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Having fun updating my game world of Kelleemah to VsD

The Passing of Time

The history of Keleemah runs 3,000 years. There are 384 days in a year which are divided into 12 months with 32 days apiece and 8 days per week.  The 8 days of the week are Tindome (Dawn), Amaurea (The time right after dawn), Aure (Daylight), Ea (Creation), Fea (Spirit or Soul), Hande (Understanding), Andu (Sunset), and Airaelen (Holy Star). The Star Elves named the days of the week, the Silver Elves named the months. They are Lossen, Heleg, Rhoss, Alagos, Edlothia, Cuil, Ion, Gwaith, Idh, Brethel, Gwaeren, and Gwanath. The years are split into two periods. Up until the coming of the Fay, the more primitive races did not bother to measure days and years. For they only cared about the coming and going of seasons. For the Avars, time is very different for them and they do not mark the passing of time as we do. But, with the arrival of the Elves, we started counting the weeks, days, months, and years. The time since their arrival, along with the Dwarves, and Haflings is known as the Years of the Fay and it is marked by the year and the letters YF. It is currently 1678 YF and it is the first day of a new age, as deemed by the King of the Star Elves. The time before the arrival of the Fay is known as the Years of the Avar and its years go backward with the letters YA. The oldest date that we have is the approximate year of the Avars banishment to Keleemah which is 1322 YA. Zero with the letters YF marks the arrival of the Fay. The history of Keleemah is split into 9 Ages. They do not represent a set period of time, but the struggles of that period.

  1. The Age of the Ainu 1322 YA to 1000 YA.  Ainu is the Star Elven word for the Avar and this Age starts with the arrival of the Avar and the imprisonment of Marahshamad beneath the sands of Dudael.
  2. The Age of the Alat 1000 YA to 523 YA. Alat is the Star Elven word for Giants, it refers to any creature of great size, not just the race of Giants. This Age started with the appearance of Dragons, Giants, Firbolg, and other such creatures of great size which waged war upon one another. The Avar stayed within their realm and the Hevel stayed within their caverns. This was not out of fear, but a matter of being weary of more fighting. For the Avar, they honored the Hidden Gods edict to not interfere with other races except for the direst of situations.
  3. The Age of the 1st Shamad War 523 YA to 311 YA. The Alat Wars only ended because of the Demon invasion of the lands of Keleemah. Dragons, Giants, Firbolg, and others picked sides and the Avar shook off their weariness of war and marched forth against the Demons. During this time of great upheaval, many bestial races were drawn unto this world. They are now known as the old races of Keleemah. They are the Fomorians, Trolls, and more. The war ended when the Bazah, the Demon of Disdain was defeated by the Centaur God Dupon
  4. The Age of the Yarranore 311 YA to 0 YF. After the 1st Shamad War, the surviving Alats withdrew to remote lands, and the Yarranore, the growling & snarling races, fought one another for the control of good hunting grounds and other resources. It was during this time, that the Firbolg became repentant and tore off the shackles of their Darkmaster.
  5. The Age of the 2nd Shamad War 0 YF to 226 YF. Again, the Demons invaded Keleemah once more. It was the Fay, Dwarves, Halflings, and more that were drawn unto Keleemah. Like the Yarranore, they fought either for or against the Darkmaster and its Demons. And, once again, the Avar went forth, ready for war. Nobody really knows what ended the 2nd Shamad War. It is rumored that the Darkmaster's Satar the Arch Demon, simply left the battlefield, never returning to its Darkmaster, and yet never seen again within Keleemah. With Satars sudden disappearance, the other demons and their armies fought amongst themselves to claim the coveted position to lead all of the demonic armies. Their craving for power led them to ruin by the armies led by the Avar. The Demons were forced to retreat. The Darkmaster brought low the lands behind his retreating armies, which in turn created the Shattered Isles, and killed so many of our kind as well as the other new races.
  6. The Age of the Etya Wars 226 YF to 383 YF.  Following the 2nd Shamad War, the Fay, Dwarves, and Halflings fought a series of wars against tainted kin that still served the Darkmaster. It is said that the Redcaps were once Fay and that they were twisted and reshaped to serve the Darkmaster. The Dwarves fought against their tainted kin, known as the Dwergar. And, the Halflings had to overcome the Boggles. As such, this period is also known as the Kin Wars.
  7. The Age of the 3rd Shemad War 383 YF to 977 YF. The Demons came forth yet again. The Avar took arms against the demons as well as the Fay, Dwarves, and Halflings, along with some of the Yarranore and Alats. It was now, the time of Man. They came in such great numbers upon our world of Keleemah along with the orcs. Some fought for the demonic Darkmaster, but most fought alongside the Avar. The war ended when the demon named Asmodai was wounded by a mysterious arcane weapon of power that would never heal. It is said, that it was so powerful, that it could even wound a god. Asmodai is often referred to as the Demon on two sticks.
  8. The Faith Wars 977 YF to 1374 WF. After the 3rd Shemad War, the gods of man and their followers waged war against each other, for their gods were trapped here as well.  Without all of their worshippers from the other worlds, they were vulnerable. Some became mortal once more, while some lesser gods were even killed.  It was a time of great upheaval and only ended when the three Avars known as the Lords of War ended the wars by force. They then enforced an edict forbidding the gods from acting directly. Only their followers could act on their behalf. The gods can still use Avatars for their bidding, far less powerful than the gods themselves.  And this edict does not apply to the gods that lost their mortality.
  9. The Chess Wars 1374 YF to 1678 YF. Following the Faith Wars, mankind took over most of the known world. They fought each other, the Fay, Dwarves, the Yarranore, and Alats.  Many fought alongside the older races as well. War and rumors of war have finally settled down to a level of at least temporary periods of peace. In addition, this has also been the longest time period between Shamad Wars.  Many are carefully optimistic; hoping that the demons have been driven off for good.
  10. Today, the first day of the first month of 1678 YF, has been declared a new Age, for it marks 3,000 years of history.  What will it be named by our progeny I wonder. What if our fate?

