Sei sulla pagina 1di 221

CONTENT

1 HISTORY
During the Time of Dragons
2 THE PEOPLE
Physical Features
Language
3 GOVERNMENT
Family Houses
Central Tower
4 PSI
5 PRIEST
6 WARRIOR
Juggernaut Warrior
7 MAGI
Magi Tower
8 EQUIPMENT
9 DISTRICT ONE
HOUSES
Arnad (Y)
Citamo (ee)
Ipzirel (S)
Goldfield (A)
Hesperion (B)
Molara (C)
Acabdur (T)
Bubka (V)
Siltomus (ii)
Bokary (pp)
Modore (tt)
Gobayuik (bb)
BUILDINGS
Theater
Carpentry (6)
Jewelry
Soapmake
Candlemake

9 DISTRICT TWO
HOUSES
Colart (jj)
Siquest (ii)
Tostoni (W)
Gasgal (G)
Bevrain (D)
Shastri (H)
Kazinshia (I)
Severnain (J)
Mirrius (K)
Sallavarian (cc)
BUILDINGS
Leatherwork
Clothing
Fish Hatchery
Alchemy
10...DISTRICT THREE
HOUSES
Jakartai (F)
Messandier (M)
Mandrona (O)
Norev (R)
Sharn (U)
Silakon (Z)
Masterion (aa)
Balotos (dd)
Hawk (ff)
Zintar (gg)
Alimbard (hh)
Diommod (ll)
Cumbar (nn)
Car-loatta (oo)
Paintomia (qq)
Unimarius (rr)
Distost (ss)
BUILDINGS
Glassmake
Metalsmith
Brewery

Bakery

11...DISTRICT FOUR
HOUSES
Tigana (E)
Tigira (N)
Gentain (P)
Greenhand (Q)
Nyrond (X)
Caultor (kk)
Tersoff (uu)
Wirimnaer (vv)
Adongala (ww)
Driiquar (xx)
Elandinai (yy)
Kiirquarlani (zz)
Xilokerym (aaa)
BUILDINGS
Papermake
Mason
12...SPACE
Turret Defense
Docks
Falcon Ships
Griffon Ships
13...UNDERSIDE
13...GARDEN
14...CRYSTAL CHAMBER

HISTORY
DURING THE TIME OF DRAGONS
(Unknown to 24,000 DR), Toril, is dominated
by dragons far more powerful than those on
Faern today. Isolated pockets of territory fall
under giant control, and these grow toward the
end of this age. This is when the Aril-tel-quessir
(avariel), along with the Sy-tel-quessir (green
elves), and the Ly-tel-quessir (lythari), first
came to Aber Toril as immigrants from the
realm of Faerie, passing through the fey
crossroads and backroads.
Upon first migrating to Faerun, they found the
world to be a vast, beautiful place.
Unfortunately, vicious dragons ruled the skies.
The newly arrived avariels were nearly wiped
out by the dragons before the First Flowering.
In their tenacity they were able to establish a
foothold though. Of these, the largest was the
temple-city of Aerie, located in the Star
Mountains at the heart of the High Forest. By
the time the second wave of elven immigrants,
the terrible wars with the dragons had driven
them to near extinction.
The martial strength and magical prowess of
the peoples in this second wave brought the
Time of Dragons to a close. All that's left now
of this time are legendary epics and songs of
elves overthrowing and slaying dragon and
giant overlords, and carving nations for
themselves.
During the First Flowering (-24000 to 12000
DR) the elves colonized the islands of
Evermeet and parts of the future Moonshaes,
taking the first steps towards what would
someday be known as elven high magic. This
powerful arcane knowledge allowed the elves
to contest with and finally drive back the
dragons for the first time in history. During
these centuries, the elves held back the orc
hordes, the dragons, and the giants,
slaughtering them all and allowing the other
races the chance to survive and thrive in safety.
The only major loss to the elves at this time
was their winged brethren, the aril-tel-quessir.

History

After all the avariel had gone through, only one


major flock and a handful of smaller flights
remained. The Convocation of Eagles flew east,
seeking a new home. As the Convocation traveled
through foreign and exotic lands they found their
skills were greatly desired by those they met. It was
not long before they found a surprising new home.
An expansive human tribe formed an alliance with
the avariels. The human barbarians provided land
and peace within their own territory and in return
the avariels would provide some of their number to
act as scouts and messengers. Under this treaty both
people prospered and the avariel began to grow in
number.
After many human generations, the barbarian lord
Imruk of the city-state of Erlacor (now in ruins)
sought to overthrow the barbarian-king of the land.
The barbarian-king had turned to demon worship
and Imruk intended to put a halt to this. The
movement to oust the barbarian-king became nigh
unstoppable when Raaman (meaning blessed wing
in elven), the leader of the Convocation of Eagles,
proclaimed that that because the barbarian-king had
sacrificed several winged folk to the demons, the
avariel warriors would gather and aid Imruk's effort.
With command of the air provided by the avariels,
lmruk was able to crush the barbarian king's armies.
The last battle of the uprising was fought on the
plain to the north of the barbarian-king's capital. The
winged folk holy-men called upon Aerdrie Faenya
for aid, and their prayers were rewarded when the
High King's demons were destroyed by her wrath.
Seeing his demons and his army being destroyed, the
barbarian-king called down a curse upon the avariel
and upon Imruk, proclaiming that lmruk would
become as he, but less than he, and would die for
treachery. Seconds after proclaiming that curse, the
barbarian-king fell dead with scores of arrows in his
body as Imruk's warriors burst through the king's last
defenses. lmruk was awed by, and apprehensive of,
the power the winged folk had shown. He feared
that unless he acted quickly, he would rule only by
their sufferance. Therefore, lmruk invited Raaman to
bring the winged folk army to Imruk's encampment
the following day so he could give the avariel
warriors great rewards for their part in winning the
battle.
The following day the avariel warriors landed in the
designated area in the center of Imruk's camp. As
soon as the air was no longer stirred by the beating
of wings, Imruk's archers fired upon the winged folk,
and only a few of them again reached the safety of
the sky. Raaman was one who escaped. Three days
later he killed lmruk in a raid upon the camp, but
was himself mortally wounded. Thus did lmruk die
History
Title

for his treachery, and was ruin wrought upon the


winged folk, just as the barbarian-king's curse had
prophesied. The winged folk lost half of their
population in the ambush, even though many of
Imruk's men were also slain. Most of the females
and all of the children did not go to Imruk's camp
and thus were spared. Before he died, Raaman
charged his successor with the responsibility of
removing the winged folk from their relationships
with other human and demi-human beings.
Raaman's successor followed this order, secreted the
remaining avariel, and thus the winged folk began
yet another long and slow recovery.
The Convocation of Eagles journeyed for many
years, concealing their wings lest they attract too
much attention. They took to the skies only when
they had to, hiding on the ground like vermin and
living terrible, dirty lives as nomads and scavengers.
What exactly happened during the intervening
millennia is unknown.

One thing that is worthy of note is that in 1531 DR


a plague originated in Bandor Village on the eastern
slopes of the Barren Mountains (Nether Mountains).
This plague caused the death of all life in the village
and swept east to Vandal Station, where it claimed
4,000 more lives before ceasing its deadly march. It
is rumored that the plague was caused by contact
with the winged humanoid race. Additionally, in
933 DR there were rumors of winged humans flying
about the summits of the Barren Mountains (Nether
Mountains). While a few expeditions were mounted
to contact this new race, none were successful.
In their own myth's, the avariel claim that Aerdrie
Faenya took her people to her realm in Arvandor.
There they slumbered until Toril was safe enough for
them to return. Regardless of the truth, they traveled
as nomads, from one temporary home to another.
They finally came to a land far from any which

The dwarves of the Ice Kingdom of Dareth had


been warring with seemingly endless flights of white
dragons and their bestial servants. With the help of
the dwarves of Delzoun, they fled from the
mountains of Dareth (now known as the Peaks of
Cold Death), to a lone mountain that stood apart
from the rest. They named it Mount Sundabar in
honor of a city in the Northkingdom that they'd left
behind.
There they founded a new citadel (circa 1000 DR),
electing as King one Embryn Shattered-shield, who
left his clan to take the name of Dareth. The white
dragons soon attacked Mount Sundabar, employing
magical items of great force and unknown, elder
origin. In the end, the Mountain was shattered, the
dwarven hold laid waste. The dwarves fought on,
however, slaying dragons whenever they could reach
them. They became skulking attackers who swarmed
all over the Mountains of Dareth, until no dragon
was safe in its lair, and the bones of both dwarves
and dragons littered the mountain range. In the end,

the dwarves and dragons destroyed each other, in a


final confrontation on the broad mountaintop now
known as Heroes' Height. This opened the way for
humans to hunt and cut lumber in the rich lands
that became Armridge and Sossal. The caverns of
Dareth were explored and plundered of all
valuables left by the dwarves, but recurring
monster attacks made the mines too dangerous to
work. And so they remain today, home to
dangerous creatures that feed on the occasional
humans or dwarves desperate or reckless enough
to try mining the riches of lost Dareth again.
Dareth's borders lay within the mountain range
named for it, plus Mount Sundabar, Heroes'
Height, and the high valleys between. The Sign of
the Realm, almost unknown today, was a row of
three peaks with a stone hammer, head to the
right, horizontal above them.
Atop the demolished flat-peak, a small group of
white dragons of Hoarfaern and a few of their
beastial servants dwelled, most of their numbers
having returned to their own lairs within the dwarfcarved halls of the Mountains of Dareth. These
dragons were driven out and the Convocation
claimed the mountain as their own, naming it the
Aerie of the Snow Eagles.
Soon the wyrms returned, wishing the mountain
back and renewed their ancient war with the
avariels. Only in the last millennia has this war
subsided. Whether it's due to losses on the dragon's
side or simply lack of interest, it's unknown. The
only other remaining threats in the area were the
Sossarim to the north and the Ulutiuns to the west.

I N TR O D U C TI O N

might harm or betray them, a land they could soar


without fear. It was a cold and brutal land, but their
magics were able to adapt them well to this
environment. Therein they found majestic Mount
Sundabar, the last dwarfhold of the kingdom of
Dareth (established in 2600 DR by Orloebar
Snowbeard).

Travels of the city of Sidon through space.


First was to get through the Greyspace crystal sphere.

