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Karthan Game Mechanics

 
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vampyre



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PostPosted: Thu Mar 27, 2008 5:24 pm    Post subject: Karthan Game Mechanics Reply with quote

Karthan Game Mechanics
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vampyre



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PostPosted: Thu Mar 27, 2008 5:37 pm    Post subject: M01 Power Points Reply with quote

M01 Power Points

Power Points in Rolemaster are calculated by:

PP (per day) = PC lvl x stat bonus x PP multiplier
There are 3 realms, Essence, Mentalism and Channelling. Only 2 realms are accessible to D&D characters in Karthan. They are:
Essence (Intelligence stat)
Mentalism (Wisdom stat)

Magical items can either be PP multipliers (eg x2, x3) which multiplies the PC's ability to cast magic, or adders (+1, +2) which enables PC to cast the adder number in FREE spells per day, irrespective of the spells level, without using Power Points.

The use of PP is simple: take the level of the spell, whether D&D or Rolemaster and that is how many PP are used for its casting. You can cast as many spells per day, restricted only by the number of PP required. D&D PC's will find that once arrived, they will have access to ALL spells learned, but only cast the amount of "levels" equal to the PP total.

Channelling is unable to be gained unless a PC from a D&D world adopts the faith of Karthan and gains favour of one of the Ilmaren or Valentari. Then the PC develops a new stat, Intuition, to provide PP.
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PostPosted: Thu Mar 27, 2008 6:44 pm    Post subject: M02 Parry skill Reply with quote

M02 Parry skill

Parry is the skill that PC's can use should they wish to fully defend against an attack, rather than attack themselves. The advantage of this skill is that the PC is able to perform a simple task, such as retreat to a neighbouring hex, drink a potion, unsheathe another weapon etc. The PC gives up the right of initiative as the initiative is gained by one opponents ability to gain advantage before combat ensues. This could take 4 of the 6 seconds of the combat round (unless there is more than 1 attack/rnd such as if a PC has two weapon combination skill).

Parry is calculated by 20 + full attack bonus + any special defensive abilities.


Last edited by vampyre on Fri Mar 28, 2008 1:28 pm; edited 1 time in total
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PostPosted: Thu Mar 27, 2008 7:03 pm    Post subject: M03 Multiple Attacks Reply with quote

M03 Multiple Attacks

The D&D system has multiple attacks available to PC's, the number defined by class as they increase in levels. This is further enhanced by feats and other abilities.

PC's developed using D&D system lose the multiple attack bonuses gained through level rises and just maintain their first attack bonus. Only through feats or magical items can more than one attack per round be gained.
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PostPosted: Mon Apr 21, 2008 3:17 am    Post subject: M04 Of Elves Reply with quote

M04 Of Elves

Elves exist on many "fantasy" worlds, some within the 5th Emperium, but in Elithaan their existence as the Silvarana are not known to the people of Karthan. Ascended as the race has evolved, the Valandor of the race are seen as spirits of wood, glen, stream...and others. The Valandor are more in tune with the natural world than the Sulthalion. They are akin to the "Wood Elves" on other worlds, but have evolved in their spiritual ascendence to become the fae of Elithaan. Niessar, the sprites at the Lodge and Olyia, the water spirit, are Valandor.

The Sulthalion are akin to the "High Elves" and are the true masters of magic, technology and the blend of both. The Sulthalion over time have established outposts on many worlds where Elves exist to observe their development. Alnuathor, the High King of the Silvarana has no connection to these Elven races but has recoginzed their "template" existence and like the Sulthalion seeks to learn of their evolution in each world.

Within the empire are approx 400 "Half Elves". They are a recent phenomenon and are known as Perintherim (Fair Men) by the citizens of the empire. They are the result of a union between Valandor (F) and human (M). They are considered fae touched by the Empire's citizens, as they are capable of speaking with them. The majority of Perintherim live isolated lives in the woods of the empire, but a few have become very successfull bards and storytellers.

The Sulthalion has frowned upon the existence of the Perintherim and refuse to accept them as a race. Some have even expressed their "cleansing" which the High King has refused to consider. Recently at a meeting of the Quiseraen, Alnuathor has informed that Empress Lonarwaen, the present ruler of Karthan is Perintherim...but of Sulthalion blood. The rest...need not be discussed here, but may be found out during the campaign.


