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	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=128032</id>
		<title>RTB: Magos Hal Echo Sawyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=128032"/>
		<updated>2009-11-02T04:20:54Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* &amp;#039;&amp;#039;&amp;#039;SERVITOR SLAVES&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Exploator&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Renown&lt;br /&gt;
&lt;br /&gt;
Description: A monstrous bionic creature that has a somewhat humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characteristics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Lore Machine Cult(Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Common Lore Imperial Creed(Int): Untrained -10&lt;br /&gt;
&lt;br /&gt;
Common Lore Tech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Archeotech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Adeptus Mechanicus (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Logic (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Chymistry (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Explorator Binary (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Techna-lingua (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Trade Technomat (Int): Trained&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Talents and Traits&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic: Universal, Melee: Universal, Peer (Adeptus Mechanicus, Academics, Void Born)+ 10 Fel, Good Reputation (Adeptus Mechanicus)additional +10 Fel = +20 total, Unshakable Faith (reroll a failed Wp test VS Fear), Resist (Fear)+10 Wp VS Fear, Logis Implant (As a reaction, until end of my next turn +10 to Ws &amp;amp; Bs tests. Gain one level of fatigue.) , Technical Knock (once a round as a 1/2 action, touch, effect: unjam a gun), Mechanicus Implants (Electro Grafts, Electoo Inductors, Respiratory, Cybermantle, Potenia Coil, Cranial Circuitry), AutoSanguine (Always count as lightly wounded, Heal 2 wounds a day)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Corruption&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Insanity&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wounds&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gear&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolt Gun, Good Power Axe, Omnisian Axe, Enforcer Light Carapace Armour, Multi Key, Combi Tool, Void Suit, Microbead, Vox Caster, Injector, Sacred Unguents, Data Slate, Data Loom, 2 Servo Skulls, Aupex, Best Quality Tech Priest Robes&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Cybernetics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Arms&#039;&#039; (Both): Left Arm is basic. Right Arm is Good Quality (+10 Ag with fine  manipulation and +10 Str tests with this arm)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Locomotion&#039;&#039; ( Legs, Hips, Pelvis, etc.): Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Respiratory System&#039;&#039;: Good Quality. Full Life Support System ~ For any reason my own  respiratory system fails the bionic lungs will keep my blood oxygenated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Implant Unit&#039;&#039; (M.I.U.): +10 to Tech-Use, Pilot, or Drive with any devices with M.I.U.  linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Respiratory Filter Implant&#039;&#039;: Ignore Toxic Gasses &amp;amp; Atmospheric Contaminations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Void Skin&#039;&#039;: Resist damage from Void Exposure 1D10+3 rounds past normal duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auger Array&#039;&#039;: Inbuilt Auspex. 50m, +20 Awareness &amp;amp; may use Tech-Use to spot things that can not detectable to humans. (invisible gasses, Nearby bio-sings, Radiation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Sight&#039;&#039;: Heightened Sight (+10 to all Sight Tests)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Heart&#039;&#039;: +1 armour to the body location (stacks), Sprint (Gain one level of Fatigue if used 2 turns in a row. Full Move: move additional meters = to Ag bonus. Run: move additional meters = Double Ag bonus)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Character History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Origin Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Former)Magos, Forge World, Child of the Creed, Zealot, Dark Voyage, Renown, Explorator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Area of Focus: Echo&#039;s researches into Archeotech. His goal is to restore the Imperium to its Technological glory during the Dark Ages of Tech.&lt;br /&gt;
 &lt;br /&gt;
Breakthrough: After many years of trail and error he has unlocked the secrets of Nanotechnology. Though they are capable of great deeds (Regeneration, GPS Tracking, replicator, etc.) there are some issues he must extensively test out (effects on xenos, Mutations, spying, etc.). Many are concerned that the extensive testing is mainly his sadistic desires.&lt;br /&gt;
&lt;br /&gt;
Darrius Prime: A planet that had an apocalyptic event (The Sangre Muerta Virus drove people &lt;br /&gt;
mad as they rotted away and lead to a brutal civil war amongst the survivors). With the help of the Adeptus Mechanicus (Whos only intentions are to use this planet for its natural resources and lost technology.) the virus is gone (nanotech)they are finally back to a &amp;quot; Feudal State &amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Echo uses Darrius Prime as a personal lab full with test subjects.&lt;br /&gt;
 &lt;br /&gt;
Rival: &#039;&#039;&#039;Crisis Alt&#039;&#039;&#039;, a fat short tech-priest who has been trying for years to use Echo&#039;s research for his own goals. But Echo has managed to keep Crisis in check through the classic use of black mail (Crisis specialty is creating familiars and is always trying to improve them. Echo has dug up evidence that Crisis has been using Noble born corpses for his experiments with out the proper paper work or permission from the correct authorities).&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Servo Skulls&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Ws 15, Bs 15, Str 10, T 20, Ag 30, Int 15, Per 35, Wp 20, Fel -&lt;br /&gt;
&lt;br /&gt;
Awareness (per) +10, Concealment (Ag) +10, Dodge (Ag)+10, Silent Move (Ag)+10,&lt;br /&gt;
&lt;br /&gt;
Darkvision, Flier 6, Machine 2 (armour 2 ALL), Size (puny), Fearless, inbuilt vox &amp;amp; cogitator.&lt;br /&gt;
&lt;br /&gt;
LUNA: Echo&#039;s first wife. Who shared his same goals. Died of infection from a bad implant (Echo now has her bionic heart replacing his own heart). Security (Ag) +20 and inbuilt Multi-key.&lt;br /&gt;
&lt;br /&gt;
Astra: Echo&#039;s second wife. A guards-woman who fought mutants on regular occasions. After her death he mounted her favorite Hellpistol to her skull. Shadowing (Ag) +20 and GOOD Hell-pistol. Range 35m, s/2/-, Damage: 1d10+4 E, Pen 7, Clip 40, Reload 2 full, Reliable. Red-dot laser (counts as sight and +10 Bs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;SERVITOR SLAVES&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
http://www.minivault.com/images/OgrynBossFront.JPG&lt;br /&gt;
&lt;br /&gt;
&amp;quot;  Servitor SMASH!!!! &amp;quot;&lt;br /&gt;
&lt;br /&gt;
5 OF THEM&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;PERSONAL STAFF&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
5 LOYAL TECH-PRIEST MINONS&lt;br /&gt;
&lt;br /&gt;
http://farm4.static.flickr.com/3366/3188917948_6d341942d7.jpg&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=128031</id>
		<title>RTB: Magos Hal Echo Sawyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=128031"/>
		<updated>2009-11-02T04:04:22Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* &amp;#039;&amp;#039;&amp;#039;PERSONAL STAFF&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Exploator&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Renown&lt;br /&gt;
&lt;br /&gt;
Description: A monstrous bionic creature that has a somewhat humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characteristics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Lore Machine Cult(Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Common Lore Imperial Creed(Int): Untrained -10&lt;br /&gt;
&lt;br /&gt;
Common Lore Tech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Archeotech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Adeptus Mechanicus (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Logic (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Chymistry (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Explorator Binary (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Techna-lingua (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Trade Technomat (Int): Trained&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Talents and Traits&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic: Universal, Melee: Universal, Peer (Adeptus Mechanicus, Academics, Void Born)+ 10 Fel, Good Reputation (Adeptus Mechanicus)additional +10 Fel = +20 total, Unshakable Faith (reroll a failed Wp test VS Fear), Resist (Fear)+10 Wp VS Fear, Logis Implant (As a reaction, until end of my next turn +10 to Ws &amp;amp; Bs tests. Gain one level of fatigue.) , Technical Knock (once a round as a 1/2 action, touch, effect: unjam a gun), Mechanicus Implants (Electro Grafts, Electoo Inductors, Respiratory, Cybermantle, Potenia Coil, Cranial Circuitry), AutoSanguine (Always count as lightly wounded, Heal 2 wounds a day)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Corruption&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Insanity&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wounds&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gear&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolt Gun, Good Power Axe, Omnisian Axe, Enforcer Light Carapace Armour, Multi Key, Combi Tool, Void Suit, Microbead, Vox Caster, Injector, Sacred Unguents, Data Slate, Data Loom, 2 Servo Skulls, Aupex, Best Quality Tech Priest Robes&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Cybernetics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Arms&#039;&#039; (Both): Left Arm is basic. Right Arm is Good Quality (+10 Ag with fine  manipulation and +10 Str tests with this arm)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Locomotion&#039;&#039; ( Legs, Hips, Pelvis, etc.): Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Respiratory System&#039;&#039;: Good Quality. Full Life Support System ~ For any reason my own  respiratory system fails the bionic lungs will keep my blood oxygenated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Implant Unit&#039;&#039; (M.I.U.): +10 to Tech-Use, Pilot, or Drive with any devices with M.I.U.  linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Respiratory Filter Implant&#039;&#039;: Ignore Toxic Gasses &amp;amp; Atmospheric Contaminations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Void Skin&#039;&#039;: Resist damage from Void Exposure 1D10+3 rounds past normal duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auger Array&#039;&#039;: Inbuilt Auspex. 50m, +20 Awareness &amp;amp; may use Tech-Use to spot things that can not detectable to humans. (invisible gasses, Nearby bio-sings, Radiation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Sight&#039;&#039;: Heightened Sight (+10 to all Sight Tests)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Heart&#039;&#039;: +1 armour to the body location (stacks), Sprint (Gain one level of Fatigue if used 2 turns in a row. Full Move: move additional meters = to Ag bonus. Run: move additional meters = Double Ag bonus)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Character History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Origin Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Former)Magos, Forge World, Child of the Creed, Zealot, Dark Voyage, Renown, Explorator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Area of Focus: Echo&#039;s researches into Archeotech. His goal is to restore the Imperium to its Technological glory during the Dark Ages of Tech.&lt;br /&gt;
 &lt;br /&gt;
Breakthrough: After many years of trail and error he has unlocked the secrets of Nanotechnology. Though they are capable of great deeds (Regeneration, GPS Tracking, replicator, etc.) there are some issues he must extensively test out (effects on xenos, Mutations, spying, etc.). Many are concerned that the extensive testing is mainly his sadistic desires.&lt;br /&gt;
&lt;br /&gt;
Darrius Prime: A planet that had an apocalyptic event (The Sangre Muerta Virus drove people &lt;br /&gt;
mad as they rotted away and lead to a brutal civil war amongst the survivors). With the help of the Adeptus Mechanicus (Whos only intentions are to use this planet for its natural resources and lost technology.) the virus is gone (nanotech)they are finally back to a &amp;quot; Feudal State &amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Echo uses Darrius Prime as a personal lab full with test subjects.&lt;br /&gt;
 &lt;br /&gt;
Rival: &#039;&#039;&#039;Crisis Alt&#039;&#039;&#039;, a fat short tech-priest who has been trying for years to use Echo&#039;s research for his own goals. But Echo has managed to keep Crisis in check through the classic use of black mail (Crisis specialty is creating familiars and is always trying to improve them. Echo has dug up evidence that Crisis has been using Noble born corpses for his experiments with out the proper paper work or permission from the correct authorities).&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Servo Skulls&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Ws 15, Bs 15, Str 10, T 20, Ag 30, Int 15, Per 35, Wp 20, Fel -&lt;br /&gt;
&lt;br /&gt;
Awareness (per) +10, Concealment (Ag) +10, Dodge (Ag)+10, Silent Move (Ag)+10,&lt;br /&gt;
&lt;br /&gt;
Darkvision, Flier 6, Machine 2 (armour 2 ALL), Size (puny), Fearless, inbuilt vox &amp;amp; cogitator.&lt;br /&gt;
&lt;br /&gt;
LUNA: Echo&#039;s first wife. Who shared his same goals. Died of infection from a bad implant (Echo now has her bionic heart replacing his own heart). Security (Ag) +20 and inbuilt Multi-key.&lt;br /&gt;
&lt;br /&gt;
Astra: Echo&#039;s second wife. A guards-woman who fought mutants on regular occasions. After her death he mounted her favorite Hellpistol to her skull. Shadowing (Ag) +20 and GOOD Hell-pistol. Range 35m, s/2/-, Damage: 1d10+4 E, Pen 7, Clip 40, Reload 2 full, Reliable. Red-dot laser (counts as sight and +10 Bs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;SERVITOR SLAVES&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
5 OF THEM&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;PERSONAL STAFF&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
5 LOYAL TECH-PRIEST MINONS&lt;br /&gt;
&lt;br /&gt;
http://farm4.static.flickr.com/3366/3188917948_6d341942d7.jpg&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127965</id>
		<title>RTB: Magos Hal Echo Sawyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127965"/>
		<updated>2009-11-01T00:38:20Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* &amp;#039;&amp;#039;&amp;#039;Skills&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Exploator&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Renown&lt;br /&gt;
&lt;br /&gt;
Description: A monstrous bionic creature that has a somewhat humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characteristics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Lore Machine Cult(Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Common Lore Imperial Creed(Int): Untrained -10&lt;br /&gt;
&lt;br /&gt;
Common Lore Tech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Archeotech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Adeptus Mechanicus (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Logic (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Chymistry (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Explorator Binary (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Techna-lingua (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Trade Technomat (Int): Trained&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Talents and Traits&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic: Universal, Melee: Universal, Peer (Adeptus Mechanicus, Academics, Void Born)+ 10 Fel, Good Reputation (Adeptus Mechanicus)additional +10 Fel = +20 total, Unshakable Faith (reroll a failed Wp test VS Fear), Resist (Fear)+10 Wp VS Fear, Logis Implant (As a reaction, until end of my next turn +10 to Ws &amp;amp; Bs tests. Gain one level of fatigue.) , Technical Knock (once a round as a 1/2 action, touch, effect: unjam a gun), Mechanicus Implants (Electro Grafts, Electoo Inductors, Respiratory, Cybermantle, Potenia Coil, Cranial Circuitry), AutoSanguine (Always count as lightly wounded, Heal 2 wounds a day)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Corruption&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Insanity&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wounds&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gear&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolt Gun, Good Power Axe, Omnisian Axe, Enforcer Light Carapace Armour, Multi Key, Combi Tool, Void Suit, Microbead, Vox Caster, Injector, Sacred Unguents, Data Slate, Data Loom, 2 Servo Skulls, Aupex, Best Quality Tech Priest Robes&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Cybernetics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Arms&#039;&#039; (Both): Left Arm is basic. Right Arm is Good Quality (+10 Ag with fine  manipulation and +10 Str tests with this arm)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Locomotion&#039;&#039; ( Legs, Hips, Pelvis, etc.): Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Respiratory System&#039;&#039;: Good Quality. Full Life Support System ~ For any reason my own  respiratory system fails the bionic lungs will keep my blood oxygenated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Implant Unit&#039;&#039; (M.I.U.): +10 to Tech-Use, Pilot, or Drive with any devices with M.I.U.  linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Respiratory Filter Implant&#039;&#039;: Ignore Toxic Gasses &amp;amp; Atmospheric Contaminations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Void Skin&#039;&#039;: Resist damage from Void Exposure 1D10+3 rounds past normal duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auger Array&#039;&#039;: Inbuilt Auspex. 50m, +20 Awareness &amp;amp; may use Tech-Use to spot things that can not detectable to humans. (invisible gasses, Nearby bio-sings, Radiation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Sight&#039;&#039;: Heightened Sight (+10 to all Sight Tests)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Heart&#039;&#039;: +1 armour to the body location (stacks), Sprint (Gain one level of Fatigue if used 2 turns in a row. Full Move: move additional meters = to Ag bonus. Run: move additional meters = Double Ag bonus)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Character History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Origin Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Former)Magos, Forge World, Child of the Creed, Zealot, Dark Voyage, Renown, Explorator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Area of Focus: Echo&#039;s researches into Archeotech. His goal is to restore the Imperium to its Technological glory during the Dark Ages of Tech.&lt;br /&gt;
