Lands of Asheron Magazine Tear-out/Game Systems: Difference between revisions

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== Discover Dereth ==
== Allegiance System ==
<big>The Mysterious World of Asheron</big>
<big>Strength in Numbers</big>
<br>Welcome explorers, to the mystical island of Dereth. Once called Ireth Lassal by the Empyrean many millennia ago, it is a land so vast that adventurers can travel a lifetime without seeing all its wonders. Along the way, observant travelers may discover traces of the long-lost Empyrean civilization. Even today, the call of the legendary Empyrean sorcerer Asheron lures outsiders by the thousands with promises of heroic deeds and epic quests.
<br>Starting out in Dereth can be daunting. You'll lack funds, lore, weapons, and armor. Fortunately, powerful nobles are always in search of vassals. But choose your patron wisely. The right one will not only help you on your way, but can be a valued companion. Remember, though, when you become a patron yourself, you'll rise among the nobles only as long as you put the happiness of your charges ahead of your lust for power.


* ''The Empyrean magician Asheron in his hidden tower, where some say to this day he remains.''
== Character Creation ==
<big>An Identity All Your Own</big>
<br>With distinct heritage groups, nearly limitless facial features, and an array of clothing to choose from, the powerful character creation system makes it very unlikely you'll ever encounter two adventurers who looks exactly alike. What's more, you'll selecet from a mix of skills and attributes from a myriad of options&mdash;all the way from martial disciplines befitting a blademaster to the mystical arts of the sorcerer. In both appearance and talents, you'll be as unique in Dereth as you are in the world where you now reside.


== Direlands ==
== Magic System ==
Harsh, barren, and riddled with jagged mountains and sinister swamps, this broad expanse lacks safe havens for the weak and weary. Newcomers are advised to steer clear of these parts. Even Fort Tethana, the rumored human bastion in the northern reaches, lies amid fierce Tumeroks. It is far safer for unseasoned adventurers to stay in Osteth. On that side of the Island, near the edge of human settlements, they can hone their skills by hunting lesser creatures with others of like experience.
<big>An Incentive for Secrecy</big>
 
<br>Even with hundreds of spells in the hands of adventurers, there are hundreds more waiting to be discovered. In the ever-evolving world of Dereth, wizards are contantly vying to be the first to learn new methods of sorcery. For while a spell can be extremely powerful as long as its formula is kept to a few people, its strength will be fleeting once too many discover and use it. Wise magic users guard their spells, knowing those who control the most knowledge wield the most power.
* ''Before the Founding, Aluvian slaves toiling in underground Olthoi fungus farms like this were a common sight in the Direlands.''
* ''Ringed by mountains, the Sho outpost of Wai Jhou sits in relative safety.''
* ''Overshadowed by Empyrean ruins, a Gromnie protects its lair from a blademaster.''
 
== Obsidian Plain ==
Sprawling across much of the lower Direlands is this ominous magical wasteland. Strange crystals, seeded long ago by magic gone awry, just from a sea of volcanic glass. Neophytes can expect a swift death at the hands of the cloaked Virindi or other fiendish creatures that roam these parts. The few veteran adventurers returning safely from here claim some Virindi carry special gems that skilled jewelers can turn into powerful magical artifacts.
 
* ''An adventurer feels the wrath of menacing Virindi on the Obsidian Plain.''
* ''An enchanter hurls a deadly volley of lightning against a goldenback Tusker.''
 
== Northern Osteth ==
The great Mount Esper towers over the Derethian landscape, beckoning both thrillseekers and sightseers alike. Bring a companion to the spectacular snowy summit, where the dormant volcano now holds a placid blue lake. But be warned: Some have reported mysterious and deadly creatures in this area. To the southwest, cradled between mountain ranges, the Tiofor Woods are home to tribes of bloodthirsty Banderlings and Tuskers. To the southeast lies the Aluvian town of Glenden Wood. There, near the Lifestone, a small shop carries an excellent assortment of bows and arrows. Just ask for the merchant Peldin Yewbender.
 
* ''A brave fellowship of Sho, Aluvians, and Gharu'dims listen to their patron at the ancient Holtburg Menhir.''
* ''A Naqib trespasses into a Mattekar-inhabited area in the Lost Wish Range.''
* ''By Cragstone Falls, a courageous party gathers to hear tales of gallantry.''
 
== Middle Osteth ==
All three human heritages possess footholds in this immense, fertile plain. At the mouth of the River Prosper, the new Sho community Hebian-to has erected the Laughing Kirin Hall and the Shining Shield Tavern to give would-be vassals a place to seek out suitable patrons. To the north, the Isle of Tears rises in the midst of Lake Blessed. This island is the legendary site of the Underground City, where the hero Thorsten Cragstone dwelt during the Olthoi war, and where some say his tomb now rests amid lairs of vicious Mosswarts.
 
* ''Victory comes at a heavy cost: The rebel leader, Elysa Strathelar, suffers the loss of her beloved Thorsten Cragstone''
* ''On a descent into the Grievous Vault, warriors face a fearsome Mu-miyah.''
* ''In the Aluvian town of Arwic, vassals await their patron.''
 
== Southern Osteth ==
Site of the Armoredillo-ravaged A'mun Desert, Mosswart-infested Blackmire Swamp, and Mattekar-plagued Linvak Mountains, this region is also filled with numerous labyrinthine dungeons. In Qalaba'r, the scribe can direct adventurers to a nearby Lugian outpost. More experienced explorers should visit the Scribe Brother Gonun of Shoushi. He knows the path to an extremely treacherous descent, where Sho artifacts await the intrepid. It is best to form a fellowship of friends before attempting this perilous quest. First, though, you must step through the portal and answer Asheron's call yourself.
 
* ''A Gharu'ndim town glows as the sun sets on another Derethian day.''
* ''A proud adventuring party returns with a Mattekar that has been ravaging the outskirts of Qalaba'r.''
* ''Tensions flare as a standoff in the Linvak Range reaches a boiling point.''
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Revision as of 16:32, 21 January 2010

Allegiance System

Strength in Numbers
Starting out in Dereth can be daunting. You'll lack funds, lore, weapons, and armor. Fortunately, powerful nobles are always in search of vassals. But choose your patron wisely. The right one will not only help you on your way, but can be a valued companion. Remember, though, when you become a patron yourself, you'll rise among the nobles only as long as you put the happiness of your charges ahead of your lust for power.

Character Creation

An Identity All Your Own
With distinct heritage groups, nearly limitless facial features, and an array of clothing to choose from, the powerful character creation system makes it very unlikely you'll ever encounter two adventurers who looks exactly alike. What's more, you'll selecet from a mix of skills and attributes from a myriad of options—all the way from martial disciplines befitting a blademaster to the mystical arts of the sorcerer. In both appearance and talents, you'll be as unique in Dereth as you are in the world where you now reside.

Magic System

An Incentive for Secrecy
Even with hundreds of spells in the hands of adventurers, there are hundreds more waiting to be discovered. In the ever-evolving world of Dereth, wizards are contantly vying to be the first to learn new methods of sorcery. For while a spell can be extremely powerful as long as its formula is kept to a few people, its strength will be fleeting once too many discover and use it. Wise magic users guard their spells, knowing those who control the most knowledge wield the most power.