Last edited by vampyre on Tue Apr 22, 2008 3:40 am; edited 1 time in total
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PostPosted: Mon Apr 21, 2008 4:01 am    Post subject: M05 Critical hits Reply with quote

M05 Critical Hits

Criticals using the Rolemaster system and D&D follows:
A natural D20 that is rolled doubles the damage rolled. Then a critical roll is made (D100) against the critical tables of Rolemaster based on the type of weapon that is being used:
Hand arms 1 handed
Hand arms 2 handed
Spear and pole arms
Mounted Arms
Thrown Arms
Bows

Related to the type of damage done by these weapons are the following critical tables:
Slash
Puncture
Crush
Impact
Unbalancing

The critical tables start from an extra few HP damage to stunned, stunned no parry, to broken limbs (minus to effective hit rolls and to armour class) and death.

Their are separate tables for large creatures (Mesk - trolls) and super large creatures (ummm...enchanted creatures, not including dragons (Zhan...no one in their right mind would encounter one for combat). These are open ended (001-251 on d100, 096 - 100 being open ended if the item possesses the ability) and are divided as Normal, Magic, Mithril, Holy Arms and Slaying. Magic is any weapon that is magical and Slaying are weapons designed against a specific creature...i.e a D&D weapon that may have an extra +2 vs orcs (Osgeyr in Karthan) but it is more deadlier and hence rarer.

There are tables for magical effects as well, from magic users to weapons or items that can cast magic. The tables are:
Heat
Cold
Electricity
Light
Darkness
Air
Plasma (Zhan)
Disintergration
Acid (Zhan)
Entropy (Zhan)
Mind
Chaos (Kharagh's demonic servants)
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PostPosted: Mon Apr 21, 2008 4:56 am    Post subject: M06 Karthan professions (classes) Reply with quote

M06 Karthan professions (classes)

NON SPELL USING PROFESSIONS:


- Leader
- No Profession
- Craftsman/Artisan - carpenter, blacksmith etc.
- Farmer - common profession for rural serfs.
- Scout
- Rogue
- Burgler - rare profession. Restricted to a guild. Evil
- Assassin - rare profession. Restricted to a guild. Evil
- Trader/Merchant
- Sailor
- Fighter
- Warrior
- Knight - restricted to the Nobility.
- Scholar
- The Professional - administrator, advisor etc.


MAGICAL PROFESSIONS - ESSENCE:

- Magician - restricted to the Therim, Tanatherim and Tordagh.
- Warrior/Mage - restricted to the Therim and Tanatherim.
- Archmage - restricted to Therim and Tanatherim.
- Illusionist - restricted to the Therim and Tanatherim.
- Alchemist - restricted to the Therim, Tanatherim and Tordagh.
- Sorcerer - training only found at the Tower of Krieyos. Restricted to the Therim and Tanatherim.
- Conjurer - rare profession. Only taught at the Imperial Universities. Restricted to the Therim and Tanatherim.
- Runemaster - rare profession. Only taught at the Imperial Universities. Restricted to the Therim and Tanatherim.
- Magus - rare profession. Only taught at the Imperial Universities. Restricted to the Therim and Tanatherim.
- Delver - rare profession. Only taught at the Imperial Universities. Restricted to the Therim and Tanatherim.
- Astrologer
- Animist - profession taught by the Foresters Guild.
- Ranger - profession taught by the Foresters Guild.
- Crystal Mage - rare profession. Restricted to the Tordagh.


MAGICAL PROFESSIONS - CHANNELLING:

- Cleric - taught only by the church.
- Healer - taught only by the church.
- Paladin - taught by the church and the holy orders.
- Lay Healer - taught only by the church.
- Shaman - not taught by the church. restricted to the Nanatherim, Karnirutherim, Khisan and Daeostherim.


MAGICAL PROFESSIONS - MENTALIST:

- Mentalist - restricted to the Therim, Perintherim, Tanatherim, Tordagh and the Mariners.
- Seer - restricted to the Therim, Perintherim, Tanatherim and Tordagh.
- Mystic - restricted to the Therim, Perintherim, Tanatherim and Tordagh.
- Bard - no restrictions
- Beastmaster - restricted to the Nanatherim, Karnirutherim, Khisan and Daeostherim.
- Noble Warrior - restricted to the nobility.
- Sage (Loremaster) - restricted to the Therim, Perintherim, Tanatherim, and Tordagh.
- Nightblade - rare profession. Taught only by the Shadows Thieves Guild.


CULT PROFESSIONS:


- Warlock - restricted to the Therim and Tanatherim (urban - evil)
- Witch - restricted to the Therim and Tanatherim (urban – evil)
- Druid - restricted to the Daeostherim, Therim, Nanatherim and Karnirutherim.
- Moon Mage - restricted to the Therim of the Shadowlands.