 &lt;br /&gt;
Breakthrough: After many years of trail and error he has unlocked the secrets of Nanotechnology. Though they are capable of great deeds (Regeneration, GPS Tracking, replicator, etc.) there are some issues he must extensively test out (effects on xenos, Mutations, spying, etc.). Many are concerned that the extensive testing is mainly his sadistic desires.&lt;br /&gt;
&lt;br /&gt;
Darrius Prime: A planet that had an apocalyptic event (The Sangre Muerta Virus drove people &lt;br /&gt;
mad as they rotted away and lead to a brutal civil war amongst the survivors). With the help of the Adeptus Mechanicus (Whos only intentions are to use this planet for its natural resources and lost technology.) the virus is gone (nanotech)they are finally back to a &amp;quot; Feudal State &amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Echo uses Darrius Prime as a personal lab full with test subjects.&lt;br /&gt;
 &lt;br /&gt;
Rival: &#039;&#039;&#039;Crisis Alt&#039;&#039;&#039;, a fat short tech-priest who has been trying for years to use Echo&#039;s research for his own goals. But Echo has managed to keep Crisis in check through the classic use of black mail (Crisis specialty is creating familiars and is always trying to improve them. Echo has dug up evidence that Crisis has been using Noble born corpses for his experiments with out the proper paper work or permission from the correct authorities).&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Servo Skulls&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Ws 15, Bs 15, Str 10, T 20, Ag 30, Int 15, Per 35, Wp 20, Fel -&lt;br /&gt;
&lt;br /&gt;
Awareness (per) +10, Concealment (Ag) +10, Dodge (Ag)+10, Silent Move (Ag)+10,&lt;br /&gt;
&lt;br /&gt;
Darkvision, Flier 6, Machine 2 (armour 2 ALL), Size (puny), Fearless, inbuilt vox &amp;amp; cogitator.&lt;br /&gt;
&lt;br /&gt;
LUNA: Echo&#039;s first wife. Who shared his same goals. Died of infection from a bad implant (Echo now has her bionic heart replacing his own heart). Security (Ag) +20 and inbuilt Multi-key.&lt;br /&gt;
&lt;br /&gt;
Astra: Echo&#039;s second wife. A guards-woman who fought mutants on regular occasions. After her death he mounted her favorite Hellpistol to her skull. Shadowing (Ag) +20 and GOOD Hell-pistol. Range 35m, s/2/-, Damage: 1d10+4 E, Pen 7, Clip 40, Reload 2 full, Reliable. Red-dot laser (counts as sight and +10 Bs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;SERVITOR SLAVES&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
5 OF THEM&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;PERSONAL STAFF&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
5 LOYAL TECH-PRIEST MINONS&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127849</id>
		<title>RTB: Magos Hal Echo Sawyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127849"/>
		<updated>2009-10-31T08:58:14Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* &amp;#039;&amp;#039;&amp;#039;Character History&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Exploator&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Renown&lt;br /&gt;
&lt;br /&gt;
Description: A monstrous bionic creature that has a somewhat humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characteristics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Lore Machine Cult(Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Common Lore Imperial Creed(Int): Untrained -10&lt;br /&gt;
&lt;br /&gt;
Common Lore Tech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Archeotech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Adeptus Mechanicus (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Logic (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Chymistry (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Explorator Binary (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Techna-lingua (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trade Technomat (Int): Trained&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Talents and Traits&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic: Universal, Melee: Universal, Peer (Adeptus Mechanicus, Academics, Void Born)+ 10 Fel, Good Reputation (Adeptus Mechanicus)additional +10 Fel = +20 total, Unshakable Faith (reroll a failed Wp test VS Fear), Resist (Fear)+10 Wp VS Fear, Logis Implant (As a reaction, until end of my next turn +10 to Ws &amp;amp; Bs tests. Gain one level of fatigue.) , Technical Knock (once a round as a 1/2 action, touch, effect: unjam a gun), Mechanicus Implants (Electro Grafts, Electoo Inductors, Respiratory, Cybermantle, Potenia Coil, Cranial Circuitry), AutoSanguine (Always count as lightly wounded, Heal 2 wounds a day)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Corruption&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Insanity&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wounds&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gear&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolt Gun, Good Power Axe, Omnisian Axe, Enforcer Light Carapace Armour, Multi Key, Combi Tool, Void Suit, Microbead, Vox Caster, Injector, Sacred Unguents, Data Slate, Data Loom, 2 Servo Skulls, Aupex, Best Quality Tech Priest Robes&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Cybernetics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Arms&#039;&#039; (Both): Left Arm is basic. Right Arm is Good Quality (+10 Ag with fine  manipulation and +10 Str tests with this arm)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Locomotion&#039;&#039; ( Legs, Hips, Pelvis, etc.): Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Respiratory System&#039;&#039;: Good Quality. Full Life Support System ~ For any reason my own  respiratory system fails the bionic lungs will keep my blood oxygenated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Implant Unit&#039;&#039; (M.I.U.): +10 to Tech-Use, Pilot, or Drive with any devices with M.I.U.  linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Respiratory Filter Implant&#039;&#039;: Ignore Toxic Gasses &amp;amp; Atmospheric Contaminations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Void Skin&#039;&#039;: Resist damage from Void Exposure 1D10+3 rounds past normal duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auger Array&#039;&#039;: Inbuilt Auspex. 50m, +20 Awareness &amp;amp; may use Tech-Use to spot things that can not detectable to humans. (invisible gasses, Nearby bio-sings, Radiation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Sight&#039;&#039;: Heightened Sight (+10 to all Sight Tests)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Heart&#039;&#039;: +1 armour to the body location (stacks), Sprint (Gain one level of Fatigue if used 2 turns in a row. Full Move: move additional meters = to Ag bonus. Run: move additional meters = Double Ag bonus)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Character History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Origin Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Former)Magos, Forge World, Child of the Creed, Zealot, Dark Voyage, Renown, Explorator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Area of Focus: Echo&#039;s researches into Archeotech. His goal is to restore the Imperium to its Technological glory during the Dark Ages of Tech.&lt;br /&gt;
 &lt;br /&gt;
Breakthrough: After many years of trail and error he has unlocked the secrets of Nanotechnology. Though they are capable of great deeds (Regeneration, GPS Tracking, replicator, etc.) there are some issues he must extensively test out (effects on xenos, Mutations, spying, etc.). Many are concerned that the extensive testing is mainly his sadistic desires.&lt;br /&gt;
&lt;br /&gt;
Darrius Prime: A planet that had an apocalyptic event (The Sangre Muerta Virus drove people &lt;br /&gt;
mad as they rotted away and lead to a brutal civil war amongst the survivors). With the help of the Adeptus Mechanicus (Whos only intentions are to use this planet for its natural resources and lost technology.) the virus is gone (nanotech)they are finally back to a &amp;quot; Feudal State &amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Echo uses Darrius Prime as a personal lab full with test subjects.&lt;br /&gt;
 &lt;br /&gt;
Rival: &#039;&#039;&#039;Crisis Alt&#039;&#039;&#039;, a fat short tech-priest who has been trying for years to use Echo&#039;s research for his own goals. But Echo has managed to keep Crisis in check through the classic use of black mail (Crisis specialty is creating familiars and is always trying to improve them. Echo has dug up evidence that Crisis has been using Noble born corpses for his experiments with out the proper paper work or permission from the correct authorities).&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Servo Skulls&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Ws 15, Bs 15, Str 10, T 20, Ag 30, Int 15, Per 35, Wp 20, Fel -&lt;br /&gt;
&lt;br /&gt;
Awareness (per) +10, Concealment (Ag) +10, Dodge (Ag)+10, Silent Move (Ag)+10,&lt;br /&gt;
&lt;br /&gt;
Darkvision, Flier 6, Machine 2 (armour 2 ALL), Size (puny), Fearless, inbuilt vox &amp;amp; cogitator.&lt;br /&gt;
&lt;br /&gt;
LUNA: Echo&#039;s first wife. Who shared his same goals. Died of infection from a bad implant (Echo now has her bionic heart replacing his own heart). Security (Ag) +20 and inbuilt Multi-key.&lt;br /&gt;
&lt;br /&gt;
Astra: Echo&#039;s second wife. A guards-woman who fought mutants on regular occasions. After her death he mounted her favorite Hellpistol to her skull. Shadowing (Ag) +20 and GOOD Hell-pistol. Range 35m, s/2/-, Damage: 1d10+4 E, Pen 7, Clip 40, Reload 2 full, Reliable. Red-dot laser (counts as sight and +10 Bs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;SERVITOR SLAVES&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
5 OF THEM&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;PERSONAL STAFF&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
5 LOYAL TECH-PRIEST MINONS&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127848</id>
		<title>RTB: Magos Hal Echo Sawyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127848"/>
		<updated>2009-10-31T08:50:34Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* &amp;#039;&amp;#039;&amp;#039;Gear&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Exploator&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Renown&lt;br /&gt;
&lt;br /&gt;
Description: A monstrous bionic creature that has a somewhat humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characteristics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Lore Machine Cult(Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Common Lore Imperial Creed(Int): Untrained -10&lt;br /&gt;
&lt;br /&gt;
Common Lore Tech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Archeotech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Adeptus Mechanicus (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Logic (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Chymistry (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Explorator Binary (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Techna-lingua (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trade Technomat (Int): Trained&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Talents and Traits&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic: Universal, Melee: Universal, Peer (Adeptus Mechanicus, Academics, Void Born)+ 10 Fel, Good Reputation (Adeptus Mechanicus)additional +10 Fel = +20 total, Unshakable Faith (reroll a failed Wp test VS Fear), Resist (Fear)+10 Wp VS Fear, Logis Implant (As a reaction, until end of my next turn +10 to Ws &amp;amp; Bs tests. Gain one level of fatigue.) , Technical Knock (once a round as a 1/2 action, touch, effect: unjam a gun), Mechanicus Implants (Electro Grafts, Electoo Inductors, Respiratory, Cybermantle, Potenia Coil, Cranial Circuitry), AutoSanguine (Always count as lightly wounded, Heal 2 wounds a day)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Corruption&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Insanity&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wounds&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gear&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolt Gun, Good Power Axe, Omnisian Axe, Enforcer Light Carapace Armour, Multi Key, Combi Tool, Void Suit, Microbead, Vox Caster, Injector, Sacred Unguents, Data Slate, Data Loom, 2 Servo Skulls, Aupex, Best Quality Tech Priest Robes&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Cybernetics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Arms&#039;&#039; (Both): Left Arm is basic. Right Arm is Good Quality (+10 Ag with fine  manipulation and +10 Str tests with this arm)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Locomotion&#039;&#039; ( Legs, Hips, Pelvis, etc.): Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Respiratory System&#039;&#039;: Good Quality. Full Life Support System ~ For any reason my own  respiratory system fails the bionic lungs will keep my blood oxygenated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Implant Unit&#039;&#039; (M.I.U.): +10 to Tech-Use, Pilot, or Drive with any devices with M.I.U.  linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Respiratory Filter Implant&#039;&#039;: Ignore Toxic Gasses &amp;amp; Atmospheric Contaminations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Void Skin&#039;&#039;: Resist damage from Void Exposure 1D10+3 rounds past normal duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auger Array&#039;&#039;: Inbuilt Auspex. 50m, +20 Awareness &amp;amp; may use Tech-Use to spot things that can not detectable to humans. (invisible gasses, Nearby bio-sings, Radiation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Sight&#039;&#039;: Heightened Sight (+10 to all Sight Tests)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Heart&#039;&#039;: +1 armour to the body location (stacks), Sprint (Gain one level of Fatigue if used 2 turns in a row. Full Move: move additional meters = to Ag bonus. Run: move additional meters = Double Ag bonus)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Character History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Area of Focus: Echo&#039;s researches into Archeotech. His goal is to restore the Imperium to its Technological glory during the Dark Ages of Tech.&lt;br /&gt;
 &lt;br /&gt;
Breakthrough: After many years of trail and error he has unlocked the secrets of Nanotechnology. Though they are capable of great deeds (Regeneration, GPS Tracking, replicator, etc.) there are some issues he must extensively test out (effects on xenos, Mutations, spying, etc.). Many are concerned that the extensive testing is mainly his sadistic desires.&lt;br /&gt;
&lt;br /&gt;
Darrius Prime: A planet that had an apocalyptic event (The Sangre Muerta Virus drove people &lt;br /&gt;
mad as they rotted away and lead to a brutal civil war amongst the survivors). With the help of the Adeptus Mechanicus (Whos only intentions are to use this planet for its natural resources and lost technology.) the virus is gone (nanotech)they are finally back to a &amp;quot; Feudal State &amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Echo uses Darrius Prime as a personal lab full with test subjects.&lt;br /&gt;
 &lt;br /&gt;
Rival: &#039;&#039;&#039;Crisis Alt&#039;&#039;&#039;, a fat short tech-priest who has been trying for years to use Echo&#039;s research for his own goals. But Echo has managed to keep Crisis in check through the classic use of black mail (Crisis specialty is creating familiars and is always trying to improve them. Echo has dug up evidence that Crisis has been using Noble born corpses for his experiments with out the proper paper work or permission from the correct authorities).  &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Servo Skulls&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Ws 15, Bs 15, Str 10, T 20, Ag 30, Int 15, Per 35, Wp 20, Fel -&lt;br /&gt;
