceron. Every warrior priest aspires to become the

    Avatar of Ceron, but only a few have ever been able to

    claim that title. And only in a time of great need.Paladin Divine Gift: Healing Touch

    Erend Weaver of Magic

    Symbol: The Loom

    Erend is the pantheon of Magical powers andmysticism. The followers of Erend tend to be drawntword ley lines or points of magical power. Mostfollowers believe that Erend walked the lands opening

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    up the ley lines to the mortal peoples, bringing magicinto the World.

    The Destruction of the Silver City isoften translated as a sign of Erends disapproval of theuse of his powers in the city. So it is taught that magicis to be used responsibly, or the backlash of Erendcould doom you and the peoples around you. Erend is

    never depicted, as it is believed that Erend is a sourceof magic and power.

    Paladin Divine Gift: Shock Touch

    Iseton The Dragon Mother

    Symbol: A Dragons Claw and an Egg

    Iseton is believed to be a Celestial Dragon thatlaid a clutch of eggs on this world, giving birth toDragons in this world. Her followers interpret thebeliefs in different ways. Some view her as a creator oflife, others see her as the creator of power and

    destruction, and others see her as a balance. Bringinglife and death, a natural cycle. As such her dragonstend to be of a balance of extremes, of Good and Evil.

    Paladin Divine Gift: Resurrection (OUT)

    Ishara Ma'arti The JustSymbol: The Red Rose

    The youngest of the gods to Amrath, Ishara is

    popular amongst the soldiers who call her the battlemaiden or the Lady of Law. She is seen as a bringer ofwisdom and justice in the midst of battle.

    Followers of Ishara believe the world is in aconstant state of flux, and Ishara is no exception.However, Ishara believes that as long as goodintentions serves the ends that the courses of action toget there are just.

    Ishara interacts with mortal real frequently.Ishara uses her paladins as avatars from time to time.Ishara appears with golden skin, red robes, and amask. Anyone who serves as the Avatar bears themark of a rose somewhere on them.

    Paladin Devine Gift: Duel

    Tznck The Destroyer

    Symbol: A Cracked Skull with one eye.

    Tznck is the creator of Orcs, Trolls, andGoblins. Shamans of Tznck can whip followers into adestructive frenzy. The teachings of Tznck arerelatively simple. Tznck wishes for destruction. Tzncksays that the best destruction is of living things. You

    should destory yourself for Tznck. And do not destroythe world for Tznck, that would stop destructionaltogether. Tznck is often depicted as a Large Orc, witha skull of a Foe in one hand, surrounded by flames.

    Paladin Divine Gift: Flame Ray

    The Laws of the Kingdom

    A Sheriff is the interpreter of the Laws of Amrath andKeeper of the Peace. His decision on all matters,including sentencing, is supported by the kingdom.

    1. A High Offense is punishable by any sentence aSheriff sees fit including and up to Death.

    2. A Low offense is punishable up to a fine or loss ofCitizenship.

    High Offenses

    3. The Practice of Necromacy Magics are

    Expressly Forbidden.4. Pretending to be a noble.

    5. Slavery - Including the use of slavery spells andpotions.

    6. Murder, without a legal guild order.

    7. Manslaughter.

    Low Offenses

    8. Theft.

    9. Fighting inside a city or town.

    10. The Casting of spells inside city or town limits.

    11. Mocking a noble.

    12. Not paying taxes to the guild.

    13. Entering a town without citizenship.

    Law Enforcement in Amrath

    Characters can and will at times break the laws,either willingly or coerced. If you break the law and arereported to authorities, a bounty for your capture will beplaced on you.

    Low Offenses carry a bounty of 1 to 100 gold.High Offenses carry a bounty of 100 to 400 gold.

    The higher the bounty you carry, the more NPCs andPCs will come looking for you to claim their reward. Ifyour bounty exceeds 1000g, your citizenship will berevoked.

    Absolving Yourself of Your Crimes

    You can eliminate your bounty all together byobtaining a Writ which forgives your misdeeds, or by

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    paying the bounty amount yourself.

    Around Amrath

    Cities Of the Kingdom

    Cirith Seat of the Kingdom (+-0)The Kingdom of Amrath is ruled from

    this walled city. The city itself is seperated into twotiers. The Upper teir of the city contains the NobleHouses and Quarters, The Mage's Guild Spire, andthe Royal Castle and Mansion. The upper tier is walledand gated from the lower tier. The Lower Tier containsthe docks, the marketplace, the Cathedral of Ceron,and the common quarters.