Signed,

 

Athair, Hosta Eldain, the Lord of Destiny, and the Patron Saint of Orphans.

Example Item of Power for the Cursed Swords

 

Item of Power: Arming Sword

Name(s): Lorcan's Curse, the Sword of Rage, Pain Dealer, and Death Screamer.

As the Vagothian King watched on. The Seer peered upon the bones before her and her voice changed. It was strained and angry. "I remember the war; the first in the old world. When Gullveig was studded with spears and in the hall of Odin; she was burned, thrice burned, thrice reborn, often, many times, and yet she still lived on! Gullveig of the Vanir, the witch who saw many things, who enchanted wands, divined what she could, and in a trance practiced seidr. All feared her; for whenever she happened upon dwellings, she brought delight to evil. Lorcan’s Curse has awakened. For Gullveig and her brides have returned!"

It was too much for the seer, she cried out and slumped upon the floor, eyes staring and unblinking. Hilmr Haldordr knew fear, for the legend of Gullveig was well known. How was he to stop a Goddess that all of Asgard could not destroy?  What if she finds Lorcan's lost sword first; for it had not been seen since the Dwarven Hero Kanani departed with it on his secret quest to the north over 400 years ago?  What if Gullveig already wields one of the swords of the Cursed Gods?

Purpose: To banish Gullveig to Niflheimr as the Prophecy of the Crow Ravings has foreseen.

The sword is made of runesilver from one of the shards of Dupon's great ax, as are all the cursed swords. Flames are engraved all along the blade, the grip is of smoothed wyrdwood, and the pommel is cast in the likeness of a Dwarven head.

Wyrdwood is a small part of the Magical Item.  As such, the bonus is only +5 to DEF and Save Rolls against attacks by spirits and undead.