&lt;br /&gt;
Awareness (per) +10, Concealment (Ag) +10, Dodge (Ag)+10, Silent Move (Ag)+10,&lt;br /&gt;
&lt;br /&gt;
Darkvision, Flier 6, Machine 2 (armour 2 ALL), Size (puny), Fearless, inbuilt vox &amp;amp; cogitator.&lt;br /&gt;
&lt;br /&gt;
LUNA: Echo&#039;s first wife. Who shared his same goals. Died of infection from a bad implant (Echo now has her bionic heart replacing his own heart). Security (Ag) +20 and inbuilt Multi-key.&lt;br /&gt;
&lt;br /&gt;
Astra: Echo&#039;s second wife. A guards-woman who fought mutants on regular occasions. After her death he mounted her favorite Hellpistol to her skull. Shadowing (Ag) +20 and GOOD Hell-pistol. Range 35m, s/2/-, Damage: 1d10+4 E, Pen 7, Clip 40, Reload 2 full, Reliable. Red-dot laser (counts as sight and +10 Bs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;SERVITOR SLAVES&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
5 OF THEM&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;PERSONAL STAFF&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
5 LOYAL TECH-PRIEST MINONS&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127847</id>
		<title>RTB: Magos Hal Echo Sawyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127847"/>
		<updated>2009-10-31T08:50:01Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* &amp;#039;&amp;#039;&amp;#039;Character History&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Exploator&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Renown&lt;br /&gt;
&lt;br /&gt;
Description: A monstrous bionic creature that has a somewhat humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characteristics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Lore Machine Cult(Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Common Lore Imperial Creed(Int): Untrained -10&lt;br /&gt;
&lt;br /&gt;
Common Lore Tech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Archeotech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Adeptus Mechanicus (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Logic (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Chymistry (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Explorator Binary (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Techna-lingua (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trade Technomat (Int): Trained&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Talents and Traits&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic: Universal, Melee: Universal, Peer (Adeptus Mechanicus, Academics, Void Born)+ 10 Fel, Good Reputation (Adeptus Mechanicus)additional +10 Fel = +20 total, Unshakable Faith (reroll a failed Wp test VS Fear), Resist (Fear)+10 Wp VS Fear, Logis Implant (As a reaction, until end of my next turn +10 to Ws &amp;amp; Bs tests. Gain one level of fatigue.) , Technical Knock (once a round as a 1/2 action, touch, effect: unjam a gun), Mechanicus Implants (Electro Grafts, Electoo Inductors, Respiratory, Cybermantle, Potenia Coil, Cranial Circuitry), AutoSanguine (Always count as lightly wounded, Heal 2 wounds a day)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Corruption&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Insanity&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wounds&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gear&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolt Gun, Good Power Axe, Omnisian Axe, Enforcer Light Carapace Armour, Multi Key, Combi Tool, Void Suit, Microbead, Vox Caster, Injector, Sacred Unguents, Data Slate, Data Loom, 2 Servo Skulls, Aupex, Best Quality Tech Priest Robes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Origin Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Former)Magos, Forge World, Child of the Creed, Zealot, Dark Voyage, Renown, Explorator&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Cybernetics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Arms&#039;&#039; (Both): Left Arm is basic. Right Arm is Good Quality (+10 Ag with fine  manipulation and +10 Str tests with this arm)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Locomotion&#039;&#039; ( Legs, Hips, Pelvis, etc.): Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Respiratory System&#039;&#039;: Good Quality. Full Life Support System ~ For any reason my own  respiratory system fails the bionic lungs will keep my blood oxygenated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Implant Unit&#039;&#039; (M.I.U.): +10 to Tech-Use, Pilot, or Drive with any devices with M.I.U.  linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Respiratory Filter Implant&#039;&#039;: Ignore Toxic Gasses &amp;amp; Atmospheric Contaminations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Void Skin&#039;&#039;: Resist damage from Void Exposure 1D10+3 rounds past normal duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auger Array&#039;&#039;: Inbuilt Auspex. 50m, +20 Awareness &amp;amp; may use Tech-Use to spot things that can not detectable to humans. (invisible gasses, Nearby bio-sings, Radiation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Sight&#039;&#039;: Heightened Sight (+10 to all Sight Tests)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Heart&#039;&#039;: +1 armour to the body location (stacks), Sprint (Gain one level of Fatigue if used 2 turns in a row. Full Move: move additional meters = to Ag bonus. Run: move additional meters = Double Ag bonus)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Character History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Area of Focus: Echo&#039;s researches into Archeotech. His goal is to restore the Imperium to its Technological glory during the Dark Ages of Tech.&lt;br /&gt;
 &lt;br /&gt;
Breakthrough: After many years of trail and error he has unlocked the secrets of Nanotechnology. Though they are capable of great deeds (Regeneration, GPS Tracking, replicator, etc.) there are some issues he must extensively test out (effects on xenos, Mutations, spying, etc.). Many are concerned that the extensive testing is mainly his sadistic desires.&lt;br /&gt;
&lt;br /&gt;
Darrius Prime: A planet that had an apocalyptic event (The Sangre Muerta Virus drove people &lt;br /&gt;
mad as they rotted away and lead to a brutal civil war amongst the survivors). With the help of the Adeptus Mechanicus (Whos only intentions are to use this planet for its natural resources and lost technology.) the virus is gone (nanotech)they are finally back to a &amp;quot; Feudal State &amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Echo uses Darrius Prime as a personal lab full with test subjects.&lt;br /&gt;
 &lt;br /&gt;
Rival: &#039;&#039;&#039;Crisis Alt&#039;&#039;&#039;, a fat short tech-priest who has been trying for years to use Echo&#039;s research for his own goals. But Echo has managed to keep Crisis in check through the classic use of black mail (Crisis specialty is creating familiars and is always trying to improve them. Echo has dug up evidence that Crisis has been using Noble born corpses for his experiments with out the proper paper work or permission from the correct authorities).  &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Servo Skulls&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Ws 15, Bs 15, Str 10, T 20, Ag 30, Int 15, Per 35, Wp 20, Fel -&lt;br /&gt;
&lt;br /&gt;
Awareness (per) +10, Concealment (Ag) +10, Dodge (Ag)+10, Silent Move (Ag)+10,&lt;br /&gt;
&lt;br /&gt;
Darkvision, Flier 6, Machine 2 (armour 2 ALL), Size (puny), Fearless, inbuilt vox &amp;amp; cogitator.&lt;br /&gt;
&lt;br /&gt;
LUNA: Echo&#039;s first wife. Who shared his same goals. Died of infection from a bad implant (Echo now has her bionic heart replacing his own heart). Security (Ag) +20 and inbuilt Multi-key.&lt;br /&gt;
&lt;br /&gt;
Astra: Echo&#039;s second wife. A guards-woman who fought mutants on regular occasions. After her death he mounted her favorite Hellpistol to her skull. Shadowing (Ag) +20 and GOOD Hell-pistol. Range 35m, s/2/-, Damage: 1d10+4 E, Pen 7, Clip 40, Reload 2 full, Reliable. Red-dot laser (counts as sight and +10 Bs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;SERVITOR SLAVES&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
5 OF THEM&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;PERSONAL STAFF&#039;&#039;&#039; ==&lt;br /&gt;
 &lt;br /&gt;
5 LOYAL TECH-PRIEST MINONS&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127846</id>
		<title>RTB: Magos Hal Echo Sawyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127846"/>
		<updated>2009-10-31T08:49:01Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* &amp;#039;&amp;#039;&amp;#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Exploator&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Renown&lt;br /&gt;
&lt;br /&gt;
Description: A monstrous bionic creature that has a somewhat humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Characteristics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Skills&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Lore Machine Cult(Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Common Lore Imperial Creed(Int): Untrained -10&lt;br /&gt;
&lt;br /&gt;
Common Lore Tech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Archeotech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Adeptus Mechanicus (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Logic (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Chymistry (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Explorator Binary (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Techna-lingua (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trade Technomat (Int): Trained&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Talents and Traits&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic: Universal, Melee: Universal, Peer (Adeptus Mechanicus, Academics, Void Born)+ 10 Fel, Good Reputation (Adeptus Mechanicus)additional +10 Fel = +20 total, Unshakable Faith (reroll a failed Wp test VS Fear), Resist (Fear)+10 Wp VS Fear, Logis Implant (As a reaction, until end of my next turn +10 to Ws &amp;amp; Bs tests. Gain one level of fatigue.) , Technical Knock (once a round as a 1/2 action, touch, effect: unjam a gun), Mechanicus Implants (Electro Grafts, Electoo Inductors, Respiratory, Cybermantle, Potenia Coil, Cranial Circuitry), AutoSanguine (Always count as lightly wounded, Heal 2 wounds a day)&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Corruption&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Insanity&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wounds&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Gear&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bolt Gun, Good Power Axe, Omnisian Axe, Enforcer Light Carapace Armour, Multi Key, Combi Tool, Void Suit, Microbead, Vox Caster, Injector, Sacred Unguents, Data Slate, Data Loom, 2 Servo Skulls, Aupex, Best Quality Tech Priest Robes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Origin Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Former)Magos, Forge World, Child of the Creed, Zealot, Dark Voyage, Renown, Explorator&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Cybernetics&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Arms&#039;&#039; (Both): Left Arm is basic. Right Arm is Good Quality (+10 Ag with fine  manipulation and +10 Str tests with this arm)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Locomotion&#039;&#039; ( Legs, Hips, Pelvis, etc.): Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Respiratory System&#039;&#039;: Good Quality. Full Life Support System ~ For any reason my own  respiratory system fails the bionic lungs will keep my blood oxygenated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Implant Unit&#039;&#039; (M.I.U.): +10 to Tech-Use, Pilot, or Drive with any devices with M.I.U.  linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Respiratory Filter Implant&#039;&#039;: Ignore Toxic Gasses &amp;amp; Atmospheric Contaminations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Void Skin&#039;&#039;: Resist damage from Void Exposure 1D10+3 rounds past normal duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auger Array&#039;&#039;: Inbuilt Auspex. 50m, +20 Awareness &amp;amp; may use Tech-Use to spot things that can not detectable to humans. (invisible gasses, Nearby bio-sings, Radiation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Sight&#039;&#039;: Heightened Sight (+10 to all Sight Tests)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Heart&#039;&#039;: +1 armour to the body location (stacks), Sprint (Gain one level of Fatigue if used 2 turns in a row. Full Move: move additional meters = to Ag bonus. Run: move additional meters = Double Ag bonus)&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Character History&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Area of Focus: Echo&#039;s researches into Archeotech. His goal is to restore the Imperium to its Technological glory during the Dark Ages of Tech.&lt;br /&gt;
 &lt;br /&gt;
Breakthrough: After many years of trail and error he has unlocked the secrets of Nanotechnology. Though they are capable of great deeds (Regeneration, GPS Tracking, replicator, etc.) there are some issues he must extensively test out (effects on xenos, Mutations, spying, etc.). Many are concerned that the extensive testing is mainly his sadistic desires.&lt;br /&gt;
&lt;br /&gt;
Darrius Prime: A planet that had an apocalyptic event (The Sangre Muerta Virus drove people &lt;br /&gt;
mad as they rotted away and lead to a brutal civil war amongst the survivors). With the help of the Adeptus Mechanicus (Whos only intentions are to use this planet for its natural resources and lost technology.) the virus is gone (nanotech)they are finally back to a &amp;quot; Feudal State &amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Echo uses Darrius Prime as a personal lab full with test subjects.&lt;br /&gt;
 &lt;br /&gt;
Rival: &#039;&#039;&#039;Crisis Alt&#039;&#039;&#039;, a fat short tech-priest who has been trying for years to use Echo&#039;s research for his own goals. But Echo has managed to keep Crisis in check through the classic use of black mail (Crisis specialty is creating familiars and is always trying to improve them. Echo has dug up evidence that Crisis has been using Noble born corpses for his experiments with out the proper paper work or permission from the correct authorities).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servo Skulls&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Ws 15, Bs 15, Str 10, T 20, Ag 30, Int 15, Per 35, Wp 20, Fel -&lt;br /&gt;
&lt;br /&gt;
Awareness (per) +10, Concealment (Ag) +10, Dodge (Ag)+10, Silent Move (Ag)+10,&lt;br /&gt;
&lt;br /&gt;
Darkvision, Flier 6, Machine 2 (armour 2 ALL), Size (puny), Fearless, inbuilt vox &amp;amp; cogitator.&lt;br /&gt;
&lt;br /&gt;
LUNA: Echo&#039;s first wife. Who shared his same goals. Died of infection from a bad implant (Echo now has her bionic heart replacing his own heart). Security (Ag) +20 and inbuilt Multi-key.&lt;br /&gt;
&lt;br /&gt;
Astra: Echo&#039;s second wife. A guards-woman who fought mutants on regular occasions. After her death he mounted her favorite Hellpistol to her skull. Shadowing (Ag) +20 and GOOD Hell-pistol. Range 35m, s/2/-, Damage: 1d10+4 E, Pen 7, Clip 40, Reload 2 full, Reliable. Red-dot laser (counts as sight and +10 Bs)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERVITOR SLAVES&#039;&#039;&#039; &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
5 OF THEM&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PERSONAL STAFF&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5 LOYAL TECH-PRIEST MINONS&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:Main&amp;diff=127845</id>
		<title>RTB:Main</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:Main&amp;diff=127845"/>
		<updated>2009-10-31T08:45:24Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Magos Hal &amp;quot; Echo &amp;quot; Sawyer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Trader Bad-assery==&lt;br /&gt;
&lt;br /&gt;
===Campaign Overview===&lt;br /&gt;
&lt;br /&gt;
Welcome to the life of the Rogue Trader.  You&#039;re not some fancy pants merchant prince.  You are so powerful as to be a THREAT to the stability of the Imperium.  That&#039;s why the High Lords have selected you for this important mission of pacification and exploitation.  &lt;br /&gt;
&lt;br /&gt;
Your mission is this:  &lt;br /&gt;
*To take your flag ship on a shakedown voyage through the Imperium.  &lt;br /&gt;
*To gather the power base necessary to pacify and exploit an entire fringe sector beyond Imperial Law.  &lt;br /&gt;
*And to BOLDLY GO WHERE NO ASSHOLE HAS GONE BEFORE.&lt;br /&gt;
&lt;br /&gt;
But don&#039;t get cocky.  Your &amp;quot;special authority&amp;quot; doesn&#039;t extend to Imperial Space.  Within Imperial Space you&#039;re still subjected to the laws of the Imperium.  No sacking planets or pirating space lanes or any of that.  At least, not without facing consequences.&lt;br /&gt;
&lt;br /&gt;
What do you have going for you, then?&lt;br /&gt;
*A town-sized flag ship.&lt;br /&gt;
*Immense personal wealth and power.&lt;br /&gt;
*A command crew of dangerously powerful individuals.&lt;br /&gt;
&lt;br /&gt;
Why are the High Lords doing this?  If you&#039;re so powerful and dangerous, why would they be giving you even more power and a big ship and shit like that.  Think about it.  They&#039;re giving you the power you need to make your mission seem &amp;quot;possible&amp;quot;.  To conquer, pacify, and exploit an entire sector of Outlaw space.  Legally.  With full Imperial Sanction.  You could do that, or you could cause some crazy-ass civil war in Imperial Space and eventually get your ass handed to you after a years long battle that threatens the safety of the entire empire.&lt;br /&gt;
