Characters    World and History    House Rules    Quest Summaries
The time has come for TMI to embark into the development of its own world for third edition play.

This world is called Cyirmre and is composed of many regions which are similar to countries. The world is pretty much a generic D&D world with everything in the monster manual plus other races/monsters (I created/converted/found) existing someplace or somewhere.

Characters
Currently the party consists of:

Ceralia Morkin : female gnome, fighter 1 / wizard illusionist  6, alignment: NG (familiar is an owl).
Desires fame as a spellcaster among other gnomes.

Lothar Stonecrusher : male hill dwarf, rogue 6, alignment: LN.
Seeking riches in any form pushes this dwarf into adventure with hopes of becmong a master thief.
** Died in session 6 (see chapter 2)...resurrected in session 7 (see chapter 3).

Holgrim : male half orc, barbarian 5, alignment: N.
Looking for fights whether they're big or small. Joined with the party after being saved from an angry mob.

Ghar : male lizardfolk, ranger 1 / druid 3 / lizard folk 2, alignment: N . Played by DM.
A massive warrior whose ferocity in battle is so far unmatched. Only Ceralia can speak draconic, and thus she is the only one he can communicate with. Joined by circumstance, see session 4.

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Kale Fithral: mysterious male human, sorcerer ?, alignment: ?. Played by the DM (familiar is a raven).
So far the party knows he worked a little as a mercenary and was looking for a party to join up with.
** Recently Kale disappeared (see session 4) and the party knows not where he is.

+++++++++++
Cebo : male half orc, monk 3, LN.
As with most monks to achieve "self perfection" is mainly sought after even it is takes a lifetime, even if you're a half orc.
** Had to leave the party in reality...
World and History

Currently the party is in the very large region of
Yavurlost, located near the equator of Cyirmre.
Yavurlost was once an untamed and wild land. To some degree it still very much is. Magic has altered and imbuned the forests, mountains, swamps, and plains along with their inhabitants. Territories have sprun up in the last few thousand years. Humans, Dwarves, Elves, Goblinoids and Giants have all battled for their now drawn borders.

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Currently the party has a map of Yavurlost with all the region's names and most places, forests, mountain ranges and area names lableled on it.

Kingdoms and Territories

Mithrack (LG): Mountain Dwarf Thanedom, major supplier of weapons and armor to all "good" territories. The best weapons can be found here and only here.

Umar (NE): Dark Dwarf Thanedom, has been very quiet since the last Dwarf War.

Fanon (LG): Human territory, the "bright light of Yavurlost". Known for its knights and paladins who cleansed the land when the Great Orcish Horde nearly overtook it. They now lead the alliance of the northern kingdoms in protecting the land from any southern threats.

Miir (NG): The Gnomish territory, given to Gnomes long ago by the Dwarves of Mithrack. The Gnomes hold massive trade festivals in spring and fall, where merchants for all over Yavurlost come to sell their gear, magic items, weapons, etc.

El'Moor (LE): Human kingdom very near the empire of Khare, deals heavily in slave trading and other illegal activities. Known for its assassins and cavalry, which are said to be near equivalent to the knights of Fanon in skll but not in number.

Khare (LE): Long ago after the Great Orcish Horde was beaten back by the knights of Fanon, after being so close to taking over the whole land. Within the rank Hobgoblins rose to power and unseated the Orcish cheifs, they organizied the remanants of the horde and other races into a regimented army. Their ever increasing presence brings talks to of another great war to the mouths of many.


Wildlands

The core of Yavurlost, many villages and a few towns exist, it is unclaimed, very wild and magical. The Wildlands encompass all areas that do not fall under some kingdom or territory.

Areas within the Wildlands

Vymbora Jungle (N): Deep within the Vymbora Jungle exist Lizardfolk tribes, their are six tribes which call the jungle home. All the tribes asdie from two "old tribes" (more primitive Lizardfolk) form an alliance that attepts to keep the Black Dragons of the Moors at bay and in check.

The Moors (CE): The Moors are a vast swamp, evil Lizardfolk and Black Dragons call this vile region home. They seek to wage war on the Vymbora tribes until they control the jungle and the lands beyond.
House Rules

- All characters began at second level and with max hit points. If created the first two levels were given at full hit dice.
- Things players say are taken literally when in conversation with NPC's, so they must be wary of what they say aloud.
- Charisma is not a junk score...hehe.
- Spellcasters must know or record their known spells, so the PHB isn't need all the time. Wizards must make a spell book.
- Players may use the variant hit point gain rule, where a player may choose before rolling to take half of his/her hit die plus Constitution modifer instead of rolling. For example a barbarian player chooses to take 6 (plus Con modifier) on his 1d12 instead of rolling.

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Anti-advice: Any character lacking the knowledge in a given area (ie fighters and fireball spell) due to class cannot advise another in any way. For instance the fighter character says "psst cast fireball" or whispers to the barbarian "rage now". The exception is during character conversation that is non specific, for example Arthur says to the wizard Merlin "cook those guys with some fire". Arthur does not know the spell fireball, Merlin may have told him the name of the spell, but in the end Arthur knows nothing of fireball, only Merlin does period. Of course characters can during combat (as free actions) call out like so; "hit the troll with some acid now". If a character wants to advise another whose discipline he/she knows nothing about he/she must do so in a non specific manner.
Quest Summaries
Chapter 1
Session 1: The Beginning
Session 2: Milk run and False Perceptions
Session 3: Spring Trade Festival

Chapter 2
Session 4: On the Road Again
Session 5: The City of Gol 
<not yet posted>
Session 6: Up the Ladder 
<not yet posted>

Chapter 3
Session 7: A Rock and a Hard Place 
<not yet posted>
The Gladiators Hall
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