<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xanandithras</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Xanandithras"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Xanandithras"/>
	<updated>2026-05-15T15:05:53Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272261</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272261"/>
		<updated>2014-10-24T06:03:20Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Bonds */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) &lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&amp;lt;br&amp;gt;&lt;br /&gt;
•  Lose any spells you already have prepared&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missile, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mysterious Wrapped Package (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the three twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my people&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
3/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mysteries:Arcadia&amp;diff=272260</id>
		<title>Mysteries:Arcadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mysteries:Arcadia&amp;diff=272260"/>
		<updated>2014-10-24T06:00:59Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Lost Lands=&lt;br /&gt;
Areas of Minatos were once part of Arcadia; conquered as spoils of war.&lt;br /&gt;
*There was a sacred spring tucked deep in a thickly wooded valley that would heal any ailment if the proper offering was tossed down the stream that flows from it. For those who brought no offering, it would just be a normal pool, but those who offered insultingly spare sacrifices or sacrificed ill-gotten goods would suffer punishment instead.&lt;br /&gt;
*Some of the finest vineyards in the region were nestled in the foothills overlooking the river Napas, and produced dark wines much valued for their bold, sweet flavor.&lt;br /&gt;
*The village of Thirsus once thrived almost solely on being a waystation on the foot journey between Arcadia and Minotos. Even travelers who would not normally be finished their day&#039;s travels would stop there to pay respects and sacrifices at its lavish shrine of Hermerces, the trickster and traveler god, because those who did so would be blessed with much lower rates of banditry. It was rumored, but never spoken aloud in the village or on the road, that the highwaymen plaguing the road were actually initiates of the cult that served the shrine.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mysteries:Arcadia&amp;diff=272259</id>
		<title>Mysteries:Arcadia</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mysteries:Arcadia&amp;diff=272259"/>
		<updated>2014-10-24T05:54:32Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: Created page with &amp;quot;=Lost Lands= Areas of Minatos were once part of Arcadia; conquered as spoils of war. *There was a sacred spring tucked deep in a thickly wooded valley that would heal any ailm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Lost Lands=&lt;br /&gt;
Areas of Minatos were once part of Arcadia; conquered as spoils of war.&lt;br /&gt;
*There was a sacred spring tucked deep in a thickly wooded valley that would heal any ailment if the proper offering was tossed down the stream that flows from it. For those who brought no offering, it would just be a normal pool, but those who offered insultingly spare sacrifices or sacrificed ill-gotten goods would suffer punishment instead.&lt;br /&gt;
*Some of the finest vineyards in the region were nestled in the foothills overlooking the river Napas, and produced dark wines much valued for their bold, sweet flavor.&lt;br /&gt;
*The village of Thirsus once thrived almost solely on being a waystation on the foot journey between Arcadia and Minotos. Even travelers who would not normally be finished their day&#039;s travels would stop there to pay respects and sacrifices at its lavish shrine of Hermerces, the trickster and traveler god, because those who did so would be blessed with much lower rates of banditry. It was rumored, but never spoken aloud in the village or on the road, that the highwaymen plaguing the road were actually initiates of the cult that served the shrine.&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=272258</id>
		<title>The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=272258"/>
		<updated>2014-10-24T03:08:35Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Primary City-Sates */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;The Mysteries&#039;&#039;&#039; is a DungeonWorld campaign set in Thalassa, a world inspired by Greek mythology. The player characters are a group of adventurers attempting to bring civilization back to the once-cursed land of Minatos.  &lt;br /&gt;
&lt;br /&gt;
[[File:MysteriesLogo.jpg|200px|thumb|right|Mysteries Logo]]&lt;br /&gt;
&lt;br /&gt;
==Campaign Set-Up==&lt;br /&gt;
&lt;br /&gt;
Once, not too long ago, a man named Agon coveted his elder brother’s crown, so he murdered his brother, and declared himself King of Minatos. Safe on his throne, Agon still worried, for his brother’s daughter yet lived as a priestess of Karameter. King Agon demanded the temple of Karameter hand over the woman so she could never threaten his reign by having a child. When the priestesses refused, he barred the doors of the temple shut and ordered it set aflame.&lt;br /&gt;
&lt;br /&gt;
The goddess was enraged at the deaths of her daughters and so cursed Agon, his people, and the land of Minatos. For every priestess that died, Minatos would know a year without the gifts of Karameter.&lt;br /&gt;
&lt;br /&gt;
And so it was that the fields of Minatos went barren. No fruit grew in the orchards or on the vine, no grain sprang from the earth. And so it was that the beasts of the field went barren. The cow gave no milk, the chicken no eggs, and no calf, no lamb, chick, piglet, or foal was born. So great was Karameter&#039;s anger that the earth itself split up and from it came great poisonous serpents and other monsters to vex the people.&lt;br /&gt;
&lt;br /&gt;
For 112 years, the curse lasted. This year, it broke.&lt;br /&gt;
&lt;br /&gt;
In the spot where once the temple of Karameter stood, a peach tree has grown and is now heavy with fruit. The old state of Minatos is no more and now the three city-states closest to it - Kalogis, Arcadia, and Halkuon – rush to claim the fertile land.&lt;br /&gt;
&lt;br /&gt;
This has proven difficult; the wilderness has consumed and reclaimed most of the land, and the monsters that the earth vomited up will not simply return to their slumbers.&lt;br /&gt;
&lt;br /&gt;
What Minatos needs is heroes.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Alexandra]], a human paladin.  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Alexus]], a human rogue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mint]], an elven druid. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Myrrine]], a human bard. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikomedes]], a human wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xanthos]], a satyr wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
===Primary City-Sates===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kalogis]]&#039;&#039;&#039;, to the north, is highly aggressive and militant. Conquered people become slaves. Infants with deformities are put to death. It’s a highly lawful society though; their military is disciplined, bandits are quickly captured and executed, and people are very concerned with acting honorably and not staining the name of their family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Mysteries:Arcadia | Arcadia]]&#039;&#039;&#039;, to the south, is the smallest of the three city-states. It trades little with the others, and is a touch isolationist. Little is known about it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Halkuon]]&#039;&#039;&#039; is on a large island to the east, and is the wealthiest of the three. Its ports are always busy, its cities filled with people from all over the world, and its citizens tend to be friendly and well-educated. The government though is rather corrupt and several criminal syndicates have risen to power. While slavery isn’t legal, Halkuon allows the buying and selling of slaves in markets. Even dark elves are allowed to buy slaves, many of whom end up in the elves’ sacrificial pits.&lt;br /&gt;
&lt;br /&gt;
===Secondary City-States===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kortos]]&#039;&#039;&#039; is the southernmost of the city-states and is located on an island. Two generations ago the decadent ruling family fell into an alliance with monstrous creatures to cement their slipping hold on power and allow them to bully their near-shore neighbors. Their cults of the various gods are twisted, and it is rumored that the current King is merely a figurehead for the great horned beast spawned from his grandmother, hidden away in the myriad chambers of the royal palace.&lt;br /&gt;
&lt;br /&gt;
These are just a few of the city-states though. There are about a dozen of them altogether&lt;br /&gt;
&lt;br /&gt;
[[The Gods of Thalassa]]&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=272257</id>
		<title>The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=272257"/>
		<updated>2014-10-24T03:02:09Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Setting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;The Mysteries&#039;&#039;&#039; is a DungeonWorld campaign set in Thalassa, a world inspired by Greek mythology. The player characters are a group of adventurers attempting to bring civilization back to the once-cursed land of Minatos.  &lt;br /&gt;
&lt;br /&gt;
[[File:MysteriesLogo.jpg|200px|thumb|right|Mysteries Logo]]&lt;br /&gt;
&lt;br /&gt;
==Campaign Set-Up==&lt;br /&gt;
&lt;br /&gt;
Once, not too long ago, a man named Agon coveted his elder brother’s crown, so he murdered his brother, and declared himself King of Minatos. Safe on his throne, Agon still worried, for his brother’s daughter yet lived as a priestess of Karameter. King Agon demanded the temple of Karameter hand over the woman so she could never threaten his reign by having a child. When the priestesses refused, he barred the doors of the temple shut and ordered it set aflame.&lt;br /&gt;
&lt;br /&gt;
The goddess was enraged at the deaths of her daughters and so cursed Agon, his people, and the land of Minatos. For every priestess that died, Minatos would know a year without the gifts of Karameter.&lt;br /&gt;
&lt;br /&gt;
And so it was that the fields of Minatos went barren. No fruit grew in the orchards or on the vine, no grain sprang from the earth. And so it was that the beasts of the field went barren. The cow gave no milk, the chicken no eggs, and no calf, no lamb, chick, piglet, or foal was born. So great was Karameter&#039;s anger that the earth itself split up and from it came great poisonous serpents and other monsters to vex the people.&lt;br /&gt;
&lt;br /&gt;
For 112 years, the curse lasted. This year, it broke.&lt;br /&gt;
&lt;br /&gt;
In the spot where once the temple of Karameter stood, a peach tree has grown and is now heavy with fruit. The old state of Minatos is no more and now the three city-states closest to it - Kalogis, Arcadia, and Halkuon – rush to claim the fertile land.&lt;br /&gt;
&lt;br /&gt;
This has proven difficult; the wilderness has consumed and reclaimed most of the land, and the monsters that the earth vomited up will not simply return to their slumbers.&lt;br /&gt;
&lt;br /&gt;
What Minatos needs is heroes.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Alexandra]], a human paladin.  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Alexus]], a human rogue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mint]], an elven druid. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Myrrine]], a human bard. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikomedes]], a human wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xanthos]], a satyr wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