&lt;br /&gt;
If you are &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; much of an asshole, well . . . I don&#039;t know what to say.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
In order to better fit the themes of this game, I&#039;m adding another step to character creation.  Former Career.  Your Rogue Trader character is beginning a new phase of his life as an officially sanctioned RTB (rogue trader bad-ass).  But he was previously an IBA (imperial bad-ass).  You get to pick what it was he did in the Imperium that gave him the immense power and influence that has compelled the High Lords to send him out on a grand crusade through the Havoc&#039;s March sector on the Imperial Fringe.&lt;br /&gt;
&lt;br /&gt;
This step of the character creation is considered a &amp;quot;free choice&amp;quot;.  Any of the selections can be made, regardless of your background path.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Governor====&lt;br /&gt;
&lt;br /&gt;
You are the highest authority on your home world, governing it with supreme dictatorial powers, like a god unto men.  The only limit on your local authority is that you must pay the Emperor his due -- a tithe in Psykers for his black ships, a tithe in men for the Imperial Military, and a tithe in resources for the Adeptus Terra.  The actual governing of your planet is left entirely in your hands.  And your planet has been doing well.  Perhaps a little too well.  Your personal influence and local power have grown to such a point that the Adept Statisticians have declared that it is only a matter of time before you look outward to expand.  And right now, the Imperium can&#039;t afford your region of space to be destabilized by wars of expansion.&lt;br /&gt;
&lt;br /&gt;
But the neighboring Havoc&#039;s March sector is ripe for exploitation.  Your planet&#039;s resources can and should be applied to glories and conquests that benefit the Imperium rather than harm it.&lt;br /&gt;
&lt;br /&gt;
While not a member of one of the High Noble Houses of the Imperium, as a planetary governor, you have earned the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
*Figure out what sort of planet your character governs.&lt;br /&gt;
*Decide what kind of government your planet has ... democracy, dictatorship, divine monarchy, oligarchy, tribal patriarchy, or whatever!&lt;br /&gt;
*Outline a single powerful rival or a rival faction to your government, and the methods you have used to keep this rival in check thus far.&lt;br /&gt;
*Roughly outline 2 or 3 nearby planets.  One of whom is allied to your own, and one who is a rival.  Planetary classification, government type, resources, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Government)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Peer (Administratum)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Bureaucracy) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Assistant (1 loyal adept assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Planetary Connections (+20 to acquisition rolls at your home planet).&lt;br /&gt;
&lt;br /&gt;
Noble Clothing&lt;br /&gt;
&lt;br /&gt;
Data-Slate&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Admiral====&lt;br /&gt;
&lt;br /&gt;
You are the ranking officer of an entire fleet of Imperial Naval ships, and the associated shipyards, space bases, and so forth.  You probably had to claw your way to the top ranks, either that or you were born privileged. You have led your Fleet on many successful campaigns, and earned the loyalty and admiration of your subordinates in the process.  The ranks of your Fleet has swollen, and you have pacified all internal threats to your assigned sector.  Its clear that you&#039;re coming to a choice.  Step down and retire (never!) or lead your Fleet on a mission of conquest -- a mission that is likely fated to end with your eventual destruction at the hands of the united forces of the Imperium.  The High Lords of Terra have anothre option for you.  An adventure of a lifetime.&lt;br /&gt;
&lt;br /&gt;
Havoc&#039;s March sector is beyond Imperial Control.  With a new flagship, you can lead a crusade into the sector, pacify it, and create a new Fleet beyond even the Emperor&#039;s reach.  This task will be a challenge even for one as great as you!&lt;br /&gt;
&lt;br /&gt;
While not a member of the High Noble Houses, your service to the Imperium has earned you the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What do you need to do before play:&lt;br /&gt;
*Describe your home sector, any notable features, at least 2 major worlds in addition to your Fleet Headquarters.&lt;br /&gt;
*Outline a rival officer in the Fleet, what the nature of your conflict has been, and what methods you&#039;ve used to keep him in his place.&lt;br /&gt;
*Determine a major enemy that you&#039;ve destroyed during one of your naval campaigns, and how you arranged for the enemy&#039;s destruction.&lt;br /&gt;
*Decide on a leadership style.  Are you a tyrant, a charismatic leader, an efficient bureaucrat or something else?&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Military)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Hatred (Pirates)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Navy) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Pirates) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Stellar) (Int)&lt;br /&gt;
&lt;br /&gt;
Pilot (Space Craft) (Ag)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff(5 loyal naval officers)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal armsmen)&lt;br /&gt;
&lt;br /&gt;
Fleet Connections (+20 to all acquisition rolls involving starships).Officer&#039;s Cutlass (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Naval Pistol (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Admiral&#039;s Dress Uniform&lt;br /&gt;
&lt;br /&gt;
Officer of the Line Commission&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Commander====&lt;br /&gt;
&lt;br /&gt;
You are the bad-ass motherfucking Lord Commander of an entire army of the Imperial Guard.  You acquired this position through a mixture of grit, cunning, and luck. You have led your forces on many successful campaigns, and earned the loyalty and admiration of your subordinates, and the hatred and fear of your enemies. Your army possesses such a fearsome reputation and sheer military power that it cannot be deployed on any planets without posing as a threat to the local government.  You are a de facto planetary governor of every planet that your army is deployed upon.  The Adeptus Terra cannot allow this situation to continue.&lt;br /&gt;
&lt;br /&gt;
In return for stepping down as General of your army, you have been given authority to lead Imperial Forces into Havoc&#039;s March sector, destroy all the enemies of the Imperium therein, and exploit the systems as you see fit.  At last, a challenge fit for a military genius such as yourself!&lt;br /&gt;
&lt;br /&gt;
While not a member of the High Noble Houses, your service to the Imperium has earned you the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What do you need to do before play:&lt;br /&gt;
&lt;br /&gt;
* Describe your home planet and at least two other worlds upon which your Army has been deployed.&lt;br /&gt;
* Outline a rival officer in the Guard, what the nature of your conflict has been, and what methods you&#039;ve used to keep him in his place.&lt;br /&gt;
* Determine a major enemy that you&#039;ve destroyed during one of your campaigns, and how you arranged for the enemy&#039;s destruction.&lt;br /&gt;
* Decide on a leadership style. Are you a tyrant, a charismatic leader, an efficient bureaucrat or something else? &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Military)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Hatred (Mutants or one Xeno type)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Guard) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Drive (Ground Vehicle) (Ag)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Planetary) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
Survival (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal Guard Officers)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Guard Regiment (10 elite companies, including support vehicles.  1000 troops all together, several heavy weapons and armored units, and at least one unit of flyers).&lt;br /&gt;
&lt;br /&gt;
Hellpistol (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Commander&#039;s Dress Uniform&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Prefectus Primus====&lt;br /&gt;
&lt;br /&gt;
You are a master adept in the Administratum, and your bureaucratic influence stretches across entire sectors.  Your advice bends the ear of the High Lords themselves.  In fact, it has been whispered that your loyal, lifelong service to the Adeptus Terra has made you a candidate for the next open seat among the High Lords themselves, something that has been long overdue, in your humble estimation.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, none of the High Lords plan to step down any time soon.  Rather than wait for you, or one of your allies, to arrange for an &amp;lt;i&amp;gt;opening&amp;lt;/i&amp;gt;, the High Lords instead have assigned you to one fine, great task.  To bring the law and order of the Imperium to its lawless fringe sectors.  The Havoc&#039;s March sector has been beyond Imperial reach for generations, and its lawless worlds and its resources are yours for the taking, all with the explicit approval of the High Lords themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Describe your administrative/bureaucratic specialty, and how your mastery over it gave you the immense power you wield in the Imperium.&lt;br /&gt;
*Delineate the planet of your home office, and what sort of temporal influence you command there.&lt;br /&gt;
*Determine your most competent rival in the Administratum, and how you have kept him in his place.&lt;br /&gt;
*Decide who your most dangerous and powerful ally is, and what you did to earn his loyalty.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Administratum)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Administratum)&lt;br /&gt;
&lt;br /&gt;
Total Recall&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Bureaucracy) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Adminstratum)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal adept assistants)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Bureaucratic Authority (+20 to all rolls to acquire personnel or access to civilian government resources or facilities)&lt;br /&gt;
&lt;br /&gt;
Best Quality Adeptus Robes&lt;br /&gt;
&lt;br /&gt;
Collection of legal documents and Imperial seals&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Inquisitor====&lt;br /&gt;
&lt;br /&gt;
Behold the power of the Inquisition, for it is yours.   Men tremble and planets quake in your passing.  You are above the law, above all temporal power.  You answer to the Emperor and the High Lords, and even then, you mostly consider that a formality.  Without men and women like you, selected for your zeal, cunning, and personal power, the Imperium would have long since ago fallen to Chaos, Heresy, and Destruction.  &lt;br /&gt;
&lt;br /&gt;
In your time of service to the Emperor, you have uncovered conspiracies both great and small.  You have saved sectors from falling to the corruptions of Mutants, Sorcerers, and Xenos.  But you&#039;ve also discovered smaller crimes.  Crimes not worthy of your direct interference, but still -- a pattern of subtle corruption, power mongering, and influence brokering that stretches like a web across the Imperium.&lt;br /&gt;
&lt;br /&gt;
The hard fact is, you know too much.  And they know you know too much.  Its come to the point that you either have to take down a couple of the more corrupt High Lords personally, or wait for the assassins to come for you.&lt;br /&gt;
&lt;br /&gt;
Your service has not gone unnoticed, however.  A High Lord has decided to intervene on your behalf with an offer that should be acceptable to all parties.  The Havoc&#039;s March sector has been beyond the reach of the Emperor for many generations, and corruption has likely sunk in deep there.  You have been given a writ of authority to travel there and cleanse the sector in the Emperor&#039;s name, in whatever manner suits you, beyond the interference of even the High Lords themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Decide on your Inquisitorial focus.  Where you a hunter of Xenos?  Psykers?  Mutants?  Demons?  And why is your chosen focus more important than the others?&lt;br /&gt;
*Describe three planets that had conspiracies you personally defeated, what those conspiracies were, and how you defeated them.&lt;br /&gt;
*Delineate your leadership style.  How did you recruit your acolytes?  What sort of tasks did you use them for?&lt;br /&gt;
*Determine one enemy that got away.  The big fish that&#039;s still out there somewhere.  The one failure that you regret the most.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Hatred (Psykers)&lt;br /&gt;
&lt;br /&gt;
Hatred (Mutants)&lt;br /&gt;
&lt;br /&gt;
Hatred (one Xeno type)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Inquisition) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Psykers) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Mutants) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Daemonology) (Int)&lt;br /&gt;
&lt;br /&gt;
Interrogation (Wp)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acolytes (10 loyal minions)&lt;br /&gt;
&lt;br /&gt;
Above the Law (You&#039;re a fucking Inquisitor)&lt;br /&gt;
&lt;br /&gt;
Good Quality Light Power Armor&lt;br /&gt;
&lt;br /&gt;
Best Quality Power Sword&lt;br /&gt;
&lt;br /&gt;
Good Quality Inferno Pistol&lt;br /&gt;
&lt;br /&gt;
Cameleoline Cloak&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Good Quality Photo Visors&lt;br /&gt;
&lt;br /&gt;
Auspex&lt;br /&gt;
&lt;br /&gt;
Grapnel&lt;br /&gt;
&lt;br /&gt;
Manacles&lt;br /&gt;
&lt;br /&gt;
Vox-Caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Assassin====&lt;br /&gt;
&lt;br /&gt;
You officially don&#039;t exist.  You were never born.  You were never trained at the Assassinorium on Terra.  You were never sent on missions by the Grandmaster that took you across the Galaxy and back.   You never succeeded each and every time, even when survival was thought impossible.  You never made your way through the ranks, earning the personal trust of several of the High Lords.  The High Lords of Terra never considered you a possible replacement for the Grandmaster.  The Grandmaster never offered to release you from his service in exchange for your oath of self-exile.  The High Lords never directed you to the Havoc&#039;s March sector, to act with their blessings as an agent of the Emperor&#039;s unspoken will.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Delineate your relationship with the Grandmaster.  Why did he feel threatened by you?  Why was he compelled to give you an out instead of killing you?&lt;br /&gt;
*Detail your method.  What is your preferred way of accomplishing your murderous goals?&lt;br /&gt;
*Describe your missions.  Three successful assassinations that you carried out.  The targets.  And why they were condemned to death.&lt;br /&gt;
*Define your contradiction.  You are a killing machine, a tool, a weapon of the Emperor.  Now you are on your own for the first time.  How are you going to put your past behind you?  What new future will you forge?&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Assassins)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Assassins)&lt;br /&gt;
&lt;br /&gt;
Unarmed Warrior&lt;br /&gt;
&lt;br /&gt;
Unarmed Master&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Chem Use (Int)&lt;br /&gt;
&lt;br /&gt;
Concealment (Ag)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Disguise (Fel)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Security (Ag)&lt;br /&gt;
&lt;br /&gt;
Silent Move (Ag)&lt;br /&gt;
&lt;br /&gt;
Shadowing (Ag)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Above the Law (The High Lords and Grandmaster themselves are in your debt)&lt;br /&gt;
&lt;br /&gt;
Best quality Kraken-Tooth Mono-Knife&lt;br /&gt;
&lt;br /&gt;
Best quality Armored Bodyglove&lt;br /&gt;
&lt;br /&gt;
Cameleoline Cloak&lt;br /&gt;
&lt;br /&gt;
Charm&lt;br /&gt;
&lt;br /&gt;
Synskin&lt;br /&gt;
&lt;br /&gt;
Multikey&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Best Quality Augur Arrays&lt;br /&gt;
&lt;br /&gt;
Best Quality Memorance Implant&lt;br /&gt;
&lt;br /&gt;
Best Quality Subskin Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Synthetic Muscle Grafts&lt;br /&gt;
&lt;br /&gt;
Best Quality Vox Implant&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Marshal====&lt;br /&gt;
&lt;br /&gt;
You &amp;lt;i&amp;gt;are&amp;lt;/i&amp;gt; the law.  A Lord Marshal, one of the Imperium&#039;s supreme Judges, you are empowered to stand in judgment and execute justice over any crime.  In addition to being an expert on Imperial Law, you&#039;ve also organized law enforcement across an entire sector, protecting Imperial citizens and property from the predation of criminals and anarchists.  So successful has been your crusade against crime that you have more or less cleaned up your entire sector.  You&#039;ve been turning your attention toward corruption within, and you&#039;ve discovered some disturbing evidence.&lt;br /&gt;
