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Ivrel System Notes

НазваниеIvrel System Notes
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1. /Ivrel/Core Rules/Addendums/Monster Addendum 1 [Draconians].doc
2. /Ivrel/Core Rules/Addendums/Monster Addendum 2 [Dragons].doc
3. /Ivrel/Core Rules/Core 0.0 - Ivrel Land of Legends Title.doc
4. /Ivrel/Core Rules/Core 0.1 - Table of Contents.doc
5. /Ivrel/Core Rules/Core 1.0 - Rules of Ivrel .doc
6. /Ivrel/Core Rules/Core 1.1 - Alternate Alignment System.doc
7. /Ivrel/Core Rules/Core 1.2 - Alternate Hit Point System.doc
8. /Ivrel/Core Rules/Core 1.3 - Expanded AC & RF System [LiteRF].doc
9. /Ivrel/Core Rules/Core 2.0 - Race Quick List.doc
10. /Ivrel/Core Rules/Core 2.1 - Races of Ivrel .doc
11. /Ivrel/Core Rules/Core 3.0 - Proficiencies List.doc
12. /Ivrel/Core Rules/Core 3.1 - Proficiencies Discriptions.doc
13. /Ivrel/Core Rules/Core 4.0 - Kits Allowed in Ivrel.doc
14. /Ivrel/Core Rules/Core 4.1 - Priest Kits of Ivrel.doc
15. /Ivrel/Core Rules/Core 4.2 - Specialty Classes of Ivrel.doc
16. /Ivrel/Core Rules/Core 4.2.1- Knight & Kelan Codex.doc
17. /Ivrel/Core Rules/Core 5.0 - Ivrel System Notes.doc
18. /Ivrel/Core Rules/Core 5.1 - Pantheon of Ivrelian Gods.doc
19. /Ivrel/Core Rules/Core 5.2 - Societies of Ivrel .doc
20. /Ivrel/Core Rules/Core 5.3 - Unique Weapons, Spells and Magical Items of Ivrel.doc
21. /Ivrel/Core Rules/Core 6.0 - Tables.doc
22. /Ivrel/Core Rules/Core 7.0 - Character Sheet Ivrel.doc
23. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Eight Monsters.doc
24. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Five Campaign Details.doc
25. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Four Kits & Classes.doc
26. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Nine Addemdums.doc
27. html">/Ivrel/Core Rules/Core Book Chapter Dividers/Chapter One Rules.doc
28. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Seven Misc.doc
29. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Six Tables.doc
30. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Three Proficiencies.doc
31. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Two Races.doc
Aurak draconians
From the Desk of Scott McClure
From the desk of Scott c mcClure
From the Desk of Scott c mcClure
From the desk of Scott C. McClure
Alternate Alignment System
Alternate Hit Point System for use on Ivrel
Ac and rf system Expanded
Quick Race List Information Sheet
From the Desk of Scott C. McClure
General Proficiencies; = In addition to those normally in the Players Handbook
Compiled List of Proficiencies; Extended & With Descriptions
Kits allowed on Ivrel [No Kits allowed to multi-class characters unless they are multi-class kits]
From the desk of Scott C. McClure
Specialty classes of Ivrel; these classes are unique to the Ivrel setting and as such may be very new to players not familiar with the setting
From the Desk of Scott C. McClure
Ivrel System Notes
Pantheon of Ivrelian Gods
Societies of Ivrel
From the Desk of Scott c mcClure
Compiled Character Tables
Character; Your name; dm; Scott C
Chapter Eight
Chapter Five
Chapter Four
Chapter Nine
Chapter One
Chapter Seven
Chapter Six
Chapter Three
Chapter Two

From the Desk of Scott C McClure

Ivrel System Notes; Rules Add-ons and Play Notes.

Ivrel System Notes;

  1. The monetary system is same as normal AD&D’s standard monetary system. Though in some places where gold is scarce or of too much value to use as common currency, steel pieces are substituted instead. A lot of sea based cultures use this or precious shell coins.

    1. Normal system; these are common conversions found in both the PHD and DMG. Common coins cannot be used as spell components if the system is in effect.