===Primary City-Sates===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kalogis]]&#039;&#039;&#039;, to the north, is highly aggressive and militant. Conquered people become slaves. Infants with deformities are put to death. It’s a highly lawful society though; their military is disciplined, bandits are quickly captured and executed, and people are very concerned with acting honorably and not staining the name of their family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcadia&#039;&#039;&#039;, to the south, is the smallest of the three city-states. It trades little with the others, and is a touch isolationist. Little is known about it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Halkuon]]&#039;&#039;&#039; is on a large island to the east, and is the wealthiest of the three. Its ports are always busy, its cities filled with people from all over the world, and its citizens tend to be friendly and well-educated. The government though is rather corrupt and several criminal syndicates have risen to power. While slavery isn’t legal, Halkuon allows the buying and selling of slaves in markets. Even dark elves are allowed to buy slaves, many of whom end up in the elves’ sacrificial pits.&lt;br /&gt;
===Secondary City-States===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kortos]]&#039;&#039;&#039; is the southernmost of the city-states and is located on an island. Two generations ago the decadent ruling family fell into an alliance with monstrous creatures to cement their slipping hold on power and allow them to bully their near-shore neighbors. Their cults of the various gods are twisted, and it is rumored that the current King is merely a figurehead for the great horned beast spawned from his grandmother, hidden away in the myriad chambers of the royal palace.&lt;br /&gt;
&lt;br /&gt;
These are just a few of the city-states though. There are about a dozen of them altogether&lt;br /&gt;
&lt;br /&gt;
[[The Gods of Thalassa]]&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272249</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272249"/>
		<updated>2014-10-23T22:51:53Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Moves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) &lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&amp;lt;br&amp;gt;&lt;br /&gt;
•  Lose any spells you already have prepared&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missile, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mysterious Wrapped Package (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the three twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
3/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272202</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272202"/>
		<updated>2014-10-23T08:55:12Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) &lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missile, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mysterious Wrapped Package (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the three twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
3/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272201</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272201"/>
		<updated>2014-10-23T08:48:54Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Spells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) &lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missile, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the three twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
3/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272200</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=272200"/>
		<updated>2014-10-23T08:42:25Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Level and Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) &lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missiles, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the three twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
3/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=272125</id>
		<title>The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=272125"/>
		<updated>2014-10-21T07:45:59Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Setting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;The Mysteries&#039;&#039;&#039; is a DungeonWorld campaign set in Thalassa, a world inspired by Greek mythology. The player characters are a group of adventurers attempting to bring civilization back to the once-cursed land of Minatos.  &lt;br /&gt;
&lt;br /&gt;
[[File:MysteriesLogo.jpg|200px|thumb|right|Mysteries Logo]]&lt;br /&gt;
&lt;br /&gt;
==Campaign Set-Up==&lt;br /&gt;
&lt;br /&gt;
Once, not too long ago, a man named Agon coveted his elder brother’s crown, so he murdered his brother, and declared himself King of Minatos. Safe on his throne, Agon still worried, for his brother’s daughter yet lived as a priestess of Karameter. King Agon demanded the temple of Karameter hand over the woman so she could never threaten his reign by having a child. When the priestesses refused, he barred the doors of the temple shut and ordered it set aflame.&lt;br /&gt;
&lt;br /&gt;
The goddess was enraged at the deaths of her daughters and so cursed Agon, his people, and the land of Minatos. For every priestess that died, Minatos would know a year without the gifts of Karameter.&lt;br /&gt;
&lt;br /&gt;
And so it was that the fields of Minatos went barren. No fruit grew in the orchards or on the vine, no grain sprang from the earth. And so it was that the beasts of the field went barren. The cow gave no milk, the chicken no eggs, and no calf, no lamb, chick, piglet, or foal was born. So great was Karameter&#039;s anger that the earth itself split up and from it came great poisonous serpents and other monsters to vex the people.&lt;br /&gt;
&lt;br /&gt;
For 112 years, the curse lasted. This year, it broke.&lt;br /&gt;
&lt;br /&gt;
In the spot where once the temple of Karameter stood, a peach tree has grown and is now heavy with fruit. The old state of Minatos is no more and now the three city-states closest to it - Kalogis, Arcadia, and Halkuon – rush to claim the fertile land.&lt;br /&gt;
&lt;br /&gt;
This has proven difficult; the wilderness has consumed and reclaimed most of the land, and the monsters that the earth vomited up will not simply return to their slumbers.&lt;br /&gt;
&lt;br /&gt;
What Minatos needs is heroes.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Alexandra]], a human paladin.  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Alexus]], a human rogue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mint]], an elven druid. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Myrrine]], a human bard. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikomedes]], a human wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xanthos]], a satyr wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
&#039;&#039;&#039;[[Kalogis]]&#039;&#039;&#039;, to the north, is highly aggressive and militant. Conquered people become slaves. Infants with deformities are put to death. It’s a highly lawful society though; their military is disciplined, bandits are quickly captured and executed, and people are very concerned with acting honorably and not staining the name of their family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcadia&#039;&#039;&#039;, to the south, is the smallest of the three city-states. It trades little with the others, and is a touch isolationist. Little is known about it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Halkuon]]&#039;&#039;&#039; is on a large island to the east, and is the wealthiest of the three. Its ports are always busy, its cities filled with people from all over the world, and its citizens tend to be friendly and well-educated. The government though is rather corrupt and several criminal syndicates have risen to power. While slavery isn’t legal, Halkuon allows the buying and selling of slaves in markets. Even dark elves are allowed to buy slaves, many of whom end up in the elves’ sacrificial pits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kortos]]&#039;&#039;&#039; is the southernmost of the city-states and is located on an island. Two generations ago the decadent ruling family fell into an alliance with monstrous creatures to cement their slipping hold on power and allow them to bully their near-shore neighbors. Their cults of the various gods are twisted, and it is rumored that the current King is merely a figurehead for the great horned beast spawned from his grandmother, hidden away in the myriad chambers of the royal palace.&lt;br /&gt;
&lt;br /&gt;
These are just a few of the city-states though. There are about a dozen of them altogether&lt;br /&gt;
&lt;br /&gt;
[[The Gods of Thalassa]]&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sylvannos&amp;diff=272049</id>
		<title>Sylvannos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sylvannos&amp;diff=272049"/>
		<updated>2014-10-20T08:08:29Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sylvannos&#039;&#039;&#039; is said to be the son of the trickster god Hermerces and the agricultural goddess Karameter. He is the god of nature and is associated with the wild places, shepherds and flocks, goats, fields, groves, wooded glens, masculine sexuality and virility. One legend states he learned of masturbation from father, Hermerces, and then passed the habit on to shepherds. Sylvannos is never worshipped in temples or man-made edifices, but only natural settings such as caves, grottos, and glens. &lt;br /&gt;
&lt;br /&gt;
His position as male counterpart to Ethulia often results in an.... interesting relationship with the Goddess. &lt;br /&gt;
&lt;br /&gt;
One such legend (and one of the more bawdy ones at that) among the faeries of Arcadia describes how he discovered the wild goddess bathing in a spring. The sight ignited flames of love in his heart (and lust in his furry loins). He pursued a relationship with the goddess through the many methods a man might use to woo a woman: he gave her flowers, wrote and recited poetry in her honor, played songs for her on his pipes. At each turn, she denied him. &lt;br /&gt;
&lt;br /&gt;
Eventually, he could stand for it no more, and chased the Huntress through the forest. Entrapping her against a great apple tree, the god surrendered to his bestial desires... As he reached his bliss, the goddess&#039;s laughter from some distance away snapped him from his reverie. He had never had her at all; his essence was spent in a knothole of the tree. With furred loins stiff and sticky from tree sap, he wandered away to bathe in a nearby lake, burning with embarrassment. The tree flowered, fruited, and dropped its seeds. These seeds became the first of the dryads. &lt;br /&gt;
&lt;br /&gt;
As he bathed, the goddess appeared nude and beautiful in the water nearby and taunted him. Again he claimed her, and again the goddess outwitted him. He had spent himself in the maw of some large fish. The goddess again mocked him from the shore and fled away with Sylvannos is in furious pursuit. His seed seeped from the maw of the fish and mingled with the waters, finding within freshly spawned fish eggs. From these divinely fertilized eggs, the first of the aquatic nymphs would be born.&lt;br /&gt;
&lt;br /&gt;
The goddess would lead him on a merry chase that ended in a wide pasture. Full of rage and rut, Sylvannos mated with Ethulia many, many times (or so he thought) until the veil of sleep claimed him. He awoke the next morning amidst a flock of nanny goats, heavy with his offspring. His heart was broken that the object of his affection would go through so much effort to deny his love, and so Sylvannos vowed to never again pursue her. The first of the short-statured and perpetually child-like fauns were born from his tryst with the goats.&lt;br /&gt;