&lt;br /&gt;
The fact is, the Empire would collapse in on itself without a few people working outside the law. People who could do what needs to be done.  You&#039;ve begun to suspect that the High Lords believe that the Law is not the emperor&#039;s will, but rather just a tool to accomplish it.  You see things differently.&lt;br /&gt;
&lt;br /&gt;
Rather than attempt to take down the corruption within Holy Terra itself, you&#039;ve been given an offer.  The lawless Havoc&#039;s March sector has been on the fringe of the Empire for generations, outside of the reach of the Adeptus Arbites.  One man, one law.  Justice.  You are the hand of the Emperor&#039;s Will.  Havoc&#039;s March will be lawless no more.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Describe your home sector, the home planet where your headquarters is located, and two other planets of interest.&lt;br /&gt;
*Determine the most infamous criminal that you&#039;ve captured, and how you caught him.&lt;br /&gt;
*Detail the one that got away.  The criminal who has eluded you all this time.  And how he did it.&lt;br /&gt;
*Delineate your relationship with the former Lord Marshal, and how it is that you became Lord Marshal.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Adeptus Arbites)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Peer (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Adeptus Arbites)&lt;br /&gt;
&lt;br /&gt;
Hatred (Criminals)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Awareness (Per)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Arbites) (Int)&lt;br /&gt;
&lt;br /&gt;
Inquiry (Fel)&lt;br /&gt;
&lt;br /&gt;
Interrogation (Wp)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal adept assistants)&lt;br /&gt;
&lt;br /&gt;
Arbites SWAT team (10 elite arbites soldiers)&lt;br /&gt;
&lt;br /&gt;
Vast Authority (I am the law!)&lt;br /&gt;
&lt;br /&gt;
Light Power Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Power Maul&lt;br /&gt;
&lt;br /&gt;
Good Quality Hellpistol&lt;br /&gt;
&lt;br /&gt;
Best Quality Arbiter Robes&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Preysense Goggles&lt;br /&gt;
&lt;br /&gt;
Manacles&lt;br /&gt;
&lt;br /&gt;
Collection of Law Books&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Imperial Psyker====&lt;br /&gt;
&lt;br /&gt;
You are a Psyker, judged by the Emperor to be strong enough to stand on your own, and loyal enough to act as his agent.  You possess no official authority, but you&#039;ve worked as an adviser to countless Imperial functionaries, officers, and bureaucrats over the years.  You&#039;re officially an agent of the Adeptus Astro Telepathica, but you&#039;ve been on assignment so long that you sometimes forget that you technically have to answer to superiors.&lt;br /&gt;
&lt;br /&gt;
Perhaps it was your psychic skill and power combined with your sense of independence and autonomy that got you into this trouble in the first place.  Too powerful to be allowed to run on a loose leash anymore, and too independent to keep under control.  The High Lords have decided to unleash you upon the Havoc&#039;s March sector, beyond the edge of the Emperor&#039;s own power.  What glorious freedom at last.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Determine your Psyker powers and how you used them as an agent of the Emperor.&lt;br /&gt;
*Delineate three former Imperial officials, how they used your services, and your relationship with them.&lt;br /&gt;
*Describe one rogue Psyker (sorcerer, renegade, or xeno), more powerful than you, who you encountered and were defeated by -- and why you were left alive.&lt;br /&gt;
*Detail your greatest rival Imperial Psyker, and how you have kept him in his place all these years.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Astropaths)&lt;br /&gt;
&lt;br /&gt;
Rite of Sanctioning or Psi Rating 1 and Two Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ciphers (Astropath) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Astra Telepathica) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Daemonology) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Psykers) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (The Warp) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Occult) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Assistant (1 loyal adept assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (2 loyal soldier bodyguards)&lt;br /&gt;
&lt;br /&gt;
Psychic Authority (+20 on acquisition rolls involving psyker-based equipment, personnel and resources)&lt;br /&gt;
&lt;br /&gt;
Best Quality Psyker Robes&lt;br /&gt;
&lt;br /&gt;
Psy-Focus&lt;br /&gt;
&lt;br /&gt;
Charm&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Magos====&lt;br /&gt;
&lt;br /&gt;
You are a Magos, a master of a technological discipline.  You are so thoroughly versed in science and technology, that you have uncovered a few secrets of the Machine Cult.  You know the difference between magic and science, religion and technology, but you also understand the dangers that science and technology can be in the hands of one with a lesser, illogical mind.  Thus, you have been willing to maintain the illusion of religious trappings and rituals to conceal the true, rational paradigm under which the workings of the Adeptus Mechanicus operates.&lt;br /&gt;
&lt;br /&gt;
The advances that your true understanding has enabled you to make have disturbed the Fabricator General of Mars.  He fears that your new technology and science may threaten the very foundation upon which the Imperium is based.  But rather than punish your genius, he has sought to reward it.  A new place to experiment, and new frontiers to explore.  The Havoc&#039;s March sector awaits.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Determine what your technological/scientific specialty is.&lt;br /&gt;
*Decide on what breakthroughs you&#039;ve made, and how they might benefit the Imperium.  And how they might be considered a threat.&lt;br /&gt;
*Describe the planet on which your Laboratory/Workshop/Library is located.&lt;br /&gt;
*Detail your staunchest rival within the Adeptus Mechanicus, and how you&#039;ve managed to keep him in his place.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Tech-Priests)&lt;br /&gt;
&lt;br /&gt;
Peer (Academics)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Tech-Priests)&lt;br /&gt;
&lt;br /&gt;
Autosanguine&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Mechanicus) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Tech) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Adeptus Mechanicus) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Archeotech) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Astromancy or Beasts or Chymistry)&lt;br /&gt;
&lt;br /&gt;
Speak Language (Techna-Lingua) (Int)&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal tech-priest minions)&lt;br /&gt;
&lt;br /&gt;
Servitor Slaves (5 servitor slaves)&lt;br /&gt;
&lt;br /&gt;
Best Quality Tech-Priest Robes&lt;br /&gt;
&lt;br /&gt;
Your choice of two bionic replacements.&lt;br /&gt;
&lt;br /&gt;
Your choice of 6 cybernetic enhancements.&lt;br /&gt;
&lt;br /&gt;
Omnissian Axe&lt;br /&gt;
&lt;br /&gt;
Auspex&lt;br /&gt;
&lt;br /&gt;
Data Loom&lt;br /&gt;
&lt;br /&gt;
Servo-Skull&lt;br /&gt;
&lt;br /&gt;
Vox-caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Space Marine Captain====&lt;br /&gt;
&lt;br /&gt;
You are a genetic superhuman.  Faster, stronger, better than mere mortals.  You are a good warrior.  And a good leader.  You command a space marine company.  But for whatever reason, you didn&#039;t quite fit in with your chapter -- too independent, a dangerous trait when you might someday be asked to sacrifice your very soul for the greater good of the Imperium.  Your Chapter Commander has given you a special assignment that will take you far away from your home base.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before you play:&lt;br /&gt;
&lt;br /&gt;
*Detail your chapter, its theme, its special rituals and beliefs.&lt;br /&gt;
*Define your leadership style, are you charismatic, a dictator, a coldly logical tactician? &lt;br /&gt;
*Delineate three great battles that you fought, and the enemies that you defeated, and how you overcame them.&lt;br /&gt;
*Describe a hobby that you have, and why taking part in it gives you comfort.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Space Marines)&lt;br /&gt;
&lt;br /&gt;
Weapon Training (Bolt Pistol, Bolter, Melee (Primitive))&lt;br /&gt;
&lt;br /&gt;
Enemy (one Xenos type)&lt;br /&gt;
&lt;br /&gt;
+5 Toughness&lt;br /&gt;
&lt;br /&gt;
+5 Strength&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Space Marines) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Planetary) (Int)&lt;br /&gt;
&lt;br /&gt;
Pilot (Spacecraft) (Ag)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
Survival (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Starting Traits:&lt;br /&gt;
&lt;br /&gt;
Space Marine Company (100 space marines and support equipment)&lt;br /&gt;
&lt;br /&gt;
Best Quality Power Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Bolter&lt;br /&gt;
&lt;br /&gt;
Good Quality Bolt Pistol&lt;br /&gt;
&lt;br /&gt;
Best Quality Mono-Sword&lt;br /&gt;
&lt;br /&gt;
Vox-caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Former Corporate Boss====&lt;br /&gt;
&lt;br /&gt;
Some say the Imperium runs on the blood of the Emperor.  But you know what really makes the Imperium go.  It&#039;s throne geld.  The Imperium requires industry and industry requires capital and trade.  The Imperium runs on the blood of Merchant Princes and Capitalists.  You are the true Imperium.   Some might call you a leech, a parasite, a greedy, power hungry right bastard.  You are all those things and more.&lt;br /&gt;
&lt;br /&gt;
Your personal wealth rivals that of entire planets in the Imperium, and that&#039;s totally understandable since your empire stretches across an entire sector.  But you&#039;ll never be satisfied with such wealth.  Your financial empire has reached the point of monopoly, and a monopolies, the Adepts claim, are poison to the Imperium.  You knew they would be coming for you to dissolve your corporation.  You prepared for a fight, you weren&#039;t going to go down easy.  You&#039;d take as many of those bastards down with you as you could.&lt;br /&gt;
&lt;br /&gt;
But then they made you a deal.  And you were the master of the deal.  An entire sector.  Yours to exploit.  Just beyond the edge of the Imperium.  And as far as the Imperium was concerned, a monopoly would be just fine.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before playing:&lt;br /&gt;
&lt;br /&gt;
*Delineate your company&#039;s specialty.  While eventually growing into a monopoly, every corporation had its start in a particular field.  What was yours?&lt;br /&gt;
*Detail your company&#039;s home world, the place where your corporate headquarters is located.&lt;br /&gt;
*Describe your big success.  The thing that you did or sold that earned you the big money for the first time.&lt;br /&gt;
*Describe your biggest corporate rival, and how you eventually destroyed him.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Corporate)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Peer (Hivers)&lt;br /&gt;
&lt;br /&gt;
Peer (Underworld)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Corporate)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Barter (Fel)&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Commerce (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Corporations) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Speak Language (Trader&#039;s Cant) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal assistants)&lt;br /&gt;
&lt;br /&gt;
Personal Security (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Incredibly Rich (+10 to acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
Best Quality Merchant garb&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Former Crime Lord====&lt;br /&gt;
&lt;br /&gt;
You are a crime lord, a master of the underworld.  You clawed your way to the top of your organization and then built it up into an interstellar cartel.  &lt;br /&gt;
&lt;br /&gt;
Peer (Underworld)&lt;br /&gt;
&lt;br /&gt;
Peer (Hivers)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Underworld)&lt;br /&gt;
&lt;br /&gt;
Paranoia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Ciphers (Underworld) (Int)&lt;br /&gt;
&lt;br /&gt;
Commerce (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Arbites) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Pirates) (Int)&lt;br /&gt;
&lt;br /&gt;
Gamble (Int)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Henchmen (2 loyal elite henchmen)&lt;br /&gt;
&lt;br /&gt;
Goons (10 loyal goons)&lt;br /&gt;
&lt;br /&gt;
Underworld Grease (+10 to acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former Noble Prince&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Nobility)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Decadence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Carouse (T)&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
r&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
r&lt;br /&gt;
Common Lore (Nobility) (Int)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Heraldry) (Int)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic) (Int)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Butler (1 loyal butler)&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal servants)&lt;br /&gt;
&lt;br /&gt;
Personal Guard (10 loyal mercenaries)&lt;br /&gt;
&lt;br /&gt;
Silver Spoon (+10 acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former Lord Provost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Peer (Academic)&lt;br /&gt;
&lt;br /&gt;
Peer (Corporate)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Academic)&lt;br /&gt;
&lt;br /&gt;
+5 Intelligence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Common Lore (Tech) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Archeotech) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
Scholastic Lore (Archaic)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Astromancy)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Legend)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Philosophy)&lt;br /&gt;
&lt;br /&gt;
Trade (Archaeologist or Astrographer or Linguist or Explorator or Technomat)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Secretary (1 loyal assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (1 loyal bodyguard)&lt;br /&gt;
&lt;br /&gt;
Personal Library (+150 points toward all exploration objectives, +10 to all research rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RTB:_Inquisitor_Alessaunder_Ceile]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magos Hal &amp;quot; Echo &amp;quot; Sawyer ==&lt;br /&gt;
&lt;br /&gt;
http://wh40k.lexicanum.com/mediawiki/images/6/6d/Techpriest.jpg&lt;br /&gt;
&lt;br /&gt;
[[RTB:_Magos_Hal_Echo_Sawyer]]&lt;br /&gt;
&lt;br /&gt;
[[RTB_Zephyer]]&lt;br /&gt;
&lt;br /&gt;
== Non-Player Character ==&lt;br /&gt;
&lt;br /&gt;
Mars Orbital Control Guy&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;quot;Sarcasm set to stun&amp;quot;&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:Main&amp;diff=127787</id>
		<title>RTB:Main</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:Main&amp;diff=127787"/>
		<updated>2009-10-31T01:30:06Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Trader Bad-assery==&lt;br /&gt;
&lt;br /&gt;
===Campaign Overview===&lt;br /&gt;
&lt;br /&gt;
Welcome to the life of the Rogue Trader.  You&#039;re not some fancy pants merchant prince.  You are so powerful as to be a THREAT to the stability of the Imperium.  That&#039;s why the High Lords have selected you for this important mission of pacification and exploitation.  &lt;br /&gt;
&lt;br /&gt;
Your mission is this:  &lt;br /&gt;
*To take your flag ship on a shakedown voyage through the Imperium.  &lt;br /&gt;
*To gather the power base necessary to pacify and exploit an entire fringe sector beyond Imperial Law.  &lt;br /&gt;
*And to BOLDLY GO WHERE NO ASSHOLE HAS GONE BEFORE.&lt;br /&gt;
&lt;br /&gt;
But don&#039;t get cocky.  Your &amp;quot;special authority&amp;quot; doesn&#039;t extend to Imperial Space.  Within Imperial Space you&#039;re still subjected to the laws of the Imperium.  No sacking planets or pirating space lanes or any of that.  At least, not without facing consequences.&lt;br /&gt;
&lt;br /&gt;
What do you have going for you, then?&lt;br /&gt;
*A town-sized flag ship.&lt;br /&gt;
*Immense personal wealth and power.&lt;br /&gt;
*A command crew of dangerously powerful individuals.&lt;br /&gt;
&lt;br /&gt;
Why are the High Lords doing this?  If you&#039;re so powerful and dangerous, why would they be giving you even more power and a big ship and shit like that.  Think about it.  They&#039;re giving you the power you need to make your mission seem &amp;quot;possible&amp;quot;.  To conquer, pacify, and exploit an entire sector of Outlaw space.  Legally.  With full Imperial Sanction.  You could do that, or you could cause some crazy-ass civil war in Imperial Space and eventually get your ass handed to you after a years long battle that threatens the safety of the entire empire.&lt;br /&gt;
&lt;br /&gt;
If you are &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; much of an asshole, well . . . I don&#039;t know what to say.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
