Player Matthias
Page 1:
Vital Facts
Ability Scores
Spells:
First Level Spellbook
Second Level Spellbook
Third Level Spellbook
Fourth Level Spellbook
Non-Weapon Proficiencies
Weapon-Proficiencies
Equipment:
General Items
Weapons
Scrolls
Potions
Unidentified Items
Riding Camel
Magical Items
Artifacts
Background
Page 2:
Books
Alchemy / Herbs
Demonstone
Rituals
Miscellaneous information
| A Life of Gondwana (Volume One from suite of the Alchemist) A biography of the man for whom the continent is named, a Kiresh hero. |
| Prophesies of Zaladin (Volume Two from suite of the Alchemist)
These talk about a Hammer and an Anvil that need to be forged from blood, spirit, iron and intellect. They speak of the Six Tests of the First Sibyl, of a journey into an unreality where future possibilities exist but are not ordained. They speak of the Four Fell Winds: Plague, Pestilence, Famine, War and the coming of a great storm. He speaks of a Jihad, a juggernaut of violence that must be harnessed for good or ill, to become the hammer and the anvil in which either Evil or Good will be crushed. The outcome of this great struggle will set the course of history on H'kartha for the next five thousand years. (Plagues are the result of demonic possession and pestilence is the result of curse and/or taint on water, air or food) How to harness the jihad? It talks about the alliance of seven: Kiresh, Moor, Haz, Sand-Elf, Dust Dwarf, Ishandeshee and Dervish. How to forge hammer and anvil? These do not seem to be literal objects, but it seems the hammer represents a fellowship forged in the Desert, while the anvil is a fellowship forged in the Delta. It speaks of four such fellowships, but it is unclear whether there are literally four, or whether they represent the good and evil natures of a single pair. |
| Quatrains of Tinipal, Priest of Thoth-Atuk (Volume Three from suite of the Alchemist) Contains Prophesies about the fall of the Gods of the Golden Ziggurat, and their return rising from the sands in a storm of blood, bronze, fire and fury. |
| Kelenparib's Formulae (Grimoire) (Volume Seven from suite of the Alchemist) A spell book containing: Mending (PH lvl 1), Metamorphose Liquids (TOM lvl 1), Fools Gold (PH lvl 2), Alternate Reality (TOM lvl. 3), FireFlow (TOM lvl. 3), Squaring the Circle (TOM lvl 3), Watery Double (TOM lvl 3), Fabricate (PH lvl 5), Khazid's Procurement (TOM lvl 5), Glassee (PH lvl 6), Glassteel (PH lvl 8) |
| Journal (Volume Nine from suite of the Alchemist) Talks about Thoth-Atuk and the rites of initiation into his cult. |
| Journal of some sort (Volume Ten from suite of the Alchemist) written by the Alchemist, not read yet. |
| Journal of some sort (Volume Eleven from suite of the Alchemist) written by the Alchemist, not read yet. |
| Journal of some sort (Volume Twelve from suite of the Alchemist) written by the Alchemist, not read yet. |
| The Anthology of Kukarrin (from the Alchemist's library): written in Ta-Mu-Karesh and with magical glyphs. The glyphs suggest that the book is a magical key. It is a book that is a guide to various hidden treasures in the world including the Papyri (Clues, secret phrases that sort of thing). A symbol found in the real world could serve as the key to unlocking the cipher that is in the book. When looking for any symbol of the ring of YŸlith Pharuk finds a complex set of images with the ring of YŸlith incorporated into it. It is only in Ta-Mu-Karesh. With a comprehend language spell the words still do not make sense. It seems to be written in gibberish, but the gibberish words seem to have some sort of pattern, it is some sort of strange cipher. With a Patterweave spell, Pharuk reached an understanding, that as he discovers the missing pieces of the puzzle in Nippya, he will be able to decipher the work. He jots down some notes, knowing that he may cast a patternweave in the future as his understanding expands. |
