Monday, February 22, 2010

Series Four: Weapons & Armor

Superior One-Handed Weapons

Take a look at four new superior one-handed weapons (as well as one revisited) you will find in the Illfrost Campaign Setting. Each has it's own unique properties and is listed with the nation in which it was developed.

TUANNA - The Spatha
Slightly longer that the short sword and having a significantly wider blade, the spatha can be used as a thrusting weapon with devastating effect.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Spatha
+3
1d8
-
100 gp
3 lb.
Light blade
Off-hand

DRAIGTIR - The Bastard Sword
Also commonly known as the hand-and-a-half sword, this sword has no legitimate claim to either a single-handed weapon or two-handed weapon, hence its name.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Bastard sword
+3
1d10
-
120 gp
6 lb.
Heavy blade
Versatile

POHJA - The Northman
This axe is heavily weighted for greater cleaving power, thus requiring considerable training to wield.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Northman
+2
1d10
-
90 gp
8 lb.
Axe
Brutal 1, high crit

KAZDIM - The Jambia
The jambia's hilt and scabbard are typically decorated with precious metals and stones. However, one would be making a fatal mistake in assuming this lethal curved dagger is only ceremonial. A rogue proficient with the jambia can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Jambia
+2
1d4
-
40 gp
2 lb.
Light blade
Brutal 1, high crit, off-hand

KREY - The Cutlass
This short, broad slashing sword has a slightly curved blade sharpened on the cutting edge, and often features a hilt with a solid cupped guard.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Cutlass
+2
1d8
-
80 gp
3lb.
Light blade
Brutal 1, off-hand

Please let us know what you think!

Monday, February 15, 2010

Series Four: Weapons & Armor

Craftmanship

The world of Illfrost is a low magic campaign setting, where the superior craftsmanship of weapons and armor replace those you would normally find enchanted in most standard settings. This is not to say that there are no such items enchanted in Illfrost, just that they will be rare finds.

Steel Arms & Armor – As iron is a rare and precious commodity in Lannithir, steel weapons and protection are a luxury not afforded by most. In Tuanna and Draigtir, chain shirts are reserved for officers and commanders, while the common soldier wears hide armor at best. Only the upper echelons of nobility can afford to wear and maintain any armor of quality higher than chain, and plate mail will only be found on a king.

Type and Cost
Steel Armor……………………………………………….................Quintuple the listed price.
Steel Melee Weapons, One Handed……………………….... Double the listed price.
Steel Melee Weapons, Two Handed……………………….....Triple the listed price.
Steel Melee Weapons, Superior....………………………….....Quadruple the listed price.

Fur Lined Armor – For an additional 10% of the cost of the armor, a character can have his armor lined with fur. This will give the character a +2 to Endurance checks vs. cold; however it will add a -1 to the wearer's armor check penalty.


Masterwork Weapons – There is only one nation of men whose smiths are so skilled as to create masterwork weapons. That nation is Draigtir, and the weapons are forged from Draigensteel. Add 300gp to the base price.

  • Draigensteel, +1 enhancement to attack rolls and damage rolls. Critical: +1 [W].

The Master Smiths of the Erdaim - There are no finer blades found on Olam than those crafted by the First Born. The guarded secrets of heat treatment, quenching, and tempering a sword have been passed down by the erdaim for three millennium. However, there are only a select few masters remaining who can still produce a weapon of quality as their ancestors did before them. The erdaim smith's regard swordcraft very highly, and it is said that they intertwine their blades with oaths of honor.

  • Seysheth, +2 enhancement to attack rolls and damage rolls. Critical: +2 [W].

Maltoth – The greatest of all the erdaim smiths are the Malerdaim, and there is no better smith then their king, Maltoth. It was Maltoth who created the dark metal known as malsheth, which is remains hard even when crafted very thin.

  • Malsheth, +3 enhancement to attack rolls and damage rolls. Critical +3 [W].

Wednesday, February 10, 2010

Artist under contract

Exciting news from HQ...

I am pleased to announce that we have an outstanding artist under contract for our first set of products. Chris Quilliams will be working with Illusionary Press to provide at least six pieces for our first adventure and campaign guide. Chris' credits include multiple covers for Mongoose Publishing and several interiors for the GURPs series from Steve Jackson Games.

His first round of pencils look great. You're gonna love 'em!

Monday, February 8, 2010

Series Three: Religion

Creation

Er – The First. The One. The Father of All. He created Olam and commanded the eromerim to shape it for his pleasure. He then spoke his children into existence to inhabit the world, and gave them dominion over it. Er was worshipped in ancient times until the alomerim walked upon Olam against his will, and meddled in the affairs of men. The erdaim have always recognized their creator.
Ruach, The Unquenchable Fire – The spirit and breath of Er. It is a consuming fire that is cleansing, comforting, and exacts the truth.
Shamah – The expanse, or realm, of Er. It is where his great white throne of judgment sits.