      1. One Platinum Piece [PP] = five gold coins.

      2. One Gold Piece [GP] = ten silver pieces.

      3. One Electrum Piece [EP] = five silver pieces.

      4. One Silver Piece [SP] = ten copper pieces.

      5. One Copper Piece [CP] = The Coin Base.

    2. The base monetary amount is in gold coins.

    3. Credit system does exist, due mostly to magic being in the system. Any bank generates credit slips.

    4. There are three types of slips available to people using a bank.

      1. The first type of slip is a strait up trade of coinage for a currency slip of the same type. These slips are based on cloth and are permanently died with ink notations noting the amount they are worth. Slips cannot be reproduced due to their magical nature. In order to use a sip you only have to trade it with a merchant who accepts them; common in big cities, uncommon in towns, rare in villages and non-existent in the hinter lands. The other option is to go to a bank and exchange the slip for the exact amount of coinage it represents. The bank will magically test the bill and return to you with your amount. Be warned false bills will cause you to be arrest, the slip its self becomes the hard irrevocable evidence against you. Though as stated earlier it is nearly impossible to falsify one. These are referred to as Slips.

      2. The second type of slip is a credit voucher. These are similar to bills except that the magical security on them is much higher. Credit Vouchers take money from the bank magically transferring money from a vaulted account to the bank needing to provide a Slip or coinage to the customer. In order to get a credit voucher you must by a vault. These vaults are only available in huge cities; most capitals of the major nations have them. To purchase these vaults you must tender five thousand gold coins to the bank owning the vault. At that point you will be blood bound to the vault and give a special key to it, which activates the account in other big bank buildings. This key is your “ID” for your account. You must keep a minimum account balance of three thousand gold per month to keep the vault active. There are no withdrawals except yours from the vault, unless you allow the bank to invest your money. If investment is opted for the money grows by 3% every four months. To use a Credit Voucher you simply bring it to a big bank and tell them how much you want, they take the voucher, which has info on you and your key. If both match and pass the magical tests you will get your tendered currency back. If they prove to be false you will be arrested for a high crime. These are called Vouchers.

      3. The third type of note is a credit loan; large mercantile groups present these or employers who have access to vaulted accounts. The Credit Loan is often used as payment for doing something. Its often given to the employee accompanied by instructions for the task to be done. Once done the employer tells the employee where to go to get money out of the Credit Loan. These work in the same way as the standard slip in many ways. The amount of the Credit Loan is clearly printed on it, it can be exchanged at any place where a Bank that accepts Slips are. The biggest difference is that until activated by the employer its worthless, not truly worth the cloth it’s printed on. A willing owner of the credit key can only activate it. These are called Credit Slips.

    5. Sea going races that don’t deal with land based cultures use the following currency system conversions. These are substitutions due to the scarcity of gold and mineral substances. In these systems the normal currency hold half its given value and the reverse is true for harbor cities. In land the sea based currency is unless. In undersea settings the normal currency is unless.

      1. One Black Pearl Piece = five pearl pieces.

      2. One Pearl Piece = ten whale bone pieces.

      3. One White Ivory Piece = five whale bone pieces.

      4. One Whale Bone Piece = ten tiger shell pieces.

      5. One Tiger Shell Piece = The Sea Culture Coin Base.

    6. The slip system is unavailable in undersea settings or out on prolonged sea going voyages.

    7. The counterfeit and forgery skills cannot as a matter of gaming rule effect or falsify any type of slip. As the slips aren’t signed forgery is unable to work on them and the process of counterfeit though plausibly at very high levels is not allowed for the DM’s sanity. A possible break through though could be used as a basis for an adventure, but the process will be fundamentally flawed if the mission succeeds and easily caught if the mission were to go any other way.

    8. Gems hold their standard AD&D chart value no matter where you are or where you get them converted to currency from. Note that if you’re at sea the gem will be converted to the currency used on the seas and if on land it will be converted to land currency. This may be alarming to characters of either environment that has converted the gems in different environments.

    9. Avian species use the slip system only as it is too heavy and cumbersome to carry around all the coins and other currencies of the day for mercantile trade. At the moment there are only two known avian species that have airborne cities, those are the Lakoer and the Kevia species. In the case of the Lakoer there is only one airborne city and its legendary location is recorded in deep mythology. As for the Kevia cities, they are numerous and very advanced, vaults, banks and other subsystems of the slip system can be assumed to be present in Kevia cities. A Lakoer will use common currency when applicable, use the normal land based currency all the time and slips only when traveling great distances airborne. Kevias do not ever use the “ground” currency though they do capture it and store hordes of it in their airborne cities. Kevia slips are accepted anywhere where a normal slip is. Half-Kevias may use either system, though every ten gold pieces reduces their airborne movement by one.