    Facilities in Cirith:Royal Palace, Full Marketplace, Guild of

    Magic, Trades Guild, Merchants Guild, Headquarters

    of the White Rose.

    The Barony of Swordhome (+5)The Barony is a city of Mercenaries and

    adventurers. The city is rowdy and bustling with activityat all times of the year. When there is war, the cityturnsinto a sprawl of tents and travelers.

    Facilities in Swordhome: Warriors Guild, Guild ofMagic, Full Marketplace

    The Barony of Stormgate (-3 Potions)Stormgate is a fortress built to replace the

    keep lost in Ochea. This fortress is placed to dispatchtroops quickly around the kingdom. The guild of magichas a large keep here.

    Facilities in Stormgate: Warriors Guild, Trade Guild,Mages Guild, Minor Marketplace.

    Vornburg (@4)Vornburg is the gatway to the Dwarf cities in

    the north east, as well as access to the wastelandsbeyond the mountains. Dwarves come down from the

    mountains and trade metal wares.

    Facilities in Vornburg: Minor Marketplace, TradeGuild

    Kharak Vor Home of the Dwarves (-1Metal Items)

    The Hall of Kharak Vor is home to KingMacGruder, head of all Clans. Most of the DwarvenClans have homes in Kharak Vor, but they may have

    their own halls along the Worlds Edge Mountains. Minesrun deep out of Kharak Vor, and some of the finestmetals come from this dwarven city.

    The Duchy of Easthaven (+7)This city is the Eastern most province of the

    kingdom. Many dwarves and elves travel through anddwell in this city. Most people travelling into the east

    country stop here before heading on.

    The Barony of Westerling (@6)Westerling is an old city. This is actually whats

    left of the last High Elven city on Amrath. Silver Spiresrise in the center of the city, while the city that hassprung up around them is of multicultural designs. Thiscity is known for having the last of the true High ElvenMagic.

    Facilities in Westerling: Full Marketplace, WarriorsGuild, Merchants Guild

    The Shire of Huckleberry (@5)Huckleberry and the surrounding lands is quiet

    farming villages. The Village of huckleberry is widelyknown for its herb market and savory foods. This is themost unspoiled part of the kingdom as it lies so deepwithin the boarders.

    Facilities in Huckleberry: Trades Guild, MinorMarketplace.

    The Duchy of Fenen (+2)The Southernmost province of the kingdom.

    Fenen has some of the largest problems of the kingdom

    as the Largest threats to the subjects of Amrath comefrom the south. Its a popular location for traders andadventurers seeking exotic wares from Urnal Valley andthe Jungles to the south.

    Facilities in Fenen: Magic Guild, Trades Guild, FullMarketplace.

    The Grand Duchy of Crossroads (+1)This was once a simple crossing, but as time

    went on people began to build here as merchants wouldswap wares before heading into Cirith. The city here isquite large, and has one of the largest markets on this

    land.

    The Home of Wyld Elves

    Gheal (-1 Wooden Items)While inside the Kingdom boarders, Gheal and

    the surrounding forests is not part of the Kingdom. Thiscity is home to the wood elves, and also the formerhome of Queen A'miste.

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    Wyr (-1 Wood Items, +2 Metal Items)Wyr is a Wyld Elf village just outside the forest.

    This secretive vilalge is the gateway for Wyld Elves tointeract and trade with peoples of the Kingdom.

    The Spires of the High Elves

    Astera (+-0)Astera is the last of the High Elven cities onAmrath. The city itself sits on a mana node. Becauseof all of the power in Amrath, Astera draws lots ofFeykin from both courts. The silver towers and spiresshine in the distance.

    The Darkened Chambers of the DarkElves

    Sericea (+2)Home to the Dark Elves. Life in this city isnt

    easy, as it is ruled by the Noble Houses of the Dark

    Elves. Political Jockeying and Positioning is whatmatters most, and getting anything done here dependson who you know. Some say that the Dark Elves keepslaves in the city, but this has never been confirmed.

    XIX (-1)XIX (Pronounced ZICKS) is a subterranean

    Dark Elf city. This city hasnt been seen by many, butthe dwarves in the south say that the tunnels from thiscity reach far.

