Aradani

The Aradani are the lost people of the Aradan Kingdom.

Aradani Family Tree

  • Cellendur and Seless – the First Aradan
  • Alyssa Aradan (Female)
  • Adomar Aradan
  • Jerian Aradan
  • Mirewind Aradan (Female, married Elatram of Seahaven and passed the throne on to Jiladus her brother)
  • Jiladus Aradan
  • Elrandel Aradan
  • Tanduil Aradan
  • Towyn Aradan
  • Toryn Aradan
  • Lyrin Aradan (female, gave up the throne for her younger brother)
  • Giran Aradan
  • Andramar Aradan
  • Aeerumar Aradan (last ruler of Selar Dor )
  • Aires ( took the surname Aravind – ara meaning man vind meaning heir to represent his relation to Aradans)
  • Kadan and Aeerumar II sons of Aires
  • Assorted people in between.
  • Sariiah Truthkeeper ( Her grandmother on her mother’s side was a descendant of a Aeerumar II, )
  • Kaless Halfelf ( half brother to Kad, Father (Kolind) is a direct descendant of Kadan, son of Aires , son of Aeerumar; mother was an elf from Seahaven; extramarital affair)
  • Kad AradanDarkwood ( Father (Kolind) is a direct descendant of Aires, son of Aeerumar )

Archbishop Gunderlan

Role in Story: NPC

Occupation: Leader of Unelesia Church of Kowal 5688-5706

Physical Description: Tall, skinny, blue eyes, older

Personality: serious , easy to anger, conniving, smarmy, impatient

Habits/Mannerisms: Dry speech, humorless

 

  • In 5705 the Archebishop was wounds seriously when the “Heroes of Dwarftown” stages an attack on the Red Guard during a ritual burning of the heretics.
  • In 5706, in the catastrophe of the Greystone, Archbishop Gunderland was killed.

[private role=”administrator”]

GM Only

Gunderland is a lich and escaped to the East and is currently recovering his power.

Archeon

Archeon – The Watchers

Lorthain the Archeon

Lorthain the Archeon

The magic users of Uteria are watched over by the Archeons, or more commonly called; the Watchers. During war against the Warlock King, Olaekin Baleband, the wizards who served the United Kingdoms (Aradan, Norhand, and Endamas) formed the Watchers and began to put forth rules to try and stop the wide use of ruinous magic. They formed the Archeons and trained them in ways to stop magic. Over the 700 years since the end of that war, the Archeons have become quite powerful, not just traveling the lands, but also keeping an eye over all the tower to make sure none begin to use forbidden magic. There are many different factions of Archeons, those who travel the lands hunting Nulthari (The Hunters, called witch hunters by commoners), those who keep an eye over those in Eredar (the Order of the Tower), and those who pair up with an Otari wizard as a guardian and partner (The Keepers).

They have the ability to nullify magic, as well as cut a person off from the energies around them. This takes a great amount of power, and often it takes many Archeons to take down a powerful Nulthari, and even more to permanently pacify a Nulthari.

SagaBorn 1.5

Hit Die: d10

Class Abilities: STR, WIS

Archeons are the watchers of the mages. Some are witch hunters, while others serve as their bodyguards. An example of an archeon could be a knight of the church, possessed of a strong will and the power to root out evil magic and spellcasters.

 

Level Base Attack Bonus (BAB) Class Bonus Level Bonus*
1st +1 Magic Sense, Mage Bane Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 1 Talent Point, +2 HP +1 HD, +1 HP, +1 Skill
3rd +3 Resist Magic +1 HD, +1 Skill, 1 Talent
4th +4 1 Talent Point, +2 HP, 

Endurance +2

+1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 Extra Attack,1 Talent Point +1 HD, +1 Skill
6th +6 Spell Shield, +2 HP +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point +1 HD, +1 Skill, 3rd Legacy Item
8th +8 Disruption, +4 HP +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.
**All warrior classes get a total of +3 HP at level 2.

Level 1

Magic Sense: When an archeon spends time in a place, or with a person or creature, they can detect if magic has been used, and can also sense if it was ravaging magic. They must spend half an hour in the area or with a person to detect this automatically. If an archeon witnesses the use of magic, they can tell if it is ravaging magic with a DC (Difficulty Class) 15 Awareness check. If an archeon spends an hour with a person and succeeds at a DC16 Awareness check, they can tell if they have used ravaging magic (if the character has any ravage bpoints, the archeon can tell).

Magebane: An archeon can use their Magebane ability once per round against any creature or person using magic. They can roll two d20s during an attack and choose the highest roll. They can also use it during Heroic Actions.

Level 3

Resist Magic: An archeon gets to roll 2d20 and choose the highest roll on Spell Saves to throw off or resist a persistent magical effect.

Level 5

Extra Attack: You gain an additional attack each round.

Level 6

Spell Shield: Once per encounter as a move action an Archeon may create a shield that blocks magical energy. The shield extends behind the Archeon up to 10 ft. This negates any magical spell damage, including Area of Effect. This does not stop the spell, targets outside of the Archeon’s Shield will take damage as normal. An Archeon can maintain a shield for 4 rounds.

Level 8

Disruption: Once per encounter, as a move action, an Archeon can disrupt a Mage’s ability to cast magic or cancel a spell already in effect. The target must be within 40’.

Each round a Mage must make a Heroic Action (Spell Ability vs Archeon’s Choice) in order to cast spells or spend mana. An Archeon can maintain disruption on a mage by spending a free action each round. 