    10. Subterranean cultures use the following system of currency instead of the normal “above world” currency. In subterranean cultures the above ground currency or common currency is has half its value. Some underground cultures will not even accept the cumbersome ugly above world currencies. Dwarves accept common currency on face value, though they are the only culture that readily does. The remaining major underground cultures prefer their currency to the normal. Gem coinage has the value of normal currency on the surface, i.e. they are gems of the exact same value as a coin on the same level. Diamond is equal to Platinum, Onyx is equal to Gold, Jade is equal to Electrum, Emerald is equal to Silver and Amethyst is equal to Copper. Any gem dealer will only give have currency value for gem coins as they are damaged gem only suitable for ornamentation. Gem coins cannot be used as spell components if the system is in effect.

      1. One Diamond Piece = five onyx pieces.

      2. One Onyx Piece =ten emerald pieces.

      3. One Jade Piece = five emerald pieces.

      4. One Emerald Piece = ten amethyst pieces.

      5. One Amethysts Piece = Underground Currency Base.

  1. Time system of Ivrel is much the same as terrestrial Earth. As earth sized its rotation and time increments can be measured out the same. The common names of the months and days are listed. Normal time flow is unchanged from the common terrestrial Earth time or TET. One major note is that the world of Ivrel has only 365 even days in a year. There is no leap year or other corresponding events on Ivrel. This is for my sanity and simplifies the system.

    1. Month’s names and corresponding lineup. For all intents and purposes every race that has a culture advanced enough to tell months [not seasons] use this system of names. This is most importantly for my sanity and secondly for commonality among the races.

      1. Month of Revelation; this is January. First month of the terrestrial year.

      2. Month of Raed; this is February.

      3. Month of Innana; this is March. Beginning of spring.

      4. Month of Shadows; this is April.

      5. Month of Kierith; this is May.

      6. Month of Dolosh; this is June. Beginning of summer.

      7. Month of Rebirth; this is July.

      8. Month of Morvia; this is August. Beginning of autumn.

      9. Month of Enok; this is September.

      10. Month of Arenth; this is October.

      11. Month of Acnalagon; this is November. Beginning of winter.

      12. Month of Deception; this is December. Last month of the terrestrial year.

    2. Day’s names and corresponding lineup. For all intents and purposes every race capable of tracking the exact path of the day and night use this system of names. This is for my sanity and to give a common table of names for all the cultures.

      1. Day of Itch; this is Monday. Beginning of the terrestrial week.

      2. Day of Nih; this is Tuesday.

      3. Day of Sain; this is Wednesday.

      4. Day of Sheil; this is Thursday.

      5. Day of Goni; this is Saturday.

      6. Day of Bagon; this is Sunday. Last day of the terrestrial week.

    3. Time is on a twenty-four hour clock. Different cultural bases state time in different ways. Sunup is hour 7 and sundown is hour 20 on the equatorial line.

      1. Human based cultures state time in a day and night format based on generalities of position to the noon and night fall times. For instance the fourteenth hour of the day is called “a little past noon”. The twenty-first hour of the day would be called “a bit shy of midnight”. There are four firm times of the day. Daybreak, Noon, Nightfall and Midnight. Time is referred to in reference to these markers. Only mages and priest of intellectual sects may refer to time as the elves do. Races that use the human system are; Humans, Southrons, Halflings, Lupines, Naganitas, Beastmen, Kzin, Bregga, Lakoer and Baaz.

      2. Elven based cultures use the “military” or twenty-four hour method of time. That means they count each hour uniquely and make no reference to the actual light or night conditions around them. This is a precise method and is required to understand any time related spells. Non-elven based cultures may use the following proficiency to denote knowledge of the elven time concept. Races that use the elven system are; All Elves, Half-Elves, Warrows, Minotaurs, Felaks, Auracks, Bozaks, Rakasta, Drish, Stout, Hutaakan and Lavrex.