History
Title

I N TR O D U C TI O N

THE PEOPLE
In winged elf culture young are produced to keep
the species alive, only sometimes out of love but
winged elves mate for life (till death) but will
reproduce with others if the community demands
it (example: different subspecies) winged elves
often being immortal will spend immensely long
periods of time alone with the one it loves (even
years) in winged elf culture mating is an optional
practice and doesn't happen before adulthood.
A winged elf is much like any other elf. They are
patient and aloof, however he or she has a short
temper if someone harasses his family or culture
because winged elves are all close.
Dwarves are hard for winged elves to get along
with because of their opposite domains and
behaviors. The only thing they share is sometimes
the general region. Gnomes are a bit easier to get
along with, but not that much due to domain.
They share a common usage of magic. Orcs are
hated by the winged elves and so is their spawn
half orcs. They view all elves as friends, even evil
species, because the winged elves believe that all
elves should live together in unity regardless of the
past and would go to the lengths of slaying a deity
to achieve that unity. Winged elves view humans
as corrupters of the elves and do not understand
them and their practices. Previously the winged
elves viewed them as allies, but because of all the
damage dealt to the wilderness by the humans and
the prevention of the creation of full blooded elves
by mating with elves, they are regarded with fear.
Half elves are viewed as a race that can be helped
because winged elves have spells that can bring out
their elvish blood, however they believe that any
who turn them down on these offers is viewed as a
lost cause. Winged elves hate dragons because
they were nearly driven to extinction by them.
Winged elves have great relationships with treants,
centaurs and good & neutral fey. Winged elves
view halflings as allies and will often help guard
halfling caravans winged elves and halflings share
the same love of family. Winged elves hate
raptorans and view them as traitors and will kill
them on sight in the wilderness. Winged elves also
hate goblins for war with them forced them to flee
to the haven realm. Winged elves regard lizardfolk
as allies as they too live in harmony with nature.
The People

Thankfully, neither sought out the avariels, both


seemingly as cautious as the winged folk
themselves. This suited everyone well and over
the years they have come to a mutual, if
cautious, understanding.

The past five hundred years have pest in peace


and prosperity for the Aerie of the Snow Eagles
and many have renewed hopes for their future as
a people. It is with this renewed hope that
recently contact was re-established with their
elven kin and officials from Evermeet.

Avariel resemble half-elves in many physical


features, except that they have wings. They
average around 4'5" to 6'4" in height and weight
as much as 80lbs to 170lbs , with men the same
height as and only marginally heavier then the
women. Because of their Close Racial
Relationship to the unknown, An Avariel hears
the call of death sooner, making them cherish life
even more so than their land bound cousins. they
reach adulthood at 20 and can live to be a little
older than 180 years old. They tend to be paleskinned with eyes slightly larger than their
cousins. Avariel usually have white or black hair,
rare exceptions are usually thought of as omens
or closer to the divine and they are given
positions of power. Like other elves, they don't
have any facial or body hair. From their back,
long, soft, white or Black, feathered wings arise.
Avariel wings are extremely susceptible to fire,
keeping them away from open flames is inherent.
Their angelic nature makes Avariel very
beautiful. Some Avariel tend to take advantage of
their Angelic appearance, making humans do
their bidding or keeping them away from certain
areas. They have hollow bones which makes
them frail.

outdoors, Avariel can see details over 1 mile


away. Vision must be unobstructed and the
avariel gains a +14 on spot checks when
focused on an area and using this feature.
This makes them excellent scouts.
- Owls-Feathers(Ex): Her soft feathers give
her a +14 to moving silently while flying at
night. This makes her a dangerous opponent,
as a stalking owl is to a mouse.
- High altitude adaption (Ex): Avariel can
breathe without problems up to 20.000 feet
above sea level. After this, they can
acclimatisize to the altidude. This requires an
Endurance check with DC 10+ (thousands of
feet above 20.000) every week for six weeks.
After this, the Avariel is acclimatisized to the
altitude until six months after he/she drops
below this altidude. When not acclimatisized
to an altidude, an Avariel takes 1d4+ 2
nonlethal damage every hour, as well as a -1
to all ablity score modifiers, for every 1000
feet above acclimatisized altitude. This may
be avoided by avoiding strenous activity, such
as combat. This ability does not provide
protection from gas attacks, rather, due to
more efficient gas exchange, Avariel take 1
additional damage (and gets a -1 penalty to
saving throws) to gas attacks, and 1 more in
both for every 1000 feet above sea level.
Avariel have a level of cold protection of 1
(see Frostburn for details on artic conditions).
- Low-Light Vision: Avariel can see twice as
far as human in moonlight, starlight or
torchlight and similar conditions of poor
illumination. Avariel retain the ability to
distinguish colors at these conditions.
- Weapon Proficiency: Avariel receive
martial weapon proficiency with longsword,
spear, bolas, and whip as bonus feats. Avariel
tend to stay away from bow weapons and
anything that cannot be used while in mid
flight. unlike their cousins, drawing a bow in
flight interferes with their wings and they

Avariel spend most of their lives airborne,


becoming more dexterous every day, their
angelic wings make them as beautiful as fey, but
they lack in constitution like other elves.
Avariel base land speed is 30ft. 40ft fly speed,
perfect maneuverability.
- Jump(Ex): Using her wings she is able to
jump 10ft without a required check, both
horizontal and vertical.
- Gliding(Ex): Avariel can use her wings to
glide, negating damage from fall of any height
and allowing 20ft of forward travel for every
5ft of descent.
- Flight(Ex): 40ft and they can fly at perfect
maneuverability.
- Eagle-Eye Vision(EX): When Flying or
The People
Title

I N TR O D U C TI O N

dislike heavy two-handed slashing and


bludgeoning weapons which require them to
stay grounded for proper use.
- Trance: Avariel do not sleep, as members of
most other common races do. Instead, they
meditate in the deep trance that all elves
meditate for 4 hours a day. This makes them
immune to magical sleep.
- Automatic Languages: Avariel, Elven,
Common. Bonus Languages: Draconic,
Gnome, Gnoll, Goblin, Orc, Sylvan, and
Celestial because their language closely
resembles it.
- Favored Class: Ranger or Druid.
- Level Adjustment: +1
I think that the name Avariel was given to them
by humans, as it there is litte elvish to it at all. It
was probably derived from the elvish for 'remote
elves' Avahairedhel (ah-vah-high-reh-thel), which
slow-tongued humans mistook for Avariel The
elvish equivalent of 'winged elves' is
raamavoitedhel, which just doesn't look too good
for a race name, hence its non-use.

Avariel are also known to practice the dyeing of


wing tips.
Avariel are graceful and striking, standing as tall
as most humans, though they appear even more
fine-boned than their landborn elven kin. Their
features are more chiseled, more angular, their
eyes larger, and golden, azure, emerald, or rich
hazel. The hollow bones that enable them to fly
make them frail, though their chests and
shoulders are strong, powering their magnificent
eagles' wings. Their plumage is usually the purest
of whites, though blacks and greys are known,
and their hair is white, black, or more rarely,
gold or silver. Like other elves, they have no
facial or body hair. They prefer simple, loose
clothing that does not impede their wings,
usually in pale white, grey, or silver.
Avariel have shorter lifespans reaching majority
at 150, and seldom living beyond the age of 600.
Like other elves, the avariel do not sleep, instead
entering meditative trance for 4 hours per day.

The most striking feature of the avariels is their


soft, feathered wings. These wings have spans of
anywhere from twelve to sixteen feet and are
usually white, but may also be gray, brown, black
or speckled. Their skin is pale, often porcelain
white, with tinges of blue or faint silver. They
have silver-white or black hair, with other shades
being rare but not unheard of.

The People

Auran is a soft-spoken, breathy language


which shares a similar grammar with the
other elemental languages. It is primarily
spoken by those of the Elemental Plane of
Air,[2] and occasionally by the inhabitants of
the Wall of Heaven Mountains and the
nation of Zi Ha in Tian Xia, where it is
sometimes referred to as the "tongue of the
heavens".
The Auran Language is the language of airbased Creatures and the Kyrie. It is a series of
incomprehensible clicks and ethereal
intonations.
Askyren - roughly 'Winged Mother'

Introduction
Title

I N TR O D U C TI O N

GOVERNMENT

Cleric - Heruraina Colart (Cler ic 34th lv)


Magi - Raina Sharn (Mage 32nd lv)
Psi - Karak Hawk (Psi/Fighter /Mage 34st/32nd/28th)
Warrior - Bartose Caultor (Fighter 36th lv)

Sidon has a King and four Council one from


each tower.
Cleric
Magi
Psi
Warrior
These offices are in the appropriate towers.
There are twelve members in total from the
four Avariel Districts. Each district has one of
the following:
Domestic
Civil
Agriculture
These offices are in the main tower.
The 4 Council to the King/Queen and the 12
members of the Avariel Council of the Districts
run independently.
There are 258 family houses within Sidon each
assigned to a district depending on where that
family house is located. Each family house has
the patriarch in charge of that house. From
these patriarchs is chosen to be a member of
the Avariel Council for their District.

Government

Adongala "Peacewhisper"
Driiquar "Airdance"
Elandinai "Arrowbreeze"
Kiirquarlani "Gemsoul"
Silathdiir "Mountainstone"
Xilokerym "Petalsword"
Male Names: Aerontar, Daedamai,
Peregrane, Raptiir, Sperenshay,
and Talasphir.
Female Names: Aerie, Cassae,
Esthaenie, Icaria, Lethri, and
Nahlrie.
A winged elf receives a name from
both parents a clan name a within
clan name for each clan (only one
after adulthood ceremony) a
childhood nickname any names
acquired from other cultures (as
marks of acceptance) any adulthood
nicknames and the right of passage
name.

Government
Title

Government

G O V E R N ME N T

Down stream from the fish hatchery is the river


bridge. Docked on its banks are river canoes.

Government
Title

Government

G O V E R N ME N T

1
2
3 Throne Room
4 Council Chambers
5 Great Hall
6 Landing
7 UnderLanding
8 War Room
9
10 Rooms
11 Spiritual Apex
12 Spiritual Bridge
13 Rooms
14 Rooms
15 Library lv1
16 Library lv2
17 Library lv3
18 Rooms
19 Rooms
20 Rooms
21 Rooms
22 Rooms
23 Rooms
24 Common Area lv1
25 Common Area lv2
26 Common Area lv3
27 Common Area lv4
28 Rooms
29 Rooms
30 Rooms
31 Fountain Falls
32 Rooms
33 Tube Landing
34 Storage
35 Storage
36 Storage
Government
Title

Government

G O V E R N ME N T

Level 3

THRONE ROOM

Government
Title

G O V E R N ME N T

Guards
This is the staircase entrance.

Guards
On either side of the throne.
Behind the throne is the Sidon Banner, a spread
white eagle on a blue back ground, the eagles
talons spread.

Government

Level 4

COUNCIL CHAMBERS

Government
Title

G O V E R N ME N T

Guards
This is the staircase entrance.

Government

Level 5

GREAT HALL

Government
Title

G O V E R N ME N T

Guards

Guard

Guard

In the center of the chamber is a circle in the floor


that allows teleportation to other circles with in
the city.

Government

Level 5

KARAKS SPIRE
CONFERENCE CHAMBER
Mirrored wall when door is closed an
Illusionary Mirror comes into effect
making it all look like one solid wall.
Then it can be used as a Crystal Ball.
Transport System a mental command will
slowly move you threw the air up or
down making you move threw an
illusionary ceiling that is a continual
light.
On the marble table is a crystal jar#78
In crystal rack is crystal goblet platinum
rimmed (8), pitcher to match goblets,
platinum serving tray, crystal bottles of
(rum, gin, brandy, wine etc.), flask of
pills#95 (100), potion of sweet water.
Manned by a permeant unseen servant
that mans the kitchen below.