| Three tomes of the collections of the Alchemist Hjammael, written in the Pharul script: -one tome on desert remedies for poisons -one tome on formulating simple healing potions -one tome on the creation of sweet water potions Pharuk realizes without a laboratory, the creation of potions will be more difficult. But it will work with the spell 'Enchant Potion', when the appropriate ingredients are available (see herb section for the ingredients). |
| Three books on the use of herbs |
| a couple of scrolls of parchment with the invocation related to sanctifying a shrine or ziggurat, empowering them as the home of a God. |
| a grimoire bound with metal clasps and whose cover is a leather hide is engraved with blasphemous looking symbols and images. Î"It is written in a magical writing system unfamiliar to me, it will require a read magic spell to get a better understanding of this book...but I sense something horrific about the contents of this book, a spirtual foreboding about its contents as if the spirits that link me to the dimensions beyond are all crying out in a choir of warning.â ÎAs she practiced conjuration magic, perhaps the grimoire contains magics of the darkest variety , the Ildjik lore of the Tijuil summoners has such a sinister reputation.â turn 107 |
| ALDAKA: restores sight | ingredients: 1 |
| ALL-HEALE (AKA Tiggleroot): triples heal rate of wounds | ingredients: 1 |
| ALOE (herb): doubles heal rate of burns and minor cuts | uses: 3 |
| ANSERKE (herb): stops bleeding within three rounds | uses: 3 |
| ARKASU (herb): doubles heal rate of wounds | uses: 3 |
| ATHELAS: cures anything | ingredients: 1 |
| ATIGAX: protects sight from glare or blinding light for nine hours | ingredients: 1 |
| ATTANAR (herb): cures fever | uses: 3 |
| COLEWORT (herb): when chewed before drinking keeps sober for the entire evening | uses: 3 |
| COW PARSNIP: cures madness for a a few hours. If used over a two week period cures insanity altogether | ingredients: 1 |
| DEGIIK (herb): when given at the point of death keeps the person alive for one day | uses: 3 |
| DELREAN: repels any insect for 5d6 hours, but foul stench reduces Charisma (Appearance) by 1d2 | ingredients: 1 |
| FEBFENDU: restores hearing | ingredients: 1 |
| FELMATHER (herb): awakes a person in coma in 1d6 hours. If a roll of 20 is made, the persons mind will be destroyed | uses: 3 |
| FLOURE-DE-LUCE: removes bruises from a body very quickly | ingredients: 1 |
| GARDEN FLAX: removes all pain from a characters wounds, also prevents from feeling anything | ingredients: 1 |
| GOAT'S RUE: cures poison | ingredients: 1 |
| HARE'S EARS: cures skin diseases | ingredients: 1 |
| HENBANE: nullifies the effects of poison weapons, if taken before the weapon strikes | ingredients: 1 |
| JOJOJOPO (herb): cures 2d6 points of frostbite damage | uses: 3 |
| KELVENTARI (herb): heals 1d3 quarters of all damage caused by burn | uses: 2 |
| KILMAKUR: provides a bonus of +2 to all saving throws versus fire based attacks for 1d10 hours | ingredients: 1 |
| KLAGUL: gives infravision for six hours | ingredients: 1 |
| MAKEBATE: counteracts the poison of scorpions | ingredients: 1 |
| MANDRAKE: sends the recipient to sleep for five hours, cannot be woken | ingredients: 1 |
| MASTERWORT: protects from plague | ingredients: 1 |
| MILKWORTE: protects and treats cholera | ingredients: 1 |
| MOUNTAIN GARLICK: repels evil spirits | ingredients: 1 |
| NAVEW: acts as counteragent to ingested poison if used before eating/drinking | ingredients: 1 |
| OIOLOSSE (herb): restores an Elf to life if given within seven days of death | uses: 3 |
| OLVAR (herb): if given on the point of death keeps alive for 2d10 days. | uses: 3 |
| PALMA ELDATH (herb): keeps a person warm for one night or one day, and prevents them suffering from exposure | uses: 3 |
| PARGEN (herb): restores a person to life (-1 point of Constitution) if given within 4 days | uses: 3 |
| SERAPIAS TURBITH: places the recipient into a deep sleep for one day. The recipient CANNOT be woken. At the end of the day, all wounds will be healed | ingredients: 1 |
| SPIDERWORT: cures spider poison | 1 potion, 3 sips taken |
| SWEET TREFOILE: halves falling damage | ingredients: 1 |