        1. This proficiency takes one non-weapon slot.

        2. It is available to mages, priests and psionisits. Though for one extra slot any class may take it.

  1. The world alignment as defined under rules addendum 3; is chaotic good. As a general rule the world as a whole seeks to work together and help those in need. Unspecified alignments default to CG for game purposes. All insectoid races of a hive mind are lawful neutral and those of non-hive nature are chaotic good. All draconic breeds are neutral good player races are chaotic good. Any cultures with knights are considered lawful good by nature. A few specific cultures break from the norm and so I have listed them here for the convenience of the DM or player who asks. A brief description of the culture [kingdoms] will be given along with its default alignment setting. Some of the kingdoms also serve as the base origin point of many races in the Ivrel Gaming System. Many kingdoms aren’t listed as they haven’t either played an important role in the known history of Ivrel or haven’t been discovered yet. These are just a sampling of kingdoms on Ivrel and some serve as player defaults away from the chaotic good rule. All of these kingdoms are on the continent of Terabithia. Other kingdoms exist on other continents and will be dealt with in supplementary addendums.

    1. The kingdom of Airagoth is lawful neutral by nature; this is the default for any Chanye characters generated under this system. Originally chaotic good by default the prolonged Winter War shifted their base to a more stringent alignment. Ruled by a council of elders.

    2. The kingdom of Grimvauline is chaotic good by nature; this is the default for any Qujhal characters generated under this system. The Qujhal were once neutral good but after the prolonged Winter War they slowly became chaotic good. This long-lived kingdom is often referred to by all elves as the first kingdom. Ruled by a council of elders though real control is based on the head matriarch of the council. Subterranean culture.

    3. The kingdoms of the Dales are lawful good. Ruled by humans this kingdom is considered the default for humans and Halflings generated under this system. Based on the feudal noble system.

    4. The kingdoms of Fessiden are neutral good. This is the only separate self-sustaining kingdom run by predominately Felak rulers. Most Felaks consider this their homeland. This is considered the default for all Felaks generated under this system. Based on the democratic methods of terrestrial Athens of Earth.

    5. The kingdom of Kaldish is lawful evil. Predominantly Kzin and malcontents from the Rakasta tribes. For the most part this culture festers in the deep jungles. Clan based system, power resides in the war chieftain who is able to hold take and hold it.

    6. The kingdom of Drakken-Kor is lawful neutral. This is the cradle of the dwarven race; it’s waned over time in power but not revered importance to the dwarves of Ivrel. This is their holy land. Patriarchal clan system, power resides primarily in the hands of the clan chieftain. Subterranean culture.

    7. The kingdom of Delenorth is lawful good. Having rebuilt from centuries of plague brought on by the evil drake; Sleith the Wurm they have begun to take on a very moralistic view of life. These are followers of Adon, as they see worship of other gods as heretical since a Paladin of Adon slew the great wurm. Religiously lead and control system, power resides in the High Priest of the Adonites Sect. Both subterranean and surface kingdom.

    8. The kingdom of Jhun is lawful neutral. Mostly nomadic Nichia elves, this is the default for any Nichia generated under this system. Clan system, power resides in the path leader [a chieftain of sorts].

    9. The kingdom of Mongol is neutral good. Mostly humans, Southrons and some wayward Nichias. Clan based, power resides in the strongest warlords hand.

    10. The kingdom of Nevold is lawful good. A melting pot of races this warrior-based kingdom is one of the most sought after allies in the north of Ivrel. Feudal patriarchal system.

    11. The kingdom of Darkwell is lawful good. Mostly a Qujhal kingdom there is some other subterranean race. A council of mages rules them. Subterranean kingdom.

    1. The kingdom of Vaskar is lawful good. This is the mighty dwarven surface kingdom of the Grimwall Mountains. This is one of the most respected kingdoms of Ivrel, having held its own during the Great Winter War by its self. This is also the bastion of the mystical Raven book, which tells of all history on Ivrel. Greatly sought after sages and mages alike zealously guard the mystical tome by the dwarves of Vaskar. Within the mystical texts are answers to many things that have past including how to defeat and create many of the enemies and wonders of Ivrel. No one but the Priest of the Sacred Path is allowed by the dwarves of Vaskar to view this book. For their part the priest do scribe down snippets of the book for other to read, though not the whole tome. Subterranean culture ruled by a council of dwarven elders.

    2. The kingdom of Chakka is lawful evil. This is the only known kingdom of the draconian species. For the most part they are well behaved but have times of unnatural activity. This is the default for any Aurack, Baaz and Bozak characters generated under this system. Mostly a surface culture, though some subterranean structures exist. This kingdom is mercantile to some degree and support slavery. The sworn enemies of the kingdom of Valeron, which holds the central beliefs of freedom and life very high.