Type: Cursed, Bonus, Activated, and Constant

Cursed: The sword has trapped within it, an essence of the God Dupon, the soul of Lorcan, and the evil spirit of Bazah, the Demon of Disdain. When the bearer of Lorcan's Curse uses the sword, the bearer rolls a 10 sided die. On a 1 to 3 Dupon will have mastery of the sword, on a 4 to 7, Lorcan will have mastery of the sword, and on an 8 to 10, Bazah will have mastery of the Sword. If it is Dupon, the bearer of the sword must charge the nearest foe when the blade is drawn in battle. If it is Lorcan, the bearer is subject to the Berserkersgang special ability when drawn in combat. If it is Bazah, the bearer cannot use the sword without becoming tainted and must make a WSR against an Attack Level of 20 (SR Difficulty of 120) to use the powers of the sword. The bearer can choose to not use the powers of the sword, but as a normal non-magical arming sword instead, and will not become tainted. In addition, whenever the sword is used, the GM must roll on the Magical Resonance Roll Table. If it is used when Bazah has the mastery of the sword, apply the Dark Beacon curse instead.

Powers

1st Level: Eldritch Secrets: Sense Secrets (When activated / Use once per day / The sword does not have to be drawn to use, it can be activated by simply placing one's hand upon the grip.)

2nd Level: +5 Bonus

3rd Level: Eldritch Secrets: Sense Secrets +2 Weave (When Activated / Replaces 1st level power / Use twice per day / The sword does not have to be drawn to use, it can be activated by simply placing one's hand upon the grip.)

4th Level: +10 Bonus

5th Level: Eldritch Might: Haste (When activated / Once per day / Sword must be drawn to activate)

6th Level: +15 Bonus

7th Level: Eldritch Fire: Flaming Weapon (When drawn, constant)

8th Level: +20 Bonus

9th Level: Eldritch Fire: Flaming Weapon +2 Weave (When drawn, constant / Replaces 7th level power)

10th Level: +25 Bonus

Affinity: The bonus scores are not cumulative, use the highest bonus available per affinity score. In addition, if the bearer of the sword is a dwarf, the bearer will start with 4 affinity points. The sword's thirst for slaughter is overwhelming, 1 affinity point is automatically awarded for each time it kills an opponent. An affinity score must be kept for Dupon, Lorcan, and Bazah separately.  The sword will not abandon the bearer unless all three affinity scores are at zero.

Attunement: It must be attuned at every other level starting with 1st level to attain the magical powers. Bonus scores do not need to be attuned to use. On a partial success, the bearer has to wait a number of days equal to the number of points that if failed by before the bearer can try attunement for that level again. On a critical failure, the bearer of the sword takes soul damage equal to the number of points failed divided by five rounded down.

Voice: The Cursed Swords communicate with the bearer of the sword through whispers within the bearer's mind, often with the occasional caw of crows in the background. Both Dupon and Lorcan will emphasize its purpose to the bearer of the sword. They will challenge any deviation from that goal. They both favor action over stealth. Bazah will always attempt to sow doubt in the mind of the bearer's ability to succeed and will always try to get the bearer to change sides.  It will also try to sow the seeds of doubt in the true intentions of the bearer's companions.