&lt;br /&gt;
And now the story turns... As the goddess of hunting, Ethulia was thoroughly enjoying Sylvannos&#039; pursuit of her, and watching his antics with those things she made appear as her fanned her own excitement. In hearing his vow to never chase her again, she realized she had gone a bit too far. She made attempts to apologize but the God ignored her words and ran away in shame. Resolved, the Huntress hunted Sylvannos down as the wolf hunts the rabbit. For three days and nights she harried her prey until exhaustion claimed him. She took him to her bower where he slumbered for three days and nights. He awoke finally to find himself at the peak of pleasure with Ethulia astride him. She had, while he slumbered, made herself quite &amp;quot;familiar&amp;quot; with his body. She proclaimed her own affection for him and swore that, in return for his forgiveness, he would never have to chase her; she would come willingly to him. And so he gave her his forgiveness and she bore him three sons; the first of the satyrs who became the nobility among all the other children Sylvannos had sired in his pursuit of Ethulia. Or so the legend says.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Mint&amp;diff=271986</id>
		<title>Mint</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Mint&amp;diff=271986"/>
		<updated>2014-10-19T10:10:52Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Abilities and Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mint&#039;&#039;&#039;, a druid from Halkuon who has joined the group in order to explore the world and all its tasty foods. &lt;br /&gt;
&lt;br /&gt;
Looks: Wild eyes, braided hair, weathered hides.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
*Wisdom: 16 (+2)&lt;br /&gt;
*Strength: 16 (+2)&lt;br /&gt;
*Dexterity: 13 (+1)&lt;br /&gt;
*Constitution: 12 (+0)&lt;br /&gt;
*Intellect: 9 (-1)&lt;br /&gt;
*Charisma: 8 (-1)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 18 &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base damage:&#039;&#039;&#039; 1d6&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Elf - The Great Forest is always considered your land.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Good - Help something or someone grow.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moves:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Born of the Soul – River Delta&amp;lt;br&amp;gt;&lt;br /&gt;
By Nature Sustained – Does not need food or drink&amp;lt;br&amp;gt;&lt;br /&gt;
Spirit Tongue&amp;lt;br&amp;gt;&lt;br /&gt;
Shapeshifting&amp;lt;br&amp;gt;&lt;br /&gt;
Studied Essence&amp;lt;br&amp;gt;&lt;br /&gt;
Balance - When you deal damage, gain 1 balance. Spend a balance to heal 1d4 damage.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Belly of Holding&#039;&#039; (DM granted move)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tell/Token:&#039;&#039;&#039; A flower that sprouts from the top of her head. It changes color based on her mood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039; (Load 3/7)&amp;lt;br&amp;gt;&lt;br /&gt;
Hide armor (1 armor, 1 wt)&amp;lt;br&amp;gt;&lt;br /&gt;
Spear (close, thrown, near, 1wt)&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring gear (1 wt)&amp;lt;br&amp;gt;&lt;br /&gt;
Harpy egg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonds:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Alexandra]] is too stiff. She needs to loosen up and enjoy a good meal, not keep talking about this god thing that Mint has never tasted or smelled. Mint will find something that Alexandra likes to eat.&lt;br /&gt;
&lt;br /&gt;
[[Alexus]] always seems like he is talking to someone. Does he have an Opalescent Lily to talk to as well? Mint wants to find out who Alexus is talking to.&lt;br /&gt;
&lt;br /&gt;
[[Myrrine]] spends an awful lot of time using a feather to scratch little things like papers. Mint wonders what the scratching is useful for. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current XP:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Mint can&#039;t remember much about her childhood. Her earliest memory is awakening to a herd of hippos demolishing a riverboat that she had presumably been a passenger on. For some strange reason, however, when it came time to eat her, the mighty river beasts relented and instead took her in. She grew up wild, free, and hungry with the river horses, eternally seeking her next meal. One day, she came across a strange looking thing - a small, glowing plant pod. Thinking nothing of it, she ate it like she tried to do with everything. &lt;br /&gt;
&lt;br /&gt;
The next morning, she felt strange - her mind had expanded, and she felt an odd growth atop her head. She found herself able to speak in a more delicate tongue than her traditional grunts and groans. She sought out the strange two-legged creatures that were occasionally tasty, and learned that it was a rare bloom known as the Opalescent Lily, a plant unique to her specific region that would bloom only once every hundred years. The seed pod she had eaten awakened the latent spiritual energies that flowed through her, and she found the ability to take on the shape of not only her hungry hungry parents, but of all sorts of creatures. In addition, the lily speaks to her.&lt;br /&gt;
&lt;br /&gt;
At some point, Mint met [[Alexandra]] and attempted to eat her. They fought for a bit, before the lily managed to convince Mint that the Paladin may be worth eating *with*, rather than simply eating. That, and her armor was too difficult to chew through.&lt;br /&gt;
&lt;br /&gt;
With the expansion of her mind and opening of her heart thanks to the lily, Mint was awakened to a new quest and purpose for her life - to go forth and eat the most delicious things the world had to offer.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Character]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Myrrine&amp;diff=271985</id>
		<title>Myrrine</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Myrrine&amp;diff=271985"/>
		<updated>2014-10-19T10:09:23Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Equipment and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;She is &#039;&#039;&#039;Myrrine&#039;&#039;&#039; of House Kastor, Rebel Bard of Kortos. Her curling golden hair falls around dark, intense eyes and an aquiline nose. Though she carries herself with a noblewoman&#039;s graceful bearing, she wears worn but finely-fitted leather armor with a fine scarlet cloak as her only allowance for fashion. She carries a finely-sharpened sword and a pandura* of unnaturally black, resonant horn.&lt;br /&gt;
&lt;br /&gt;
She hopes one day to return to her homeland, but she believes that she&#039;ll need to either lead or incite an army before she can make much difference. For now, she helps other adventurers hunt monsters, taking swipes at Kortic interests and agitating against them when she has the opportunity.&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
*Strength 8 (-1)&lt;br /&gt;
*Dexterity 12&lt;br /&gt;
*Constitution 16 (+2)&lt;br /&gt;
*Intelligence 13 (+1)&lt;br /&gt;
*Charisma 16 (+2)&lt;br /&gt;
*Wisdom 9&amp;lt;p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alignment:&#039;&#039;&#039; Chaotic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP:&#039;&#039;&#039; 21&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Base damage:&#039;&#039;&#039; d6&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Equipment and Abilities==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moves:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Art&amp;lt;br&amp;gt;&lt;br /&gt;
Bardic Lore - Creatures Unusual&amp;lt;br&amp;gt;&lt;br /&gt;
Charming and Open&amp;lt;br&amp;gt;&lt;br /&gt;
A Port in the Storm&amp;lt;br&amp;gt;&lt;br /&gt;
Metal Hurlant&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Victory Music&#039;&#039; (DM granted move)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dungeon Rations&amp;lt;br&amp;gt;&lt;br /&gt;
A fine lute (pandura fashioned from black beast horn)&amp;lt;br&amp;gt;&lt;br /&gt;
Leather armor (1 armor)&amp;lt;br&amp;gt;&lt;br /&gt;
Dueling rapier (close, precise)&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring gear&amp;lt;br&amp;gt;&lt;br /&gt;
Harpy Egg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bonds==&lt;br /&gt;
&lt;br /&gt;
Alexas: This last adventure was interesting, but not very profitable. We need to work together to fix that on the next leg of our trip.&lt;br /&gt;
&lt;br /&gt;
Xanthos: He seems well-meaning enough, but my past makes it hard for me to trust a beast-man. I have my eye on him.&lt;br /&gt;
&lt;br /&gt;
Alexandra: It&#039;s curious, that a paladin went on the evil captain&#039;s errand rather than just smiting him. I suppose it worked out better for everyone... mostly... but I need to figure out what she&#039;s thinking to properly chronicle her. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Current XP&#039;&#039;&#039;: &amp;lt;br&amp;gt;&lt;br /&gt;
XP 12&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]]&lt;br /&gt;
[[Category: Player_Character]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=271984</id>
		<title>The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=271984"/>
		<updated>2014-10-19T09:59:32Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Setting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;The Mysteries&#039;&#039;&#039; is a DungeonWorld campaign set in Thalassa, a world inspired by Greek mythology. The player characters are a group of adventurers attempting to bring civilization back to the once-cursed land of Minatos.  &lt;br /&gt;
&lt;br /&gt;
[[File:MysteriesLogo.jpg|200px|thumb|right|Mysteries Logo]]&lt;br /&gt;
&lt;br /&gt;
==Campaign Set-Up==&lt;br /&gt;
&lt;br /&gt;
Once, not too long ago, a man named Agon coveted his elder brother’s crown, so he murdered his brother, and declared himself King of Minatos. Safe on his throne, Agon still worried, for his brother’s daughter yet lived as a priestess of Karameter. King Agon demanded the temple of Karameter hand over the woman so she could never threaten his reign by having a child. When the priestesses refused, he barred the doors of the temple shut and ordered it set aflame.&lt;br /&gt;
&lt;br /&gt;
The goddess was enraged at the deaths of her daughters and so cursed Agon, his people, and the land of Minatos. For every priestess that died, Minatos would know a year without the gifts of Karameter.&lt;br /&gt;
&lt;br /&gt;
And so it was that the fields of Minatos went barren. No fruit grew in the orchards or on the vine, no grain sprang from the earth. And so it was that the beasts of the field went barren. The cow gave no milk, the chicken no eggs, and no calf, no lamb, chick, piglet, or foal was born. So great was Karameter&#039;s anger that the earth itself split up and from it came great poisonous serpents and other monsters to vex the people.&lt;br /&gt;
&lt;br /&gt;
For 112 years, the curse lasted. This year, it broke.&lt;br /&gt;
&lt;br /&gt;
In the spot where once the temple of Karameter stood, a peach tree has grown and is now heavy with fruit. The old state of Minatos is no more and now the three city-states closest to it - Kalogis, Arcadia, and Halkuon – rush to claim the fertile land.&lt;br /&gt;
&lt;br /&gt;
This has proven difficult; the wilderness has consumed and reclaimed most of the land, and the monsters that the earth vomited up will not simply return to their slumbers.&lt;br /&gt;
&lt;br /&gt;
