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Play the Character:  Gryphilix

6/28/2015

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Gryphilix – A Winged Folk that drives his lizard power wagon coach across the vast interior of Holimoren.  He uses his flying ability to fly to scout routes.  Even handed and fair, all he wants is his money.  Doesn’t care if people get sick and/or die in the conditions of the bus.  No refunds given.  Ever.  Will fight troublemakers and his abilities make that a bad proposition for most.  Notices that people don’t get as sick when Dar is around.  Will tolerate thieves as long as they don’t scare away business or try to steal from him.

Str: 18/35
Int: 12
Wis: 10
Dex: 10
Con: 18
Chr: 9
Com: 8

True Neutral

7’
White hair, brown eyes like an eagle

Brown wings with white tips.

Fighter 7th level

Born in the Winged Folk land near the Heavenspire, Gryphilix he was the middle child in the brood.  An older sister and younger brother kept him busy while growing up in the harsh region.  Knowing the realities of life at a young age, he helped protect his siblings from a Roc attack that maimed his father.  Knowing that his mother would starve, he set out in the lowlanders world to try to raise money.  He traveled on the wing between town to town, before realizing that the wingless city folk had no options.  After several failed ideas he created the wagon coach, a lizard powered high speed transport.  The business is pretty successful, but it seems like things always get very odd when that Dar character is around.
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The Weapons of Redemption

5/31/2015

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With Journey to Redemption coming out any day now, I figured it was time to put some teaser material out.  Here is a ready reference for a couple of new magic items that are featured in the new release.  These are 1st Gen stats, if you want to convert them, put them into the comments!

  • Longsword +3 “Winter” Frostbrand sword that can freeze people like Otiluke’s Freezing Sphere.  Non intelligent.
  • Longbow +1 “Weeper”  Made from the central core of a willow tree, it is soft until it is drawn at which time it becomes ridge and usable.  Conforms to the shape of the body when not in use.
  • Cup of Waters.  This small pottery cup will generate sweet water for 12 people a day.  If the cup is placed into impure water it will purify it overnight.  When placed over the mouth allows for water-breathing.
  • Dagger of the Wasp:  +3 throwing dagger that has does half the initial value of damage on the second round from the effect of the “sting”.  When thrown it will return to the user. during the next round.  Makes a buzzing noise when thrown and when returning.  Can be concealed easily.
  • Bed of Resting:  Small roll bed allows for double healing rate while sleeping.  Spell recovery is at twice the normal rate.  Protects down to 0 degrees and up to 100 in perfect comfort, even adjusting to the users preferred sleeping temperature.
While these are all in the story, some might be hard to figure out.  Mostly because all there powers aren't shown in the story.  A couple of spoiler magic items will have to wait for another post...


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The Gods of Holimoren:  Infinarus - The Lord of Tomorrow

4/14/2015

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Infinarus 
God of Time to Come
Greater God

AC:  -1
Move: Infinite
Hit Point: 266
No. of Attacks:  2
Damage: 3-18+ special
Special Attacks:  Never misses against creatures with INT > 0
Special Defense:  Can't be hit by opponent with INT > 0
Magic Resistance:  90%
Size: M (6')
Alignment:  True Neutral
Worshiper's Align:  Lawful Neutral or Chaotic Neutral
Symbol:  Mobius Loop
Plane: Elemental Plane of Time
Cleric/Druid: 18th Cleric, 14th Druid
Magic-User/Illusionist: 25th Magic User
Fighter: 17th Fighter
Thief/Assassin:  10th Thief
Monk/Bard: Nil
Psionic Ability: VI

S: 21 I:  25 W: 24 D:25 C: 24 CH: 18 CM: 18

Infinarus as the god of tomorrow has two sides that is reflected by the disparity in the alignments of his followers.  Chaotic Neutral followers believe that tomorrow is unknown, random and fickle.  The Lawful Neutral branch is based on the notion that tomorrow always comes.  As a Time Lord, Infinarus knowns what is going to happen next, which allows him to always be prepared for an attack or make his own attack perfect.  He is unable to be hit by anything with Animal (1) or better intelligence.  The truly mindless (like most undead) he can't read their thoughts (they don't have any!) to avoid their attacks.   As such he will attack and destroy those without intelligence whenever he sees them.  He attacks with his Time Staff, a +3 staff that will cause a future save to fail unless a save versus spells is made at -5.  The future save is a save 3-12 saves in the future (1d10+2).  At that save, it will fail no matter the bonuses, no matter the situation.  Infinarus influenced the future to cause the failure.  While his Intelligence is listed as 25, he knows all that is going to happen.  Nothing is hidden to him and he can see invisible, plane shifted and otherwise obscured beings.  Like all Time Lords, he is immune to aging.  He can age anything he touches any number of years he chooses.

Followers of Infinarus's Lawful Neutral aspect have the Staff as their required weapon and gain +1 to hit when proficient.  They will not use poison. Followers of his Chaotic Neutral aspect do not have any preferred weapon but can use poison.  The two sides have a cold relationship that locally gets to the point of violence.  Individuals will work together for short periods.  Unlike most alignment changes, if a follower moves from Lawful Neutral to Chaotic Neutral (or vice versa) there is no loss of spells if they continue to follow Infinarus the whole time. 