In order to better fit the themes of this game, I&#039;m adding another step to character creation.  Former Career.  Your Rogue Trader character is beginning a new phase of his life as an officially sanctioned RTB (rogue trader bad-ass).  But he was previously an IBA (imperial bad-ass).  You get to pick what it was he did in the Imperium that gave him the immense power and influence that has compelled the High Lords to send him out on a grand crusade through the Havoc&#039;s March sector on the Imperial Fringe.&lt;br /&gt;
&lt;br /&gt;
This step of the character creation is considered a &amp;quot;free choice&amp;quot;.  Any of the selections can be made, regardless of your background path.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Governor====&lt;br /&gt;
&lt;br /&gt;
You are the highest authority on your home world, governing it with supreme dictatorial powers, like a god unto men.  The only limit on your local authority is that you must pay the Emperor his due -- a tithe in Psykers for his black ships, a tithe in men for the Imperial Military, and a tithe in resources for the Adeptus Terra.  The actual governing of your planet is left entirely in your hands.  And your planet has been doing well.  Perhaps a little too well.  Your personal influence and local power have grown to such a point that the Adept Statisticians have declared that it is only a matter of time before you look outward to expand.  And right now, the Imperium can&#039;t afford your region of space to be destabilized by wars of expansion.&lt;br /&gt;
&lt;br /&gt;
But the neighboring Havoc&#039;s March sector is ripe for exploitation.  Your planet&#039;s resources can and should be applied to glories and conquests that benefit the Imperium rather than harm it.&lt;br /&gt;
&lt;br /&gt;
While not a member of one of the High Noble Houses of the Imperium, as a planetary governor, you have earned the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
*Figure out what sort of planet your character governs.&lt;br /&gt;
*Decide what kind of government your planet has ... democracy, dictatorship, divine monarchy, oligarchy, tribal patriarchy, or whatever!&lt;br /&gt;
*Outline a single powerful rival or a rival faction to your government, and the methods you have used to keep this rival in check thus far.&lt;br /&gt;
*Roughly outline 2 or 3 nearby planets.  One of whom is allied to your own, and one who is a rival.  Planetary classification, government type, resources, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Government)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Peer (Administratum)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Bureaucracy) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Assistant (1 loyal adept assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Planetary Connections (+20 to acquisition rolls at your home planet).&lt;br /&gt;
&lt;br /&gt;
Noble Clothing&lt;br /&gt;
&lt;br /&gt;
Data-Slate&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Admiral====&lt;br /&gt;
&lt;br /&gt;
You are the ranking officer of an entire fleet of Imperial Naval ships, and the associated shipyards, space bases, and so forth.  You probably had to claw your way to the top ranks, either that or you were born privileged. You have led your Fleet on many successful campaigns, and earned the loyalty and admiration of your subordinates in the process.  The ranks of your Fleet has swollen, and you have pacified all internal threats to your assigned sector.  Its clear that you&#039;re coming to a choice.  Step down and retire (never!) or lead your Fleet on a mission of conquest -- a mission that is likely fated to end with your eventual destruction at the hands of the united forces of the Imperium.  The High Lords of Terra have anothre option for you.  An adventure of a lifetime.&lt;br /&gt;
&lt;br /&gt;
Havoc&#039;s March sector is beyond Imperial Control.  With a new flagship, you can lead a crusade into the sector, pacify it, and create a new Fleet beyond even the Emperor&#039;s reach.  This task will be a challenge even for one as great as you!&lt;br /&gt;
&lt;br /&gt;
While not a member of the High Noble Houses, your service to the Imperium has earned you the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What do you need to do before play:&lt;br /&gt;
*Describe your home sector, any notable features, at least 2 major worlds in addition to your Fleet Headquarters.&lt;br /&gt;
*Outline a rival officer in the Fleet, what the nature of your conflict has been, and what methods you&#039;ve used to keep him in his place.&lt;br /&gt;
*Determine a major enemy that you&#039;ve destroyed during one of your naval campaigns, and how you arranged for the enemy&#039;s destruction.&lt;br /&gt;
*Decide on a leadership style.  Are you a tyrant, a charismatic leader, an efficient bureaucrat or something else?&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Military)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Hatred (Pirates)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Navy) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Pirates) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Stellar) (Int)&lt;br /&gt;
&lt;br /&gt;
Pilot (Space Craft) (Ag)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff(5 loyal naval officers)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal armsmen)&lt;br /&gt;
&lt;br /&gt;
Fleet Connections (+20 to all acquisition rolls involving starships).Officer&#039;s Cutlass (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Naval Pistol (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Admiral&#039;s Dress Uniform&lt;br /&gt;
&lt;br /&gt;
Officer of the Line Commission&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Commander====&lt;br /&gt;
&lt;br /&gt;
You are the bad-ass motherfucking Lord Commander of an entire army of the Imperial Guard.  You acquired this position through a mixture of grit, cunning, and luck. You have led your forces on many successful campaigns, and earned the loyalty and admiration of your subordinates, and the hatred and fear of your enemies. Your army possesses such a fearsome reputation and sheer military power that it cannot be deployed on any planets without posing as a threat to the local government.  You are a de facto planetary governor of every planet that your army is deployed upon.  The Adeptus Terra cannot allow this situation to continue.&lt;br /&gt;
&lt;br /&gt;
In return for stepping down as General of your army, you have been given authority to lead Imperial Forces into Havoc&#039;s March sector, destroy all the enemies of the Imperium therein, and exploit the systems as you see fit.  At last, a challenge fit for a military genius such as yourself!&lt;br /&gt;
&lt;br /&gt;
While not a member of the High Noble Houses, your service to the Imperium has earned you the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What do you need to do before play:&lt;br /&gt;
&lt;br /&gt;
* Describe your home planet and at least two other worlds upon which your Army has been deployed.&lt;br /&gt;
* Outline a rival officer in the Guard, what the nature of your conflict has been, and what methods you&#039;ve used to keep him in his place.&lt;br /&gt;
* Determine a major enemy that you&#039;ve destroyed during one of your campaigns, and how you arranged for the enemy&#039;s destruction.&lt;br /&gt;
* Decide on a leadership style. Are you a tyrant, a charismatic leader, an efficient bureaucrat or something else? &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Military)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Hatred (Mutants or one Xeno type)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Guard) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Drive (Ground Vehicle) (Ag)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Planetary) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
Survival (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal Guard Officers)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Guard Regiment (10 elite companies, including support vehicles.  1000 troops all together, several heavy weapons and armored units, and at least one unit of flyers).&lt;br /&gt;
&lt;br /&gt;
Hellpistol (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Commander&#039;s Dress Uniform&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Prefectus Primus====&lt;br /&gt;
&lt;br /&gt;
You are a master adept in the Administratum, and your bureaucratic influence stretches across entire sectors.  Your advice bends the ear of the High Lords themselves.  In fact, it has been whispered that your loyal, lifelong service to the Adeptus Terra has made you a candidate for the next open seat among the High Lords themselves, something that has been long overdue, in your humble estimation.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, none of the High Lords plan to step down any time soon.  Rather than wait for you, or one of your allies, to arrange for an &amp;lt;i&amp;gt;opening&amp;lt;/i&amp;gt;, the High Lords instead have assigned you to one fine, great task.  To bring the law and order of the Imperium to its lawless fringe sectors.  The Havoc&#039;s March sector has been beyond Imperial reach for generations, and its lawless worlds and its resources are yours for the taking, all with the explicit approval of the High Lords themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Describe your administrative/bureaucratic specialty, and how your mastery over it gave you the immense power you wield in the Imperium.&lt;br /&gt;
*Delineate the planet of your home office, and what sort of temporal influence you command there.&lt;br /&gt;
*Determine your most competent rival in the Administratum, and how you have kept him in his place.&lt;br /&gt;
*Decide who your most dangerous and powerful ally is, and what you did to earn his loyalty.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Administratum)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Administratum)&lt;br /&gt;
&lt;br /&gt;
Total Recall&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Bureaucracy) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Adminstratum)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal adept assistants)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Bureaucratic Authority (+20 to all rolls to acquire personnel or access to civilian government resources or facilities)&lt;br /&gt;
&lt;br /&gt;
Best Quality Adeptus Robes&lt;br /&gt;
&lt;br /&gt;
Collection of legal documents and Imperial seals&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Inquisitor====&lt;br /&gt;
&lt;br /&gt;
Behold the power of the Inquisition, for it is yours.   Men tremble and planets quake in your passing.  You are above the law, above all temporal power.  You answer to the Emperor and the High Lords, and even then, you mostly consider that a formality.  Without men and women like you, selected for your zeal, cunning, and personal power, the Imperium would have long since ago fallen to Chaos, Heresy, and Destruction.  &lt;br /&gt;
&lt;br /&gt;
In your time of service to the Emperor, you have uncovered conspiracies both great and small.  You have saved sectors from falling to the corruptions of Mutants, Sorcerers, and Xenos.  But you&#039;ve also discovered smaller crimes.  Crimes not worthy of your direct interference, but still -- a pattern of subtle corruption, power mongering, and influence brokering that stretches like a web across the Imperium.&lt;br /&gt;
&lt;br /&gt;
The hard fact is, you know too much.  And they know you know too much.  Its come to the point that you either have to take down a couple of the more corrupt High Lords personally, or wait for the assassins to come for you.&lt;br /&gt;
&lt;br /&gt;
Your service has not gone unnoticed, however.  A High Lord has decided to intervene on your behalf with an offer that should be acceptable to all parties.  The Havoc&#039;s March sector has been beyond the reach of the Emperor for many generations, and corruption has likely sunk in deep there.  You have been given a writ of authority to travel there and cleanse the sector in the Emperor&#039;s name, in whatever manner suits you, beyond the interference of even the High Lords themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Decide on your Inquisitorial focus.  Where you a hunter of Xenos?  Psykers?  Mutants?  Demons?  And why is your chosen focus more important than the others?&lt;br /&gt;
*Describe three planets that had conspiracies you personally defeated, what those conspiracies were, and how you defeated them.&lt;br /&gt;
*Delineate your leadership style.  How did you recruit your acolytes?  What sort of tasks did you use them for?&lt;br /&gt;
*Determine one enemy that got away.  The big fish that&#039;s still out there somewhere.  The one failure that you regret the most.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Hatred (Psykers)&lt;br /&gt;
&lt;br /&gt;
Hatred (Mutants)&lt;br /&gt;
&lt;br /&gt;
Hatred (one Xeno type)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Inquisition) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Psykers) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Mutants) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Daemonology) (Int)&lt;br /&gt;
&lt;br /&gt;
Interrogation (Wp)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acolytes (10 loyal minions)&lt;br /&gt;
&lt;br /&gt;
Above the Law (You&#039;re a fucking Inquisitor)&lt;br /&gt;
&lt;br /&gt;
Good Quality Light Power Armor&lt;br /&gt;
&lt;br /&gt;
Best Quality Power Sword&lt;br /&gt;
&lt;br /&gt;
Good Quality Inferno Pistol&lt;br /&gt;
&lt;br /&gt;
Cameleoline Cloak&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Good Quality Photo Visors&lt;br /&gt;
&lt;br /&gt;
Auspex&lt;br /&gt;
&lt;br /&gt;
Grapnel&lt;br /&gt;
&lt;br /&gt;
Manacles&lt;br /&gt;
&lt;br /&gt;
Vox-Caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Assassin====&lt;br /&gt;
&lt;br /&gt;
You officially don&#039;t exist.  You were never born.  You were never trained at the Assassinorium on Terra.  You were never sent on missions by the Grandmaster that took you across the Galaxy and back.   You never succeeded each and every time, even when survival was thought impossible.  You never made your way through the ranks, earning the personal trust of several of the High Lords.  The High Lords of Terra never considered you a possible replacement for the Grandmaster.  The Grandmaster never offered to release you from his service in exchange for your oath of self-exile.  The High Lords never directed you to the Havoc&#039;s March sector, to act with their blessings as an agent of the Emperor&#039;s unspoken will.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Delineate your relationship with the Grandmaster.  Why did he feel threatened by you?  Why was he compelled to give you an out instead of killing you?&lt;br /&gt;
*Detail your method.  What is your preferred way of accomplishing your murderous goals?&lt;br /&gt;
*Describe your missions.  Three successful assassinations that you carried out.  The targets.  And why they were condemned to death.&lt;br /&gt;
*Define your contradiction.  You are a killing machine, a tool, a weapon of the Emperor.  Now you are on your own for the first time.  How are you going to put your past behind you?  What new future will you forge?&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Assassins)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Assassins)&lt;br /&gt;
&lt;br /&gt;
Unarmed Warrior&lt;br /&gt;
&lt;br /&gt;
Unarmed Master&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Chem Use (Int)&lt;br /&gt;
&lt;br /&gt;
Concealment (Ag)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Disguise (Fel)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Security (Ag)&lt;br /&gt;
&lt;br /&gt;
Silent Move (Ag)&lt;br /&gt;
&lt;br /&gt;
Shadowing (Ag)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Above the Law (The High Lords and Grandmaster themselves are in your debt)&lt;br /&gt;
&lt;br /&gt;
Best quality Kraken-Tooth Mono-Knife&lt;br /&gt;
&lt;br /&gt;
Best quality Armored Bodyglove&lt;br /&gt;
&lt;br /&gt;
Cameleoline Cloak&lt;br /&gt;
&lt;br /&gt;
Charm&lt;br /&gt;
&lt;br /&gt;
Synskin&lt;br /&gt;
&lt;br /&gt;
Multikey&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Best Quality Augur Arrays&lt;br /&gt;
&lt;br /&gt;
Best Quality Memorance Implant&lt;br /&gt;
&lt;br /&gt;
Best Quality Subskin Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Synthetic Muscle Grafts&lt;br /&gt;
&lt;br /&gt;
Best Quality Vox Implant&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Marshal====&lt;br /&gt;
&lt;br /&gt;
You &amp;lt;i&amp;gt;are&amp;lt;/i&amp;gt; the law.  A Lord Marshal, one of the Imperium&#039;s supreme Judges, you are empowered to stand in judgment and execute justice over any crime.  In addition to being an expert on Imperial Law, you&#039;ve also organized law enforcement across an entire sector, protecting Imperial citizens and property from the predation of criminals and anarchists.  So successful has been your crusade against crime that you have more or less cleaned up your entire sector.  You&#039;ve been turning your attention toward corruption within, and you&#039;ve discovered some disturbing evidence.&lt;br /&gt;
&lt;br /&gt;
The fact is, the Empire would collapse in on itself without a few people working outside the law. People who could do what needs to be done.  You&#039;ve begun to suspect that the High Lords believe that the Law is not the emperor&#039;s will, but rather just a tool to accomplish it.  You see things differently.&lt;br /&gt;
&lt;br /&gt;