Eromerim – Archangels. The offspring of Er's thought. They were four in number, and were composed by the Father to shape Olam with fire, air, water and earth.
  • Aunoch – Might. Firebringer. He was given great knowledge and power, and was charged with bringing fire to Olam. Aunoch fell to jealousy and pride, and took his gift away from Er's children, thus perpetuating winter. He became Malvorn, the dark enemy, and used his wickedness to sow envy among the alomerim. He was successful in seducing Lamech, Kemuel, and Tebah, who became fallen-angels. Malvorn then fled to the bowels of the Olam and established the Iron Crown, where he governs all corruption, confusion, and hate. Whatsoever is cruel, violent and deadly is in his charge. He is more commonly known as the adversary, and any false worship empowers him.
  • Anir – The noblest of the eromerim. He understands the will of Er best, and concerns himself with matters of the air. He is symbolized by a scepter of sapphire, and his avatar is normally that of a giant snowy owl.
  • Onin – It is he who governs the movement of water. His symbol is an emerald trident, and his avatar is a kraken.
  • Enik – The most humble of the eromerim, Enik's domain is earth, and he is master of crafts and lore. His symbol is a hammer of iron, and he favors taking on the form of a human warrior or smithy.
Alomerim – Angels. Created by Er, with the assistance of the eromerim, these servants and messengers are capable of assuming flesh bodies. Tempted by their power and ability, and stirred by the accusations of Malvorn, the alomerim interfered in the matterss of mortal men, and thus have been falsely worshipped as gods. It was Miachah himself who lusted after the daughters of the Ru'elim, and sired the mighty race of the Aghrim.
Neomerim – Fallen Angels. The neomerim were seduced and corrupted into following Malvorn after he fell away from the Father. The Dark Enemy has nurtured these dukes with his malice and hate towards Er, and the remaining eromerim and alomerim. While they are clever and mighty, they have weaknesses which can be exploited.
  • Nedred – (Formerly Lamech) Dark Lord of the West. The Destroyer. Nedred rose from the nation of Ruskolyn and built an army that swept across and annihilated the West. His success in breeding the thallin from the dark arts was the killing stroke in conquering western civilization. His standard is the red hand.
  • Necrom – (Formerly Kemuel) Dark Lord of the East. The Ice Duke. Before his imprisonment by the erdaim, Necrom seduced mortal women of the Ru'elim and sired the giant kin of rephaim. After his defeat to Abimelek, Necrom was imprisoned in Icekeep by Mattasheba, the Staff of Oath. One thousand years later Necrom was released by an expedition of foolish explorers from the Empire of Kazdim. It is from this release that the dark art was born unto men, and it is through Necrom's will that this art will spread like a plague. Necrom is a tall figure of great majesty and terror, having pale white hair and skin. His eyes are solid orbs of blackness, and his standard is a white skeletal hand.
  • Nevillian – (Formerly Tebah) Duchess of Vermin. The Spider Queen. Any twisted manifestation of natural vermin, or beast, is in her charge. Her appearance is that of a giant, bulbous arachnid.

Tuesday, February 2, 2010

Series Two: Races of Lannithir

Erdaim, Part Two

The First. The Ancients. The Immortals. As the first of Er's children spoken into existence, the erdaim have been granted immortality, and charged as guardians of Olam. They follow the righteous path of the Orach, and are given their power by Er through the Unquenchable Fire. Although their general nature is benevolent and they tend to denounce all works of evil, the erdaim can be seduced by wickedness that seems fair.

The erdaim are taller than men, averaging between 6 and 6 ½ feet in height, with lean and well muscled bodies. They are graceful in movement, and their senses of sight and hearing are keener than those of mortal man. The erdaim are a hardy race; resistant to disease and the extremes of nature, and they need not sleep so long as they rest their minds in meditation.

To the men of the west the erdaim exist only in legend and superstition and are referred to as shee, or fairies. Although many have secretly assimilated into western culture as observers, the erdaim will not reveal themselves until it is their time. Half-erdaim are extremely rare and must choose between immortality or the virtuous path of mortals upon reaching their thirtieth name day. The three tribes of erdaim are the Elerdaim, Malerdaim, and Verdaim.

For game purposes the Elerdaim and the Verdaim replace the eladrin and the elf respectively. The tribe of the Malerdaim, however, has been seduced through deceit and trickery, and now serve the adversary. Their great king, Maltoth, has set himself into opposition against the remaining two tribes of erdaim, promising his people great power and everlasting peace. Only someone wishing to play an evil character should have access to this race, and even then it is recommended to do so with caution.

Let's take a peek at some of the racial traits of the Elerdaim:

Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Erleshona, choice of one other
Skill Bonuses: +2 Arcana, +2 Religion
Elerdaim Weapon Proficiency: You gain proficiency with the warblade or longspear.
Hedge of Protection: You gain a +1 bonus to saving throws.
Spiritual Discernment: You may add your Wisdom modifier to your initiative roll. This ability can stack with other feat bonuses.
Trance: Rather than sleep, you may enter a meditative state for four hours, to gain the same benefits as taking a six hour extended rest. While in this trance, you are fully aware of your surroundings.

Please give us any suggestions or input on anything you would like to see added (or detracted) from this race!