PRIVATE LIBRARY
1. Desk: Quill of Transcription, Everful
Inkwell, signature stone & ink pad,
parchment (3 reams), ivory scroll case
(3),
Mini Desk, platinum pens (4), crystal
prism.
2. Bookcase: Traveling Spell Books (24)

Government
Title

1 Sphere of Conversation , Prism & Square


containing a Nchasers Glowing Globe
spell,

4
3
6

2 Abacus #70, Ball & Pyramid


containing a Nchasers Glowing Globe
spell,
3 Cone & Cylinder containing a
Nchasers Glowing Globe spell, Hourglass
4&5 Javelins of Lightning (8, 4 each in a
sill stand)

7
1

G O V E R N ME N T

OBSERVATION

6 blankets (3), pillows(4), Rod of


Continual Light (4)
7 Cot of Suspension

SLEEPING CHAMBER

Government

Level 6

LANDING

Government
Title

G O V E R N ME N T

Guards
This is the entrance to the central towers throne
room.

Guards
Also will be located to entrance going down.

Guard (sometime two guards)


- Royal Gunner
This spire does contain a turret cannon and is
manned by two guards when the city is under
lock down.

Teleport Care Taker (ID# 0676)


In the center of the chamber is a circle in the floor
that allows teleportation to other circles with in
the city. This is mainly used for transporting goods
and the elderly that no longer have the gift of
flight.

Guard
This area has art work that is rotated out once a
month.

Government

Level 7

UNDERLANDING

Government
Title

G O V E R N ME N T

Unmanned Turret protected in a force field

Government

Level 8

WAR ROOM

Government
Title

G O V E R N ME N T

This room is always manned and watching all of


the Sidon people for any sign of distress so
guardsman can be teleported to the scene to help.
A large section in the center is a illusionary display
of the city with real time activity that is
happening.

Government

Level 9

NAME

Government
Title

Government

G O V E R N ME N T

Level 10

NAME

Government
Title

Government

G O V E R N ME N T

Level 11

Government
Title

G O V E R N ME N T

This contains five statues of famous Avariels.


Next to the stairs is an illusionary wall that hides
the opening to the spire.
Emergency teleporter

Government

Spire

JAIL

Government
Title

Government

G O V E R N ME N T

Level 12

SPIRITUAL BRIDGE

Government
Title

G O V E R N ME N T

The Spiritual Bridge is used for ceremonies of


initiation to the Psi Order.

Government

Level 13

NAME

Government
Title

Government

G O V E R N ME N T

Level 14

NAME

Government
Title

Government

G O V E R N ME N T

Level 15

LIBRARY 1

Government
Title

Government

G O V E R N ME N T

Level 16

LIBRARY 2
Entrance

Government
Title

Government

G O V E R N ME N T

Level 17

LIBRARY 3 Archival Sprier

Government
Title

Government

G O V E R N ME N T

Level 18

NAME

Government
Title

Government

G O V E R N ME N T

Level 19

NAME

Government
Title

Government

G O V E R N ME N T

Level 20

NAME

Government
Title

Government

G O V E R N ME N T

PSI

PSI are the researchers and developers of the


people.
Would be classified as the scientists and
explores
The methodical attitudes at the heart of a
psions technique lend themselves to formal
study. Psions were the first psionic class to
form scholastic traditions, and the first to
develop unifying theories of psionic energy. A
psionics college is not necessarily a specific
location. Its a combination of philosophy and
methods of study, a means of teaching more
than a place of teaching.
The various psion builds and focuses are an
extension of these scholarly traditions. Are you
a telepath, a telekinetic, or a shaper? Do you
prefer orbs and crystals, or would you rather
wield a staff? Do you practice ritual magic or
alchemy? Which of the various psionics origin
theories do you support? These traits were
likely shaped by the psionics college that
instructed you.

Psi

Psi
Title

PSI
Title

Psi

Warrior

Psion

Protector
The protector trains in unique tactics to protect his
allies from harm and to absorb their damage.

Mindwright
A psion who chooses to specialize in crafting
psionic items is known as a mindwright.

Kineticist
The martial kineticist eschews mundane weapons
to fight using only his psionic prowess. He gives
up the advanced combat training of most psychic
warriors in order to learn how to use the power of
psychokinesis as a weapon.

Constructor

Dervish
You are a whirlwind in combat. Your blades strike
out faster than the eye can perceive, sending enemies reeling from your twin-bladed attacks.
Interceptor

You are adept at engaging enemies, guarding


your allies, and blocking interlopers. Speed and
maneuverability are not your only tools; you know
how stop a foe in his tracks.
Archer
Your focus is on ranged combat rather than wading
into the thick of things.

Infiltrator
You are adept at changing your form and altering
your physiology to meet any situation and strike
fear into your enemies.
Survivor
You are capable of surviving in harsh environments and enduring deadly assaults. You recognize the power of the bodys ability to overcome
even the most deadly of afflictions.
Traceur
You are a mobile fighter and you use techniques
that allow you to make the most out of your momentum and your speed. Where many psychic
warriors rely on their physical power or agility,
you have learned that motion is just as powerful a
tool at your disposal.

Psi
Title

Tactician

Vitalist
Guardian Method
A guardian vitalist focuses his skill on keeping his
allies from suffering wounds. He develops psionic
abilities that deflect, absorb, and reflect damage
proactively, rather than healing wounds after they
are suffered.
Mender Method
A mender vitalist is the most common found, as
he focuses on healing wounds more efficiently,
even bringing back life to the dead. The mender
vitalist learns how to boost the bodys natural
healing ability to unimaginable regenerative levels.

Wilder
Blasting Wilder
Wilders are known for invoking dangerous surges
of psionic power, yet some have learned to turn
that power into an actual weapon.

PSI
Title

Psi

Guardians Shield

Level
1
2
3
4
5
6
7
8
9
10

Wielder
4
6
8
10
12
14
16
18
20

+1 crystalline shield
Detect psionics
Evasion
Block ray
+2 crystalline shield
Power resistance
Improved evasion
Absorb energy
+3 crystalline shield
Nullify power

Crystalline Shield: Disruptor is a crystal grip that


is fashioned to resemble a shield made of crystal.
It functions as a standard crystal gripPE.
Detect Psionics (Ps): The wielder of Disruptor can
use detect psionics as a psi-like ability at will as
long as he is holding Disruptor.
Evasion (Ex): The wielder of Disruptor gains
Evasion as a rogue equal to his character level.
Block Ray (Ex): Starting at item level 6, the
wielder of Disruptor adds the shield bonus to his
AC against any rayeffects that target him.
Power Resistance (Su): Once Disruptor has
reached item level 6, the wielder gains power
resistance equal to 12 + character level while
wielding Disruptor.
Improved Evasion (Ex): The wielder of Disruptor
gains Improved Evasion as a rogue equal to his
character level.
Absorb Energy (Su): Starting at item level 8, the
wielder of Disruptor can use the crystal shield to
absorb energy from powers manifested against
him and convert that energy into harmless light.
The wielder can choose to use this ability at the
time the effect occurs. Disruptor can absorb up to
5 power points of effects per class level the wielder
possesses per day. If the effect to be absorbed cost
more power points than are remaining to be
absorbed, this ability cannot be used on that effect.
For example, if Disruptor is wielded by a 17th
level soulknife, it can absorb up to 85 power points
worth of effects per day. If it has already absorbed
Warrior
Title

80 power points and the wielder was targeted by


an effect that cost 6 power points, the effect could
not be absorbed.
Effects that do not cost power points, such as
spells, are not absorbed. Psi-like abilities are
treated as if they cost the creatures effective
manifester level in power points, even if the
creature did not spend any power points.
Effects that target an area, such as energy ball are
only absorbed for the portion that would target the
wielder of Disruptor; the remaining area is still
affected normally.
Nullify Power (Su): At item level 10, Disruptor
allows its wielder to negate psionic effects entirely.
As a free action, Disruptors wielder can make a
dispel psionics attempt against any harmful power
or effect that would affect him, including targeting
psionic weapons used to attack him. The
manifester level of the dispel psionics check is
equal to the wielders character level. After
being used, this ability cannot be used again for
two rounds.

Warrior

W ARRIOR

A mender vitalist is the most common found, as


he focuses on healing wounds more efficiently,
even bringing back life to the dead. The mender
vitalist learns how to boost the body's natural
healing ability to unimaginable regenerative levels.

Menders
Sometimes, children in
development are influenced by
the planes. Those affected by the
plane of positive energy can find
themselves with an excess of life
energy. Those who learn to cultivate this excess
energy and how to share it can be called menders.
Menders are some of the greatest healers in the
multiverse.
Menders are very good at healing. They also can
make a decent party face. However, they lack
combat skill, and so need protection by those who
can fight. They are however skilled at killing
undead.
Level
1 Vitalist method, collective, collective healing,
medic powers, knacks, transfer wounds (1d6)
2 Vitalist's touch, health sense (identify), spirit
of many
3 Steal health (touch), telepathy
4 Transfer wounds (2d6)
5 Request aid
6 Pulse
7 Health sense (stabilize), steal health (ranged),
transfer wounds (3d6)
8 Swift aid
9 Expanded Knowledge
10 Transfer Wounds (4d6)
11 Vitalist expertise
12 Health sense (treat poison)
13 Transfer wounds (5d6)
14 Steal life
15 Collective range (unlimited)
16 Transfer wounds (6d6)
17 Health sense (treat disease)
18 Expanded Knowledge
19 Transfer wounds (7d6), collective range
(planar)
20 Master vitalist
A mender vitalist is the most common found, as
he focuses on healing wounds more efficiently,
even bringing back life to the dead. The mender
vitalist learns how to boost the bodys natural
healing ability to unimaginable regenerative levels

Warrior
Title

Mender Power
A mender vitalist adds natural healing to his list of
powers known. This does not count against his
number of powers known.
Mender Snacks
The mender gains the talent below as his method
knack.
Halt Death: The mender can target one member of
his collective that is dying (at -1 hp or less). That
creature is automatically stabilized and does not
lose any further hit points. If the creature later
takes damage, it continues dying normally.
Mender's Touch
A mender vitalist of 2nd level who utilizes transfer
wounds heals the target an additional number of
hit points equal to his class level. This additional
healing is not transferred to the mender like the
normal amount healed.

Swift Aid
A mender of 8th level may, as an immediate action
and by expending his psionic focus, heal a member of
his collective as if he had used transfer wounds.
Mender's Expertise
Upon achieving 11th level, a mender is skilled at
restoring the psyche of the recently deceased and
efficiently healing his collective members. Any time a
mender manifests psionic revivify, the maximum
number of rounds after the target's death allowed
increases by his Wisdom modifier (minimum 1)
without the need to suffer additional negative levels.
In addition, anytime a mender manifests a power with
the [Healing] descriptor, it heals an additional 50% hit
points (round down).
Master Mender
A mender of 20th level is capable of healing even the
most grievous of injuries. As a full-round action and
by expending his psionic focus, the mender can heal a
member of his collective to full health, including
restoring any ability drain, removing fatigue or
exhaustion, and curing any poisons or diseases. The
mender can use this ability once every 10 minutes.