CHAOS PROFESSIONS:

- Chaos Lord - restricted to human, Findaghen, Geyr and Mesk races.
Those that follow are evil human professions:
- Macabre
- Dark Paladin
- Evil Magician
- Evil Mentalist
- Evil Cleric
- Chaos Sorcerer
- Chaos Mage
- Necromancer
- Witch
- Evil Mage
- Illusionist
- Dark Animist
- Astrologer
- Alchemist
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vampyre



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PostPosted: Tue Apr 22, 2008 4:26 am    Post subject: M07 Glossary Reply with quote

M07 Glossary

Eiliniel - D “Living Star”
Galadrifel - D “The White Wanderer”
Rivorlyail - D “Spiral Movement” The accretion disk
Tiheran-Asaer - D “Transcendence”
Tyrinor - D “Brightest Light” Moon
Pelinaros - D “Mantel of Blue” Moon
Kalosirinn - D “Farthest Born” Moon
Urshargkh - B “Black Moon” - the fourth moon

Pherior - T “Warm Year” - summer
Arthalis - T “The Fall” - autumn
Solisse - T “Bitter Cold” - winter
Erudeier - T “Renewal” - spring

Findaghen - D “Dark People” - Kobolds
Marghen - D “Twisted People” - Goblins
Dagh - Z “Those of Stone” - Dwarves
Tordagh - Z “Tribe of Stone” - Dwarves of Karthan
Shardagh - Z “Tribe of Iron” - Iron Dwarves
Khunzdagh - Z “Twisted Stone People” - Black Dwarves
Shedantoir - Z “Tribe of Fire” - Red (Fire) Dwarves
Fezhantoir - Z “Tribe of Ice” - Grey (Ice) Dwarves
Durnatoir - Z “First of Stone” - Dwarves
Raenar - D “Air Lord” - Pegasus
Nenime - D “Noble Wing” - Great Eagles
Fauwnier - D “Changing Beast” - Hippogriff
Iccan - D “Ancient Ones” - Unicorns
Quiseraen - D “Earth Powers” Collective name for the Silvarana (Sulthalion and Valandor, Shalrotir, Layonan, Faerotir and Pyrth-Aiun) Tordagh and the Zhan represented by Stormwing and other enchanted creatures.
Minyatars - D “World Ships”
Faerie - T “Earth People” - term referred to the Quiseraen
Shalrotir - T “Rural Spirits” - Pixies, Nixies, nymphs, satyrs etc
Layonan - T “The Builders” - Pech
Faerotir - T “Earth Spirits” - Gnomes etc
Pyrth-Aiun - S “Water Spirits”
Hyth-Aiun - S “Forest Spirit” - Woodmen term for the Valandor
Seras-Mathiltharan - T “People of the Land” - Northmen term for the Valandor

Zhan - T “Dragon”
Aldrizhan - T “Sea Dragon”
Calnizhan - T “Cold Dragon”
Byrizhan - T “Light Dragon”
Porinizhan - T “Fire Dragon”
Alnizhan - T “Air Dragon”
Karidzhan - T “Chaos Dragon”
Zardikshan - T “Black Dragon”

Therim - T “Men”
Tanatherim - T “Highmen”
Perintherim - T “Fairmen”
Elaantherim - T “Western Men” Those from Attalante
Ecaactherim - T “Great Men”
Daostherim - T “Woodmen”
Nanatherim - T “Northmen”
Karnirutherim - A “Clansman” - Barbarians
Surdaii - T “Chieftain” Clan Elder Nanatherim
Oanur- A “Tribes” Karnirutherim
Shenadhar - A“King” Karnirutherim
Naheran - A “Highlord” Karnirutherim