Note: How often and which voice whispers to the bearer is not set in stone. There are no rules to really use. So, here are some basic guidelines. The swords interact with the bearer more as the bearer increases in level. The GM can use this to determine who communicates "On a 1 to 3 Dupon will have mastery of the sword, on a 4 to 7, Lorcan will have mastery of the sword, and on an 8 to 10, Bazah will have mastery of the Sword." As an option, at the 1st and 2nd level, the sword will not bother to communicate with the bearer. At the 3rd and 4th level, the bearer will have dreams with images of Dupon, Lorcan, or Bazah. If it is Bazah, the bearer will be weary upon waking up from disturbing nightmares. At the 5th and 6th levels, the swords will whisper to the bearer in their sleep. Again, if it is Bazah, the bearer will be weary upon waking up from disturbing nightmares.  At the 7th and 8th levels, the bearer will know who the three voices truly are and they will communicate if the bearer chooses to talk to the sword in the bearer's mind. If the bearer chooses to talk to Bazah, the bearer will become tainted. At the 9th and 10th levels, the swords will whisper to the bearer daily as the bearer gets closer to its goal.  It may even get to the point where the whispers are almost constant.  This is just an option to help the GM roleplay the swords. They are NPCs and the GM should feel free to create a deeper personality for each whisperer. If you would like to see if the whispers have an impact on the bearer, you can use WSRs to simulate such an action. There would not be one at the 1st to 4th levels but would become stronger as the bearer increases in level.  Starting at the 5th level, the whispers could affect the bearer on a failed WSR with an attack at the same level. It would increase in-line with each level above that; an 8th level bearer would be affected by the whispers on a failed WSR by an 8th level attack. Note, a failed WSR from the whispers of Bazah will not result in Taint.  Taint only happens when the bearer chooses to do something of their own free will. If the Affinity drops to zero for all three whisperers, the sword will attempt to take over the bearer if it is 5th level or higher. The bearer must succeed at a WSR with an attack at the 20th level. If the sword wins, roll the dice to see which whisper gains control.  The bearer becomes the Avatar of the Cursed Sword and will be played as an NPC by the GM. Otherwise, it will no longer serve the bearer.

These swords are designed to be used in my campaigns, but if you are not playing one of those campaigns, it can still be used as is, just change the purpose of the sword. For gameplay after the 10th level, the sword will try to take over the mind of the bearer with each increase in the level of the bearer. The bearer must succeed at a WSR with an attack at the 20th level with each increase in level after the 10th. If the sword wins, roll the dice to see which whisper gains control.  The bearer becomes the Avatar of the Cursed Sword and will be played as an NPC by the GM.

Each of the Cursed Swords has the same rules as per below:

Wyrdwood is a small part of the Magical Item.  As such, the bonus is only +5 to DEF and Save Rolls against attacks by spirits and undead.

Note: If the Cursed God is one of the Three Deaths, then they get the full +20 DEF and Save Rolls against attacks by spirits and undead.

Type: Cursed, Bonus, Activated, and Constant

Cursed: The sword has trapped within it, an essence of the God Dupon, the soul of Lorcan, and the evil spirit of Bazah, the Demon of Disdain. When the bearer of Lorcan's Curse uses the sword, the bearer rolls a 10 sided die. On a 1 to 3 Dupon will have mastery of the sword, on a 4 to 7, Lorcan will have mastery of the sword, and on an 8 to 10, Bazah will have mastery of the Sword. If it is Dupon, the bearer of the sword must charge the nearest foe when the blade is drawn in battle. If it is Lorcan, the bearer is subject to the Berserkersgang special ability when drawn in combat. If it is Bazah, the bearer cannot use the sword without becoming tainted and must make a WSR against an Attack Level of 20 (SR Difficulty of 120) to use the powers of the sword. The bearer can choose to not use the powers of the sword, but as a normal non-magical arming sword instead, and will not become tainted. In addition, whenever the sword is used, the GM must roll on the Magical Resonance Roll Table. If it is used when Bazah has the mastery of the sword, apply the Dark Beacon curse instead.

Attunement: It must be attuned at every other level starting with 1st level to attain the magical powers. Bonus scores do not need to be attuned to use. On a partial success, the bearer has to wait a number of days equal to the number of points that if failed by before the bearer can try attunement for that level again. On a critical failure, the bearer of the sword takes soul damage equal to the number of points failed divided by five rounded down.