    3. The kingdom of Valeron is lawful good. This is one of two Kevia kingdoms, based entirely on the Catholic religious model this kingdom is ruled by a council of high priests and paladins. Sworn enemies of the kingdom of Chakka. Any Kevia or Half-Kevia generated under this system use’s this kingdom as its default. The kingdom of Valeron is the most feared of all kingdoms by sentient evil entities. Having been the force behind the fall of more than a few evil kingdoms the fear is justly earned. Many evil kingdoms will go through great lengths to ensure that the Valerons do not find them. Luckily this celestial kingdom is not as wide spread, as terrestrial myth would have. Ally of the Dales and Vaskar kingdoms.

    4. The kingdom of Nazarth is lawful evil. This is the only known instance of a powerful Southron kingdom. Composed of Southrons, Beastmen, Orcs, Goblins and a few Ogres it is an expansive and often elusive kingdom. For the most part not actively trying to subvert the power of local kingdoms the high king of the Nazarth has been caught in plots to undermine many of the local kingdoms authority.

  1. Knighthoods of Ivrel; this is a by no means exhaustive list of knighthoods that a player can be a member of on Ivrel. For the most part these are the most powerful and known knighthoods. If you are going to play a knight or fighter who wishes to be knighted then look down among these and find one you can join. Some of the knighthoods are aligned with powerful priest sects, if so the sect will be mentioned also. Note: all knights follow the basic Codex as found in found on the back of page 3 of the race addendum 1.

    1. Knights of the Rose knights of the common man, they defend the virtues of humanity. They defend the defenseless and innocent that live around or within the zone of control.

    2. Knights of Doomguard; the defenders of law. These knights have chapter houses in almost every major city on Ivrel. They serve as the police for most of the high courts of Ivrel. Knights of this order are lawful good only and must have wisdom of sixteen. The priest hood of the Seekers is considered the companion sect to the Knights of Doomguard.

    3. Knights of Don-Ghoul; the loathsome evil knights of the southern kingdoms. These knights seek to unseat the powers of good wherever they can. Though not great in numbers they have a perverse will of their own. Many quest to destroy good kings, artifacts of good, attain artifacts of evil and like activities. For the most part their numbers serve as a hindrance to their success; in addition their arrogance has in the past been key in their defeats. A knight must be lawful evil to be of this sect. The Priest of Zaratoule are often looked upon as the companion sect to these knights.

    1. Knights of Tentagel; the crusaders of the knighthoods. These knights seek out and destroy any thing that the Championers deal with. They are considered the knighthood of the Championers. Must be lawful good and have the minimums of a normal knight. Their attitudes and behavior match that of the Championers almost to the letter.

    2. Knights of Haven are the most ancient knighthood known to exist Ivrel. Having been around for over five hundred consecutive years. They have participated in almost every major battle for good on the continent of Terabithia. They possess the power of the knights of Tentagel, the will of the knights of Airgold and the incorruptibility of the knights of Cinhuil. This is the premiere knighthood of good. Many scholars believe that the knights of Tentagel, Cinhuil and Airgold are all splinter sects of this main and prominent knighthood. Knights of Haven have the special granted powers of both the knights of Airgold and Cinhuil. Theirs a 10% experience penalty when playing a knight of this sect due to the immense power available to them. To be a knight of this sect you must be lawful good and have the basic scores. In addition theirs a roll made by the DM to ascertain whether you pass the tests of virtue. The roll is made on a 1d10 and the target for the roll is figured like this; sum up all the attributes and divide by thirty round down the result is your target number. A basic knight with tens in all non-required attributes will need a three on 1d10 to become a knight of this sect.

    3. Knights of Kie; mostly evil knights their isn’t much known about these knights. They use the reverse codex for most things. Their symbol is a gold skull on black background. Must be lawful evil to join as a knight and lawful evil 9th or above to join as a fighter. These knights are very hard to find and prize their secrecy.

    4. Knights of Jorhosive; defenders of the trodden, these knights are protectors of the common rules of decency. They free slaves, rescue hostages and generally try to live up to the Arthurian Code of Ethics. In addition to the standard Codex, knights of this sect use the Paladin’s code as addendums to the Manual of Knighthood. Though not powerful enough to destroy such great evils as the Priest of Zaratoule these knights are feared among most evil creatures. They wear distinctive polished steel armor with all the ornamental trimmings. Their symbol is a blazing sun of gold on a white and blue background. A knight must be lawful good and have a charisma of 16 to join this knight sect. No fighters are accepted into the sect.