Ilmaren - T “Powers of Creation” - major pantheon of deities
Valentari - T “The Greater Servants” - lesser pantheon of deities, many of whom are ascended humans.
Annywaedin - T “Those of Many Feats” - servants of the gods
Labrian-Anneur - T “The Many of Song” - heroes, champions of the gods
Sentari - T “Ascended Servants” - those who have ascended - lesser deities
Perianor-Ebaroth - “Great Hand of Faith and Healing” - The ruling religion of the empire
Tuath-Ir-Kayorlinn - T “Great Hand of the Faithfull” - order of healers and clerics of the church
Danan-Tolardreas - T “High Order in Strength” - The secret home of the church
Cyir-Tarokhal - T “High Sanctuary” - senior most assembly of Cardinals.
Olierra-Oriann - D “Focus and Thought” - Silvarana form of magical power
Kar-Harohndeth - T “The Foresters Guild” - guild of rangers and animists
Ruan Telfearas - T “Battle under the Red Sky”
Kahr-Arresdyr - L “Blade of Power Mastery” - sword wrought for Darkness Claw
Tealithran - T “Testing” - tests for latent magical talent
Eranmarkyl - T “Golden Sands” - beaches on Belearric Peninsula
Naeramarth - L “Shield of Crafted Stone” - large fortress before Cerberus
Tarascon - L “Northern Shield” - northern mountain range
Shuyukh-Danzhaduk - Z “Wrath of the Storm-bringer” - dwarven name for the great dragon, Stormwing
Aldagassi - T “Dark Union” - union between humans and spirits in Shadowlands
Thier-Deboraen - L “Lord Council” - The Emperial Senate of Karthan
Urad-Dahar - A “Spirit Walker” - Karnirutherim term for the Shaman
Arathuriinor- T “Speakers of Distance” The term for Astrologers
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vampyre



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PostPosted: Fri Aug 01, 2008 4:27 pm    Post subject: M08 I - Insertions Reply with quote

M08 I or Insertions

Throughout the campaign posts will be made with an I. This means the player (Brad or Enigma Smile) has the information in his computer to download and therefore is considered been editing until complete. Some sessions will be more I orientated than others. Depending on the situations that Mak and Kam are involved in.
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PostPosted: Sat Feb 28, 2009 3:47 pm    Post subject: M09 Location/Points of Interest Reply with quote

M09 Location/Points of Interest

I will be including files on specific locations and individuals on this thread as the game progresses. The first files that will follow are those pertaining to the history of Empress Lonarwaen and the Company of the Red Flame. These were written by Chris Gunby who played the Empress and Bali Foehammer during the early years of the game's development and the first LE8755 campaign.
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PostPosted: Tue Mar 03, 2009 12:53 am    Post subject: M10 Empress Lonarwaen Reply with quote

M10 History of Empress Lonarwaen

“Born in LE8711 to Emperor Tiranorr and Emrpess Viraen in the Imperial Capital of Cerberus. The Princess was raised as one, lessons in history, geography, court etiquette and dance, heraldry, languages and diplomacy were only some of the knowledge that she was required to learn as an Imperial Princess. However, she was able to gain additional education in other areas not so traditional. Being of the Imperial family Lonarwaen was able to obtain the finest education possible, by the finest teachers available. During her youth the princess showed she had a great temper and a number of fiery arguments resulted with her father and/or mother but as the princess matured theses explosions of temper disappeared as she learnt great self discipline.

At the age of 12 Lonarwaen indicates to her father her interest in the Mentalist profession and a skilled mentor, Valdan of Sienna, is chosen to teach her. Also Lonarwaen obtains training in fighting from her father, brother and the Imperial Household Guard Master after she convinces her father that she really does want this training. When 17, the princess successfully completes her initial apprenticeship in both Mentalism and fighting skills and she is awarded a beautiful hand and a half sword (Bastard Sword) by her father. The sword is magical and has the ability to shoot flame bolts which her father says she could power with her temper perhaps.

Later that year (LE8728) Lonarwaen, wishing to learn more of the world away from the restrictive confines of the Imperial Court, says farewell to her home and family. Leaving only a letter for her parents explaining her intent she departs for the lift of an adventurer in Karthan. To this day no one is sure how Lonarwaen left the palace unobserved and was therefore able to slip out of the city and the peninsula before she was noticed to be missing. It is assumed she had help but none know by whom, how or why and it remains a mystery which the Princess (now Empress) has never mentioned or answered.

Among the people of Cerberus little is heard of her for many years with only rumours as to where she is or what she is doing. It is know that occasionally letters arrive from Lonarwaen to her family delivered by Imperial messengers or trusted associates. There is much concern in the capital as to what has befalling the princess and there are always rumours of her death or capture by chaos forces. So far as the arrival of the letters has managed to dispel the worst of the people’s fears as well as her family’s.”

GM NOTE: Lonarwaen’s decision to leave the palace for adventure was made by her. However, her parents were instructed not to attempt to search or return her to the palace. “This is the path that she has to pursue.” Was what the Emperor was informed. It was never revealed who counselled this to the Emperor.