Stone
The healing touch is a remarkable healing ability that
can instantly heal cuts, burns, bruises and similar
physical wounds. The touch restores 2D6.
Induce sleep to bring relief, rest, and to help the
recuperative powers of those who are ill, exhausted, or
suffering from insomnia. The ailing person will fall
into a normal, restful sleep from which he or she can
be easily roused.
can instill a lust for life into someone who is in a coma
and apparently dying
The psychic healer can sense physical pain, external
and internal injury, disease and possession with
absolute clarity. This pinpoint accuracy enables the
character to suggest treatment or to conduct psychic
surgery.
The healer can use his abilities to slow a person's
metabolism and destroy chemicals, drugs, poisons,
and toxins in the body. The effects of the drugs/
impurities are immediately halted at the beginning of
the meditation, and completely destroyed/negated by
its end.
The ability to deaden pain can be used as a painkiller
which temporarily negates existing pain or as an
anesthetic to be used for surgery.
Psychic surgery is used to repair broken bones and
internal injuries, the removal of foreign objects
(arrowheads, bullets, etc.), or when a character has
suffered so much damage that he or she has lapsed
into a coma (zero or less hit points). The recovery
from a coma (near death) is equal to treatment from a
modern hospital, and 1-66% when psychic surgery is
used. Note that there is absolutely no scarring from
psychic surgery and minimal pain (no pain if the
deaden pain psi-ability is used). No
tools are needed, only the psychic's
hands. Note: A psychic diagnosis must
be made before surgery is possible.
The psychic character can scan the
brain to locate and identify both
physical and mental aberrations,
damage and impairment, including
bruises, tumors, aneurysms, diseases,
mental blocks, hypnotic suggestions,
phobias, obsessions, traumas, magic
insanities, magic curses, and similar
mental blocks and aberrations. A brain
scan does not reveal anything about
the character's personality, memories,
skills or thoughts. A brain scan is
necessary to remove mental blocks, magic insanity
and other forms of insanity.

Warrior

W ARRIOR

Mender's Pulse
As a free action, a mender of 6th level may project a
pulse to all members of his collective by spending one
power point, granting fast healing 1 for one round.
Every three vitalist levels thereafter, this fast healing
increases by 1. This healing is not eligible to be
redirected using collective healing.

Mindwright

A psion who chooses to specialize in crafting


psionic items is known as a mindwright.
A Mindwright begins play familiar with a number
of powers equal to his Intelligence modifier. Every
time he gains access to a new power level, and
again at 20th level, he learns a number of new
powers equal to his current Intelligence modifier.
For example, a 1st-level Mindwright with an
Intelligence of 15 knows two powers.
Choose the powers known from the psion power
list. (Exception: The feats Expanded Knowledge
and Epic Expanded Knowledge do allow a
Mindwright to learn powers from the lists of other
classes.) A Mindwright can manifest any power
that has a power point cost equal to or lower than
her manifester level.
The total number of powers a Mindwright can
manifest in a day is limited only by her daily
power points.
A Mindwright simply knows her powers; they are
ingrained in her mind. She does not need to
prepare them (in the way that some spellcasters
prepare their spells), though she must get a good
nights sleep each day to regain all her spent power
points.
The Difficulty Class for saving throws against
Mindwright powers is 10 + the powers level + the
Mindwrights Intelligence modifier.

Warrior
Title

Psionic Identification (ex)


At 8th level, the mindwright adds his psion level as a
bonus on Spellcraft checks to identify psionic items.
This ability replaces the discipline ability normally
gained at 8th level.Greater
Ectoplasmic Creation (Ps)
At 14th level, the mindwright can use greater
ectoplasmic creation as a psi-like ability three times
per day, but he can only have a number of such
objects in existence at any given time up to his
Intelligence modifier.
This ability replaces the discipline ability normally
gained at 14th level.

Psionic Infusion (Su)


At 20th level, the mindwright can temporarily add a
special ability to a suit of armor, a shield, or a
weapon. Doing so takes a full-round action and a
Spellcraft check (DC 25 + the manifester level of the
special ability). If the check is successful, the
mindwright adds the special ability to the item for 1
minute. The item does not need to have a +1
enhancement bonus to add a special ability.
The mindwright must spend 1 power point for every
500 gp of the special ability's base price (rounded up).
The mindwright can spend a number of power points
up to his psion level. If the mnidwright uses this
ability to add a special ability to an existing psionic
item, subtract the item's base price from the base price
it would have if it had the ability to determine the
number of power points needed to spend to add the
special ability. If the mindwright fails the Spellcraft
check, the power points are not lost.
This ability replaces the discipline ability normally
gained at 20th level.

Warrior

W ARRIOR

Efficient Artisan
At 2nd level, a mindwright decreases the cost of
creating a psionic item by 5%. In addition, the
mindwright treats the base price as if it were 5% lower
for the purpose of determining the time it takes to
create the psionic item. At 6th level and every four
levels thereafter, the mindwright decrease the cost and
time by an additional 5%. This ability does not stack
with other effects that decrease the cost or time of
creating a psionic item.
This ability replaces the discipline ability normally
gained at 2nd level.

PRIESTS

AVARIELS acknowledge the Seldarine as a


whole and pay lip service to most of the elven
deities, but they hold a special reverence for a
single member of that pantheon, Aerdrie
Faenya, the elven goddess of the skies,
weather, and avians of all sorts. Although they
do not elevate their religious beliefs to the level
of fanaticism, the avariels as a whole are deeply
religious, and the thought of not venerating a
deity is alien and unwholesome to most of
them.
Avariels believe that it is due to Aerdrie
Faenya's intervention that they are able to
survive at all. Ages ago, Aerdrie Faenya gifted
the avariels with their wings because she knew
that they would face great trials and danger in
the future and would need the advantage of
flight if they were to have any hope of survival.
Avariels also believe that she takes more of a
direct hand in their lives then do the gods of the
other elves. Avariels often attribute Aerdrie
Faenya's intervention events that most other
races would view as simply fortuitous
coincidences.
The Dance of the Swirling Winds is a
semiannual festival held on the vernal and
autumnal equinoxes to celebrate the changing
seasons and to honor the Winged Mother. The
winds are always strong on such days, no
matter where Aerdrie's followers gather.
Celebrants make offerings of beautiful feathers
and join in an aerial ballet danced to the music
of wind instruments played by some of the
participants.
They control the underside garden producing
rare components given to the Magi for
production.
Would be classified as the medical, cultivators
and spiritual
Gardeners

Priests

Priests
Title

PRIEST

Farmers
Healers
winged elves view religions as propaganda

Priests

AIR: Facilitates casting of all air elemental spells. (5 gp)


4 sticks burned during casting add 1d4 rounds or
turns (DMs option) to duration (where applicable)
CONSTITUTION: Improves a believers endurance.
(10 gp)
4 sticks burned and inhaled by named PC apply a
+1 bonus to Con for 1d4 rounds or turns
(determined by DM)
DEXTERITY: Improves a believers manual facility.
(10 gp)
4 sticks burned and inhaled by named PC apply
+1 bonus to Dex for 1d4 rounds or turns
(determined by DM)
DIVINATION: Improves chances of magically gaining
knowledge. 5 sticks burned with divination spell improve
chances 5%
DREAM: When burned beside the bed of a sleeping
priest, provides dream-answers to questions. (12 gp)
8 sticks burned while the priest sleeps function as
a divination at a 40% base; useless to those below
4th level
EARTH: Facilitates casting of all earth elemental spells.
(12 gp)
4 sticks burned during casting add 1d4 rounds or
turns (DMs option) to spell duration (where
applicable)
FIRE: Facilitates casting of all fire
elemental spells. (12 gp)
4 sticks burned during casting add 1d4 rounds or
turns (DMs option) to spell duration (where
applicable)
GENERAL: Useful for all non-elemental spells.
HEALING: Aids in healing the wounded.
16 sticks burned sequentially (8 hours) add 1
point of healing to any within 10 foot radius
HONORS: Burned to honor guests and friends.
4 sticks burned improve by -1 encounter reaction
of monsters/NPCs above semi-intelligent in
10-foot radius
INTELLIGENCE: Aids in the quickness of wit and in
problem
solving.4 sticks burned and inhaled by named PC provide
a +1 to Int for 1d4 rounds or turns (determined
by DM)
LOVE: Aids amorous believers in the
art of wooing.
while burned and subject remains in 10-foot
radius, functions as charm person, but only in

Priests
Title

regard to amorous statements/acts


PROTECTION: Wards off evil
creatures while it burns. (15 gp)
while burning, functions as protection from evil,
10 radius; useless to those below 4th level
PSIONIC: Facilitates the use of mind
powers. (10 gp)
4 sticks burned and inhaled reduce the PSP cost of
powers as follows: Cost 1no effect; Cost 2 to
10 -1; cost 11+ -2
PURIFICATION: Cleanses the
minds and hearts of companions.
4 sticks burned and inhaled function as a bless
spell centered on incense in a 20-foot cube
RAIN: Brings rain to parched lands.
(10 gp)
4 sticks burned function as a weather summoning
spell but produce only rain; useless for those
below 4th level
STRENGTH: Improves the power of
muscles and health of bones. (10 gp)
4 sticks burned and inhaled by named PC provide
a +1 bonus to Str for 1d4 rounds or turns
(determined by DM)
STUDY: Aids in the research work
of priests and wizards. (12 gp)
while burning, provides a +2 bonus to any one
priest or wizard proficiency being used in study
TEMPLE: Common to altars and
temple braziers throughout Toril. (5 gp)
VISION: Enhances the facility of the
eyes. (10 gp)
4 sticks burned and inhaled by a named PC
provide double normal vision range and
infravision (if not already possessed) for 1d4
rounds or turns (DM determines)
WATER: Facilitates water elemental
spells. 4 sticks burned during casting add 1d4 rounds or
turns (DMs option) to duration (where
applicable)
WISDOM: Empowers native
intuition, common sense, and
experience.
4 sticks burned and inhaled by named PC provide
a +1 bonus to Wis for 1d4 rounds or turns
(determined by DM)

PRIEST
Priests

WARRIOR

WARLIKE AVARIELS have a complex code


of honor that they use to guide and temper
their militaristic activities and training. These
avariels spend their lives defending their kin.
Their lives are geared towards war and power,
and they answer to their war chiefs, who share
responsibility for ruling the society with the
religious leaders of the peaceful avariels. The
martial avariels are proud and hearty, and they
form eternal friendships with those who earn
their respect and trust.
In combat, warlike avariels have little pity or
remorse about cutting down their enemies. The
concept of surrender is highly dishonorable to
these avariels, both for themselves and for their
enemies. Once lethal combat begins, few
avariels break off until they or their enemies are
dead. Drawing blood from an enemy is nothing
less than a promise to honor the enemy with
one's skill in combat and not humiliate him by
leaving him alive to dwell on an embarrassing
defeat. The act of slaying an enemy is viewed
simply as delivering on that promise.
The warrior code supports the use of ranged
weapons, which allows them to cut down an
enemy from an unassailable distance in the
skies above. Those who cannot defend
themselves against an attack from the skies
should know better than to make an enemy of
a clearly superior foe.
They are the protectors of the people. Warriors
also will travel outside of the city gathering
resources. Developing protective and offensive
equipment and devices.
Would be classified as the soldiers and
protectors.
Each Tower uses the warriors services and
have their own customized protectors.
Psi

Warrior

Priests
Title

Priests

W ARRIOR

Juggernaut Armor & Helmet


Glasssteel
HP/inch: 30
Hardness: 10

Juggernaut
Armor & Helmet
Acts like heavy armor made
from ceramic/glass composite
and only weighs 8 lbs. giving
an AC 3. Two hit points of
every physical attack striking
the wearer are suffered by the armor, and are not
subtracted from the wearer's hit points. It protects
the wearer from all forms of natural or magical
mental influence and control, and similarly makes
him or her immune to the effects of poisonous
Vapors and can survive in space for 3 days.
Finally, armor confers 90-footrange infravision
upon any wearer. This armor also gives the
warrior the ability to fly at their half speed in
space.
Juggernauts use a variety of custom weapons.
A common tactic of the Juggernaut is jumping
from a Spelljamming ship in droves towards their
opponent.