What Minatos needs is heroes.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Alexandra]], a human paladin.  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Alexus]], a human rogue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mint]], an elven druid. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Myrrine]], a human bard. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikomedes]], a human wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xanthos]], a satyr wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
&#039;&#039;&#039;[[Kalogis]]&#039;&#039;&#039;, to the north, is highly aggressive and militant. Conquered people become slaves. Infants with deformities are put to death. It’s a highly lawful society though; their military is disciplined, bandits are quickly captured and executed, and people are very concerned with acting honorably and not staining the name of their family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcadia&#039;&#039;&#039;, to the south, is the smallest of the three city-states. It trades little with the others, and it a touch isolationist. Little is known about it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Halkuon]]&#039;&#039;&#039; is on a large island to the east, and is the wealthiest of the three. Its ports are always busy, its cities filled with people from all over the world, and its citizens tend to be friendly and well-educated. The government though is rather corrupt and several criminal syndicates have risen to power. While slavery isn’t legal, Halkuon allows the buying and selling of slaves in markets. Even dark elves are allowed to buy slaves, many of whom end up in the elves’ sacrificial pits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Kortos]]&#039;&#039;&#039; is the southernmost of the city-states and is located on an island. Two generations ago the decadent ruling family fell into an alliance with monstrous creatures to cement their slipping hold on power and allow them to bully their near-shore neighbors. Their cults of the various gods are twisted, and it is rumored that the current King is merely a figurehead for the great horned beast spawned from his grandmother, hidden away in the myriad chambers of the royal palace.&lt;br /&gt;
&lt;br /&gt;
These are just a few of the city-states though. There are about a dozen of them altogether&lt;br /&gt;
&lt;br /&gt;
[[The Gods of Thalassa]]&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271960</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271960"/>
		<updated>2014-10-18T17:27:34Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) &lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missiles, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the three twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
2/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sylvannos&amp;diff=271946</id>
		<title>Sylvannos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sylvannos&amp;diff=271946"/>
		<updated>2014-10-18T10:51:05Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sylvannos&#039;&#039;&#039; is said to be the son of the trickster god Hermerces and the agricultural goddess Karameter. He is the god of nature and is associated with the wild places, shepherds and flocks, goats, fields, groves, wooded glens, masculine sexuality and virility. One legend states he learned of masturbation from father, Hermerces, and then passed the habit on to shepherds. Sylvannos is never worshipped in temples or man-made edifices, but only natural settings such as caves, grottos, and glens. &lt;br /&gt;
&lt;br /&gt;
His position as male counterpart to Ethulia often results in an.... interesting relationship with the Goddess. &lt;br /&gt;
&lt;br /&gt;
One such legend (and one of the more bawdy ones at that) among the faeries of Arcadia describes how he discovered the wild goddess bathing in a spring. The sight ignited flames of love in his heart (and lust in his furry loins). He pursued a relationship with the goddess through the many methods a man might use to woo a woman: he gave her flowers, wrote and recited poetry in her honor, played songs for her on his pipes. At each turn, she denied him. &lt;br /&gt;
&lt;br /&gt;
Eventually, he could stand for it no more, and chased the Huntress through the forest. Entrapping her against a great apple tree, the god surrendered to his bestial desires... As he reached his bliss, the goddess&#039;s laughter from some distance away snapped him from his reverie. He had never had her at all; his essence was spent in a knothole of the tree. With furred loins stiff and sticky from tree sap, he wandered away to bathe in a nearby lake, burning with embarrassment. The tree flowered, fruited, and dropped its seeds. These seeds became the first of the dryads. &lt;br /&gt;
&lt;br /&gt;
As he bathed, the goddess appeared nude and beautiful in the water nearby and taunted him. Again he claimed her, and again the goddess outwitted him. He had spent himself in the maw of some large fish. The goddess again mocked him from the shore and fled away with Sylvannos is in furious pursuit. His seed seeped from the maw of the fish and mingled with the waters, finding within freshly spawned fish eggs. From these divinely fertilized eggs, the first of the aquatic nymphs would be born.&lt;br /&gt;
&lt;br /&gt;
The goddess would lead him on a merry chase that ended in a wide pasture. Full of rage and rut, Sylvannos mated with Ethulia many, many times (or so he thought) until the veil of sleep claimed him. He awoke the next morning amidst a flock of nanny goats, heavy with his offspring. His heart was broken that the object of his affection would go through so much effort to deny his love, and so Sylvannos vowed to never again pursue her. The first of the short-statured and perpetually child-like fauns were born from his tryst with the goats.&lt;br /&gt;
&lt;br /&gt;
And now the story turns... As the goddess of hunting, Ethulia was thoroughly enjoying Sylvannos&#039; pursuit of her, and watching his antics with those things she made appear as her fanned her own excitement. In hearing his vow to never chase her again, she realized she had gone a bit too far. She made attempts to apologize but the God ignored her words and ran away in shame. Resolved, the Huntress hunted Sylvannos down as the wolf hunts the rabbit. For three days and nights she harried her prey until exhaustion claimed him. She took him to her bower where he slumbered for three days and nights. He awoke finally to find himself at the peak of pleasure with Ethulia astride him. She had, while he slumbered, made herself quite &amp;quot;familiar&amp;quot; with his body. She proclaimed her own affection for him and swore that, in return for his forgiveness, he would never have to chase her; she would come willingly to him. And so he gave her his forgiveness and she gave him three twin sons; the first of the satyrs who became the nobility among all the other children Sylvannos had sired in his pursuit of Ethulia. Or so the legend says.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271945</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271945"/>
		<updated>2014-10-18T10:46:10Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Abilities and Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  )&lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&amp;lt;br&amp;gt;&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&amp;lt;br&amp;gt;&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&amp;lt;br&amp;gt;&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&amp;lt;br&amp;gt;&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missiles, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the three twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
2/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271944</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271944"/>
		<updated>2014-10-18T10:42:51Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  )&lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missiles, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the three twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
2/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271939</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271939"/>
		<updated>2014-10-18T06:34:50Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  )&lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&#039;&#039;Cantrips&#039;&#039;: Light, Unseen Servant, Prestidigitation, Detect Magic&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;First Level&#039;&#039;&#039;: Contact Spirits, Charm Person (He&#039;s a satyr, duh), Magic Missiles, Invisibility&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the 3 twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
2/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271937</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271937"/>
		<updated>2014-10-18T06:28:36Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Level and Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  )&lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the 3 twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
2/9 exp to level 3 &#039;&#039;(Unless DM is using an exp system different from the canon &amp;quot;current level + 7 exp&amp;quot;; clarification please?)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271936</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271936"/>
		<updated>2014-10-18T06:12:27Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  )&lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the 3 twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
2/9 exp to level 3&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that results in an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;br /&gt;
&lt;br /&gt;
[[Category: The_Mysteries]] [[Category: Player_Characters]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271935</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271935"/>
		<updated>2014-10-18T06:07:17Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Level and Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  )&lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the 3 twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
2/9 exp to level 3&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that causes an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271934</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271934"/>
		<updated>2014-10-18T06:06:20Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus, of the Stormthorn tribe&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  )&lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gear ===&lt;br /&gt;
Load: 8 (7+Str/7+1). 5ish/8&amp;lt;br&amp;gt;&lt;br /&gt;
Spellbook (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Dungeon Rations (# uses, weight 1)&#039;&#039;(Need DM to assign new uses number)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Armor (weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Staff (close, two-handed, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
Healing Potion (weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Painkiller Tea (1 use, weight 0)&amp;lt;br&amp;gt;&lt;br /&gt;
Spiked Fruit (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Jug of Concentrated Wine (Temetum) (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Adventuring Gear (5 uses, weight 1)&amp;lt;br&amp;gt;&lt;br /&gt;
A set of 3 &#039;&#039;puki&#039;&#039; shells bearing the symbols &amp;quot;Sun&amp;quot;, &amp;quot;Jackal&amp;quot;, and &amp;quot;Leaf&amp;quot; (weight #)&#039;&#039;(Need DM to assign a weight if greater than 0)&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