“In reality Lonarwaen has been adventuring over much of the Karthan and has visited all of the provinces, except Arktoria, gaining valuable experience of the world, different peoples and the dangers within and without. During this time she meets Lord Bali Foe-Hammer and travels with him beyond Karthan to the lands of Torn and Kor, ruled by mighty Firebirds and to the northern icy wastes of Quowhon where they encounter the god Baal.

The next the people hear of the princess is in LE8746 after a battle has taken placed in the foothills of the Tarascon Mountains. Lords who aided a fighting company known as the Company of the Red Flame discovered by accident that the founjer and leader of the company was the Princess Lonarwaen. Many, both noble and commoner, are astonished as the Company of the Red Flame, founded in LE8742, is fairly well known in Lethrai, Thereck and the Talan Kosteyn region. Great relief is also felt as now it is known that the Princess is safe. While the Red Flame spends Solisse (winter year) in Rannarsh Lonarwaen returns to Cerberus and to her family before returning to the company at the onset of Erudeier (spring year) returns to the company.

Over the next two years the company attracts many applicants for positions so much so that the company grows from 300 combat troops and 50 specialists (spell users and engineers), to 750 combat troops and 150 specialists. In LE8748 when the turmoil of the assassinations strikes Karthan and the Provincial Governor of Mhalafrei declares his independence, the company is in northern Lethrai on the border of the Elder Wilds. The company had come in response to a request for aid versus raiding forces of chaos in the Lethrai/Thereck border region from the local lords who had put up the money to hire the company. At the time the messenger reached the company’s camp the company was engaged in battle with 450 Osgeyr led by 15 Azgeyr and 3 Var-Mesk and had finally managed to break the front ranks. Having also finally managed to flank them on both sides the company was engaged in rolling up both flanks and eliminating the force altogether. Princess Lonarwaen was directing the battle from a small rise when the messenger reached her and informed her of the horrific news of her family’s death and the turmoil in the empire. The news caused the Princess extreme anguish and rage for she had lost everyone she loved in one terribly brief moment. Range won out, the Imperial Princess now empress leapt onto her war steed and raced into the battle area heading straight for the Var-Mesk. Her startled guards, both Imperial and the company, raced to catch up with her but too swift was she reaching the might evil warriors far before them.

Moving with terrible speed and fury, Lonarwaen in a berserker rage and alone, attacked head on 2 of the Var-Mesk – several moments later both Var-Mesk are dead and Lonarwaen staggers forth from the battle seriously wounded. So swift and furious had been her onslaught that both Var-Mesk had little time to react and had fallen far more swiftly than would normally have been the case. Swiftly surround by her guards, who fend off several concerted attacks aimed at her, she was escorted off the field of battle to the healing camp where she could be tended.

After two days in the care of the healers, Lonarwaen summons Vranor of Thasia, a Warrior-Mage, her second in command to her tent where she instructed him to take command of the comp0any and keep it intact. Having had a litter prepared, Lonarwaen is then teleported to Cerberus, the Imperial Capital through chambers in Thereck and Lethrai.

Once there, Lonarwaen is with all due pomp and ceremony, crowned Empress of Karthan thus once again is the throne occupied and the people breathe a sigh of relief.”

GM NOTE: While the nobility consider whether their liege lords, the Dukes will reaffirm their loyalty at the Grand Tournament to begin the following year. And there is of course, the events unfolding in Mhalafrei and Thereck.

“Although now Empress, she does not forget her former command and proclaims it an Imperial Free Company subject only to her orders and supported by the Imperial Throne. The Company of the Red Flame now having equal status to the Star Crusaders tur4ns to aiding Imperial troops to contain the attacks of mercenary forces from Mhalafrei and aiding refugees fleeing Mhalafrei and Thereck. As Lonarwaen now shoulders the burdens of the Empire and attempts to deal with the treachery of the Provincial Governor of Mhalafrei. But she must now also deal with the likelihood of the situation being exploited by the Lord of Chaos and his servants, if it was not actually caused by him or his servants in the first place. With the Empress’s lack of a husband or children, the burden is grater with no other close family members to undertake missions for her or rule in her stead elsewhere in the empire.

Therefore the Empress looks to those she can trust and whom she has personal knowledge of which means not only the Imperial officials she knew and trusted as a child, but also people like her company she formed. It is known that the Empress has commissioned her company to undertake reconnaissance missions for her into Thereck, now under the rule of the Ursurper’s son, King Balzarch, as a prelude to liberation of the province. It is not known what other personal resources she may have at her disposal but it is possible that there are others unknown to the court or council.”