    The Silver PitThis large crater is the site of the once Silver

    City. 200 Years ago, the city exploded in a blue light aswit was besieged by the Sorcerer Kings of Vercei andtheir army of undead.

    Now it is a pit that contains entrances to manycaverns and portals. Many say that some of the evilsthat roam the lands come from here, but none dare toventure here except the bravest.

    VerceiThe first Dark Elven city on Amrath. The city

    was legendary for its brutality and sorcery. Ruled by aCouncil of Nine calling themselves the Sorcerer Kings.The population of the city was wiped out by the

    Sorcerers to create a massive army of undead.The city lied as a necropolis for an age. Now it

    has become an active city of the living and the dead.The city is currently under constant attack from theWarrior Priests of Ceron.

    The Clutch (@8)The clutch is the underground Dragonborne

    fortress. From here the chromatic council rules, anddefends their people against the ancient Red.

    Karis(+7)

    Factions of Amrath

    The GuildsHistoryKing Lorien organized the guilds in Amrath to

    help stabilize the kingdom. The regulation of Magic,Mercenaries, and other unsavory acts brought in muchtax revenue, spread knowledge, and cut crime rates.

    With the regulation welcoming these types ofacts, many adventure seekers came to the kingdom.Work flourished.

    The Warriors Guild

    This guild came about as conflict fills the lands

    inside and outside the kingdom. This guildencompasses guild masters of all the Martial Classes,such as Samurais, Paladins, and Veterens.

    Most of all, the Warriors Guild acts as anagency to recruit mercenaries and adventurers. Seekingout those that meet the requirements for the job. Andalso in time requisition units in times of War.

    The most famous of Mercenary companies inthe kingdom, The Wolves, have been operating insidethe guild laws for 4 generations.

    The Tradesmans Guild

    This guild was formed to regulate the potionmakers, blacksmiths, tailors, and any other tradecraft.Here in this guild, these crafts are taught to newmembers. The knowledge of these crafts are guardedclosely. If you dont know anyone with the required skillto teach you your new skill, you can find someone hereto teach you for a price.

    The Merchants GuildAny item bought or sold in the kingdom falls

    under the jurisdiction of the merchants guild. Thekingdom uses the guild to collect taxes on items sold,while the trades guild transports items all across the

    kingdom(wherever they would fetch the highest profit, ofcourse.)

    The Guild of MagicThe Guild was formed originally by the High

    Elves. After the arrival of humans, and the completion ofCirith, there was a need for the regulation of magic.Thus the Guild of Magic was re-founded. Organized intothirteen circles, the mages guild policed the use ofmagic and shares it knowledge with its members.

    The first five circles of the guild are more like

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    ranks to climb. Once you climb to the top of thosecircles, you may choose the other circles to move into.

    The tenth circle and above are theadministrative circles of the guild. The guild membersin these circles oversee the operations of the circlesdirectly. Some of the most powerful mages in Amrathbelong to these circles.

    Note that being part of the guild of magic is

    different than being a guild member or guild master ina Mage class. Being a member of the Guild of Magicmeans you are part of an organization devoted tomagic itself, whereas being a Guild Member or GuildMaster in a Mage class means you are part of anorganization devoted strictly to one type of magic. Youdo not have to be part of either in order to be part ofthe other.

    Entering the Guild of MagicAnyone wishing to study magic may become a

    member. When you enter your membership, a vial ofblood is taken from you. This is to track you should you

    abuse your magic. Once you join the guild and passyour first test, you are given a license to practice magicinside the kingdom.

    NECROMANCY IS NOT TAUGHT IN THE GUILD!

    Benefits of BelongingBesides the fact that it is one of the very few

    ways to obtain a license to practice magic, you gainaccess to the expansive libraries for research, and theexpertise of master wizards to help you craft items.

    Citizens of the KingdomCitizenship in the Kingdom is highly regarded

    by all. Most Citizens of the Kingdom obtain Citizenshipthrough forced conscription.

    At the age of 14, Children are conscripted intothe service of the Kingdom. Most of them use theirtrade skills learned from their parents Until the ageof 16 or they are large enough to learn the fightingarts.

    They then serve in the Royal Army. Fightingbattles and maintaining the peace. At the age of 25,they are released from their service with Citizenship of

    the Kingdom.