29 silver coins and an assortment of jewelry&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Xanthos, and the tribe of satyrs to which he belongs, hails from the wilds of Arcadia. In these places, human settlements are few and far between. In the time before Karameter lay her curse on the land of Minatos, the humans of these outlier towns were often hostile with the faerie beings of the foreboding woods. The sylvan races objected to the encroachment of the civilized settlements and the humans objected to the sylvan resistance of their own progress and prosperity. This hostile climate was the state of things for as long as anyone could remember. After the curse, things would change. They &#039;&#039;had&#039;&#039; to change for either of the groups to survive. As the wilderness of Minatos merged with the wilderness of Arcadia, the emergent monsters cared not for the distinction between the woodland faeries or the humans behind their flimsy walls. A pact was struct between each group for mutual protection benefits. One clause called for a semi-annual meeting (or celebration really) where the humans would sometimes visit at the groves of the sylvan races, or the sylvans would visit the towns to foster continued peace. As the state of Minatos grew more dire and the populace began to flee, one young courtesan, unknowingly carrying the son of the Usurper King Agon found her salvation in one of these fae-pacted cities. Her son, completely ignorant of his royal lineage, grew and eventually met and fell in love with a dryad at one of the celebrations. The son of Agon fathered a daughter with this dryad. That dryad daughter wedded Makareus (firstborn of the 3 twin sons of Sylvannos and Ethulia), the satyr chieftain of the silver-furred Stormthorn tribe and bore him Xanthos.&amp;lt;br&amp;gt;&lt;br /&gt;
As a child, Xanthos was curious about the world and seemed to have a knack for the magical arts, and so he was apprenticed to a spellcaster in the nearby village. An accident during an early lesson involving a summoned Chaos Ooze would leave Xanthos altered forever.  At least it was only a small, weak ooze. The chaos affected the slight budding horns on Xanthos&#039; forehead, turning them into something resembling opal stone and as he matured, the buds grew into mighty antlers instead of the usual curled ram&#039;s horns. Additionally, his fingernails took a somewhat claw-like appearance and (along with his cloven hooves) transmuted into opal. The color of his irises changed from blue to amethyst. His fur had once been a shining silver color; it turned to a shade of sapphire blue. His once stubby goat-like tail had been changed into something longer and more tigrine. The only other change related to this incident is something Xanthos considers quite private. Other than this hiccup, Xanthos&#039; studies progressed quite well, to the point his mentor declared that it was time for the satyr to go out into the world to learn. Shortly after leaving his teacher, Xanthos began having strange dreams in which he saw the insides of a ruined temple wherein a peach tree grows. His dreams have shown him Minatos as it was and as it is now. Not only does the potential to further his magical studies, but his very blood calls out for him to journey into this once accursed and still dangerous land.&lt;br /&gt;
&lt;br /&gt;
== Appearance ==&lt;br /&gt;
At first glance, the satyr Xanthos could be mistaken for a warrior as he&#039;s a hulking 8-feet tall and quite the burly fellow. (Yes, he&#039;s a buff wizard. Who says all wizards have to be thin, waifish bookworms.) These traits result from his particular familial line (Minatoian men tend to large and muscular, those of the royal bloodline especially so). He is named for the golden color of his hair, trimmed shorter at the sides and back while leaving a bit of a crest standing down the center of his scalp. His flesh seems to keep a perpetual bronze tan. His antlers look to be made from shimmering opal rather than the typical bone, and their majestic appearance is something of a point of pride for him given that he&#039;s just barely grown into manhood. His amethyst eyes are intelligent but show a glimmer of puckish mischievousness. His ears have a long, graceful, elvish appearance. His handsome face is completed by pointed blond goatee that he&#039;s fond of tugging at when he&#039;s thinking. His muscular torso often goes bare, and is surprisingly lacking (well, for a satyr) body hair coverage. The exception to this being a ring of golden hair circling his navel and then a trail traveling southward to the dense thicket that frames his bestial sheath and bullish, sapphire-furred bollocks. His forearms also display a heavier dusting of blond hair. His head and body hair have a silky fur-like texture. He carries with him a staff, etched with mystical runes and vines carved to look like rose stems. The tip flares out and is carved to look like a large rose in full bloom. This staff was grown from the wood of his mother&#039;s tree and carved by his father. He is fond of slinging this staff horizontally across his shoulders and hanging his arms from it. From waist to cloven, opal hooves he has thick, silky sapphire blue fur. His modesty (what small bit of he has) is usually maintained by a leather kilt of staghide that is embossed with sylvan themes (leaves and thorny brambles); usually, save for the occasional strong gust of well-aimed wind. A strategically placed hole allows his long tiger-striped tail to sway freely; sapphire-furred and patterned with amethyst stripes ending with a long blond tuft at the end. His grimoire is bound in staghide and adorned with thin gold filigree. A gold chain runs through the spine which allows him to wear it either slung over one shoulder or cinched about his waist.&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
=== Bonds ===&lt;br /&gt;
&#039;&#039;&#039;Mint&#039;s&#039;&#039;&#039; proclivity to eat anything she gets her hands on is a bit problematic. I will teach her what is fine to eat and what isn&#039;t, with draconian methods if need be.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Myrrine&#039;s&#039;&#039;&#039; music is lovely to hear, with her accompaniment I have sung the bawdy tale of Sylvannos and Ethulia and the birth of the sylvan races for the party; sparing no salacious detail.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nikomedes&#039;&#039;&#039; isn&#039;t as hardy a wizard as I, I&#039;ll take him out for some nights of boozing and swiving to improve his stamina.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexandra&#039;&#039;&#039; is a paladin in the service of my race&#039;s divine Grandmother; I will aid her when possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alexus&#039;&#039;&#039; is a sneaky fellow. He keeps an important secret from me. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Level and Experience ===&lt;br /&gt;
Wizard level 2&amp;lt;br&amp;gt;&lt;br /&gt;
2/10 exp to level 3&lt;br /&gt;
&lt;br /&gt;
=== Special Notes ===&lt;br /&gt;
As a satyr, Xanthos is appropriately considered a faerie creature. While faerie creatures can be killed, diseased, or starve to death, time holds no sway over them once they reach full adulthood. The fae do not enter oaths lightly; breaking an oath causes a damaging psychic backlash. While not actually damaging, the touch of cold iron causes an allergic reaction that causes an intense burning sensation until removed; weapons forged from cold iron are especially effective against faerie creatures.&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271923</id>
		<title>Xanthos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Xanthos&amp;diff=271923"/>
		<updated>2014-10-18T04:43:58Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Xanthos&amp;#039;&amp;#039;&amp;#039;, son of Makareus, &amp;#039;&amp;#039;Satyr Wizard&amp;#039;&amp;#039;  == Attributes == *Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  ) *Dexter...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Xanthos&#039;&#039;&#039;, son of Makareus,&lt;br /&gt;
&#039;&#039;Satyr Wizard&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
*Strength: 13 (+1) (because sometimes, you just have to whack something on the head with a staff.  )&lt;br /&gt;
*Dexterity: 12 (+0)&lt;br /&gt;
*Constitution: 15 (+1)&lt;br /&gt;
*Intelligence: 16 (+2)&lt;br /&gt;
*Wisdom: 9 (+0)&lt;br /&gt;
*Charisma: 9 (+0)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HP&#039;&#039;&#039; 19 (4+Constitution)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;: d4&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;: 1&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alignment&#039;&#039;&#039;: Good (Use magic to directly aid another)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race&#039;&#039;&#039;: Satyr&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Racial skill&#039;&#039;&#039;: Magic is as natural as breath to you. Detect Magic is a cantrip for you.&lt;br /&gt;
&lt;br /&gt;
==Abilities and Equipment==&lt;br /&gt;
&lt;br /&gt;
===Moves===&lt;br /&gt;
&#039;&#039;&#039;Spellbook&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have mastered several spells and inscribed them in your spellbook. You start out with three &lt;br /&gt;
first level spells in your spellbook as well as the cantrips. Whenever you gain a level, you add &lt;br /&gt;
a new spell of your level or lower to your spellbook. You spellbook is 1 weight.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prepare Spells&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you spend uninterrupted time (an hour or so) in quiet contemplation of your spellbook, &lt;br /&gt;
you:&lt;br /&gt;
•  Lose any spells you already have prepared&lt;br /&gt;
•  Prepare new spells of your choice from your spellbook whose total levels don’t exceed your &lt;br /&gt;
own level+1.&lt;br /&gt;
•  Prepare your cantrips which never count against your limit.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cast a Spell (Int)&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you release a spell you’ve prepared, roll+Int. ✴On a 10+, the spell is successfully cast &lt;br /&gt;
and you do not forget the spell—you may cast it again later. ✴On a 7-9, the spell is cast, but &lt;br /&gt;
choose one:&lt;br /&gt;
•  You draw unwelcome attention or put yourself in a spot. The GM will tell you how.&lt;br /&gt;
•  The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the &lt;br /&gt;
next time you Prepare Spells.&lt;br /&gt;
•  After it is cast, the spell is forgotten. You cannot cast the spell again until you prepare spells.&lt;br /&gt;
Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll &lt;br /&gt;
to cast a spell.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Defense&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You may end any ongoing spell immediately and use the energy of its dissipation to deflect &lt;br /&gt;
an oncoming attack. The spell ends and you subtract its level from the damage done to you.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ritual&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you draw on a place of power to create a magical effect, tell the GM what you’re trying &lt;br /&gt;
to achieve. Ritual effects are always possible, but the GM will give you one to four of the &lt;br /&gt;
following conditions:&amp;lt;br&amp;gt;&lt;br /&gt;
•  It’s going to take days/weeks/months&amp;lt;br&amp;gt;&lt;br /&gt;
•  First you must ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll need help from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  It will require a lot of money&amp;lt;br&amp;gt;&lt;br /&gt;
•  The best you can do is a lesser version, unreliable and limited&amp;lt;br&amp;gt;&lt;br /&gt;
•  You and your allies will risk danger from ____&amp;lt;br&amp;gt;&lt;br /&gt;
•  You’ll have to disenchant ____ to do it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Empowered Magic&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When you cast a spell, on a 10+ you have the option of choosing from the 7-9 &lt;br /&gt;
list. If you do, you may choose one of these as well:&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s effects are maximized&amp;lt;br&amp;gt;&lt;br /&gt;