GM NOTE: the following year saw reaffirmation of loyalty by the Dukes to the Imperial Family now ruled by Empress Lonarwaen. Recognized also the High Steward’s role takes on more importance until a male heir ascends the throne.

“Another mysterious aspect of the Empress is her lack of a concern over a finding a suitable husband to strengthen her throne and provide a male heir. She appears totally unworried over the matter and has been heard to remark “All in good time, the issue will be dealt with and I have the matter well in hand in any case.” It would appear the Empress has already decided on her husband to be yet refuses to inform anyone who this is. What is also puzzling is where the Empress met this person, it can only be guessed at, but would presumably have occurred during the time she adventured or when she was unknown as a mercenary unit commander.”

GM NOTE: this did cause considerable heated “discussions” between the Empress and the High Steward, who like everyone else in the court, was totally unaware of who the Empress has seemingly decided upon let alone who has been courting her…no one at the court has intimated any relationship with anyone. The Empress however has remained resolute. But recent posts on other threads have identified her future husband. He attended the War Council in his present ethereal state.

“The Empress appears to have both herself and the empire under a reasonably stead course and looks to be both competent and practical with regard to her decisions. The decisions take in regard to plans to retake Thereck and Mhalafrei are taking form and appear to be well thought out and supported by the High Steward. There is of course the unknowable actions of the Lord of Chaos in these events and that is a matter that is still in conjecture. The seers and clerics visions indicate that either, during or later the liberation there will be some kind of action from Kharagh and in all likelihood this will be of a large scale in nature.”

GM NOTE: The above confirmed during other posts concerning the War Council and of the counsel of Elwenor of Attalante. Lonarwaen’s history was compiled before Lonarwaen began her LE8755 campaign and that differs from the current campaign now running. But events before LE8755, the campaign year, remain unchanged, it is only the campaign year that will (and most certainly already has!!!!) developed differently from the original game.

“Empress Lonarwaen: Age: 44; Race: Perintherim; Height: 6ft8; Eyes: Emerald Green; Hair: Dark Fiery Red; Build: Slender, well proportioned; Skin: Fair/light tan; Profession Mentalist 35th level (Fighter 60th level)”
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PostPosted: Wed Mar 04, 2009 12:40 am    Post subject: m11 company of the red flame Reply with quote

M11 Company of the Red Flame I

“Established in LE8742, two months after the Princess received mysteriously an incredible hand and a half sword with a star surrounded by fire on the hilt. All who see it wonder where she received it but she has never said and it remains a mystery. By this time the Princess had acquired an amount of silver and gold, it occurred to her that she could help the empire more with a fighting company than by continuing adventuring. So the Company of the Red Flame is established, 100 combat troops and a few spell-users. The Red Flame once established offers its services in Lethrai, Thereck and the Talan-Kosteyn region aiding the empire against the forces of Kharagh and those who would aid them for their own ends.

Over the next six years and after aiding lords and merchants against raiders and the forces of chaos the company has grown to 300 combat troops and 60 specialists (spell-users and engineers). The Red Flame has been quite successful and its fame has slowly grown among the people of the region where it regularly operates. The composition of the company is 100 heavy cavalry and 200 heavy infantry, both fully equipped, 41 engineer specialists (i.e artillerists, siege engineers and masons), 10 supply, quartermaster, billeting officers and the remaining 9 are spell users consisting of 3 Mages, 3 Lay Healers, 1 Cleric, 1 Animist, 1 Seer and 1 Astrologer.

After the battle in LE8746 in the Talan-Kosteyn region at the foothills of the Tarascon Mountains where the Princess’s identify is revealed the company gains in both fame and fortune. The company grows to 750 combat troops and 175 specialists (spell-users, engineers and supply etc officers). The composition of the company is now 250 heavy cavalry and 500 heavy infantry, both fully equipped and 101 engineer specialists (artillerists, siege engineers + assistants, masons and 1 architect/draftsman/engineer). The remaining 74 consist of 25 scouts/infiltrators, 25 supply, quartermaster, billeting officers and 10 non spell using medical specialists. The last 14 are spell users, 5 Mages, 1 Illusionist, 3 Lay Healers, 1 Cleric, 2 Animists, 1 Seer and 1 Astrologer).

Since Lonarwaen has become Empress the company has continued her last orders to harass the mercenary and forces of Mhalafrei and Thereck under the control of the Ursuper and his son. Towards the end of LE8754 the company redeploys to Peleannor for long overdue leave. Vranor, still 2nd in command but in active leadership spends this time to recruit more members for the company in anticipation of increased military activity within the two provinces towards the years end. Based in Girithron he and others begin a recruitment and assessment phase followed on by training once the company returns from leave in the 12th month LE8754.