    5. Knights of Cinhuil are said to incorruptible and even have been called saintly in their ways. In truth the knights are the purest knighthood on Ivrel, challenging even Paladins for purity of heart. These knights are usually of humble bearing and never seem to take for granted the awesome power they wield. When things must be done regarding the undead or other greater evils these knights are often sought out. For the most part this is the considered one of the highest orders of knights. A knight character needs to have 16, wisdom to join this sect of knights. Paladins and Fighters of 8th level or above may join this sect also. Special power granted to this knighthood is that all alignment-effecting spells are of no effect on them. For that matter no mind controlling spell affects them either.

    6. Knights of Mythrell; basically a common knighthood of the kingdom of Nevold. These knights aren’t especially unique. Though their knowledge of the arcane is greater than most knights of Ivrel. An intelligence of 16 is required by this knighthood.

    1. Knights of Airgold are the knights of vengeance. This is due to the ferocity of their attacks on evil and defenses against evil. One of the top four most respected knighthoods these knights seek out and destroy any active evil that has wronged any prominent group of people. On rare occasions they will take up quests to rid an area of and a specific evil. Myth says that the Avatar of Palintose the God of Light once joined these knights in the battle of goratheious against the overwhelming spawn hordes. A prospective knight must be lawful good, have strength of 18 and a very zealous desire to destroy evil. Fighters and Paladins may join if they have valorous military lineage and experience. Special power granted to this knighthood is the power of the seeker priests to go beyond 0 hit points in any fight vs. evil entities.

    2. Knights of Shatazard; Arthurian knights, this sect of knight’s numbers but twenty strong. They reside in the Dales and come only to the aid of the Dales. To be a knight of Shatazard you must have strength of 18, constitution of 17 and charisma of 17. The strict requirements are deliberate as these knights are the personal guard of the most power human kings of Ivrel. Knights of this sect are often required to go on quest to show their piety, strength, valor, compassion and other virtuous of the late king Author of Earth. Myth tells of this human from a far off world of England coming through the gates near the Dales. He was failing in health and was rescued by a knight of this order. While recovering he passed on his views and beliefs to the king of the Dales. Impressed by these views the knighthood took them on as their Codex. The great man had to go back though as he explained a great evil on his world had to be vanquished and thus he left the knights.

    3. Knights of the Sidhe are the most prominent sects of Kelan that exist on Ivrel. For the most part this is just the class with a few extra functions. These knights of elven descent defend the high council of the Chanye kingdom.

  1. Ivrelian Gates; these are the monolithic structures that stand on remote places of Ivrel. Created by the great ancestors of the Qujhal for the purpose of enter planar travel. Most of what is known about the gates of Ivrel has been gleaned from ancient documents found in archive like libraries under the surface of Ivrel. For the most part they are a mixture of technologies lost to present day Ivrel and arcane magic’s so powerful as to be profoundly perplexing to present day scholars. What is known about the gates is that they effect how time ebbs and flows around them. That they eventually have harmful even deformities effects on living tissue that is exposed to them for prolonged periods of time. Some gates even alter the very natural cycles that move about them, causing mutations to occur. It is known that a few gates are submerged in lakes here and they’re through out Ivrel. In addition it is also known that there are twelve gates in all. Most are rundown and beginning to degrade. Scholars believe that as these gates degrade the virtual defense of Ivrel against the out planes will be compromised. This brings a lot of fearful speculations by a wide variety of scholars. Another thing known by scholars is that the gates do not work reliably as intended. Some gates two of which have been recently discovered do transport objects from one point to another, but the objects are grossly malingered when they come out of the destination gate. Only one gate seems to work as it’s supposed to according to the texts. This gate is the Great Gate of Eiren, which resides nestled deep within the fortifications found at the base of the mountains along side the plain of Eiren. There are only four known gate locations; the easiest one to find is the Great Gate of Eiren. Scholars also believe that the central gate is the one responsible for the incredibly destructive forces that surge through the upper atmosphere of Ivrel. These forces prevent spelljamming ships from surviving an attempt to land on Ivrel, in fact some scholars believe that a few of the shooting starts you see at night are these vessels burning up as they try to make the trip ground ward.