He has two siblings, who are the Time Lord of What Was (Past) and the Time Lord of What Is (The Present).  They will be covered later.
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Character Class:  The Journeyman (First Edition Rules)

2/21/2015

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A Journeyman is a class much like the Bard, where you don’t start as Journeyman, but you end up as one.

An aspiring  Journeyman must start out as either Cleric, Fighter/Ranger, or Magic User. They must be of good alignment.  They must have STR, INT and WIS of 15 or greater, DEX, CON must be 14 or higher.

After the 3th level of the first class,but before the 5th level, they need to switch to Fighter/Ranger if they started as a Magic User, Cleric if started as a Fighter, Magic User if started as a Ranger, and a starting Cleric must become a Magic User.  They must become at least 4th level, but no higher than 8th in the new class.  Once they achieve a class level higher than the first class, they must switch to the third class, and are a Journeyman.

A Journeyman can use the weapons of the Fighter, track like a Ranger, and can cast Magic User and Clerical spells.  They can not use poison, but can use any armor allowed by Rangers and oil.  They may use edged weapons.  A Journeyman uses the Magic User spell table, but that is the total number of spells.  They may be either Magic User or Clerical in nature.  Note that there are no Clerical spells above 7th level, so any 8th or 9th level spells must be Magic User only.  
They may try to Turn Undead as a Cleric equal to their Journeyman level or their Clerical level, which ever is higher.  The same deity will be worshiped the whole time.  Wisdom bonuses apply, so a Journeyman with a 18 Wisdom would get 2 extra First and Second level spells, one third level and one fourth level spell, of either type (Clerical or Magic User)   Journeyman of higher level will always share spellbooks with more junior Journeyman, so the player may choose which spells to place in their spell book, do not dice for chance of knowing for Magic User spells.

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Every year a Journeyman must travel to the conclave of Journeyman.  The site moves around, and a Journeyman will feel the direction to go. The highest level Journeyman on Holimoren is the host and decides the location.  Your referee will decide the location.  A player character will never be the host.

Also a Journeyman can never have retainers or followers.  They are solitary and can only serve as a retainer or henchman for one adventure.  While it is common for two or three Journeyman to work together, it will be only for a limited basis.  Larger gatherings only happen at the Conclave.  A Journeyman follows the rules of Magic in the  post Armageddon law time passed down by the Gods.   While in love, one less spell per day of the relationship can be cast, starting at the highest level.  For most spell users this means after a month of the relationship, they can't cast spells any more.  At that point they stop being a Journeyman, until they have left the relationship.  

While a Journeyman is in the middle stage, they have a 10% chance per day of remembering one spell from their former class which they can use without penalty.  It is an on demand check.  Once the player decides they want (or need) the former spell, the check is made.  If it fails, no other attempt can be made that day.  If it succeeds the spell may be  cast.


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Wanted:  Art and Later Generation D&D conversion help

12/27/2014

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One of the things that has slowed down the character part of the Holimoren world site is the need for a touch of art and helping converting characters into the later generation Dungeon and Dragons* game systems.  I'll publish my specs on people, but they are all "Ye Olde System" aka 1st Gen.  While I love (and still play) the old set (RIP E.G.G) I totally get that people have moved past quill and parchment and into the Next Generation.  (My son got 5th Gen starter set for Christmas)  If you feel up to converting characters, please post their stats in the comments and I'll roll them up into a blog post, giving you full credit.
Same goes for art.  If you see a character and envision a drawing for it, post a link to your site with it and I'll import it if I like it.   If I use it we can see about arranging for maybe bigger things, like a Staff Artist title, some cash, or at least a publishing credit for your portfolio.  Just keep them PG-13 please and I'm not a big fan of the gore.  Larry Elmore, David A. Trampier, Errol Otis, Jeff Dee, you know, the masters, their styles are what I'm looking for.  But show me your style and lets see what happens!
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Playing the Character:  Ocktur

12/27/2014

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(Warning there may be spoilers!)
Ocktur
Sergeant in charge of the company.  Half ogre, tall and brutish, but not completely set in his moral compass.  He recognizes talent when he sees it and knows that Dar is a better leader than he is.  Follows his orders to the letter, but will allow creative solutions as long it stays within the orders.  He's about him and his needs, but almost enjoys killing.  He will not allow people to question his authority, punishment will be swift and extreme if he believes it to sever enough.  A fan of liquid self-medication and the ladies, he uses one to fortify himself for when dealing with the other.  He can be mentally outmaneuvered, but physically he's king of the battlefield around the palisades.

(stats are for 1st Gen AD&D)
5th Level Fighter

STR     18-00
INT     8
WIS     7
DEX    14
CON   19
CHR    8
COM   8
Age 27

Half-Ogre
7’1”
300lbs
Neutral (Evil)

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