The company of the Red Flame now consists of:
130 Light Cavalry
350 Heavy Cavalry
200 Missile Infantry
600 Heavy Infantry
270 specialists; 150 engineers, 30 scout/infiltrators, 40 supply, quartermaster, billeting officers; 27 non spell using medical specialists.
20 spell users; 7 Mages, 1 Illusionist, 4 Lay Healers, 2 Healers, 1 Cleric, 2 Animists, 1 Seer and 2 Astrologers.


The heraldry of the company is a white sword with a star surrounded by fire on a hilt on a light blue background in a shield like border of gold. After becoming an Imperial Free Company the heraldic device has a miniature Imperial Crown in the top left hand corner.
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vampyre



Joined: 25 Jan 2006
Posts: 268
Location: Upper Hutt

PostPosted: Wed Mar 04, 2009 12:53 am    Post subject: m12 company of the red flame Reply with quote

M12 Company of the Red Flame II

“The Company of the Red Flame is equipped as follows:

Light cavalry – AT10/Rigid Leather and shield, Lance and Longsword
Heavy cavalry – AT18/Plate and shield, Lance, Longsword, Morning Star and Light Crossbow
Missile infantry – AT14/Chain and shield, Longbow and Longsword
Heavy Infantry – AT16/Chain and shield, 400 x Pike and Longsword with 200 x Battle Axe and Hand Axe
Scout/Infiltrators – AT10/Rigid Leather and shield, Longsword, Shortsword, and missile weapon of choice
Supply etc – AT14/Chain and shield, Longsword and other weapons of choice
Engineers and Assistants – AT14/Chain and shield, Longsword and other weapons of choice
Spell-Users – equipped as they came except for any standard weapon



Red Flame Banner
Made of red laen with mithril fittings. It is a 12ft long pole of red laen with mithril caps and banner clasps. The banner itself is made out of spun mithril and red gold, enchanted to be light and maneuverable, which gives a slight silvery tinge to the redness.
+25 to Morale of all good forces within sight.
+10 to combat and moving Maneuver (MM) rolls of good forces within sight.
+10 to Tactics/Strategy rolls for the commanders and sub-commanders within sight.
Detects Evil, Power and Presence to 1,500ft and will inform the commander or office of the watch when such is detected.
Detects Invisibility and Illusions to 300ft and will inform the commander and officer of the watch as above.
Allows Commander or designated aide to cast Oath (50th lvl) as often as required to swear in the company members normally and for higher duties (ie. Officers for position etc)
Banner is highly intelligent. Provides an illusionary map of any terrain it has moved over previously for use in planning decisions, can scan out to 5 miles in all directions for this, this includes terrain alternations, heights and features.
The banner is able telepathically to talk to officers and men of the company if required but mostly to the Commander.
The banner inflicts a +10 heat Critical (Holy) a round on any evil or chaos aligned creature that tries to touch it and is actually immolated and quite visible, this will not harm the banner itself. When immolated the flames will not harm a member of the company or someone of good alignment who seeks to help the company.


Red Lance
+30 Mounted Lance
Does extra Impact and Heat criticals (Holy).
Made of a reddish metal, the lance has a flaming tip when attacking an enemy.
A matching item to the banner this lance will also inflict a Heat critical (Holy) and has matching conditions (ie see above in relation to protections against evil/chaos).
Used by the Commander or Commander designate.



Red Rings x 72
Made of red laen and mithril these rings are the symbols of the officers of the company and are highly magical with abilities which aid the company in battle. There are different types but made in the same style, the different types depend upon the wearer and his task and profession.
X5 PP multiplier (any realm)
+25 to Resistance Rolls (RR) (any realm) but will give -25 to RR versus spells from the company healers or healing items.
+25 to Defensive Bonus (DB) and MM.
½ all fire based damage and all such criticals are reduced by one level
Continuous Speech III.
All rings are linked so that the wearers can telepathically communicate with each other and thus give or receive orders. Also the rings are linked with the Red Banner so that it can maintain status and location of wearer for relay if necessary.


Individual powers of the Red Rings:
Commanders Rings x 2
Healing 10-100, Awakening, Stun Relief (100ft) or Unpoison (15th lvl) with 300 PP/day.
Beacon 2x/day.
Inspirations VI 3x/day.
Battle Cry (20th lvl) 3x/day.
Signet Ring of the Company – places the emblem of the company onto a seal but also magically seals it so that it can only be read by the person or persons it was meant for otherwise appearing as gibberish (one in Lonarwaen’s).