Rather than attempt to take down the corruption within Holy Terra itself, you&#039;ve been given an offer.  The lawless Havoc&#039;s March sector has been on the fringe of the Empire for generations, outside of the reach of the Adeptus Arbites.  One man, one law.  Justice.  You are the hand of the Emperor&#039;s Will.  Havoc&#039;s March will be lawless no more.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Describe your home sector, the home planet where your headquarters is located, and two other planets of interest.&lt;br /&gt;
*Determine the most infamous criminal that you&#039;ve captured, and how you caught him.&lt;br /&gt;
*Detail the one that got away.  The criminal who has eluded you all this time.  And how he did it.&lt;br /&gt;
*Delineate your relationship with the former Lord Marshal, and how it is that you became Lord Marshal.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Adeptus Arbites)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Peer (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Adeptus Arbites)&lt;br /&gt;
&lt;br /&gt;
Hatred (Criminals)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Awareness (Per)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Arbites) (Int)&lt;br /&gt;
&lt;br /&gt;
Inquiry (Fel)&lt;br /&gt;
&lt;br /&gt;
Interrogation (Wp)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal adept assistants)&lt;br /&gt;
&lt;br /&gt;
Arbites SWAT team (10 elite arbites soldiers)&lt;br /&gt;
&lt;br /&gt;
Vast Authority (I am the law!)&lt;br /&gt;
&lt;br /&gt;
Light Power Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Power Maul&lt;br /&gt;
&lt;br /&gt;
Good Quality Hellpistol&lt;br /&gt;
&lt;br /&gt;
Best Quality Arbiter Robes&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Preysense Goggles&lt;br /&gt;
&lt;br /&gt;
Manacles&lt;br /&gt;
&lt;br /&gt;
Collection of Law Books&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Imperial Psyker====&lt;br /&gt;
&lt;br /&gt;
You are a Psyker, judged by the Emperor to be strong enough to stand on your own, and loyal enough to act as his agent.  You possess no official authority, but you&#039;ve worked as an adviser to countless Imperial functionaries, officers, and bureaucrats over the years.  You&#039;re officially an agent of the Adeptus Astro Telepathica, but you&#039;ve been on assignment so long that you sometimes forget that you technically have to answer to superiors.&lt;br /&gt;
&lt;br /&gt;
Perhaps it was your psychic skill and power combined with your sense of independence and autonomy that got you into this trouble in the first place.  Too powerful to be allowed to run on a loose leash anymore, and too independent to keep under control.  The High Lords have decided to unleash you upon the Havoc&#039;s March sector, beyond the edge of the Emperor&#039;s own power.  What glorious freedom at last.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Determine your Psyker powers and how you used them as an agent of the Emperor.&lt;br /&gt;
*Delineate three former Imperial officials, how they used your services, and your relationship with them.&lt;br /&gt;
*Describe one rogue Psyker (sorcerer, renegade, or xeno), more powerful than you, who you encountered and were defeated by -- and why you were left alive.&lt;br /&gt;
*Detail your greatest rival Imperial Psyker, and how you have kept him in his place all these years.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Astropaths)&lt;br /&gt;
&lt;br /&gt;
Rite of Sanctioning or Psi Rating 1 and Two Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ciphers (Astropath) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Astra Telepathica) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Daemonology) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Psykers) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (The Warp) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Occult) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Assistant (1 loyal adept assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (2 loyal soldier bodyguards)&lt;br /&gt;
&lt;br /&gt;
Psychic Authority (+20 on acquisition rolls involving psyker-based equipment, personnel and resources)&lt;br /&gt;
&lt;br /&gt;
Best Quality Psyker Robes&lt;br /&gt;
&lt;br /&gt;
Psy-Focus&lt;br /&gt;
&lt;br /&gt;
Charm&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Magos====&lt;br /&gt;
&lt;br /&gt;
You are a Magos, a master of a technological discipline.  You are so thoroughly versed in science and technology, that you have uncovered a few secrets of the Machine Cult.  You know the difference between magic and science, religion and technology, but you also understand the dangers that science and technology can be in the hands of one with a lesser, illogical mind.  Thus, you have been willing to maintain the illusion of religious trappings and rituals to conceal the true, rational paradigm under which the workings of the Adeptus Mechanicus operates.&lt;br /&gt;
&lt;br /&gt;
The advances that your true understanding has enabled you to make have disturbed the Fabricator General of Mars.  He fears that your new technology and science may threaten the very foundation upon which the Imperium is based.  But rather than punish your genius, he has sought to reward it.  A new place to experiment, and new frontiers to explore.  The Havoc&#039;s March sector awaits.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Determine what your technological/scientific specialty is.&lt;br /&gt;
*Decide on what breakthroughs you&#039;ve made, and how they might benefit the Imperium.  And how they might be considered a threat.&lt;br /&gt;
*Describe the planet on which your Laboratory/Workshop/Library is located.&lt;br /&gt;
*Detail your staunchest rival within the Adeptus Mechanicus, and how you&#039;ve managed to keep him in his place.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Tech-Priests)&lt;br /&gt;
&lt;br /&gt;
Peer (Academics)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Tech-Priests)&lt;br /&gt;
&lt;br /&gt;
Autosanguine&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Mechanicus) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Tech) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Adeptus Mechanicus) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Archeotech) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Astromancy or Beasts or Chymistry)&lt;br /&gt;
&lt;br /&gt;
Speak Language (Techna-Lingua) (Int)&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal tech-priest minions)&lt;br /&gt;
&lt;br /&gt;
Servitor Slaves (5 servitor slaves)&lt;br /&gt;
&lt;br /&gt;
Best Quality Tech-Priest Robes&lt;br /&gt;
&lt;br /&gt;
Your choice of two bionic replacements.&lt;br /&gt;
&lt;br /&gt;
Your choice of 6 cybernetic enhancements.&lt;br /&gt;
&lt;br /&gt;
Omnissian Axe&lt;br /&gt;
&lt;br /&gt;
Auspex&lt;br /&gt;
&lt;br /&gt;
Data Loom&lt;br /&gt;
&lt;br /&gt;
Servo-Skull&lt;br /&gt;
&lt;br /&gt;
Vox-caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Space Marine Captain====&lt;br /&gt;
&lt;br /&gt;
You are a genetic superhuman.  Faster, stronger, better than mere mortals.  You are a good warrior.  And a good leader.  You command a space marine company.  But for whatever reason, you didn&#039;t quite fit in with your chapter -- too independent, a dangerous trait when you might someday be asked to sacrifice your very soul for the greater good of the Imperium.  Your Chapter Commander has given you a special assignment that will take you far away from your home base.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before you play:&lt;br /&gt;
&lt;br /&gt;
*Detail your chapter, its theme, its special rituals and beliefs.&lt;br /&gt;
*Define your leadership style, are you charismatic, a dictator, a coldly logical tactician? &lt;br /&gt;
*Delineate three great battles that you fought, and the enemies that you defeated, and how you overcame them.&lt;br /&gt;
*Describe a hobby that you have, and why taking part in it gives you comfort.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Space Marines)&lt;br /&gt;
&lt;br /&gt;
Weapon Training (Bolt Pistol, Bolter, Melee (Primitive))&lt;br /&gt;
&lt;br /&gt;
Enemy (one Xenos type)&lt;br /&gt;
&lt;br /&gt;
+5 Toughness&lt;br /&gt;
&lt;br /&gt;
+5 Strength&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Space Marines) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Planetary) (Int)&lt;br /&gt;
&lt;br /&gt;
Pilot (Spacecraft) (Ag)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
Survival (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Starting Traits:&lt;br /&gt;
&lt;br /&gt;
Space Marine Company (100 space marines and support equipment)&lt;br /&gt;
&lt;br /&gt;
Best Quality Power Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Bolter&lt;br /&gt;
&lt;br /&gt;
Good Quality Bolt Pistol&lt;br /&gt;
&lt;br /&gt;
Best Quality Mono-Sword&lt;br /&gt;
&lt;br /&gt;
Vox-caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Former Corporate Boss====&lt;br /&gt;
&lt;br /&gt;
Some say the Imperium runs on the blood of the Emperor.  But you know what really makes the Imperium go.  It&#039;s throne geld.  The Imperium requires industry and industry requires capital and trade.  The Imperium runs on the blood of Merchant Princes and Capitalists.  You are the true Imperium.   Some might call you a leech, a parasite, a greedy, power hungry right bastard.  You are all those things and more.&lt;br /&gt;
&lt;br /&gt;
Your personal wealth rivals that of entire planets in the Imperium, and that&#039;s totally understandable since your empire stretches across an entire sector.  But you&#039;ll never be satisfied with such wealth.  Your financial empire has reached the point of monopoly, and a monopolies, the Adepts claim, are poison to the Imperium.  You knew they would be coming for you to dissolve your corporation.  You prepared for a fight, you weren&#039;t going to go down easy.  You&#039;d take as many of those bastards down with you as you could.&lt;br /&gt;
&lt;br /&gt;
But then they made you a deal.  And you were the master of the deal.  An entire sector.  Yours to exploit.  Just beyond the edge of the Imperium.  And as far as the Imperium was concerned, a monopoly would be just fine.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before playing:&lt;br /&gt;
&lt;br /&gt;
*Delineate your company&#039;s specialty.  While eventually growing into a monopoly, every corporation had its start in a particular field.  What was yours?&lt;br /&gt;
*Detail your company&#039;s home world, the place where your corporate headquarters is located.&lt;br /&gt;
*Describe your big success.  The thing that you did or sold that earned you the big money for the first time.&lt;br /&gt;
*Describe your biggest corporate rival, and how you eventually destroyed him.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Corporate)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Peer (Hivers)&lt;br /&gt;
&lt;br /&gt;
Peer (Underworld)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Corporate)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Barter (Fel)&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Commerce (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Corporations) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Speak Language (Trader&#039;s Cant) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal assistants)&lt;br /&gt;
&lt;br /&gt;
Personal Security (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Incredibly Rich (+10 to acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
Best Quality Merchant garb&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Former Crime Lord====&lt;br /&gt;
&lt;br /&gt;
You are a crime lord, a master of the underworld.  You clawed your way to the top of your organization and then built it up into an interstellar cartel.  &lt;br /&gt;
&lt;br /&gt;
Peer (Underworld)&lt;br /&gt;
&lt;br /&gt;
Peer (Hivers)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Underworld)&lt;br /&gt;
&lt;br /&gt;
Paranoia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Ciphers (Underworld) (Int)&lt;br /&gt;
&lt;br /&gt;
Commerce (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Arbites) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Pirates) (Int)&lt;br /&gt;
&lt;br /&gt;
Gamble (Int)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Henchmen (2 loyal elite henchmen)&lt;br /&gt;
&lt;br /&gt;
Goons (10 loyal goons)&lt;br /&gt;
&lt;br /&gt;
Underworld Grease (+10 to acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former Noble Prince&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Nobility)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Decadence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Carouse (T)&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
r&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
r&lt;br /&gt;
Common Lore (Nobility) (Int)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Heraldry) (Int)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic) (Int)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Butler (1 loyal butler)&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal servants)&lt;br /&gt;
&lt;br /&gt;
Personal Guard (10 loyal mercenaries)&lt;br /&gt;
&lt;br /&gt;
Silver Spoon (+10 acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former Lord Provost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Peer (Academic)&lt;br /&gt;
&lt;br /&gt;
Peer (Corporate)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Academic)&lt;br /&gt;
&lt;br /&gt;
+5 Intelligence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Common Lore (Tech) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Archeotech) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
Scholastic Lore (Archaic)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Astromancy)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Legend)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Philosophy)&lt;br /&gt;
&lt;br /&gt;
Trade (Archaeologist or Astrographer or Linguist or Explorator or Technomat)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Secretary (1 loyal assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (1 loyal bodyguard)&lt;br /&gt;
&lt;br /&gt;
Personal Library (+150 points toward all exploration objectives, +10 to all research rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RTB:_Inquisitor_Alessaunder_Ceile]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Magos Hal &amp;quot; Echo &amp;quot; Sawyer ==&lt;br /&gt;
&lt;br /&gt;
[[http://wh40k.lexicanum.com/mediawiki/images/6/6d/Techpriest.jpg]]&lt;br /&gt;
&lt;br /&gt;
[[RTB:_Magos_Hal_Echo_Sawyer]]&lt;br /&gt;
&lt;br /&gt;
[[RTB_Zephyer]]&lt;br /&gt;
&lt;br /&gt;
== Non-Player Character ==&lt;br /&gt;
&lt;br /&gt;
Mars Orbital Control Guy&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;quot;Sarcasm set to stun&amp;quot;&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:Main&amp;diff=127786</id>
		<title>RTB:Main</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:Main&amp;diff=127786"/>
		<updated>2009-10-31T01:22:03Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Player Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Rogue Trader Bad-assery==&lt;br /&gt;
&lt;br /&gt;
===Campaign Overview===&lt;br /&gt;
&lt;br /&gt;
Welcome to the life of the Rogue Trader.  You&#039;re not some fancy pants merchant prince.  You are so powerful as to be a THREAT to the stability of the Imperium.  That&#039;s why the High Lords have selected you for this important mission of pacification and exploitation.  &lt;br /&gt;
&lt;br /&gt;
Your mission is this:  &lt;br /&gt;
*To take your flag ship on a shakedown voyage through the Imperium.  &lt;br /&gt;
*To gather the power base necessary to pacify and exploit an entire fringe sector beyond Imperial Law.  &lt;br /&gt;
*And to BOLDLY GO WHERE NO ASSHOLE HAS GONE BEFORE.&lt;br /&gt;
&lt;br /&gt;
But don&#039;t get cocky.  Your &amp;quot;special authority&amp;quot; doesn&#039;t extend to Imperial Space.  Within Imperial Space you&#039;re still subjected to the laws of the Imperium.  No sacking planets or pirating space lanes or any of that.  At least, not without facing consequences.&lt;br /&gt;
&lt;br /&gt;
What do you have going for you, then?&lt;br /&gt;
*A town-sized flag ship.&lt;br /&gt;
*Immense personal wealth and power.&lt;br /&gt;
*A command crew of dangerously powerful individuals.&lt;br /&gt;
&lt;br /&gt;
Why are the High Lords doing this?  If you&#039;re so powerful and dangerous, why would they be giving you even more power and a big ship and shit like that.  Think about it.  They&#039;re giving you the power you need to make your mission seem &amp;quot;possible&amp;quot;.  To conquer, pacify, and exploit an entire sector of Outlaw space.  Legally.  With full Imperial Sanction.  You could do that, or you could cause some crazy-ass civil war in Imperial Space and eventually get your ass handed to you after a years long battle that threatens the safety of the entire empire.&lt;br /&gt;
&lt;br /&gt;
If you are &amp;lt;i&amp;gt;that&amp;lt;/i&amp;gt; much of an asshole, well . . . I don&#039;t know what to say.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
===Character Creation===&lt;br /&gt;
&lt;br /&gt;
In order to better fit the themes of this game, I&#039;m adding another step to character creation.  Former Career.  Your Rogue Trader character is beginning a new phase of his life as an officially sanctioned RTB (rogue trader bad-ass).  But he was previously an IBA (imperial bad-ass).  You get to pick what it was he did in the Imperium that gave him the immense power and influence that has compelled the High Lords to send him out on a grand crusade through the Havoc&#039;s March sector on the Imperial Fringe.&lt;br /&gt;
&lt;br /&gt;
This step of the character creation is considered a &amp;quot;free choice&amp;quot;.  Any of the selections can be made, regardless of your background path.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Governor====&lt;br /&gt;