    What does it mean if Im not a Citizen?If you are not a citizen, you are not allowed to

    enter the cities of the kingdom. You will be barred entryat the gates. This will restrict non citizens to themarkets outside the cities. Non citizens are not allowedto arm themselves inside kingdom borders as well.

    Also, prices of goods inside the city walls are alwaysbetter than the prices in the town.

    Are there other means of becoming a Citizen?Yes, there is. For a Tax of 250 gold, you can

    obtain citizenship.

    The Order of the White RoseHistory:

    The White Rose is the symbol of strength andloyalty to the kingdom of Amrath. White Roses aregrown in the gardes of Cirith around the royal palace.Members of the White Rose have served in the Militaryand are Citizens of the Kingdom.

    The Order has existed since the founding of thekingdom. Members of the order answer directly to theKing and the Royal Family.

    Roles in the KingdomThe White Rose Guards the Royal Family,

    carries out their orders, and serve as officers in theArmies of Amrath. The other function is to quell anyunrest, at any means nessacary.

    Order of the White Rose are Citizens.

    Playing the Order of the White Rose

    Roleplay:Members of the Order are fiercely loyal and

    patriotic to the kingdom and the crown. They will meetanyone with opposition that denounce the crown.

    You may get orders from your superior to carryout. These orders are to be executed, or you may faceextreme consequences.

    Noble Families and Titles

    Inside the Kingdom of Amrath the lands areruled by the Nobility, the highest of which being the

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    King. Most nobles are born into the titles and positionsand power, the few others are bestowed titles and landthrough service to their lords or in battle.

    With a noble title, a player will gain the benefitsof owning land in game, collecting taxes, and havingservants.

    The Order of Precedence

    The order determines who is higher than whoin the noble society and who they answer to.

    Title Address

    King & Queen Your Majesty/ Highness

    Archduke &Archduchess

    Your Lord Grace

    Duke & Duchess Your Grace

    Prince & Princess Your Royal Highness

    Count & Countess My Lord Count/Countess

    Viscount &Viscountess

    My LordViscount/Viscountess

    Baron & Baroness Your Excellency

    Lord & Lady Lord, Lady

    Knight Sir

    The most basic of nobles, a Knight of theKingdom, becomes a knight by first being a squire. Asquire learns the combat arts from his knight.

    Becoming a NobleNobility is bestowed either by being born into a

    noble family, or being granted a title from the crown.These titles are usually only given for great orimpressive feats.

    MercenariesMercenaries are welcome in the kingdom.

    Many Mercs join companies after their departure fromthekingdom's service. Others come from far away lands.Whatever their backgrounds, many are members ofthe Warriors Guild as most work is handed down from

    the kingdom these days.

    Major Mercenary Companies

    The Wrath Company The Wrath Company isrenowned for taking contracts of Vengence. Filled withvery shady characters, the Wrath company specializesin intimidation and assassination.

    The Light Host This company specializes invanquishing evil and bringing evil to justice. A lot of this

    company is made up of paladins and knights.

    Mordin's Magisters The Magisters are a companymade up of all types of Mages. They specialize in takingcare of their business with magic.

    The Verminhost

    The Verminhost is a group made up of Rat

    descended Untamed that live underground. Rats of theverminhost have become known as "Verminkin."

    In their underground lairs, the Untamed of theVerminhost use slaves to dig new pits and labor for theirgreat machinations. The Seers of the verminkincombine their magical knowledge and theindustriousness of rats into great machines of hugecogs and slave power. Using these abominations oftechnology, the Verminhost uses their power to fuseliving things together in awful experiments in magic.

    Often creating terrible things that are unleashedinto the wild or left in empty warrens to f ight intruders.

    Assassins in the Night

    The Verminhost is also infamous for theirAssassination Cults. Some verminkin are trained fromtheir birth in martial arts and stealth, creating theultimate assassins that can get into any stronghold, nomatter how fortified.

    The Alchemists of this cult use their craft tocreate terrible poisons of all kinds, the worst of whichare infused with magical enchantments. If youencounter a Verminkin from this cult you can count onall of his blades to be poisoned, down to the metal barbson his tail.

    Playing a Verminkin

    It is possible for players to become involved withthe verminkin. But this comes at great risk as anyVerminkin and allies are usually killed on sight. AVerminkin player will have to disguise their motives andideas as other players may come after them.