Note: How often and which voice whispers to the bearer is not set in stone. There are no rules to really use. So, here are some basic guidelines. The swords interact with the bearer more as the bearer increases in level. The GM can use this to determine who communicates "On a 1 to 3 Dupon will have mastery of the sword, on a 4 to 7, the Cursed God will have mastery of the sword, and on an 8 to 10, Bazah will have mastery of the Sword." As an option, at the 1st and 2nd level, the sword will not bother to communicate with the bearer. At the 3rd and 4th level, the bearer will have dreams with images of Dupon, Cursed God, or Bazah. If it is Bazah, the bearer will be weary upon waking up from disturbing nightmares. At the 5th and 6th levels, the swords will whisper to the bearer in their sleep. Again, if it is Bazah, the bearer will be weary upon waking up from disturbing nightmares.  At the 7th and 8th levels, the bearer will know who the three voices truly are and they will communicate if the bearer chooses to talk to the sword in the bearer's mind. If the bearer chooses to talk to Bazah, the bearer will become tainted. At the 9th and 10th levels, the swords will whisper to the bearer daily as the bearer gets closer to its goal.  It may even get to the point where the whispers are almost constant.  This is just an option to help the GM roleplay the swords. They are NPCs and the GM should feel free to create a deeper personality for each whisperer. If you would like to see if the whispers have an impact on the bearer, you can use WSRs to simulate such an action. There would not be one at the 1st to 4th levels but would become stronger as the bearer increases in level.  Starting at the 5th level, the whispers could affect the bearer on a failed WSR with an attack at the same level. It would increase in-line with each level above that; an 8th level bearer would be affected by the whispers on a failed WSR by an 8th level attack. Note, a failed WSR from the whispers of Bazah will not result in Taint.  Taint only happens when the bearer chooses to do something of their own free will. If the Affinity drops to zero for all three whisperers, the sword will attempt to take over the bearer if it is 5th level or higher. The bearer must succeed at a WSR with an attack at the 20th level. If the sword wins, roll the dice to see which whisper gains control.  The bearer becomes the Avatar of the Cursed Sword and will be played as an NPC by the GM. Otherwise, it will no longer serve the bearer.

These swords are designed to be used in my campaigns, but if you are not playing one of those campaigns, it can still be used as is, just change the purpose of the sword. For gameplay after the 10th level, the sword will try to take over the mind of the bearer with each increase in the level of the bearer. The bearer must succeed at a WSR with an attack at the 20th level with each increase in level after the 10th. If the sword wins, roll the dice to see which whisper gains control.  The bearer becomes the Avatar of the Cursed Sword and will be played as an NPC by the GM.

-Work in Progress-

Example Pre-Made Character for my 1st campaign 1 level

VSD Pre-Made Character CS1-1

Character Name: Redjer  Level 1  Kin: Half-Orc. Culture: Marauder  Vocation: Warrior

Passions

Motivation:

Nature:

Allegiance:

Stats (Generated with best 12)

Brawn (BRN) Base: 25 Kin: 5 Spec: 0 TOT: 30

Swiftness (SWI) Base: 5 Kin: 0 Spec: 0 TOT: 5

Fortitude (FOR) Base: 10 Kin: 0 Spec: 0 TOT: 10

Wits (WIT) Base: 0 Kin: 0 Spec: 0 TOT: 0

Wisdom (WSD) Base: 0 Kin: 0 Spec: 0 TOT: 0

Bearing (BEA) Base: 0 Kin: -5 Spec: 0 TOT: -5

Save Rolls

Toughness (FOR) Stat: 10 Lvl: 1 Kin: 5 Spec: 0 TOT: 16    Willpower (WSD) Stat: 0 Lvl: 1 Kin: 0 Spec: 0 TOT: 1

Special Traits: Dark Sight, Fire-Hardened, and Sneaky

Languages

Trade (WIT/Culture) Mother Tongue: 25 Culture: 0 TOT: 25

Orcish (WIT/Culture) Pit Fighters: 15 Culture: 0 TOT: 0

Note: Instead of just using WIT, I chose to use a WIT based skill, being Culture. I chose to give the Mother Tongue +25 listed in that section.  I then decided that since so many Half-Orcs work in the same kind of vocations that he would have the opportunity to learn a smattering of Orcish from his fellow Half-Orcs and awarded the character 3 ranks in Orcish.

