Character:Pharuk al-Ver

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

More information / page 2

Books (In Bag of Holding)
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

Alchemy / Herbs
ALDAKA: restores sightingredients: 1
ALL-HEALE (AKA Tiggleroot): triples heal rate of woundsingredients: 1
ALOE (herb): doubles heal rate of burns and minor cutsuses: 3
ANSERKE (herb): stops bleeding within three roundsuses: 3
ARKASU (herb): doubles heal rate of woundsuses: 3
ATHELAS: cures anythingingredients: 1
ATIGAX: protects sight from glare or blinding light for nine hoursingredients: 1
ATTANAR (herb): cures feveruses: 3
COLEWORT (herb): when chewed before drinking keeps sober for the entire eveninguses: 3
COW PARSNIP: cures madness for a a few hours. If used over a two week period cures insanity altogetheringredients: 1
DEGIIK (herb): when given at the point of death keeps the person alive for one dayuses: 3
DELREAN: repels any insect for 5d6 hours, but foul stench reduces Charisma (Appearance) by 1d2ingredients: 1
FEBFENDU: restores hearingingredients: 1
FELMATHER (herb): awakes a person in coma in 1d6 hours. If a roll of 20 is made, the persons mind will be destroyeduses: 3
FLOURE-DE-LUCE: removes bruises from a body very quicklyingredients: 1
GARDEN FLAX: removes all pain from a characters wounds, also prevents from feeling anythingingredients: 1
GOAT'S RUE: cures poisoningredients: 1
HARE'S EARS: cures skin diseasesingredients: 1
HENBANE: nullifies the effects of poison weapons, if taken before the weapon strikesingredients: 1
JOJOJOPO (herb): cures 2d6 points of frostbite damageuses: 3
KELVENTARI (herb): heals 1d3 quarters of all damage caused by burnuses: 2
KILMAKUR: provides a bonus of +2 to all saving throws versus fire based attacks for 1d10 hoursingredients: 1
KLAGUL: gives infravision for six hoursingredients: 1
MAKEBATE: counteracts the poison of scorpionsingredients: 1
MANDRAKE: sends the recipient to sleep for five hours, cannot be wokeningredients: 1
MASTERWORT: protects from plagueingredients: 1
MILKWORTE: protects and treats choleraingredients: 1
MOUNTAIN GARLICK: repels evil spiritsingredients: 1
NAVEW: acts as counteragent to ingested poison if used before eating/drinkingingredients: 1
OIOLOSSE (herb): restores an Elf to life if given within seven days of deathuses: 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 exposureuses: 3
PARGEN (herb): restores a person to life (-1 point of Constitution) if given within 4 daysuses: 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 healedingredients: 1
SPIDERWORT: cures spider poison1 potion, 3 sips taken
SWEET TREFOILE: halves falling damageingredients: 1
THROW-WAXE: heals scars in a year if applied every weekingredients: 1
UR (herb): can be used as a substitute for one days fooduses: 3
VINUK: immediately wakens an unconscious personingredients: 1
WILLOW-HERB (herb): the smoke of this herb keeps away snakesuses: 3
WOODROSE (herb): cause people to become very merryuses: 3

Demonstone
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.

Rituals
Ritual of Qijah: ÎIt is said to bring forth the enchanted city of Qijah, the city of Lost Souls. Arising from the shiftig sands, it will herald the Coming of the Jihad and the Dawn of a new age. The ritual requires the construction of a small ziggurat, 1/5 the size of a normal ziggurat, fashioned from bricks fashioned from the blood, sweat and tears of mortal men. Details for the ziggurath model (not yet obtained): "Seek the Sacred texts of Ghojath in the Temple of Pallas where the ziggurat you seek is described in detail and pictured."
In this ziggurat must be placed the statues of Gods who once ruled in Ziggurats of their own, but now are lost. Then a set of three thaumaturgic circles of specific design as detailed in the Papyri of Husku, and the magic words also listed in the papyri . The Ziggurat will then transform, a golden Ziggurat arising from the desert, and then the ritual must be completed that will bring forth the city of Qijah. It will summon the lost souls of Gods and Men still set loose on the seven winds. These souls will be reborn and given a second chanceâ (info turn 104).

Material componenets:
(Items to be expended in the ritual)
*12 tuns of palm wine (common, party needs this)
*2 amphorae of Omasque oil (uncommon and expensive)
*30 sprigs from the Ironwood tree (common in Muerrinstan)
*2 silver chalices full of coriander seeds (common in Muerrinstan)
*250 petals of the blue lotus (rare and very expensive, party has 50)
*250 petals of the green lotus (uncommon and expensive, party has 50)
*30 khadji-jars of frankincense (uncommon and expensive, party needs these)
*12 khadji-ars of myrrh (uncommon and expensive, party needs these)
*12 Dream Mushrooms (rare and very expensive, party has these)
*15 Tuquil sequins(party has these)

(items not expended in the ritual):
*Jewel of Abankarxas (party has this)
*Ring of YŸlith (party has this)
*Staff of Shakrakah (party has this)
*Crown of Kolinthe (party has this)
*Ring of Memories (party has this)
* Tabrechijatha: A Rams Horn (party has this)
*Seven Crystals of the Koori (party has this)
*Scimitar of Nebuchnaar (party needs this)
*the Tapestry of the Jann Hosts (party needs this)
*the Maul of the Dao Lord (party needs this)
*the Drums of Vaalek-Kul (party needs this)
*The Magic Banner of The Triple Goddess (party has this)