•  The spell’s targets are doubled&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sylvannos&amp;diff=271922</id>
		<title>Sylvannos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sylvannos&amp;diff=271922"/>
		<updated>2014-10-18T04:17:55Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sylvannos&#039;&#039;&#039; is said to be the son of the trickster god Hermerces and the agricultural goddess Karameter. He is the god of nature and is associated with the wild places, shepherds and flocks, goats, fields, groves, wooded glens, masculine sexuality and virility. One legend states he learned of masturbation from father, Hermerces, and then passed the habit on to shepherds. Sylvannos is never worshipped in temples or man-made edifices, but only natural settings such as caves, grottos, and glens. &lt;br /&gt;
&lt;br /&gt;
His position as male counterpart to Ethulia often results in an.... interesting relationship with the Goddess. &lt;br /&gt;
&lt;br /&gt;
One such legend (and one of the more bawdy ones at that) among the faeries of Arcadia describes how he discovered the wild goddess bathing in a spring. The sight ignited flames of love in his heart (and lust in his furry loins). He pursued a relationship with the goddess through the many methods a man might use to woo a woman: he gave her flowers, wrote and recited poetry in her honor, played songs for her on his pipes. At each turn, she denied him. &lt;br /&gt;
&lt;br /&gt;
Eventually, he could stand for it no more, and chased the Huntress through the forest. Entrapping her against a great apple tree, the god surrendered to his bestial desires... As he reached his bliss, the goddess&#039;s laughter from some distance away snapped him from his reverie. He had never had her at all; his essence was spent in a knothole of the tree. With furred loins stiff and sticky from tree sap, he wandered away to bathe in a nearby lake, burning with embarrassment. The tree flowered, fruited, and dropped its seeds. These seeds became the first of the dryads. &lt;br /&gt;
&lt;br /&gt;
As he bathed, the goddess appeared nude and beautiful in the water nearby and taunted him. Again he claimed her, and again the goddess outwitted him. He had spent himself in the maw of some large fish. The goddess again mocked him from the shore and fled away with Sylvannos is in furious pursuit. His seed seeped from the maw of the fish and mingled with the waters, finding within freshly spawned fish eggs. From these divinely fertilized eggs, the first of the aquatic nymphs would be born.&lt;br /&gt;
&lt;br /&gt;
The goddess would lead him on a merry chase that ended in a wide pasture. Full of rage and rut, Sylvannos mated with Ethulia many, many times (or so he thought) until the veil of sleep claimed him. He awoke the next morning amidst a flock of nanny goats, heavy with his offspring. His heart was broken that the object of his affection would go through so much effort to deny his love, and so Sylvannos vowed to never again pursue her. The first of the short-statured and perpetually child-like fauns were born from his tryst with the goats.&lt;br /&gt;
&lt;br /&gt;
And now the story turns... As the goddess of hunting, Ethulia was thoroughly enjoying Sylvannos&#039; pursuit of her, and watching his antics with those things she made appear as her fanned her own excitement. In hearing his vow to never chase her again, she realized she had gone a bit too far. She made attempts to apologize but the God ignored her words and ran away in shame. Resolved, the Huntress hunted Sylvannus down as the wolf hunts the rabbit. For three days and nights she harried her prey until exhaustion claimed him. She took him to her bower where he slumbered for three days and nights. He awoke finally to find himself at the peak of pleasure with Ethulia astride him. She had, while he slumbered, made herself quite &amp;quot;familiar&amp;quot; with his body. She proclaimed her own affection for him and swore that, in return for his forgiveness, he would never have to chase her; she would come willingly to him. And so he gave her his forgiveness and she gave him three twin sons; the first of the satyrs who became the nobility among all the other children Sylvannus had sired in his pursuit of Ethulia. Or so the legend says.&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Sylvannos&amp;diff=271921</id>
		<title>Sylvannos</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Sylvannos&amp;diff=271921"/>
		<updated>2014-10-18T04:17:09Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Sylvannos&amp;#039;&amp;#039;&amp;#039; is said to be the son of the tTrickster god Hermerces and the agricultural goddess Karameter. He is the god of nature and is associated with the wild places, s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sylvannos&#039;&#039;&#039; is said to be the son of the tTrickster god Hermerces and the agricultural goddess Karameter. He is the god of nature and is associated with the wild places, shepherds and flocks, goats, fields, groves, wooded glens, masculine sexuality and virility. One legend states he learned of masturbation from father, Hermerces, and then passed the habit on to shepherds. Sylvannos is never worshipped in temples or man-made edifices, but only natural settings such as caves, grottos, and glens. &lt;br /&gt;
&lt;br /&gt;
His position as male counterpart to Ethulia often results in an.... interesting relationship with the Goddess. &lt;br /&gt;
&lt;br /&gt;
One such legend (and one of the more bawdy ones at that) among the faeries of Arcadia describes how he discovered the wild goddess bathing in a spring. The sight ignited flames of love in his heart (and lust in his furry loins). He pursued a relationship with the goddess through the many methods a man might use to woo a woman: he gave her flowers, wrote and recited poetry in her honor, played songs for her on his pipes. At each turn, she denied him. &lt;br /&gt;
&lt;br /&gt;
Eventually, he could stand for it no more, and chased the Huntress through the forest. Entrapping her against a great apple tree, the god surrendered to his bestial desires... As he reached his bliss, the goddess&#039;s laughter from some distance away snapped him from his reverie. He had never had her at all; his essence was spent in a knothole of the tree. With furred loins stiff and sticky from tree sap, he wandered away to bathe in a nearby lake, burning with embarrassment. The tree flowered, fruited, and dropped its seeds. These seeds became the first of the dryads. &lt;br /&gt;
&lt;br /&gt;
As he bathed, the goddess appeared nude and beautiful in the water nearby and taunted him. Again he claimed her, and again the goddess outwitted him. He had spent himself in the maw of some large fish. The goddess again mocked him from the shore and fled away with Sylvannos is in furious pursuit. His seed seeped from the maw of the fish and mingled with the waters, finding within freshly spawned fish eggs. From these divinely fertilized eggs, the first of the aquatic nymphs would be born.&lt;br /&gt;
&lt;br /&gt;
The goddess would lead him on a merry chase that ended in a wide pasture. Full of rage and rut, Sylvannos mated with Ethulia many, many times (or so he thought) until the veil of sleep claimed him. He awoke the next morning amidst a flock of nanny goats, heavy with his offspring. His heart was broken that the object of his affection would go through so much effort to deny his love, and so Sylvannos vowed to never again pursue her. The first of the short-statured and perpetually child-like fauns were born from his tryst with the goats.&lt;br /&gt;
&lt;br /&gt;
And now the story turns... As the goddess of hunting, Ethulia was thoroughly enjoying Sylvannos&#039; pursuit of her, and watching his antics with those things she made appear as her fanned her own excitement. In hearing his vow to never chase her again, she realized she had gone a bit too far. She made attempts to apologize but the God ignored her words and ran away in shame. Resolved, the Huntress hunted Sylvannus down as the wolf hunts the rabbit. For three days and nights she harried her prey until exhaustion claimed him. She took him to her bower where he slumbered for three days and nights. He awoke finally to find himself at the peak of pleasure with Ethulia astride him. She had, while he slumbered, made herself quite &amp;quot;familiar&amp;quot; with his body. She proclaimed her own affection for him and swore that, in return for his forgiveness, he would never have to chase her; she would come willingly to him. And so he gave her his forgiveness and she gave him three twin sons; the first of the satyrs who became the nobility among all the other children Sylvannus had sired in his pursuit of Ethulia. Or so the legend says.&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Gods_of_Thalassa&amp;diff=271920</id>
		<title>The Gods of Thalassa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Gods_of_Thalassa&amp;diff=271920"/>
		<updated>2014-10-18T04:11:14Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gods of Thalassa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thalassa has a singular pantheon. All cultures and races know who the gods are even if they don’t worship them. The exact nature of any god is a matter of debate though. &lt;br /&gt;
&lt;br /&gt;
In Kalogis, they talk of the sun god Helios, an honorable soldier who defends the realm of men from the creatures of darkness. He is associated with justice and the law. Far to the north though, is a land of ice and nights that stretch over a week, and they tell very different tales of their god, Skoll. He is a cruel and ruthless warrior, bloodthirsty and indifferent to any cries for mercy. The only law he follows is that of his own making: the weak serve the strong lest they be cut down. &lt;br /&gt;
&lt;br /&gt;
Scholars and priests agree that these are the same being, but none know why the aspect of a god might change so drastically. While some churches that serve the same god are friendly, others are hostile toward one another, believing that the foreign aspect is corrupt or debased version of the true god.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethulia&#039;&#039;&#039; – A goddess of the wilderness, the hunt, and beasts. Often portrayed as an elven archer. The dark elves of Tixichopli say that she is the mothers of monsters and delights in bloody and horrific sacrifices done in her name. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karameter&#039;&#039;&#039; – Goddess of agriculture. Her shrines are found throughout civilized lands, but she’s rarely a prominent figure. In the land of Ge, they hold that she’s the mother of all the gods and the earth itself is her body. She once laid with the god Hermerces and bore from this union the god Sylvannos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helios&#039;&#039;&#039; – A warrior god associated with the sun. He’s portrayed as honorable and disciplined in the Twelve, but other cultures hold him as cunning and ruthless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ichotus&#039;&#039;&#039; – Lord of the forge who built arms and armaments for his siblings Helios and Ethulia. The dwarven clans revere him as Alakukahn, the Architect. They say he is the chief god and a master craftsman who built the heavens and earth, and all other gods are his servants. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nómos&#039;&#039;&#039; – Goddess of the law and cities, responsible for striking down the Elysians. The Dun Mer say that she took the form of a black mare and seduced a water spirit named Vele, and from their union came the first humans. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thanatos&#039;&#039;&#039; – The somber lord of the dead and one of the few remaining Titans. In the Kingdom of Shang, he is called King Yanlo, and cleanses souls before they are reincarnated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hermerces&#039;&#039;&#039; - The trickster god of travelers and thieves. He once seduced the goddess Karameter and sired upon her the god Sylvannos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Sylvannos]]&#039;&#039;&#039; - The satyric god of nature and son of Hermerces and Karameter. He is associated with the wild places, shepherds and flocks, goats, fields, groves, wooded glens, masculine sexuality and virility. He is also known as the Forest Father for his role in siring the woodland faerie or &amp;quot;sylvan&amp;quot; races.&lt;br /&gt;