Juggernaut Javelin
The javelin returns to its thrower and can be spun
like a deadly baton forming a shield +3.

Warrior
Title

Mask of Sweet Air


Clear crystal mask covering lower face
Wearer may breathe freely in fouled air

W ARRIOR

Falcon Ships are refitted as troop


transport with 22 on the Galley Deck
and 28 on the Crew Deck for a total of
50.
Platoon of
4 Squads (8-12 avariels)
Squad contains:
Squad Leader
Assistant Squad Leader
Scout
Technician

Warrior

Gunners are masters of the


turrets that fire the energy.
Most Gunners start out in the
Mage studies and move to the
Warriors Tower.
Common weapon used is a
Bladed spear that acts like a Magic Missile wand.
(9th level) - five missiles (200 range) 1d4+1
damage.
Uses a special helm that communicates with other
Gunners and helps with targeting.
Most gunners start off in
the Ring Turrets and
move to the Ship
Turrets.

Title

Ranks:
Master
3rd Class
2nd Class
1st Class

W ARRIOR

Four Rings of turrets protect Sidon.


The two top rings are accessed from the Winged
Darts bays. Each bay or dock contains one turret
siting right above or below docks launching tunnel
(depending on which ring you are on). There are
two other turrets above the main dock tunnels.
With 32 turrets in total per ring.
There is a sweet spot for the four rings combined
fire power. An even tighter sweet spot can be
achieved at a single target with all turrets aimed
on a given face to one target.

40 Turrets on a Combined Single Target


One Energy Cannon
4d10 hull damage
When a possible threat of boarding happens
armed solders are rushed via teleportation to the
area to repel the invaders.

Warrior

Clothing warn are designed


for space keeping the avariel
warm and allowing them to
breath while in space. This
clothing is tight fitting so it
will not interfere with the
workings in the Winged Dart
Ship.
They usually only carry a glass sword as the
weapon of choice.

Sword of Quickness
This is a special Blade +2 that enables the wielder
to strike first in every combat round.

Warrior
Title

Level
1
2
3
4
5
6
7
8
9
10

Wielder
4
6
8
10
12
14
16
18
20

PSI

Build By: Wingfolk


Used Primarily By: Wingfolk (only)
Tonnage: 1
Hull Points: 400
Crew: 1/2
Maneuverability Class: A
Landing - Land: Yes
- Water: Yes
Armor Class: -2
Power Type: Crystal
Standard Armament:
Wing Energy Bolt (2)
4d10 damage each
Energy Cannon (1)
4d10 hull damage
Keel Length: 15
Beam Length: 10
Hardness: 30
Material: Deep Crystal
(magically hardened)

Single person attack ship. This ships


is armed with a single Energy
cannon and two energy Bolts one on
each wing. You can choose from
cold, electricity, fire, or sonic. The
energy cannon is focused from nose
of the Dart ship releasing the energy
ball at your target. These explosions
creates almost no pressure. They
deal 4d10 of hull damage to every
creature or object within the 20
area .The range is 1200

Warrior

Title

Warrior

W ARRIOR

Warrior
Title

Warrior

W ARRIOR

Warrior
Title

Warrior

W ARRIOR

MAGI

Magi controls the alchemist and the production


Would be classified as the engineers and
manufactures

Magi

Magi
Title

MAGI
Magi

Magi
Title

MAGI
Magi

Warrior
Title

Warrior

W ARRIOR

EQUIPMENT

Equipment

Potion of Nutrition

The imbiber of this potion can go one week


without needing any food or water, and
will suffer no ill effects as a result.
Protection is also granted against a chime
of hunger; the user of a potion of nutrition
receives an initial saving throw vs. spell to
negate the effect of the chime upon
himself. And even if the throw fails, the
drinker receives two (not one) saving
throws vs. spell on each
succeeding round to end
the hunger he feels.

Equipment
Title

Sandals

E Q U I P ME N T

Bracer
As your enemy's assault washes toward you,
you create a field of psionic energy to protect
yourself and your allies.
Encounter + Psionic Immediate
Interrupt Close burst 5 Trigger: An
enemy targets you with an area
or a close attack Target: You
and each ally in burst Effect:
Until the end of your next turn.
each target gains a bonus to AC.
Fortitude, and Reflex equal to your
Wisdom modifier.

If a storm or other
dense cloud
cover is available, the
wearer may walk on the
top of the clouds and may
ran across them at 480 feet
per turn. Also enables the
wearer to ascend or descend
vertically, at will. The speed of
ascent or descent is 20 feet per
round. With a maximum carrying
capacity of 500 lbs. There is no
limitation on duration.

Hewa

Less w
creatio
this be
night's
Descr
be a n
cushio
skilled
with a
faintly
firewo
Activa
the be
(a mov
hour r
per da
Effect
the be
the eli
healin
over th
hours

Armband

Allows the wearer to


form a telepathic link
with others wearing
the similar armband.
This ability is similar
to the mindlink
power.

Surviv

Aura f
Slot -;
DESCR
While
suffer
no ha
envir
It can
50
and 1
make
Fortit
in
the sl
The b
or col

Equipment

Equipment
Title

Cot of Suspension
This cot appears to be a 4 inch rod. Upon command, it
will lengthen to 10 and another command a duplicate
pole appears beside it and, if the two are pulled apart,
a canvas can be seen connecting them like a stretcher.
The canvas may be up to 5 feet wide and 10 feet long.
If the poles and canvas are held horizontally and a
third command word given, the legless cot floats in the
air. A forth command word causes it to levitate to a
maximum height of 30 feet. A fifth command word
causes it to lower, a sixth word to "rewind" the canvas,
and a seventh to make the extra pole disappear. Eight
to shrink it. The commands are written on the rod, but
in Avariel.

Title

Equipment

Introduction
Title

Title

DISTRICT ONE
COUNCIL - Heruraina Colart
Domestic Master Carpenter, Cilir Arnad
Civil Master Gem Trader, Ghilnel Hesperion
Agriculture Master of the Fruit Harvest,
Alagosseth Modore

Controlling
Houses
Arnad (Y)
Citamo (ee)
Ipzirel (S)
Goldfield (A)
Hesperion (B)
Molara (C)
Acabdur (T)
Bubka (V)
Siltomus (ii)
Bokary (pp)
Modore (tt)
Gobayuik (bb)

Buildings/Fields
Theater (19)
Carpentry (6)
Jewelry (7)
Soap make (14)
Candlemake (11)
Font (16)
Greenery - a (9a)
Bee Hive - a (B1)
Fruit Wood (W1)
Water Wood (W4)
Grain - a (F2a)
Guest - a (21)

Cleric Tower

District Three

This house is a the home to Arnad the Domestic


Requestor of District I who is son to Sarkon and
Sumaru.

HOUSE PATRIARCH

Sarkon (m) Bowyer


Sarkon is joined to Sumaru.

Sumaru (f) Fletcher


Sumaru joined to Sarkon.
NOTES: (further details needed)

District One
Title

Title

District One

This house is a the home to Arnad the Domestic


Requestor of District I who is son to Sarkon and
Sumaru.

HOUSE PATRIARCH

Sarkon (m) Bowyer


Sarkon is joined to Sumaru.

Sumaru (f) Fletcher


Sumaru joined to Sarkon.
NOTES: (further details needed)

District One
Title

PRODUCTION
Bow (Elven)
Arrows
Furniture:

Title

District One

HOUSE PATRIARCH
NOTES: (further details needed)

District One
Title

D I S T R I C T TH R E E

PRODUCTION

0013

Jewler

0030

Gemcutter

0031

uu

Gemcutter

0032

ii

Gemcutter

0033

Silversmith

0034

Silversmith

0035

ll

Goldsmith

0036

Engraver

0037

Engraver

Gem Trader

0696

Fabro

Hesperion

Ghilnel

Ipzirel

Title

District One

RESOURCES
Beekeeper
Alchemy (14)
This house is a strong supporter of the Tower of
High Clerics. They are responsible for the city
lighting, from creating candles to the magical
lighting that is produced in the buildings and
grounds.

HOUSE PATRIARCH

Skendar (f) Chandler


Skendar is joined to Resnir. She is of a soft-hearted
with an old school mind sent, that is why she still
produces the candles which are used in by the
Tower of High Clerics as well as other factions. She
possesses a Magical Ladle of Candle Making that
makes her job easier.

Resnir (m) Wood Carver


Resnir joined to Skendar. He is proud of his work
and of Skendar. He constructs the ornate light
fixtures with help of his children. But with the
need of the light fixtures dwindling he has turned
his focus to Skendar and supporting her work.
NOTES: (further details needed)
Beehives for wax
Psion for the light generation
Gem cutter for lights

This builder is shared by two houses, the house


Goldfield (A) with Skendar the master chandler
and

PRODUCTION
Candles, beeswax (500/month)
Colors vary: White, yellow, red, blue, and
green.
Skendar makes a magical Wind Proof Candle
Also the Mage Tower uses:
Candle, timekeeping
Candle, vial heating
Sealing Wax (500/month)

District One
Title

History, when the city was first being created the


Alchemy tower was not yet complete and the
perfumer used this tower.
NOTES: (further details needed)
Who helps with this creation of the Wind
Proof Candle?

District One

Alchemy (14)

house Shastri (H) with Samano being the master soap


maker.

PRODUCTION

Soap (4oz bar ), scented (500/month)


Elven Wind
Unicorn Horn
Shining Sea
Lotion, scented (500/month)
Shampoo (32oz), scented (500/month)

District One
Title

D I S T R I C T TH R E E

RESOURCES

District One

District One
Title

District One

D I S T R I C T TH R E E

District One
Title

D I S T R I C T TH R E E

HOUSE PATRIARCH
NOTES: (fur ther details needed)

PRODUCTION

District One

District One
Title

D I S T R I C T TH R E E

HOUSE PATRIARCH
NOTES: (fur ther details needed)

PRODUCTION

District One

HOUSE PATRIARCH

HOUSE PATRIARCH

Caprica (f) Master Silkmaker

Emrel (f) Master Weaver

5th level Mage

2nd Fighter / 2nd Cleric

Resnir (m) Silkmaker

Hobri (m) Master Dyer

Son of Caprica 1st level Mage

2nd Fighter / 2nd Cleric

NOTES: (further details needed)

NOTES: (further details needed)

District One
Title

District One

D I S T R I C T TH R E E

DISTRICT TWO
Domestic Master Cloth Trader, Naraion Siquest
Civil Master Alchemist, Thalion Gasgal
Agriculture Master Leatherworker, Arwen Tostoni

Controlling
Houses

Buildings/Fields

Colart (jj)
Siquest (ii)
Tostoni (W)
Gasgal (G)

Leatherwork (5)
Clothing (2)
Fish Hatchery (15)
Alchemy (14)

Bevrain (D)
Shastri (H)
Kazinshia (I)
Severnain (J)
Mirrius (K)
Sallavarian (cc)

Greenery - b (9b)
Herb (F9)
Griffon Wood (W2)
Silkworm (F1)
Guest - c (23)