Requires an invocation each of 75 stanza length (known from the Papyri)

A tea made of plants from the Garden of Redemption drunk prior to the Ritual helps to keep control and helps block out souls of great evil that might be attracted by the magic (plants needed: Vhashtah-Hujiol, Jekal-Genavakhal, Halaf-Youiri, Jekalial-Sujikoskuj, and Hubrithine-khejeil)
Ritual of the Remaking:
Material componenets:
1. 1 flask of the blood of virgins (party needs this)
2. Three drops of a mother's first milk (party needs this)
3. Six sheep with fine white fleece (uncommon)
4. the skull of a sage (party has this)
5. Six rubies of fine quality and moderate size (party needs this)
6. Three tears of a widow gathered on hudu weed from the Lake of Dreams (party needs this)

Requires an invocation each of 75 stanza length (known from the Papyri)

A tea made of plants from the Garden of Redemption drunk prior to the Ritual helps helps to focus the powers of the Demonstone and keep control of its magic (plants: Yethaajil, Dhelavado-khej, Jel-al-rehta-khej, Jekal-ujilol)

Miscellaneous information
Foothold spell: Level 3, Range 10 yrds/level, Components VSM, Casting Time 3 segments, Duration 1 turn/level, Area of Effect 900 sq. ft. Saving throw: Negates.
A foothold spell causes stony hands to appear from the ground. These try to grab the legs of all creatures in a 30 foot by 30 foot area or a 90 foot by 10 foot area (caster's choice). Those trapped by this spell have an effective Dexterity of 1. This spell does not affect airborne or invisible creatures. A successful saving throw negates the effect of this spell on a specific target, but a new saving throw must be rolled every round the target is in the area of effect. This spell is made more efficacious by the use of a material component, a vulture's claw.
Enchant Potion spell: a "custom" spell third level (a version of Enchant an Item)--It is necessary when creating potions, these potions will last 1-4 wks unless consumed, a permanency cannot be cast on them. One potion may be created with each spell provided the source ingredients are available.
Sand Shadow: Level 2, Range-Touch, Components VSM, Casting Time: 2 segments, Duration 3 hours, Area of Affect: 1 creature, Saving Throw: none.
The sand shadow conceals one being completely as long as the recipient is mostly or wholly in shadow Only those using magical detection can see him. If the recipient moves from shadow to shadow by crossing an unshaded area he suddenly appears in the light, then vanishes again and can do this repeatedly. Creatures with a chance to see invisible because of their level cannot see sand shadow. The spell lasts three hours. It cannot be ended early by the will of the recipient. A dispel magic ends the sand shadow effect when cast on the recipient. A light/continual light spell will also make the recipient visible again, but only while he remains within the light's area of effect. A concealed recipient might also reveal his position by picking up an object which remains visible unless a separate sand shadow spell is cast upon it, or the object is concealed in the garments of the person. The recipient can attack and be attacked without disrupting the sand shadow spell. Attack rolls against the recipient suffer a -4 Thaco penalty as long as the recipient is in shadows. DM rulings: If the recipient attacks out of shadows in surprise, they can attack and withdraw back into shadows before a counterattack can be made. Otherwise in normal melee they only get the defensive benefits on rounds they win initiative. Unlike invisibility there are a lot less dangers of attracting nasty critters from beyond also unlike invisibility there is virtually no chance of permanently slipping into another dimension.
Net: Level 2
the Net spell is a variation of the Web spell developed by a Moorish spell caster. It creates a heavy, sticky weblike set in a 10 ft. cube around its target area. It lasts for 5 rounds/level and has a range of 5 yards per level. The net unlike a web spell does not anchor itself to surfaces, it is like dropping a big sticky net on someone entangling them. It can also be used to entangle flying creatures. Its size limitations and shorter duration are the counters for its usefulness in contexts where web is not as useful. Nets also do not burn well and are in fact flame retardant. Multiple nets can in fact be used to help smother small fires.
The Prophecy of Mikahel al-Jhalali
The fruit of the desert from which the curse begins
The seed of the scorpion shall be its deliverance again
From a circle of death, a fellowship of many nations springs
The war of glory that my prophesy does sing

The desert jihad to free our world of those who seek to enslave.
A new Gondwana forged by heroes of five nations brave.
Haz, Zarzhanjah, Muerrin, Kiresh and the Saurian of old.
An alliance of seven nations to break the Evil Axis is fortold.

The pivot is a city of forlorn elves. A dark proud feuding race.
In the tenth year of the skyraiders, the flashpoint they face.
To become despite their temperaments the instrument of light
Or to degenerate into monstrosities who appearance doeth give fright.

When the husk of a great lake is ringed by braziers of purple flame
When from the pit arises the demon of nine hundred ninety and nine names
When the sky is purple from one horizon to the next
Look to the east for the most holy text.
*****************************************
Beneath this prophecy is instructions for the ritual for the fusing of the fragments of the Demonstone. These are magical encrypted so that they will not become visible unless certain preconditions have been met. These are both cosmological (alignment of stars, planets, moons, etc.) and prophetic. Unfortunately these are referred to, as if they are on another scroll, but the location of that scroll is unknown to you.

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