| THROW-WAXE: heals scars in a year if applied every week | ingredients: 1 |
| UR (herb): can be used as a substitute for one days food | uses: 3 |
| VINUK: immediately wakens an unconscious person | ingredients: 1 |
| WILLOW-HERB (herb): the smoke of this herb keeps away snakes | uses: 3 |
| WOODROSE (herb): cause people to become very merry | uses: 3 |
| Demonstone, mended turn 137, powers learned turn 126 Lesser powers of the Demonstone (fragment powers- all cast at 16th level ability) |
|
Fragment of Demonstone: Khos -Chaos Shield 3x per day-key phrase Yuladdidindado -Hornung's Baneful Deflector 3x day-key phrase Kuthkaithe -Unluck 3x day-key phrase Hjusthithe -Vortex- 1x day-Key phrase Khosathake -Wildshield 1x day key phrase Jumbulait -Hornung's Random Dispatcher 1x week key phrase Kuthjambrake -Wildzone: 1 per fortnight. Key phrase Jumbujathjanjuloli |
|
Fragment of Demonstone: Ptah -Dimensional Folding- 1x week-key phrase: Ghawaratz -Extradimensional Manipulation- 1x week: key phrase Ghawertanin -Extradimensonal Pocket- 1x week : key phrase: Ghawershanatz -Distance Distortion- 1x week: key phrase: Ghawerzhanillyunill -Reverse time- 1 x fortnight: key phrase: Revainanatz -Skip day- 1x fortnight: Key phrase: Revelambue -Spacewarp 1 x fortnight: Key phrase: Ptahatrejume |
|
Fragment of Demonstone: Prova -Sacred Guardian- 2 x day-key phrase: Khemkhemkude -Mind Read-2x day-key phrase: Feaudekhadetz -Zone of Truth-1x day-key phrase:Feaudekjuthekie -Efficacious Monster Ward- 1x day-key phrase Sawatdetheiz -Defensive Harmony-1x day-key phrase Sawatrejuioil -Probability Control 1 x week-key phrase Habibuikkinattual -Land of Stability 1 x fortnight-key phrase Habibuikfefinualithe |
|
Major Powers of the Demonstone When two fragments are combined, the powers of the two are strengthened to be cast at 20th level of power. If two fragments are combined, the following additional spells can be cast 1/new moon. -Comformance-key phrase Tablikka -Elemental Swarm-key phrase Conjukaki -Etherwalk-key phrase Rajuthathaba -Storm of Vengeance-key phrase of Hjumba If two fragments are combined, the following additonal spells can be cast 1/century (activation words not uncovered): Curse of Colorless Fire Continental Upheaval Spreading Sands Insidious Biomagical Cataclysm |
|
Highest Powers of the Demonstone When three fragments are combined the powers of the Demonstone are said to be utterly beyond the full understranding of mortals. There is one activation phrase for the Ritual of Qijah and the Ritual of Remaking, RESTORE! The Demonstone must be guided through the appropriate ritual afterwards by the focus of the operator. There is but one activation phrase DOOM! for all other heretofore unlisted powers of the Demonstone, and after that the powers of the Demonstone must be guided by the focus of the operator. The two rituals will create from the barren shifting sands a restored fresh water lake, Lake Arianna, reborn, as well as a fertile area of land around the lake. On an island of that lake, a city will rise and its population will be made up of those lost souls good and bad given flesh. The clan Tabrechi will be included in this. The seven wells dug around the lake will be the beginnings of seven new towns. This will become the core of a new Zharzhan civilization and thecenter of the Jihad against Taleth-Krun and his minions. |
| Risks of use: the biggest risk is that each use will possibly alert Taleth-krun who will send his minions after the user. The more powerful the magic invoked, the greater the chance of alerting Taleth-Krun. Another risk is that the Demonstone hungers for use and the more one uses it the more the tendrils of influence close in on the user to use it more. Continued use also seems to physically age the individual with all the liabilities and none of the advantages of aging (per rules for aging). A latent risk of the fragments is that the closer one travels with the Demonstone to Fel Gador the greater the risk of being detected and attacked by the minions of Taleth-Krun. |