Background: 5

Battle Hardened (Major 3) and Exceptional Training (Major 2) with matching scimitars +10

Skills

Armor: 2

Armor Stat: 0 #Ranks: 3 Bonus: 15 Voc: 0 Spec: 0 Item: 0 TOT: 15

Combat: 5

Blunt (BRN) Stat: 25 #Ranks: 4 Bonus: 10 Voc: 20 Kin: 5 Spec: 0 Item: 0 TOT: 60

Blades (BRN) Stat: 25 #Ranks: 5 Bonus: 10 Voc: 20 Kin: 5 Spec: 0 Item: 0 TOT: 75

Ranged (SWI) Stat: 5 #Ranks: 2 Bonus: 10 Voc: 20 Kin: 0 Spec: 0 Item: 0 TOT: 35

Polearms (BRN) Stat: 25 #Ranks: 1 Bonus: 5 Voc: 20 Kin: 5 Spec: 0 Item: 0 TOT: 55

Brawl (BRN) Stat: 25 #Ranks: 4 Bonus: 10 Voc: 20 Kin: 5 Spec: 0 Item: TOT: 70

Duel Weapons Training #Ranks: 2

Weapons Specialization (Scimitar) #Ranks: 5 Clumsy Range Reduced by: 1

Adventuring: 4

Athletics (BRN) Stat: 25 #Ranks: 3 Bonus: 15 Voc: 10 Kin: 5 Spec: 0 Item: 0 TOT: 55

Ride (SWI) Stat: 5 #Ranks: 3 Bonus: 10 Voc: 10 Kin: 0 Spec: 0 Item: 0 TOT: 30

Hunting (WIT) Stat: 0 #Ranks: 1 Bonus: 5 Voc: 5 Kin: 0  Spec: 0 Item: 0 TOT: 10

Nauture (WSD) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 5 Kin: 0 Spec: 0 Item: 0 TOT: 5

Wandering (WSD) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 5 Kin: 0 Spec: 0 Item: 0 TOT: 5

Roguery: 2

Acrobatics (SWI) Stat: 5 #Ranks: 3 Bonus: 15 Voc: 0 Kin: 0 Spec: 0 Item: 0 TOT:20

Stealth (SWI) Stat: 5 #Ranks: 0 Bonus: 0 Voc: 0 Kin:0 Spec: 10 Item: 0 TOT:15

Locks & Traps (WIT) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 0 Kin: 0 Spec: 0 Item: 0 TOT: 0

Perception (WIS) Stat: 0 #Ranks: 1 Bonus: 5 Voc: 0 Kin: 0 Spec: 0 Item: 0 TOT: 5

Deceive (WIT) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 0 Kin: 0 Item: 0 TOT: 0

Lore: 0

Arcana (WIT) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 0 Kin: 0 Item: 0 TOT: 0

Charisma (BEA) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 0 Kin: -5 Item: 0 TOT: -5

Cultures (WIT) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 0 Kin: 0 Spec: 0 Item: 0 TOT: 0

Healer (WSD) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 0 Kin: 0 Spec: 0 Item: 0 TOT: 0

Songs & Tales (BEA) Stat: 0 #Ranks: 0 Bonus: 0 Voc: 0 Kin: -5 Spec: 0 Item: 0 TOT: -5

Body: 2

Body (FOR) Stat: 10 #Ranks: 5 Bonus: 15 Voc: 15 Kin: 10 Spec: 15 Item: 0 TOT: 70

Hit Points: 30 TOT: 100 Wealth: 0

Spell Lores: 0

Magic Points: 0 Kin: 0 Stat: 0 Spec: 0 Stat Gain/Lvl: 0 Voc: 0 Gain/Lvl: 0 TOT: 0

Starting Equipment

Chainmail, matching scimitars +10, and healing poultice.