    Verminkin Magic

    The Magic of the Verminkin twists it users andtargets forms and corrupts. After being the target of a

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    Verminkin Spell, you may be left with a physicalmutation or effect.

    Chaos

    The Forces of Chaos have entered the realmthrough the Ley Lines, which are already responsiblefor the Untamed and the Fey. The Elder Gods on theplane of Chaos whisper to the minds of men, and feedon their weaknesses and desires.

    As such, there are many followers of Chaos onthe other side of the Chaos Rift waiting to embarkupon the realm. Cults to the Elder Gods have beenshowing up in Amrath, being put down as they arefound by the priests of Ceron.

    Writings From the WorldTravel Hazards:A short guide to the perils to be found near theruins of the city of Swordhome.Compiled by Lady Tarnisha

    Blind gargoyles: When all is silent these gargoyles arecalm andtend to remain stationary. However, they are enragedby sounds,especially loud ones, and seek out the source. Oncethey find thesource they try their best to beat the source of thenoise intosilence with their clubs.These creatures are extremely resistant to physicaldamage, andin fact the sound of steel upon their stony skin seemsto be loudenough to really enrage them. causing them to strikeout fiercely. Itis best to just give them a wide berth, walk softly, andabstain fromeven whispering until far away from them. SInce thesecreatures areblind, light doesn't affect them.These creatures tend to drift along the highlyfrequented dragonflight paths and take quite a while to work free of the

    dragon'snoisy, noisy influence. During a fly-over innocently quietbystanderscan get beaten into a pulp while the dragons areenraging thegargoyle(s).

    Verminkin: Stealthy Rat-Wilders who've trained as

    assasins. They liketo waylay travelers for fun or when paid or ordered to doso.

    Always be prepared for an attack from the side or rear.

    Chaos Critters: Left over from the sacking ofSwordhome, thesecritters are twisted by chaos forces. Thier powers andappearancevary- usually a fusion of 2 or 3 creatures into one being.Kill themif you can to make the roads safer for others.

    The War SongBy Queen Meg and Lady Dee

    A fire in the hearth is nice like a lady in our bed.The hunt is quick, the stag is fat, the hounds have allbeen fed,

    And though theres food aplenty, we hunger for muchmore,For stories may be told of peace but songs are sung ofwar.

    Chorus:

    Time it has its turnings like the seasons of the year.A time will come for death, but its idleness we fear.Oh give us a strong leader and a lady to fight for:Its time we turned our plowshares into swords.Let the knights assemble, spears glinting in the dawn.Let the Queen take up her steel and put her scepterdown.You feel safe within four walls and with a moat around,But I feel safer when my foe is six feet underground.

    Chorus

    Were not sure why weve been called, were not surethat we care,

    The only know that we must fight, by foul means or fair.The peace that most men long for is a treasure we holddear:Its paid for by the blood weve shed and the fellowshipthats near.

    Chorus

    Repeat first verse to fade.

    Chimeron War Song

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    By Lillia

    Chorus:Spears will be shaken,Swords will be clashedIn this battle before us!Shields will be brokenHelms will be smashed

    In this battle before us!

    And though our foes are many,And though our friends are few,And though the odds lie against usWe will still pull through!

    (chorus)

    And though we're far awayFrom homes that once we knew

    And our bed's the cold, hard stoneCovered in the morning dew...

    (chorus)

    Our arrows fly swift and sureLike hawks to strike our foesWhile our shield men will stand strong

    Against any might blows!

    (chorus)

    Our spears strike hard and fastTo cause our foes great painWhile our catapults fling rocksTo crush in our foes' brains!

    (chorus)

    Our clerics dash on the fieldTo mend torn flesh and bonesWhile our mages will strike downThose who muss their pretty clothes!

    (chorus)

    And when the war is wonAnd peace around us reignsWe'll drink our ale with friends

    And sing now this refrain!

    (chorus x2)

    A Preist's Journal

    The Great Light, Ceron, has given Lord Torus aglorious vision of the cleansing of the SilverPit and the recovering of artifacts of the Light. In hisgenorosity, M'lord has seen fit to includeme in the company of great Priests chosen to go on

    this mission. I have decided to chroniclethis mission in my journal so that future generations canbenefit from our experiences and thecommon people may recieve some of the blessing ofCeron in the reading of this accounting.