Warrior Tower

District Two

PRODUCTION
Item
Cost
Weight
Apron
1 cp
1
Belt (cloth)
3 Sp
0.3
Breeches
2 gp
1
Cap
1 sp
1
Cape, Cloth
3 cp
1
Cloak, Cloth
2 sp
2
Cloak, Good
8 sp
2
Cloth, Canvas
1 gp/sy 2/sy
Cloth, Thistledown
Cloth, Honey Leather
Cloth, Cotton
1 cp/sy 1/sy
Cloth, Linen
5 bp/sy 1/sy
Cloth, Satin
4 gp/sy 1/sy
Cloth, Silk
10 gp/sy 0.5/sy
Cloth, Velvet
4 gp/sy 1/sy
Cloth, Wool
8 bp/sy 2/sy

District Two
Title

Item
Cost
Weight
Dress
9 cp+
4
Gloves, Cloth
1-2 cp
0.5
Gown, Common
12 sp
2
Hat, Cloth
10 cp
1
Hose/Leggings
2 gp
0.5
Jacket, Silk
80 gp
1
Jerkin
1 gp
7.5
Loincloth
1 cp
0.5
Robe, Poor
6 cp
5
Robe, Common
9 sp
5
Robe, Embroidered 20 gp
5
Sash
1 gp
0.5
Shirt/blouse
4 cp+
1
Surcoat
6 sp
1
Tabard
6 sp
1
Thread,1 spool
5-10 bp 0.5
Toga, coarse
8 cp
1
Trouser/skirt
3 cp+
1
Tunic
8 sp
1
Vest, Cloth
1 gp
1

District Two

D I S T R I C T TW O

PRODUCTION
Type

Properties

Effect

Abaas
Healing
1-2 hp
Adder's tongue Healing
1-4 hp
Agath
Breath low oxygen
breath at 25%
Agrimony
Cures blood diseases
Akbutege
Heals flue
90% chance
Alambas
Relives burns
Alanthia
Cures diseases and heals 1-3 hp, new save vrs dis
Alkanet
Poison antidote
+1save, w/in 1 round
All-Heal
Increases healing draughts +25% effectiveness
Aloe
Temporary skin cover
used when severely burned
Amaranth
Stops hemorrhaging
clots bleeding
Anemone
Cures eye disorder
20% cure clouded eyes
Angelica
Cures lung disorders
Ankii
Restores one nights sleep res. sur. one night/dead
Ansereke
Coagulator
stops dam up to 3hp/rnd
Arfandas
Mends broken bones
heals at *3
Argsbargies
Antidote muscle poison new save
2 gp
Arkasu
Heals in hand of Royalties 3d10+5
1 gp
Arlan
Cures seasickness
new save at +5 6 sp
Asafoetida
Purify food and water
7 sp
Asarabaca
Cures violent tendencies mild opiate
5 sp
Asparagus
Cures paralysis
+1save w/in 1 round
1 sp
Atheland
Nutrition for one day
2d4 berries/bush 7 sp
Athelas
Heals starvation dam
2 sp

District Two
Title

Cost/dose
1 gp
10 gp
2 gp
3 sp
7 sp
5 sp
15 gp
5 sp
10 gp
2 sp
5 sp
3 sp
3 sp
7 gp
3 gp
2 gp

D I S T R I C T TW O

Atighast
Expands pupil
doubles sight in dark 7 sp
Awn
Anti-inflamitory (joints) reduces aches in joints 3 cp
Baalak
Mends sprains
healed in 1 day 6 sp
Balm
Antidote for depression
1 sp
Balm of Gilead Prot. intell. manifest. by DM's choice 15 gp
Baranie
Reduces Nausea
May prevent seasickness 1 sp
Barberry
Cures BURNS
heal double rate 2 sp
Basil
Draws poison
-25% dmge of the poison 2 sp
Belladonna
Cure Lycanthrpy(poison) 20%cure (1%death/dose) 5 gp
Bindwood
Eases pain
1 sp
Bishop's weed
Cures apathy
20% +5%/day
5 sp
Bitter sweet
Removes minor curses
15%
5 gp
Blue eyes
Sight range increase
range at *3
7 gp
Borate
Removes fear
20% w/in 1 round 5 gp
Breldiar
Dexterity one movement as pr 18 dex
12 gp
Burstheals
Mends crushed bones/spliners heals at *4 rate
2 gp
Bryony
Healing
1-2 hp
5 sp
Calamint
Cures mental disorders 10% cure insanity 10 gp
Carcatur
Stops spirit from leaving 24 h if given before 1h 12 sp
Caranan
Healing/pain reliever
1-4 hp
3 gp
Carefree Mustard Heals Concussions
-25% concussion effects 10 gp
Carneyar
Coagulator
Stops bleeding Imediate 15 gp
Celandine
Alertness of audio eff. +10% detect noise 5 gp
Cinquefoil
Love, seduce enhancer
+3 char/com one subject 3 gp
Clowe
Increase memmory
grants new check or +3
check
3 gp
Coriander
Cures disease
+5%/ day of use 4 sp
Culkas
Heals burns
2d4 burns/1d3 normal 4 gp
Cusamar
Heals seasickness
+4 to save
1 gp
Daffodil
Healing
1 hp
3 sp
Darsurio
Heals impotency
duration 2d4 days 5 gp
Degiik
Lifegiving
raises infants 50%
12 gp
Deleran
Repell insects
2d4 h awfull aroma
7 sp
Doilan buds
Nurishment
5 buds = 1 meal 6 gp
Draaf
Cures migrene and magic 45 % chance for magical 3 gp
Dragoneye
Long healing sleep
3d12+10 h sleep,
gain 1hp/5 h
7 gp
Dugumunthure
Heals wounds
2d4 Hp
9 gp
Edram
Strengthens broken bones makes normal use possible 3 gp
Elbens Basket
Heart stimulant
8 sp
Eldana
Antidote all poisons
new save et +5 35 gp
Elder
Protection norm lightning +4 to save vrs. norm
lightning 1 gp
Elendil's Basket Purify water, slow poison Purify 1pt, + 6 hour
survive poison
8 gp
Elfleave
Prot from undeads
ignored by 1 HD undeads 7 sp
Eyebright
Cures blindness
10% cure blindness 2 sp
Fek
Coagulator
stops normal bleeding 2 sp
Felmather
Cures plaughe
55% chance
9 sp
Fiis flower
Healing
1-6 hp
13 gp
Flax-Weed
Cures skin irritations prevents itching 1 sp
Floiscent
Cinsecration
5 sp
Fumitory
Cures melancholia
focus mind
5 sp
Garig
Heals stings and burns
3 sp
Garlic
Antiseptic, insect repelment
6 cp
Gefnu
Speeds hair growth
in 1h = growth for
5d6 days
1 sp
Germander
Relieves pain
5 sp

District Two

Gladwyn
Cures paralysis
gives extra save 4 gp
Goldenstar
Prot norm snakes
used to keep out snakes 2 gp
Grapeleaf
Sweat dreams
2 sp
Grarig
Potent Healing Herb
2-20 hp
60 gp
Groundselm
Relieves pain
1 gp
Gursaml
Mends bones
healing at *4
2 gp
Gylvir
One breath under water
9 sp
Harfy
Coagulator desinfection makes 3 hits, prot
infection
7 sp
Harlindar
Assures safe childbirth 5 sp
Hazel
Cure elemental dam
cures elemental dam
2d4 hp
8 gp
Hellebore
Cures love sickness
gives new save vs charm 2 sp
Henbane
Poison
2 gp
Himrose
Relieves inflammation
6 sp
Hyssop
Anti-parasitic
Drive parasites away 5 gp
Joeff
Telepaty one word
range 10+10/level yards 6 gp
John the Conquer Prosperity
2 gp
Kathuska
Adrenalin boost
+/- 1d3 dex str con dur
check in each stat
1d6 +1 turns then sleep 13 gp
Kelventari
Heals burns
1d3 + film as skin
3 gp
Klandum
Removes Paralysis
Get extra save 20 gp
Klynyk
Depillitory
Removes hair 1-6 days 5 sp
Lavender
Restores speech
sooths ragged voices 1 gp
Laurelil
Stops mummy-rot
45% chance
2 gp
Maiana
Decongestant
2 cp
Maragath
Anaesthetic (local)
Numb 1 area for 1-4 hrs 3 sp
Master of the woods Luck
one use +\- 5% 1 gp
Mastic
Prot life energy
+1 to save when worn 1 15 gp
40%+15%/use to expire one amulet pr.3 trees
Mendelar
Antidote poisons
new save at -2 8 sp
Mirenna
Enhance femininety
+4 to chr/com
5 gp
Mook
Cure respiratory probl 75 % chance
3 gp
Moonwort
Heals bruises,broken bones doubles healing rate
(1d6 days)
1 gp
Mulkin
Neg plan prot, speed recovery
grants bonus of 1d4+1 days
10 gp
Nelthadon
Emetic (induces Vomiting) new save vs indgesteds 1 sp
Nur-oilosse
as pr. death door
Sys. shock deathdoor/dead 2 gp
Oak
Expands life span
secretly chosen by DM 25 gp
Oilosse
as pr. death doo
Res. sur. deathdoor/dead
7 gp
Peony
Cures insanity
15% cure(5%/day addict) 12 gp
Periwinkle
Promotes happiness
3 sp
Plantain
Relieves skin irritations eases itching
1 sp
Rampion
Relieves fever
2 sp
Quilmufur
Induces wommetting
3 sp
Red Willow
Breaks Fever
Break Fever w/in 1 day 5 sp
Reglen
Enhance masculinity
+4 to chr/com
5 gp
Rewk
Heals cuts
1d6 +2 Hp
5 gp
Rose
Cures eye disorders
10% cure Blindess
1 sp
Rosemary
Promotes healing
1-3 hp
3 sp
Rowan
Heals insanity
new save
2 gp
Rumareth
Coagulant/sedative
stp bleeding (sleep 8hr) 7 sp
Sage
Restores memory
+2 int check (memory) 2 sp
Self-Heal
Promotes healing
1-6 hp
15 gp
Sendoluin
Anti-coagulant
Bleed +1hp/minute 10 gp
Shen
Shepherd's Purse Heals burns
heal 1-4 hp (burns)
3 sp
St. John's Moss Heals burns
heal 1-3 hp (1-4 days) 12 sp

District Two
Title

Poison antidote
extra sv (w/in 5 rnds) 10 gp
Cures sideffe spellcasting grants new save 7 gp
Protection vs Sun
Tan, prevent sun-blister 2 sp
Poison antidote
+2 save (w/in 2 rnds) 4 gp
Heals baldheads
35% chance
3 gp
Anti-parasitic
+1 save vs infestation 3 sp
Antidote for insect bites reduce swelling/itching 6 sp
Nutrition
1 fruit for 4 persons 8 sp
Harmony
Heals burns
1d3
8 sp
Speak with dead
dur 1d5 min
13 sp
Relieves fever
3 sp
Luck
one save at +2 2 gp
Nurishment
one seed 1/2 days ration 3 gp

D I S T R I C T TW O

Tamarisk
Tannaleaves
Tharm
Thistle
Thurl
Thyme
Trefoil
Ukur
Valerein
Velduras
Vulcurax
Whortle
Willow
Winterseed