Spells of any mana cost are automatically canceled for as long as the Archeon maintains concentration. The cost of concentration varies per spell. 3 Mana or lower (Free Action), 5 Mana (Move Action), 7 Mana (Combat Action). When an Archeon stops concentrating or is knocked unconscious the spell becomes active again, unless the spells duration is complete.

SagaBorn RPG 1.0 Stats

Hit Die: d10

Class Abilities: STR, WIS

Archeons are the watchers of the mages. Some are witch hunters, while others serve as their bodyguards. An example of an archeon could be a knight of the church, possessed of a strong will and the power to root out evil magic and spellcasters.

 

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Feature Level Bonus*
1st +1 +0 +0 +2 Magic Sense, Magebane 1st Legacy Item, 10 Skill Points to start, 2 Talent Points
2nd +2 +0 +0 +3 +2 Hit Point +1 HP**, +1 Skill Point
3rd +3 +1 +1 +3   Resistance +1, +1 Skill Point, 1 Talent Point
4th +4 +1 +1 +4   +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +1 +1 +4 Spell Shield Natural Armor +1, +1 Skill Point
6th +6/+1 +2 +2 +5   Resistance +2, +1 Skill Point, 1 Talent Point
7th +7/+2 +2 +2 +5 Disruption Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +2 +2 +6 Antimagic Shield +1 Ability Point, +1 Skill Point, 1 Talent Point

*Level dependent, not class dependent. These skills are completely independent of Class Feature.
**All warrior classes get a total of +3 HP at level 2.

Magic Sense: When an archeon spends time in a place, or with a person or creature, they can detect if magic has been used, and can also sense if it was ravaging magic. They must spend half an hour in the area or with a person to detect this automatically. If an archeon witnesses the use of magic, they can tell if it is ravaging magic with a DC (Difficulty Class) 15 Awareness check.

Magebane: An archeon can use their Magebane ability once per round against any creature or person using magic. They can roll two d20s during an attack and choose the highest roll. They can also use it during Heroic Actions.

Spell Shield: Archeons can create a shield that blocks magical energy around them and those behind them (within 10 feet). This blocks any damaging spell, including AOE. An archeon can do this 3 times per day.

Disruption: An archeon can disrupt a mage up to 40’ away. The mage must make a Heroic Action to cast if an archeon is disrupting him. An archeon can do this 3 times per day.

Antimagic Shield: Archeons disrupts any magic cast at them, including beneficial magic. Spells cast at an archeon have a 50% failure rate.

Arnexi

Arnexi Zadeku is the son of the Duke of Kowal. He rejects his father’s allegiance to the Uthgard Empire and is one of the charismatic leaders of the resistance in the Iron City.

Physical Description

Arnexi is a slim man in his mid 20’s. His eyes are piercing blue, accentuated by the reddened skin surrounding them. His hair is curly red. He was silenced by a mage group, by covering his body in cold iron tattoos that stop him from using magic.

Some affliction makes him have intermittent tears of blood, and anyone who spends time with him sees him pull out a dark cloth that he blots the corners of his eyes with.

Ashiron

Ashiron

Challenge Rating: 6

Size: Medium

Type: Fey (Navirite)

Initiative: +4

 

Defense

Hit Points: 65 (6HD)

Armor Class: 19, touch , flat-footed  (+4 natural, +5 Dex)

Saves: Fort +4 Ref +9 Will +9

Weaknesses: Legacy/Silver/Amarnium/Aradan Steel/cold iron

 

Offense

Speed: 30

Base Attack: +10

Melee: +10

Ranged: +15

Special Attacks: Ability Warp,  spell-like abilities – dancing lights, daze, dispel magic, snare, improved invisibility

Sanity Effects: Attack Sanity 1/2d6

 

Statistics

Abilities: STR 11, DEX 19, CON 12, INT 18, WIS 13, CHA 18

Skills: Acrobatics, Athletics,  Awareness, Endurance, Knowledge, Persuasion, Spellcraft, Survival, Thievery

Talents: 4 points or recommended: Advantage, Deceitful,

Special Qualities: Damage Reduction 5 or Legacy/Silver/Amarnium/Aradan Steel/cold iron,

 

Ecology

Environment:

Organization:

 

Treasure: Standard

 

Spell-Like Abilities

At will— dancing lights,daze, snare (DC 13); 3/day— dispel magic (DC 13); 1/day—improved invisibility (DC 15). The save DCs are vs. Will.

 

Ability Warp

An ashiron can drain an ability, HP, or mana from a target creature and grant it to themselves or another creature. They must succeed at a Heroic Action (INT vs Will) while the target is visible. A creature being granted the drained energy may resist with a Will save DC15. A target’s ability score, HP, or mana can not be reduced below 4.

Athelian Calendar

336 days a year, 12 months to a year, 4 weeks a month.  7 days a week, 28 days a month.

Months:

  • Jaerra
  • Faerra
  • Marcan
  • Apra
  • Mey
  • Juna
  • Jula
  • Austo
  • Sestro
  • Octro
  • Novro
  • Ces

 

Days of the week:

  • Monday – Luni
  • Tuesday – Ordi
  • Wednesday – Clardi
  • Thursday – Trudi
  • Friday – Kai
  • Saturday – Rindi
  • Sunday – Tandi

Attacks of Opportunity

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