    Year 25 DTSecond Month, Eigth day

    Here is where the accounting shall start. Lord Torus hasbrought us to the edge of theaccursed pit. The very air is filled with the silver coloredblasphemes spewed by those whotried to take on the mantle of The Great Light. Their veryarrogance did them in and this is allthat is left. They dared to tread where no mortal should.If only their faith in Ceron had beenstrong, he might have deigned to save them from theirfolly.

    The pit streteches as far as I can see. It is as dark asthe hearts of the non-believers. There

    is a path that leads down, away from the light of the sun.I feel as if we stand on the pathleading to damnation and only by Ceron's Light will webe seen through the hardshipsahead. But this is all of no consequence because weare bathed in Ceron's Grace and heshall armor us against all who stand against his quest.

    All praises to Ceron

    Year 25 DTSecond Month, Ninth dayThere is very little in this scar upon the world. We move

    slowly so that we might uncover anyof the hidden treasure Ceron will inevitably grace uswith. Silver boulders poke out of thewall. Silver dust coats everythings. Now and then wehear scurrying that seem to come fromthe walls. It is likely no more than vermin going abouttheir lowly tasks but as they haven'tas of yet dared to show their faces to the light of ourtorches or the strength of our battleprayers.

    The only incident of consequence today was Celiastumbling over the final stanza of themorning prayer. She has been assigned night watch to

    help her see the error of being lax inher praising of The Protector.

    All praises to Ceron

    Year 25 DTSecond Month, Tenth dayThe constant silver dust coating everything has givenwas to natural stone and earth. Ourtorches will not last much longer but The Great Lightsaw fit to provide some of us with the

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    ability to conjure His Light, so the absence of torchesshould not be an issue.

    Though time has little meaning in this darkness wekeep track of the time by the rumblings ofLouis' stomach. You could time crossing of the sun inthe sky by that noise.

    A strange sight did meet my eyes shortly after we

    stopped for our midday meal. I turnedand standing behind me was the strangest beast Ihave ever seen. It resemebled a crossbetween a rat, a human, and an armadillo. Surely ithad never seen the Light of day for whenthe light of the flames in my hand did reach it's eyes ithissed like a snake and scamperedaway.

    The skitterings in the walls continue and Celia hastalked about seeing green eyes in thedarkenss, but our prayers give us strength and thepower of our faith in Ceron keep the

    noisemakers at bay.

    All praises to Ceron

    Year 25 DTSecond Month, Thirteenth day

    Surely does He test us. We have been assaulted theselast three days by nonbelievingvermin. Apparently that rat creature I saw before wasbut a harbringer to many more. Theyappear to be Wilder of the rat variety but a great manyof them are warped.

    They descended on us like a brown wave of pestilencewhile we performed the prayersfor our evening meal. The only warning was the shoutof "To Arms" that Lord Torus gaveout. Bringing our weapons and faith to bear we saw asight to quaver the hearts of lessermen. From the walls and darkness around us sprangthese foul creatures. If they had hidingholes there was no indication. Their weapons werecrude and no match for the skills we havegained in our service to the Great Light.

    Though there seemed to be no end to them we

    continued to fight. Not a single one of theKeepers of Faith were lost. The heathens were slainby the hundreds. For nearly two fulldays and nights did we fight the horde. Our magicsand strength of bodies sustained us.With a test like this there are sure to be lost treasuresto acquire for our temples.

    All Praises to Ceron

    Year 25 DT

    Second Month, Fourteenth dayWretched beasts! Do they have no honor? No soonerdid we start our morning ceremoniesdid they descend upon us yet again! Yet again we usedthe strength of the Hammer tobeat them back, but something untoward happened.The tallest of them was shootingsome type of green blasts at us. The blasts simply

    splashed against our shields but one ofthem hit Priestess Lucinda in the leg. It seemed tocause immense pain, but the strangestthing is that her hand grew into a claw! No matter whatwe tried we could not remove thisunnaturalness. Torus, in his wisdom said "Cut it off andlet that be a lesson to bolsteryour faith." She did as she was instructed and even nowis binding the wound to stop thebleeding.

    All Praises to Ceron

    Year 25 DTSecond Month, Fifteenth dayOh glory to the Light! We found ruins today. Theyseemed to have already been scouredclean, most likely by the Vermin. This give