District Two

DISTRICT THREE
Domestic Master Brewer, Kelvin Mandrona
Civil Master Bee Keeper, Gadoliel Messandier
Agriculture Master Baker, Sharyn Messandier

Controlling
Houses
Hawk (ff)
Sharn (U)
Mandrona (O)
Messandier (M)
Norev (R)
Jakartai (F)
Silakon (Z)
Masterion (aa)
Balotos (dd)
Zintar (gg)
Alimbard (hh)
Diommod (ll)
Cumbar (nn)
Car-loatta (oo)
Paintomia (qq)
Unimarius (rr)
Distost (ss)

Buildings/Fields
Glassmake (4)
Metalwork (3)
Brewery (13)
Bakery (10)
Temple (8)
Granary (18)
Bee Hive - b (B2)
Pathwood (W3)
Vinyard (F4)
Field - b (F5)
Field - c (F6)
Grain - b (F2)
Guest - d (24)

Psi Tower

District Three

District Two
Title

Item
Cost
Fieldglass
75gp
Hour Glass 1/2min 8gp
Hour Glass 1 min
10gp
Hour Glass 5 min
15gp
Hour Glass 10 min 20gp
Hour Glass 1 hr
25gp
Hour Glass 2 hr
30gp
Vial
2sp
Beaker 10oz
5sp
Beaker 42oz
1gp
Beaker 128oz
3gp
Glass Tubing 2
4sp
Distilling Coil
5gp
Container 2 oz
6cp
Container 4 oz
12cp
Container 6 oz
16cp
Container 10 oz
18cp
Container 12 oz
2sp
Container 14 oz
24cp
Container 16 oz
28cp
Container 20 oz
32cp
Container 24 oz
36cp
Container 32 oz (qrt) 4sp
Container 64 oz
1gp
Container 128 oz (gal) 2gp

Weight

RESOURCES
Alchemy (14)
The supply of the chemicals used in the varies
shades is negotiated with Alchemy.
Most of the time the glassmake is busily making
Adamantine glass blades

District Two

D I S T R I C T TW O

PRODUCTION

PRODUCTION
Item
Elven bread
Crackers (3 doz)
Sourdough

Cost
2gp
15sp
15sp

Weight

District Two
Title

Item

Cost

Weight

District Two

D I S T R I C T TW O

PRODUCTION
Item
Elvenmead
Alurlyath

Cost
30gp
2gp

Weight
bottle
bottle (ceramic)

District Two
Title

District Two

D I S T R I C T TW O

District Two
Title

D I S T R I C T TW O

PRODUCTION
Item

Cost

Weight

District Two

House Hawk has become a very lonely place with


one patriarch missing and the other passed from
this world. This house manly support the Psi
Tower, but have strong ties to the other factions.

HOUSE PATRIARCH

Karak (m) Founder of Sidon


Karak is joined to Corceina (decease). Karak and
Corceina have never had any children of their
own, but have adopted a great many to their
house.
The newest addition to the house
Hawk is Ellita or Elli for short was
found alone in the an avariel mountain
tribe by her now brother Eirond. Elli
possessed a natural innate psy that
Karak found in Eirond when he was
adopted, so it was not hard to
convince Karak on her adoption.
Ellita (f)
Eirond (m)

TitleDistrict Three

District Three

D I S T R I C T TH R E E

DISTRICT FOUR

Domestic
Civil
Agriculture

Controlling
Houses
Tigana (E)
Tigira (N)
Gentain (P)
Greenhand (Q)
Nyrond (X)
Caultor (kk)
Tersoff (uu)
Wirimnaer (vv)
Adongala (ww)
Driiquar (xx)
Elandinai (yy)
Kiirquarlani (zz)
Xilokerym (aaa)

Buildings/Fields
Papermake (1)
Mason (12)
Pool (17)
Stable (20)
Beach (F10)
Field - e (F8)
Field - d (F7)
Guest - b (22)

Mage Tower

District Four

PRODUCTION
Item

Cost

Weight

District Two
Title

Item

Cost

Weight

District Two

D I S T R I C T TW O

Griffons are used as winged caravan through the


portal to the home world and icy mountain home
of the avariels bring rare supplies to Sidon.
The Aerie of the Snow Eagles was the only known
large settlement of the avariel left on Toril.
Located on the eastern edge of the Great Glacier,
the Aerie was a palace made of crystal built atop
the sheared peak of Mount Sundabar.
Even thou this is a stable the griffons are a magical
creation that is transformed into a small statue
when in a hibernate state.

District Four
Title

District Four

District Four
Title

District Four

SPACE

Space

Turret
Cannon
Range

12 Mile
Diameter

Air Envelope and Magic Dead


Zone surrounding the city.

Control Air
Create Sound
Creating an area of clouds to obscure the city
within. With a bit of sound effects can detour any
ships from entering.

Space
Title

Four Rings of turrets protect Sidon.


The two top rings are accessed from the Winged
Darts bays. Each bay or dock contains one turret
siting right above or below docks launching tunnel
on which ring you are on). There are two other
turrets above the main dock tunnels. With 32
turrets in total per ring.
Ring One - City Ring
Ring Two - Dock Ring
Ring Three - Mid Ring
Ring Four - Under Ring
There is a sweet spot for the four rings combined
fire power. An even tighter sweet spot can be
achieved at a single target with all turrets aimed
on a given face to one target.

40 Turrets on a Combined Single Target


One Energy Cannon
4d10 hull damage
When a possible threat of boarding happens
armed solders are rushed via teleportation to the
area to repel the invaders.

Space

Space
Title

Four Rings of turrets protect Sidon.


The two top rings are accessed from the Winged
Darts bays. Each bay or dock contains one turret
siting right above or below docks launching tunnel
on which ring you are on). There are two other
turrets above the main dock tunnels. With 32
turrets in total per ring.
Ring One - City Ring
Ring Two - Dock Ring
Ring Three - Mid Ring
Ring Four - Under Ring

There is a sweet spot for the four rings combined


fire power. An even tighter sweet spot can be
achieved at a single target with all turrets aimed
on a given face to one target.
The turret corridor passage is a 60 wide and 20 in
height that makes a complete ring.

40 Turrets on a Combined Single Target


One Energy Cannon
4d10 hull damage

Space

Space
Title

Every Turret station is manned by five Avariels


- Controller
- Gunner (2)
- Mender (Healer)
- Mindwright (Engineer for turrets)

Space

Space
Title

Up

Down

Down
Down

Down

Up

Down

Down

Up

Down

Up

Space

Space
Title

Space

Space
Title

Avariel warriors can be catapulted into the air with


each one of the platforms. It can also just be a
transport to move troops to the city dome ring.
A tactic that is used is a first waive of Juggernaut
Warriors launched with a follow up waive of
Gunners using their magic missiles to thin the
apposing ranks.

Space

45

44

43

10

46

41
48

12

42

47

11

38

51

15

39

50

14

40

49

13

37

52

16
17
18
19
20

53

21
36

22
35

67

55

23
34

64

58

26
31

65

57

25
32

66

56

24
33

27

63

59
62

30
61

29
28

Space
Title

68

54

60

DISTRICT ONE

There are 68 bays


Dock Crew

Dock Master

Repair

Cargo

Restocking

Cleaning

Building

Any foreign ships are required to go though a 21


day quarantine. Starting with sitting in the air
envelope for 12 days before allowed into the
bays. If provisions and care is needed it will be
sent to them in the air envelope. All returning
Avariel ships from a mission will stay 24 hours
in the air envelope prior to the bay docking.
All incoming cargo has to be quarantined for 5
Days within the bay. A force wall will enclose
the ship within the docked bay. This gives time
for the Docking Crew to Cast Spells like Mass
Heal, After this time frame all cargo is inspected
here then moved to the main Cargo hold at the
end bay. Here the cargo is sorted for 4 days then
delivered.
Because of the long quinine times perishables is
not traded through the port system.
Incoming goods:
Shiral crystals

Space

Space
Title

Space

DISTRICT ONE

Space
Title

Space

DISTRICT ONE

Outer slips that go from top to bottom and the inner


slips. This is residential areas. Very open able to fly in
They are connected to all the levels. The gravity plane
in switches in the hangers level.

45

44

43

10

46

41
48

12

42

47

11

38

51

15

39

50

14

40

49

13

16

52

21

53

37

17
18
19
20
36
35
34

67

55

23
33

64

58

26
31

65

57

25
32

66

56

24

27

63

59
62

30
61

29
28

Space
Title

68

54

22

60

Space

DISTRICT ONE

Space
Title

DISTRICT ONE

Each wing has a banks of specially designed


crystals that are used to focus energy into
propulsion.

2 dia.

Space

Suspend Life
You can place yourself into a trance so deep that
you are almost in suspended animation. Even
powers that detect life or thought are incapable of
determining that you are alive.
While you are suspended, you are aware of your
surroundings. You feel the passage of one day for
every year that actually passes. Though on a
slower schedule, you grow hungry after a day
without food (though a year passes in actuality)
and begin to suffer the effects of thirst and
starvation as appropriate.
If you take any damage, you come out of your
trance 4 rounds later. The trance can also be ended
by a successful use of dispel psionics. If you
choose to dismiss the power, your trance ends 10
rounds later.

Psionic Revivify
Psionic revivify lets a manifester reconnect a
corpse's psyche with its body, restoring life to a
recently deceased creature. The power must be
manifested within 1 round of the victim's death.
Before the psyche of the deceased has completely
left the body, this power halts its journey while
repairing somewhat the damage to the body.
This power functions like the raisedead spell,
except that the affected creature receives no level
loss, no Constitution loss, and no loss of powers.
The creature has -1 hit points (but is stable) after
being restored to life.
Augment: For every 100 additional experience
points that both you and the subject pay, the
manifestation of this power can be delayed by 1
additional
Sustenance
You can go without food and water for one day. Each
time you manifest this power, your body
manufactures suffi- cient solid and liquid
nourishment to satisfy your needs for that time.

Space
Title

True Metabolism
You are difficult to kill while this power persists.
You automatically heal damage at the rate of 10
hit points per round.
This power is not effective against damage from
starvation, thirst, or suffocation. Also, attack
forms that don't deal hit point damage (for
example, most poisons) ignore true metabolism.
You can also use this power to regrow lost
portions of your body and to reattach severed
limbs or body parts, if you do nothing but
concentrate on regrowing the lost body part or
reattaching the severed limb for the duration of the
power. You do not gain the benefits described
earlier when you manifest true metabolism for this
purpose. You must have a Constitution score to
gain any of this power's benefits.
Restoration, Psionic
This power cures all ability damage, and it restores
all points drained from a single ability score (your
choice if more than one score is drained). It also
eliminates any fatigue or exhaustion suffered by
the target. Restoration does not restore levels or
Constitution points lost due to death.
Restoration can remove negative levels. It can also
restore one level to a creature who has had a level
drained, if the number of days since the creature
lost the level is equal to or less than your
manifester level. In such a case, restoration brings
the creature up to the minimum number of
experience points necessary to advance it to the
next higher level, gaining it an additional Hit Die
and level benefits accordingly.

Space

DISTRICT ONE

Space
Title

Contains eight master suites on the ship.

Griffon ships that transport short distances can


have 120 seating comfortably.
Avariel society includes scholars, philosophers
and artists. Intellectuals who believe in solving
problems through reason and diplomacy, these
avariels spend much time researching magic and
history, contemplating religion and worshiping
their gods, and producing art for the sheer joy of
creation.