&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Gods_of_Thalassa&amp;diff=271919</id>
		<title>The Gods of Thalassa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Gods_of_Thalassa&amp;diff=271919"/>
		<updated>2014-10-18T04:10:09Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gods of Thalassa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thalassa has a singular pantheon. All cultures and races know who the gods are even if they don’t worship them. The exact nature of any god is a matter of debate though. &lt;br /&gt;
&lt;br /&gt;
In Kalogis, they talk of the sun god Helios, an honorable soldier who defends the realm of men from the creatures of darkness. He is associated with justice and the law. Far to the north though, is a land of ice and nights that stretch over a week, and they tell very different tales of their god, Skoll. He is a cruel and ruthless warrior, bloodthirsty and indifferent to any cries for mercy. The only law he follows is that of his own making: the weak serve the strong lest they be cut down. &lt;br /&gt;
&lt;br /&gt;
Scholars and priests agree that these are the same being, but none know why the aspect of a god might change so drastically. While some churches that serve the same god are friendly, others are hostile toward one another, believing that the foreign aspect is corrupt or debased version of the true god.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethulia&#039;&#039;&#039; – A goddess of the wilderness, the hunt, and beasts. Often portrayed as an elven archer. The dark elves of Tixichopli say that she is the mothers of monsters and delights in bloody and horrific sacrifices done in her name. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karameter&#039;&#039;&#039; – Goddess of agriculture. Her shrines are found throughout civilized lands, but she’s rarely a prominent figure. In the land of Ge, they hold that she’s the mother of all the gods and the earth itself is her body. She once laid with the god Hermerces and bore from this union the god Sylvannos&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helios&#039;&#039;&#039; – A warrior god associated with the sun. He’s portrayed as honorable and disciplined in the Twelve, but other cultures hold him as cunning and ruthless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ichotus&#039;&#039;&#039; – Lord of the forge who built arms and armaments for his siblings Helios and Ethulia. The dwarven clans revere him as Alakukahn, the Architect. They say he is the chief god and a master craftsman who built the heavens and earth, and all other gods are his servants. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nómos&#039;&#039;&#039; – Goddess of the law and cities, responsible for striking down the Elysians. The Dun Mer say that she took the form of a black mare and seduced a water spirit named Vele, and from their union came the first humans. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thanatos&#039;&#039;&#039; – The somber lord of the dead and one of the few remaining Titans. In the Kingdom of Shang, he is called King Yanlo, and cleanses souls before they are reincarnated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hermerces&#039;&#039;&#039; - The trickster god of travelers and thieves. He once seduced the goddess Karameter and sired upon her the god Sylvannos.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sylvannos&#039;&#039;&#039; - The satyric god of nature and son of Hermerces and Karameter. He is associated with the wild places, shepherds and flocks, goats, fields, groves, wooded glens, masculine sexuality and virility. He is also known as the Forest Father for his role in siring the woodland faerie or &amp;quot;sylvan&amp;quot; races.&lt;br /&gt;
&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:The_Mysteries&amp;diff=271918</id>
		<title>Talk:The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:The_Mysteries&amp;diff=271918"/>
		<updated>2014-10-18T03:37:27Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;d like to make a page for each of the named city-states, however when I try to do so with Arcadia it links to a preexisting page, and I&#039;m not sure how to create a page for the Arcadia specific to our game. -Xanandithras&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Gods_of_Thalassa&amp;diff=271917</id>
		<title>The Gods of Thalassa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Gods_of_Thalassa&amp;diff=271917"/>
		<updated>2014-10-18T03:29:22Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gods of Thalassa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thalassa has a singular pantheon. All cultures and races know who the gods are even if they don’t worship them. The exact nature of any god is a matter of debate though. &lt;br /&gt;
&lt;br /&gt;
In Kalogis, they talk of the sun god Helios, an honorable soldier who defends the realm of men from the creatures of darkness. He is associated with justice and the law. Far to the north though, is a land of ice and nights that stretch over a week, and they tell very different tales of their god, Skoll. He is a cruel and ruthless warrior, bloodthirsty and indifferent to any cries for mercy. The only law he follows is that of his own making: the weak serve the strong lest they be cut down. &lt;br /&gt;
&lt;br /&gt;
Scholars and priests agree that these are the same being, but none know why the aspect of a god might change so drastically. While some churches that serve the same god are friendly, others are hostile toward one another, believing that the foreign aspect is corrupt or debased version of the true god.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethulia&#039;&#039;&#039; – A goddess of the wilderness, the hunt, and beasts. Often portrayed as an elven archer. The dark elves of Tixichopli say that she is the mothers of monsters and delights in bloody and horrific sacrifices done in her name. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karameter&#039;&#039;&#039; – Goddess of agriculture. Her shrines are found throughout civilized lands, but she’s rarely a prominent figure. In the land of Ge, they hold that she’s the mother of all the gods and the earth itself is her body. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helios&#039;&#039;&#039; – A warrior god associated with the sun. He’s portrayed as honorable and disciplined in the Twelve, but other cultures hold him as cunning and ruthless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ichotus&#039;&#039;&#039; – Lord of the forge who built arms and armaments for his siblings Helios and Ethulia. The dwarven clans revere him as Alakukahn, the Architect. They say he is the chief god and a master craftsman who built the heavens and earth, and all other gods are his servants. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nómos&#039;&#039;&#039; – Goddess of the law and cities, responsible for striking down the Elysians. The Dun Mer say that she took the form of a black mare and seduced a water spirit named Vele, and from their union came the first humans. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thanatos&#039;&#039;&#039; – The somber lord of the dead and one of the few remaining Titans. In the Kingdom of Shang, he is called King Yanlo, and cleanses souls before they are reincarnated.&lt;br /&gt;
&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Gods_of_Thalassa&amp;diff=271916</id>
		<title>The Gods of Thalassa</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Gods_of_Thalassa&amp;diff=271916"/>
		<updated>2014-10-18T03:26:33Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;The Gods of Thalassa&amp;#039;&amp;#039;&amp;#039;  Thalassa has a singular pantheon. All cultures and races know who the gods are even if they don’t worship them. The exact nature of any god is a ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Gods of Thalassa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Thalassa has a singular pantheon. All cultures and races know who the gods are even if they don’t worship them. The exact nature of any god is a matter of debate though. &lt;br /&gt;
&lt;br /&gt;
In Kalogis, they talk of the sun god Helios, an honorable soldier who defends the realm of men from the creatures of darkness. He is associated with justice and the law. Far to the north though, is a land of ice and nights that stretch over a week, and they tell very different tales of their god, Skoll. He is a cruel and ruthless warrior, bloodthirsty and indifferent to any cries for mercy. The only law he follows is that of his own making: the weak serve the strong lest they be cut down. &lt;br /&gt;
&lt;br /&gt;
Scholars and priests agree that these are the same being, but none know why the aspect of a god might change so drastically. While some churches that serve the same god are friendly, others are hostile toward one another, believing that the foreign aspect is corrupt or debased version of the true god.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethulia&#039;&#039;&#039; – A goddess of the wilderness, the hunt, and beasts. Often portrayed as an elven archer. The dark elves of Tixichopli say that she is the mothers of monsters and delights in bloody and horrific sacrifices done in her name. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Karameter&#039;&#039;&#039; – Goddess of agriculture. Her shrines are found throughout civilized lands, but she’s rarely a prominent figure. In the land of Ge, they hold that she’s the mother of all the gods and the earth itself is her body. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helios&#039;&#039;&#039; – A warrior god associated with the sun. He’s portrayed as honorable and disciplined in the Twelve, but other cultures hold him as cunning and ruthless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ichotus&#039;&#039;&#039; – Lord of the forge who built arms and armaments for his siblings Helios and Ethulia. The dwarven clans revere him as Alakukahn, the Architect. They say he is the chief god and a master craftsman who built the heavens and earth, and all other gods are his servants. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nómos&#039;&#039;&#039; – Goddess of the law and cities, responsible for striking down the Elysians. The Dun Mer say that she took the form of a black mare and seduced a water spirit named Vele, and from their union came the first humans. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thanatos&#039;&#039;&#039; – The somber lord of the dead and one of the few remaining Titans. In the Kingdom of Shang, he is called King Yanlo, and cleanses souls before they are reincarnated.&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Talk:The_Mysteries&amp;diff=271915</id>
		<title>Talk:The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Talk:The_Mysteries&amp;diff=271915"/>
		<updated>2014-10-18T03:24:34Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: Created page with &amp;quot;I&amp;#039;d like to make a page for each of the named city-states, however when I try to do so with Arcadia it links to a preexisting page, and I&amp;#039;m not sure how to create a page for t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;d like to make a page for each of the named city-states, however when I try to do so with Arcadia it links to a preexisting page, and I&#039;m not sure how to create a page for the Arcadia specific to our game.&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=271914</id>