    1. The Great Gate of Eiren is to be found at the base of the Aisiane [a see in] mountain. Which resides exactly center of the northwards expanse of the Grimwall Mountains. The gate its self is almost three hundred feet into the rock face. Dwarves or other ancient builders have fashioned out of the stone encasing the gate a fortress. The central fortress guards the gates from prying eyes and unwanted visitors. The Black Guard is most active here. They zealously watch and defend the fortress. This is the only fully functioning gate on Ivrel known of to date. Any extra planar creatures from other planes than the one in which Ivrel exists on come through this gate. This is also the only way to leave Ivrel. This is also the most stable gate, as it has yet to cause unexplained mutations or alterations to the time fabric near it. Researchers are not allowed to study this gate as the Black Guard received a prophecy from Adon as myth goes that states the gate is to remain pure and unmolested.

    2. The Gate of Jallow Lake is one of the strangest and hardest to explore gates of Ivrel. It resides at the bottom of lake Jallow, which is extremely deep. It was found when a Priest of the Sacred Path noticed that local druids treated the lake with a special deference. Upon looking into the reasons behind this deference the priests found and heard stories of strange dead and alive creatures showing up in the middle of the lake. The druids had rescued many sentient creatures that in the throws of panic would have died in the lake. The priests enlisted the aid of some local mages and the airy water spell to investigate why such creatures, which were obviously not aquatic, would be found in the center of a truly huge lake. When they got to the bottom, which occurred after about two years of preparations, they found a large gate like monolith. They dutifully copied the different ancient writings on the gate’s exterior. Once they got these back to a magic university they found that they had indeed found one of the twelve gates revealed in the ancient texts of Airie. The common thought reason for it being on the lake bottom is that the lake, which is more of a filled in crevice, was at one time a thriving mountain valley. Local legends do not seem to go far enough back to mention the building of the gate. Though they do periodically make not of strange happenings in and around that area. After the two years of research they also can to the conclusion that the gate is responsible for the lack of aquatic life in the lake.

    3. The Gate of Chakatuaw is located in the high range of the grimwall mountains southern approach. Local dwarves had known of this gate for centuries, though they didn’t know what it was. After presumably finding out that the gate, which straddled the path through the range, was dangerous the dwarves forged another pass around the gate and its neighboring area. Researchers can to the area almost six hundred years after its discovery by the dwarves, who after discovering it circumnavigated around it and left it along. What was found around the gate at night frightened most of the researchers away. The gate had evidently mutated both the local flora and fauna of the area. Many researches have died in the study of this gate, much to the amusement of the dwarves who told people to just leave it be. At the moment the gate is to difficult to secure for researches to study. What they found out in the little time they were there is that the gate actively mutates local life forms that are exposed to it for any length of time. These life forms feel an over power desire to protect the gate from probing and unwanted guest. This leads some scholars to postulate that gates may be sentient or at least this one has developed sentient thought.

    4. The Gate of Akabah is the most desolate gate presently known of. It is located in the far-flung eastern deserts. Much is known about this gate in fact the knowledge gleaned from it has been invaluable in the on going studies of the previous two gates. This gate has yielded the most concise information yet for researches. The only draw back is the disturbance in the fabric of time around this gate. Some people experience temporal disturbances and still others are caught in slow [and fast] time. These apparently strange occurrences have become commonplace for about thirty miles around the gate. Though the farther you move away from the gate the less these disturbances occur. Another strange and often frightening thing that happens within the immediate surroundings of this gate is the animation of dead bodies. On rare occasions skeletal remains literally animate and move about harmlessly. These skeletons don’t seem to be to turn by priest of any sect. Even trying to damage them has no effect.

  2. Topography and Layout of Ivrel Prime; in the following section I will give information on what Ivrel prime looks like, its moons and other data specific to how this world looks. I am also including continent descriptions.

    1. There are ten different continent sized landmasses on the surface of Ivrel. Two of them are polar caps and one is the prime continent of the gaming campaign.

      1. The northern polar continent is called Solun Karish and is in perpetual winter much like that of Earth. The continent is frozen solid, though its believed that the actual landmass of this continent is small compared to the amount of ice buildup around the true land mass. There are no known civilizations on this continent. This continent is north by northeast of the most northern tip of Terabithia. [Continent number four top on the map]

      2. The southern polar continent is called Kanchet Karish and is also in a perpetual winter much like the northern continent of Solun. Again there isn’t much known about this continent because of the incredible harsh weather conditions. There are no known civilizations on this continent. This continent is due south of the most southern tip of Terabithia. [Continent number four bottom on the map]

      3. The largest continent is called Terabithia and it is the most populated of the ten continents. Terabithia has almost every climate on it as it stretches north and south more than east to west. It is also the continent that almost every player character will be born on and play on. This continent is the “center” of the world but geographically it rests east of the central north south axis. [The continent number three on the map]