Space

DISTRICT ONE

Griffon ships are used as pleasure cruises


transporting Olvens to prominent locations.

These ships are docked in two rings that are


evenly spaced on the outer edge of Sidon for
ease in deployment. 50 ships can be deploy all
at once with a 5 other waves moments after.
Each ship is quickly accelerated when
launched.

7
6

10
11

12

3
2

13

14

28

15
27

16
26

17
25

18
24

19
23

Space
Title

22

21

20

Crew:
- Pilots (5)
- Dock Master
- Dock Crew (3)

In some cases the docks need to move darts from


another dock and the doors can be opened to
move to another launch bay.

The Dock Master control booth controls the


positioning of the darts. One the floor is well lit
identifiers showing the dart movement warning
the dock crew where to be. While in combat can
see the status of the Pilots and ships. Relay
instruction, limited remote control.

Space

These ships are docked in two rings that are


evenly spaced on the outer edge of Sidon for
ease in deployment. 50 ships can be deploy all
at once with a 5 other waves moments after.
Each ship is quickly accelerated when
launched.

Space
Title

When the Winged Darts are returning they


enter through one of the two main entrances
for the docks. From there they enter either the
upper or lower ring. In the ring there are three
areas the, the upper, middle and entrance to
the assigned docking station. The upper ring
is for higher speeds. All traffic flows in one
direction.

When on patrol always in pairs at least.


Each ship is manned by a Avariel lying on their
stomach. This is due more for comfort giving
the Avariel wings room to stretch.

Each dock contains 5 ships, four in standby


stations with one ready for launce. Each
station contains repair facilities including the
launce.
The docks are connected with a tramway that
shuttles Avairiels quickly to there stations from
the barracks. The tram is broken into
individual cars that carries Eight avairiels each
with supplies. Five pillots , one Dock Master,
and Two Turret Gunners. So each dock has its
own car. The master car drops each car to the
appropriate dock. That allows that crew all the
time they with their own supplies without
interfering with other docks. There are two
master cars per section with two sections per
ring. Only one car is on that sections track.

Build By: Wingfolk


Used Primarily By: Wingfolk (only)
Tonnage: 1
Hull Points: 400
Crew: 1/2
Maneuverability Class: A
Landing - Land: Yes
- Water: Yes
Armor Class: -2
Power Type: Crystal
Standard Armament:
Wing Energy Bolt (2)
4d10 damage each
Energy Cannon (1)
4d10 hull damage
Keel Length: 15
Beam Length: 10
Hardness: 30
Material: Deep Crystal
(magically hardened)

Single person attack ship. This ships


is armed with a single Energy
cannon and two energy Bolts one on
each wing. You can choose from
cold, electricity, fire, or sonic. The
energy cannon is focused from nose
of the Dart ship releasing the energy
ball at your target. These explosions
creates almost no pressure. They
deal 4d10 of hull damage to every
creature or object within the 20
area .The range is 1200
Space

Space
Title

Space

DISTRICT ONE

Navigation (Celestial)

The character has learned the arts of wildspace


navigation. This proficiency is not useful on land
or sea. In wildspace, a successful proficiency
check allows the navigator to know his position
relative to his destination, course, speed, and
approximate arrival time. A navigator can
bypass large (celestial) obstacles and return easily
to the desired course. A character with this
proficiency on a ship equipped with a pool or
series helm can use his THACO at half level to
direct a ram attack.
Navigation (Wildspace)
1 slot; Wizard/Priest
Intelligence, -2 modifier

A spelljamming ship that enters the Flow


normally moves randomly, arriving at some
other crystal sphere within 10-100 days. With a
successful proficiency check from the ship's
navigator, the ship arrives at the chosen
destination within that time. Of course, the
destination must be one that is normally
reachable; if there is no path from the current
sphere to the desired one, a successful check on
this proficiency will not create one.
If the proficiency check is failed, the ship arrives
at a random sphere. (The DM should make the
proficiency roll so that the player does not know
if he succeeded or not.) On a natural 20, the ship
drifts in the phlogiston for 20-200 days; such
ships may be in grave danger of exhausting their
air supply before returning to a random crystal
sphere.
Cartography

The character has learned the art of navigating


through wildspace, avoiding hazards and using
planetary motion to improve speed over long
journeys. A successful proficiency check allows
the character's spelljamming vessel to arrive at its
wildspace destination 10% faster than normal.
Thus, if it would take 10 days to make the trip
normally, the character can steer a course that
will take only nine days. An unsuccessful
proficiency check indicates that no time is saved;
on a roll of 20, travel time increases by 20%.
Navigation (Phloglston)
1 slot; Wizard/Priest
Intelligence, -2 modifier
This is the art of navigating from one sphere to
another, a separate skill from navigating within a
single crystal sphere. It is a difficult and risky
activity, but it is sometimes necessary when an
planetary locator is not available.

Space
Title

1 slot; Wizard/Priest/Rogue
Intelligence, -2 modifier
Characters with the cartography proficiency are
skilled at making maps. They can make maps to
scale and can represent complex land formations
through the use of perspective drawing and
coastal outlines.
A successful proficiency roll indicates that the
map is correct in every detail. A failed roll
indicates that some details, possibly some
significant ones, are in error. A roll of exactly 20
indicates that the map contains a serious error
that invalidates it. The success roll for this
proficiency should be made by the DM and kept
secret from the player.

Astronomy

This proficiency gives the character an


understanding of celestial mechanics for both
standard and non-standard systems. In any
system, the character may be able to determine
the relative placement and future courses of
celestial bodies (even variable orbits of comets
and asteroids) by studying the overall system
pattern. The smaller the celestial body, the more
difficult this task becomes.

The character can also use this proficiency to


determine which planets have intelligent
creatures, civilizations, etc. This use of the
proficiency may require preparation by the DM,
since information re-garding a new crystal sphere
might be discovered when the characters first
enter it. Characters with this proficiency and
Navigation gain a + 1 bonus to all Navigation
proficiency checks.

Space

Planetology

The character has learned the leg ends, lore, and


history of some planet or thread of time in some
distant sphere. The knowledge must be world
specific (e.g., Tori!, Oerth, Karpri, Krynn, etc.}.
The DM can restrict the selection to certain
planets, or can allow the player to choose. Thus,
a player could know details about the Unhuman
Wars, or the history of the planet Glyph, or
whatever else is avail able in the specific
campaign. The knowledge acquired gives the
character familiarity with the principal legends,
historical events, characters, locations, battles,
breakthroughs (scientific, cultural, and magical},
unsolved mysteries, crafts, and oddities of the
time or place. The character must roll a
proficiency check to identify places or things he
encounters from that age or location.

Space
Title

The Route of Sidon:


0 - Grey Oerth
1 - Realm
2 - RefugeArcane Sphere
3 - Pirtel Dead Magic Sphere
4 - DarnannonSpaceDarnannonEleven
Sphere - Elves invited to Sidon where a badly
needed new population of Avariels joined Sidon,
doubling the population.
5 - KorvEleven Sphere
6 - Siberyspace Seven StarsSargasso
possible Eberon Space called Siberyspace.
7 - RingworldNivilsphere
8 -TalangranHuman naval empire-slave
system, mainly enslaved elves.
9 - MirrorspaceHumans mainly always
wanting to play deadly games. Avariels gained a
strong scrying tools away to monitor troubles
that the people maybe having. Main planet
Selune, moon Toril.
?? Grorarn
10- Wayspacemain planet waypoint.
?? Oort
11- Rhyme
12- Mer

?? Fall
?? Trail
?? Metal
?? Ametsuchi
13 - Tenebrousillithid worlds
?? Emerald
?? Aran

Astrogator
Astogators of Sidon are constantly looking to
update the charts and information of the many
systems.

Space

UNDERSIDE

Underside

Underside
Title

Underside

GARDEN

Garden

Garden
Title

Coalgrass - This gray grass grows in areas that


receive large amounts of rainfall. On its own, it
has no special properties, but when ground up in a
morter and pestle, and placed inside a liquid, it
calms down any who drink the liquid. To some
people, coalgrass can be addictive. In large doses,
imbibed coalgrass can cause extreme apathy or
even the shutdown of certain body functions in
extreme cases.

Harrow-Heal Tree - A small tree with reddishbrown bark and star-shaped leaves, the HarrowHeal Tree is a soft wood much like pine, but its
true notoriety comes from its bright-yellow
blossoms, which, when diluted in water, are
known to heal several afflictions. Undiluted, they
will actually cause horrible visions of death and
destruction, often driving the victim insane.

Chameleon Moss - A moss that blends into its


surroundings well. When placed against a surface,
it changes color like a chameleon to match. It is
used to create protective coatings for paintings.

Garden

In the center is the great tree that has grown


around a structure. Water pours out from this
structure is purified by this tree. In the center of
the tree is the shrine to the spirit of nature.
Three streams of water pours from the outer upper
ring pouring to the center m, where is disappears
to be recycled back t the top ring.
Opposite the falls is the thickest part of the garden
This area is a restricted area only the care takers
are allowed. The Clerics will collect components
from this grand garden and given to the Magi to
make products for the people.
The only way into the garden is via the four
teleport pads that are near the center great tree.

Garden
Title

Garden

Dandetiger

Epiosoth

The dandetiger is a large stately tree that resembles


a sparkler. It produces no branches, and leaves are
clustered at the crown of the tree. The leaves are
long, slender, tubular, and their flexible structure
allows them to sway in even a light breeze. The
bark of the dandetiger is elaborate and armored to
prevent insects and animals from penetrating it.

The episoth is a tree with a highly evolved


dispersal mechanism to spread its seeds near and
far. The large spiny fruits grow from flowers all
along the branches. When they are ripe they open
explosively, flinging seeds in all directions. The
seeds are covered in a mucilaginous substance,
much like chia on earth that was used to make a
20th century product called chia pets, although
the episoth mucilage is quite acidic. After the
sticky seeds adhere to
whatever they contact,
such as other trees,
animals, the acidic
mucilage begins to
dissolve the surface
layer. This creates a
more suitable surface
for the seeds to stick
and begin germination.

The dandetiger accumulates atmospheric gases


and combines them with essential oils to produce
resin, a complex plant liquid with many uses. In
the plant it serves as a defense against damage by
insects and disease-causing organisms. The
dandetiger transports resin to the leaves, where it
accumulates in glandular hairs, or trichomes, at
leaf tips. At night the leaf tips glow brightly
indicating the presence of the resin.
As resin accumulates it is exuded from the leaf tips
from which it rains down on anything below.
Solidified resin balls are collected and used as a
natural adhesive due to their mucilaginous texture.
The magi use this resin in the production of
biometric plastics.

Garden
Title

The Magi gather the


seeds and collect the
mucilage to use as a
skin rejuvenation
treatment. The seeds
are delicious and used
as a high-protein food
source.

Garden

CRYSTAL CHAMBER

Crystal Chamber

The falcon ships are able to produce the Power and


memory crystal through the identification table.
It takes about a months time to grow a power crystal
and has a 5% chance of a imperfect crystal grown. It
takes about 2 weeks to grow a memory crystal .

2 dia.

Crystal Chamber
Title

Crystal Chamber

Potrebbero piacerti anche