		<title>The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=271914"/>
		<updated>2014-10-18T03:23:18Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;The Mysteries&#039;&#039;&#039; is a DungeonWorld campaign set in Thalassa, a world inspired by Greek mythology. The player characters are a group of adventurers attempting to bring civilization back to the once-cursed land of Minatos.  &lt;br /&gt;
&lt;br /&gt;
[[File:MysteriesLogo.jpg|200px|thumb|right|Mysteries Logo]]&lt;br /&gt;
&lt;br /&gt;
==Campaign Set-Up==&lt;br /&gt;
&lt;br /&gt;
Once, not too long ago, a man named Agon coveted his elder brother’s crown, so he murdered his brother, and declared himself King of Minatos. Safe on his throne, Agon still worried, for his brother’s daughter yet lived as a priestess of Karameter. King Agon demanded the temple of Karameter hand over the woman so she could never threaten his reign by having a child. When the priestesses refused, he barred the doors of the temple shut and ordered it set aflame.&lt;br /&gt;
&lt;br /&gt;
The goddess was enraged at the deaths of her daughters and so cursed Agon, his people, and the land of Minatos. For every priestess that died, Minatos would know a year without the gifts of Karameter.&lt;br /&gt;
&lt;br /&gt;
And so it was that the fields of Minatos went barren. No fruit grew in the orchards or on the vine, no grain sprang from the earth. And so it was that the beasts of the field went barren. The cow gave no milk, the chicken no eggs, and no calf, no lamb, chick, piglet, or foal was born. So great was Karameter&#039;s anger that the earth itself split up and from it came great poisonous serpents and other monsters to vex the people.&lt;br /&gt;
&lt;br /&gt;
For 112 years, the curse lasted. This year, it broke.&lt;br /&gt;
&lt;br /&gt;
In the spot where once the temple of Karameter stood, a peach tree has grown and is now heavy with fruit. The old state of Minatos is no more and now the three city-states closest to it - Kalogis, Arcadia, and Halkuon – rush to claim the fertile land.&lt;br /&gt;
&lt;br /&gt;
This has proven difficult; the wilderness has consumed and reclaimed most of the land, and the monsters that the earth vomited up will not simply return to their slumbers.&lt;br /&gt;
&lt;br /&gt;
What Minatos needs is heroes.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Alexandra]], a human paladin.  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Alexus]], a human rogue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mint]], an elven druid. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Myrrine]], a human bard. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikomedes]], a human wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xanthos]], a satyr wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
&#039;&#039;&#039;[[Kalogis]]&#039;&#039;&#039;, to the north, is highly aggressive and militant. Conquered people become slaves. Infants with deformities are put to death. It’s a highly lawful society though; their military is disciplined, bandits are quickly captured and executed, and people are very concerned with acting honorably and not staining the name of their family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcadia&#039;&#039;&#039;, to the south, is the smallest of the three city-states. It trades little with the others, and it a touch isolationist. Little is known about it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Halkuon]]&#039;&#039;&#039; is on a large island to the east, and is the wealthiest of the three. Its ports are always busy, its cities filled with people from all over the world, and its citizens tend to be friendly and well-educated. The government though is rather corrupt and several criminal syndicates have risen to power. While slavery isn’t legal, Halkuon allows the buying and selling of slaves in markets. Even dark elves are allowed to buy slaves, many of whom end up in the elves’ sacrificial pits. &lt;br /&gt;
&lt;br /&gt;
Those are just three city-states though. There are about a dozen of them altogether&lt;br /&gt;
&lt;br /&gt;
[[The Gods of Thalassa]]&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=271913</id>
		<title>The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=271913"/>
		<updated>2014-10-18T03:20:32Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Setting Information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;The Mysteries&#039;&#039;&#039; is a DungeonWorld campaign set in Thalassa, a world inspired by Greek mythology. The player characters are a group of adventurers attempting to bring civilization back to the once-cursed land of Minatos.  &lt;br /&gt;
&lt;br /&gt;
[[File:MysteriesLogo.jpg|200px|thumb|right|Mysteries Logo]]&lt;br /&gt;
&lt;br /&gt;
==Campaign Set-Up==&lt;br /&gt;
&lt;br /&gt;
Once, not too long ago, a man named Agon coveted his elder brother’s crown, so he murdered his brother, and declared himself King of Minatos. Safe on his throne, Agon still worried, for his brother’s daughter yet lived as a priestess of Karameter. King Agon demanded the temple of Karameter hand over the woman so she could never threaten his reign by having a child. When the priestesses refused, he barred the doors of the temple shut and ordered it set aflame.&lt;br /&gt;
&lt;br /&gt;
The goddess was enraged at the deaths of her daughters and so cursed Agon, his people, and the land of Minatos. For every priestess that died, Minatos would know a year without the gifts of Karameter.&lt;br /&gt;
&lt;br /&gt;
And so it was that the fields of Minatos went barren. No fruit grew in the orchards or on the vine, no grain sprang from the earth. And so it was that the beasts of the field went barren. The cow gave no milk, the chicken no eggs, and no calf, no lamb, chick, piglet, or foal was born. So great was Karameter&#039;s anger that the earth itself split up and from it came great poisonous serpents and other monsters to vex the people.&lt;br /&gt;
&lt;br /&gt;
For 112 years, the curse lasted. This year, it broke.&lt;br /&gt;
&lt;br /&gt;
In the spot where once the temple of Karameter stood, a peach tree has grown and is now heavy with fruit. The old state of Minatos is no more and now the three city-states closest to it - Kalogis, Arcadia, and Halkuon – rush to claim the fertile land.&lt;br /&gt;
&lt;br /&gt;
This has proven difficult; the wilderness has consumed and reclaimed most of the land, and the monsters that the earth vomited up will not simply return to their slumbers.&lt;br /&gt;
&lt;br /&gt;
What Minatos needs is heroes.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Alexandra]], a human paladin.  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Alexus]], a human rogue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mint]], an elven druid. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Myrrine]], a human bard. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikomedes]], a human wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xanthos]], a satyr wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
&#039;&#039;&#039;[[Kalogis]]&#039;&#039;&#039;, to the north, is highly aggressive and militant. Conquered people become slaves. Infants with deformities are put to death. It’s a highly lawful society though; their military is disciplined, bandits are quickly captured and executed, and people are very concerned with acting honorably and not staining the name of their family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Arcadia]]&#039;&#039;&#039;, to the south, is the smallest of the three city-states. It trades little with the others, and it a touch isolationist. Little is known about it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Halkuon]]&#039;&#039;&#039; is on a large island to the east, and is the wealthiest of the three. Its ports are always busy, its cities filled with people from all over the world, and its citizens tend to be friendly and well-educated. The government though is rather corrupt and several criminal syndicates have risen to power. While slavery isn’t legal, Halkuon allows the buying and selling of slaves in markets. Even dark elves are allowed to buy slaves, many of whom end up in the elves’ sacrificial pits. &lt;br /&gt;
&lt;br /&gt;
Those are just three city-states though. There are about a dozen of them altogether&lt;br /&gt;
&lt;br /&gt;
[[The Gods of Thalassa]]&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=271912</id>
		<title>The Mysteries</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Mysteries&amp;diff=271912"/>
		<updated>2014-10-18T03:15:52Z</updated>

		<summary type="html">&lt;p&gt;Xanandithras: /* Campaign Set-Up */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;The Mysteries&#039;&#039;&#039; is a DungeonWorld campaign set in Thalassa, a world inspired by Greek mythology. The player characters are a group of adventurers attempting to bring civilization back to the once-cursed land of Minatos.  &lt;br /&gt;
&lt;br /&gt;
[[File:MysteriesLogo.jpg|200px|thumb|right|Mysteries Logo]]&lt;br /&gt;
&lt;br /&gt;
==Campaign Set-Up==&lt;br /&gt;
&lt;br /&gt;
Once, not too long ago, a man named Agon coveted his elder brother’s crown, so he murdered his brother, and declared himself King of Minatos. Safe on his throne, Agon still worried, for his brother’s daughter yet lived as a priestess of Karameter. King Agon demanded the temple of Karameter hand over the woman so she could never threaten his reign by having a child. When the priestesses refused, he barred the doors of the temple shut and ordered it set aflame.&lt;br /&gt;
&lt;br /&gt;
The goddess was enraged at the deaths of her daughters and so cursed Agon, his people, and the land of Minatos. For every priestess that died, Minatos would know a year without the gifts of Karameter.&lt;br /&gt;
&lt;br /&gt;
And so it was that the fields of Minatos went barren. No fruit grew in the orchards or on the vine, no grain sprang from the earth. And so it was that the beasts of the field went barren. The cow gave no milk, the chicken no eggs, and no calf, no lamb, chick, piglet, or foal was born. So great was Karameter&#039;s anger that the earth itself split up and from it came great poisonous serpents and other monsters to vex the people.&lt;br /&gt;
&lt;br /&gt;
For 112 years, the curse lasted. This year, it broke.&lt;br /&gt;
&lt;br /&gt;
In the spot where once the temple of Karameter stood, a peach tree has grown and is now heavy with fruit. The old state of Minatos is no more and now the three city-states closest to it - Kalogis, Arcadia, and Halkuon – rush to claim the fertile land.&lt;br /&gt;
&lt;br /&gt;
This has proven difficult; the wilderness has consumed and reclaimed most of the land, and the monsters that the earth vomited up will not simply return to their slumbers.&lt;br /&gt;
&lt;br /&gt;
What Minatos needs is heroes.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
&lt;br /&gt;
[[Alexandra]], a human paladin.  &amp;lt;br&amp;gt;&lt;br /&gt;
[[Alexus]], a human rogue.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mint]], an elven druid. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Myrrine]], a human bard. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikomedes]], a human wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Xanthos]], a satyr wizard.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
==Setting Information==&lt;br /&gt;
&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
[[Category:Dungeon_World]]&lt;br /&gt;
[[Category:Campaign Setup]]&lt;br /&gt;
[[Category:The_Mysteries]]&lt;/div&gt;</summary>
		<author><name>Xanandithras</name></author>
	</entry>
</feed>