      1. The continent of Cinhuil is known as the lost continent. Some scholars believe that most of the advanced societies had origins on this small continent. Some elven scholars still believe there are lost civilizations to be found on this old and mysterious continent. What make it so hard to explore is the constant mists that reside about a mile or so off shore from the continent. Every expedition that has gone to the lost continent hasn’t returned except one, which had gone insane speaking of insect creatures and dark necromantic powers rampant in the land. Its covered in dense jungles and allegedly has many ruins scattered about on its surface. Also known as Kursh. [The continent number six on the map]

      2. The continent of Evan is the cradle of the Donen culture; an oriental based culture. Though people have explored parts of this continent and its lush tropical climates the reception by the local Donen culture caused further exploration to be put off. This continent is also known as Colauph. [The continent number one on the map]

      3. The continent of Mon is south of the equatorial line on the other side of the world from Terabithia. It’s the home of the Morija culture and is often called the emerald isle or the shattered isle. In either case the actual land mass is broken into five smaller islands that are close enough to one another to qualify as a continent. Also known as Grilon. [The continent number five on the map]

      4. The small mostly jungle continent of Triax is the home of Suvaj culture; these wild “amazons” are fabled to rule from councils of women. The myths go further to build up the voluptuous appearance of these seductive women warriors and their captives. What is known according to the different Angen merchant and naval explorers is that there is a militant defense force on the shores of this continent. In addition the warriors do seem to be female though often not the seductive sultry women of myth. The Angen see this continent as a waste of time and haven’t even offered to take people their. Some scholars believe that the Suvaj are a derivative of a matriarchal society on that was once run where men were servants and women ruled. This ancient culture called Kisthern is long gone on Terabithia but may have been moved to Triax, though how is unknown. Also known as Shiuan. [The continent number two on the map]

    1. Ivrel is an earth-sized planet with roughly earthlike environments. It rotates one full turn exactly in twenty-four hours. It takes it 365 days to make one trip around the sun. It has two moons and a small asteroid debris ring between it and the outer most moons. From space the planet looks remarkably bland, as it seems to be covered in intensely dense cloud cover. In fact the planet would look like earth from space if not for the presence of the gates.

      1. The first moon of Ivrel is called Uvania and its not visible to the naked eye most of the time. It is often called the black moon or blood moon. The reason for this is because when it is visible to the eye it is either seen during and eclipse as a black second black spot with a white halo around it. The reason for it being called the blood moon is because it is most often seen during the autumn months and usually just before nightfall lasting until late into the night. When seen at this time it is almost blood red in hue. This moon is farther out from Ivrel than the second and it takes it about two years to make a full rotation of Ivrel.

      2. The second moon, and often the only moon to be seen is Alikronia, which is the classic moon that people come to expect seeing in the night sky. This moon seems to be locked in a parallel orbit with Ivrel and spins slowly on its own axis. The moon is often called the White Queen of the Heavens. Some scholars believe that the gods live and rule from this moon. Though Adonites say that’s not true, still it persists as a common myth that the common people embrace.

    1. The seas of Ivrel are broken into six areas. As with most worlds the seas of Ivrel are saline based and contain a lot of marine life. They cover nearly sixty percent of the surface of Ivrel.

      1. The Sea of Stars is just above Kursh to the northwest and to the west of the northern side of Terabithia. Marked S1 on the map.

      2. The Sea of Swords is between Colauph western side and Terabithias eastern side. The Jalinma races is heavily present in this sea. Marked S2 on the map.

      3. The Sea of Cathia is located to the south of Terabithia west of the Shattered Isle and to the east of Grilon. The Angen Minotaurs and other Angen sea going merchants heavily ply this sea. One of the two most active and commonly traversed seas the other being the Sea of Swords. Marked S3 on the map.

      4. The Sea of Telrogoth is located northeast of Kanchet Karish and east of the Shattered Isle. Marked as S4 on the map.

      5. The Sea of Mists is located west of the southern tip of Terabithia west of the southern half of Kursh and north of Grilons northern tip. Marked S6 on the map.

      6. The Sea of Souls is located west of the southern half of Grilon northeast of Kanchet Karish and south of Shiuan. Marked S5 on the map.

      7. The Sea of Dernitz is located northwest of Grilons center and south of Kursh. Marked S7 on the map.

7/9/2012 16:03 A7/P7


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