Lieutenants Rings x 20
Healing 10-100, Awakening, Stun Relief (10ft) or Unpoison (15th lvl) with 250 PP/day.
Regenerates injuries at the rate of 3 hits/rnd (wearer or those he thinks of within 250ft up to lvl/3 (round down)) 3x/day.
Utterlight V 3x/day.


Healers Rings x 9
Healing 15-150, Awakening, Stun Relief (10ft) or Unpoison (25th lvl) with 600 PP/day.
Regenerates injuries at the rate of 5 hits/rnd (wearer or those he thinks of within 500ft up to lvl/3 (round down)) 5x/day.
All surgery done by the wearer of the ring is healed in half the normal time as are any injuries tended by the wearer.


Assistant Healer’s Rings x 10
Healing 15-150, Awakening, Stun Relief (10ft) or Unpoison (25th lvl) with 300 PP/day.
All Channeling Healing Lists to 15th lvl with 300 PP/day.


Spell-Users Rings x 25
Healing 5-50, Stun Relief (10ft), Frost/Burn Relief III or Minor Irritation Relief up to 5x/day each.
Store up to 6 spells up to 30th lvl.
Spell Enhancement, Spell Reins and Dispelling Ways to 20th lvl with 400 PP/day.
3x/day wearer may inscribe (using the ring) up to a 20th lvl Ward.


Engineers Rings x 5
Healing 5-50, Stun Relief (10ft), Frost/Burn Relief III or Unpoison (15th lvl).
Barrier Law, Unbarring Ways and Earth Law to 20th lvl and Mannish Ways to 15th lvl with 275 PP/day.


Chief Suppliers Ring x 3
Healing 5-50, Stun Relief (10ft), Frost/Burn Relief III or Unpoison (15th lvl).
Food Preservation, Food Dehydration and Sustenance Purification to 20ft with 100 PP/day.


All the rings will burn those of evil and/or chaos who touch them inflicting a Heat (Holy) critical (see Banner conditions). The Commanders Rings inflict a +10 critical. The rings will also fail to work for any but a sworn member of the company.


Red Belts x 72
Made of red laen and mithril these belts are designed to look like a Red Zhan (Dragon) biting its own tail with its wings furled – the clasp is the mouth and tail. This has been cunningly designed so that it can be released only by those who know how (by pressing the upper eye of the Zhan twice in quick succession).
Blur 3x/day at will.
The wearers of these belts will be able to predict the weather for a entire day and night, 1x/day with a 70% chance of accuracy.
Strength II and Unpain (50%) up to 3x/day each.
Haste III up to 3x/day.
All the belts will burn those of evil and/or chaos who touch them as per the rings and also will not operate for anyone not a sworn member of the company.



Flame Clasps x 1,550
Made of red laen and small amounts in mithril these clasps are designed to look like a flame. Held by all members of the company.
Allow the wearer to see at night as if it were day even in magical darkness.
Detect Traps (100ft) continuously.
Sustain Self 1x/day.
All the clasps has same effects against evil and/or chaos if touched by them and also will not operate for anyone not a sworn member of the company.


There are enough of these clasps to arm another 345 personnel.”


“These 3 reports have been prepared for the High Steward by the Lord Councilor and is a secret document. Any unauthorized person or persons reading this document under the Secret Seal will, once the seal is opened in the un prescribed procedure, all within the room must RR vs 70th lvl mentalism, failing meaning their mind is temporally dulled and they are temporarily paralyzed. Also once the seal is broken will activate a 50th lvl Quest/Geas with 500ft radius, ordering all Imperial Guardsmen to arrest the individual/s.

A few points to consider Parnaels:
1. The items appear to be crafted by the Tordagh and this would fit with the Empress having traveled with a Tordagh Lord and Cleric.
2. The items made for the company appear quite potent and this would indicate that if the Tordagh Lord was responsible for their making, he is of considerable power and strength, what we would expect of the highest Alchemist caste within the Tordagh kingdoms.
3. The metals and workmanship would indicate access and skills of the highest standard and use of extensive forges given the short amount of time these items have been crafted.
4. My sources indicate that no Lord by the name of Bali Foehammer currently lives or works within the Khudakan Kingdom or either of the other two Tordagh kingdoms. So either he is a very well kept secret, something the Tordagh is known for, their society and language reclusive and secretive in general, or he may come from lands beyond the borders.
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