&lt;br /&gt;
You are the highest authority on your home world, governing it with supreme dictatorial powers, like a god unto men.  The only limit on your local authority is that you must pay the Emperor his due -- a tithe in Psykers for his black ships, a tithe in men for the Imperial Military, and a tithe in resources for the Adeptus Terra.  The actual governing of your planet is left entirely in your hands.  And your planet has been doing well.  Perhaps a little too well.  Your personal influence and local power have grown to such a point that the Adept Statisticians have declared that it is only a matter of time before you look outward to expand.  And right now, the Imperium can&#039;t afford your region of space to be destabilized by wars of expansion.&lt;br /&gt;
&lt;br /&gt;
But the neighboring Havoc&#039;s March sector is ripe for exploitation.  Your planet&#039;s resources can and should be applied to glories and conquests that benefit the Imperium rather than harm it.&lt;br /&gt;
&lt;br /&gt;
While not a member of one of the High Noble Houses of the Imperium, as a planetary governor, you have earned the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
*Figure out what sort of planet your character governs.&lt;br /&gt;
*Decide what kind of government your planet has ... democracy, dictatorship, divine monarchy, oligarchy, tribal patriarchy, or whatever!&lt;br /&gt;
*Outline a single powerful rival or a rival faction to your government, and the methods you have used to keep this rival in check thus far.&lt;br /&gt;
*Roughly outline 2 or 3 nearby planets.  One of whom is allied to your own, and one who is a rival.  Planetary classification, government type, resources, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Government)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Peer (Administratum)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Bureaucracy) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Assistant (1 loyal adept assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Planetary Connections (+20 to acquisition rolls at your home planet).&lt;br /&gt;
&lt;br /&gt;
Noble Clothing&lt;br /&gt;
&lt;br /&gt;
Data-Slate&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Admiral====&lt;br /&gt;
&lt;br /&gt;
You are the ranking officer of an entire fleet of Imperial Naval ships, and the associated shipyards, space bases, and so forth.  You probably had to claw your way to the top ranks, either that or you were born privileged. You have led your Fleet on many successful campaigns, and earned the loyalty and admiration of your subordinates in the process.  The ranks of your Fleet has swollen, and you have pacified all internal threats to your assigned sector.  Its clear that you&#039;re coming to a choice.  Step down and retire (never!) or lead your Fleet on a mission of conquest -- a mission that is likely fated to end with your eventual destruction at the hands of the united forces of the Imperium.  The High Lords of Terra have anothre option for you.  An adventure of a lifetime.&lt;br /&gt;
&lt;br /&gt;
Havoc&#039;s March sector is beyond Imperial Control.  With a new flagship, you can lead a crusade into the sector, pacify it, and create a new Fleet beyond even the Emperor&#039;s reach.  This task will be a challenge even for one as great as you!&lt;br /&gt;
&lt;br /&gt;
While not a member of the High Noble Houses, your service to the Imperium has earned you the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What do you need to do before play:&lt;br /&gt;
*Describe your home sector, any notable features, at least 2 major worlds in addition to your Fleet Headquarters.&lt;br /&gt;
*Outline a rival officer in the Fleet, what the nature of your conflict has been, and what methods you&#039;ve used to keep him in his place.&lt;br /&gt;
*Determine a major enemy that you&#039;ve destroyed during one of your naval campaigns, and how you arranged for the enemy&#039;s destruction.&lt;br /&gt;
*Decide on a leadership style.  Are you a tyrant, a charismatic leader, an efficient bureaucrat or something else?&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Military)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Hatred (Pirates)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Navy) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Pirates) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Stellar) (Int)&lt;br /&gt;
&lt;br /&gt;
Pilot (Space Craft) (Ag)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff(5 loyal naval officers)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal armsmen)&lt;br /&gt;
&lt;br /&gt;
Fleet Connections (+20 to all acquisition rolls involving starships).Officer&#039;s Cutlass (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Naval Pistol (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Admiral&#039;s Dress Uniform&lt;br /&gt;
&lt;br /&gt;
Officer of the Line Commission&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Commander====&lt;br /&gt;
&lt;br /&gt;
You are the bad-ass motherfucking Lord Commander of an entire army of the Imperial Guard.  You acquired this position through a mixture of grit, cunning, and luck. You have led your forces on many successful campaigns, and earned the loyalty and admiration of your subordinates, and the hatred and fear of your enemies. Your army possesses such a fearsome reputation and sheer military power that it cannot be deployed on any planets without posing as a threat to the local government.  You are a de facto planetary governor of every planet that your army is deployed upon.  The Adeptus Terra cannot allow this situation to continue.&lt;br /&gt;
&lt;br /&gt;
In return for stepping down as General of your army, you have been given authority to lead Imperial Forces into Havoc&#039;s March sector, destroy all the enemies of the Imperium therein, and exploit the systems as you see fit.  At last, a challenge fit for a military genius such as yourself!&lt;br /&gt;
&lt;br /&gt;
While not a member of the High Noble Houses, your service to the Imperium has earned you the honorific of &amp;quot;Lord&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What do you need to do before play:&lt;br /&gt;
&lt;br /&gt;
* Describe your home planet and at least two other worlds upon which your Army has been deployed.&lt;br /&gt;
* Outline a rival officer in the Guard, what the nature of your conflict has been, and what methods you&#039;ve used to keep him in his place.&lt;br /&gt;
* Determine a major enemy that you&#039;ve destroyed during one of your campaigns, and how you arranged for the enemy&#039;s destruction.&lt;br /&gt;
* Decide on a leadership style. Are you a tyrant, a charismatic leader, an efficient bureaucrat or something else? &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Military)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Hatred (Mutants or one Xeno type)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Guard) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Drive (Ground Vehicle) (Ag)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Planetary) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
Survival (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal Guard Officers)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Guard Regiment (10 elite companies, including support vehicles.  1000 troops all together, several heavy weapons and armored units, and at least one unit of flyers).&lt;br /&gt;
&lt;br /&gt;
Hellpistol (Best Quality)&lt;br /&gt;
&lt;br /&gt;
Commander&#039;s Dress Uniform&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Prefectus Primus====&lt;br /&gt;
&lt;br /&gt;
You are a master adept in the Administratum, and your bureaucratic influence stretches across entire sectors.  Your advice bends the ear of the High Lords themselves.  In fact, it has been whispered that your loyal, lifelong service to the Adeptus Terra has made you a candidate for the next open seat among the High Lords themselves, something that has been long overdue, in your humble estimation.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, none of the High Lords plan to step down any time soon.  Rather than wait for you, or one of your allies, to arrange for an &amp;lt;i&amp;gt;opening&amp;lt;/i&amp;gt;, the High Lords instead have assigned you to one fine, great task.  To bring the law and order of the Imperium to its lawless fringe sectors.  The Havoc&#039;s March sector has been beyond Imperial reach for generations, and its lawless worlds and its resources are yours for the taking, all with the explicit approval of the High Lords themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Describe your administrative/bureaucratic specialty, and how your mastery over it gave you the immense power you wield in the Imperium.&lt;br /&gt;
*Delineate the planet of your home office, and what sort of temporal influence you command there.&lt;br /&gt;
*Determine your most competent rival in the Administratum, and how you have kept him in his place.&lt;br /&gt;
*Decide who your most dangerous and powerful ally is, and what you did to earn his loyalty.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Administratum)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Administratum)&lt;br /&gt;
&lt;br /&gt;
Total Recall&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Administratum) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Bureaucracy) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Adminstratum)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal adept assistants)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Bureaucratic Authority (+20 to all rolls to acquire personnel or access to civilian government resources or facilities)&lt;br /&gt;
&lt;br /&gt;
Best Quality Adeptus Robes&lt;br /&gt;
&lt;br /&gt;
Collection of legal documents and Imperial seals&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Inquisitor====&lt;br /&gt;
&lt;br /&gt;
Behold the power of the Inquisition, for it is yours.   Men tremble and planets quake in your passing.  You are above the law, above all temporal power.  You answer to the Emperor and the High Lords, and even then, you mostly consider that a formality.  Without men and women like you, selected for your zeal, cunning, and personal power, the Imperium would have long since ago fallen to Chaos, Heresy, and Destruction.  &lt;br /&gt;
&lt;br /&gt;
In your time of service to the Emperor, you have uncovered conspiracies both great and small.  You have saved sectors from falling to the corruptions of Mutants, Sorcerers, and Xenos.  But you&#039;ve also discovered smaller crimes.  Crimes not worthy of your direct interference, but still -- a pattern of subtle corruption, power mongering, and influence brokering that stretches like a web across the Imperium.&lt;br /&gt;
&lt;br /&gt;
The hard fact is, you know too much.  And they know you know too much.  Its come to the point that you either have to take down a couple of the more corrupt High Lords personally, or wait for the assassins to come for you.&lt;br /&gt;
&lt;br /&gt;
Your service has not gone unnoticed, however.  A High Lord has decided to intervene on your behalf with an offer that should be acceptable to all parties.  The Havoc&#039;s March sector has been beyond the reach of the Emperor for many generations, and corruption has likely sunk in deep there.  You have been given a writ of authority to travel there and cleanse the sector in the Emperor&#039;s name, in whatever manner suits you, beyond the interference of even the High Lords themselves.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Decide on your Inquisitorial focus.  Where you a hunter of Xenos?  Psykers?  Mutants?  Demons?  And why is your chosen focus more important than the others?&lt;br /&gt;
*Describe three planets that had conspiracies you personally defeated, what those conspiracies were, and how you defeated them.&lt;br /&gt;
*Delineate your leadership style.  How did you recruit your acolytes?  What sort of tasks did you use them for?&lt;br /&gt;
*Determine one enemy that got away.  The big fish that&#039;s still out there somewhere.  The one failure that you regret the most.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Hatred (Psykers)&lt;br /&gt;
&lt;br /&gt;
Hatred (Mutants)&lt;br /&gt;
&lt;br /&gt;
Hatred (one Xeno type)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Inquisition) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Psykers) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Mutants) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Daemonology) (Int)&lt;br /&gt;
&lt;br /&gt;
Interrogation (Wp)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acolytes (10 loyal minions)&lt;br /&gt;
&lt;br /&gt;
Above the Law (You&#039;re a fucking Inquisitor)&lt;br /&gt;
&lt;br /&gt;
Good Quality Light Power Armor&lt;br /&gt;
&lt;br /&gt;
Best Quality Power Sword&lt;br /&gt;
&lt;br /&gt;
Good Quality Inferno Pistol&lt;br /&gt;
&lt;br /&gt;
Cameleoline Cloak&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Good Quality Photo Visors&lt;br /&gt;
&lt;br /&gt;
Auspex&lt;br /&gt;
&lt;br /&gt;
Grapnel&lt;br /&gt;
&lt;br /&gt;
Manacles&lt;br /&gt;
&lt;br /&gt;
Vox-Caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Assassin====&lt;br /&gt;
&lt;br /&gt;
You officially don&#039;t exist.  You were never born.  You were never trained at the Assassinorium on Terra.  You were never sent on missions by the Grandmaster that took you across the Galaxy and back.   You never succeeded each and every time, even when survival was thought impossible.  You never made your way through the ranks, earning the personal trust of several of the High Lords.  The High Lords of Terra never considered you a possible replacement for the Grandmaster.  The Grandmaster never offered to release you from his service in exchange for your oath of self-exile.  The High Lords never directed you to the Havoc&#039;s March sector, to act with their blessings as an agent of the Emperor&#039;s unspoken will.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Delineate your relationship with the Grandmaster.  Why did he feel threatened by you?  Why was he compelled to give you an out instead of killing you?&lt;br /&gt;
*Detail your method.  What is your preferred way of accomplishing your murderous goals?&lt;br /&gt;
*Describe your missions.  Three successful assassinations that you carried out.  The targets.  And why they were condemned to death.&lt;br /&gt;
*Define your contradiction.  You are a killing machine, a tool, a weapon of the Emperor.  Now you are on your own for the first time.  How are you going to put your past behind you?  What new future will you forge?&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Assassins)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Assassins)&lt;br /&gt;
&lt;br /&gt;
Unarmed Warrior&lt;br /&gt;
&lt;br /&gt;
Unarmed Master&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Chem Use (Int)&lt;br /&gt;
&lt;br /&gt;
Concealment (Ag)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Disguise (Fel)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Security (Ag)&lt;br /&gt;
&lt;br /&gt;
Silent Move (Ag)&lt;br /&gt;
&lt;br /&gt;
Shadowing (Ag)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Above the Law (The High Lords and Grandmaster themselves are in your debt)&lt;br /&gt;
&lt;br /&gt;
Best quality Kraken-Tooth Mono-Knife&lt;br /&gt;
&lt;br /&gt;
Best quality Armored Bodyglove&lt;br /&gt;
&lt;br /&gt;
Cameleoline Cloak&lt;br /&gt;
&lt;br /&gt;
Charm&lt;br /&gt;
&lt;br /&gt;
Synskin&lt;br /&gt;
&lt;br /&gt;
Multikey&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Best Quality Augur Arrays&lt;br /&gt;
&lt;br /&gt;
Best Quality Memorance Implant&lt;br /&gt;
&lt;br /&gt;
Best Quality Subskin Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Synthetic Muscle Grafts&lt;br /&gt;
&lt;br /&gt;
Best Quality Vox Implant&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Lord Marshal====&lt;br /&gt;
&lt;br /&gt;
You &amp;lt;i&amp;gt;are&amp;lt;/i&amp;gt; the law.  A Lord Marshal, one of the Imperium&#039;s supreme Judges, you are empowered to stand in judgment and execute justice over any crime.  In addition to being an expert on Imperial Law, you&#039;ve also organized law enforcement across an entire sector, protecting Imperial citizens and property from the predation of criminals and anarchists.  So successful has been your crusade against crime that you have more or less cleaned up your entire sector.  You&#039;ve been turning your attention toward corruption within, and you&#039;ve discovered some disturbing evidence.&lt;br /&gt;
&lt;br /&gt;
The fact is, the Empire would collapse in on itself without a few people working outside the law. People who could do what needs to be done.  You&#039;ve begun to suspect that the High Lords believe that the Law is not the emperor&#039;s will, but rather just a tool to accomplish it.  You see things differently.&lt;br /&gt;
&lt;br /&gt;
Rather than attempt to take down the corruption within Holy Terra itself, you&#039;ve been given an offer.  The lawless Havoc&#039;s March sector has been on the fringe of the Empire for generations, outside of the reach of the Adeptus Arbites.  One man, one law.  Justice.  You are the hand of the Emperor&#039;s Will.  Havoc&#039;s March will be lawless no more.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Describe your home sector, the home planet where your headquarters is located, and two other planets of interest.&lt;br /&gt;
*Determine the most infamous criminal that you&#039;ve captured, and how you caught him.&lt;br /&gt;
*Detail the one that got away.  The criminal who has eluded you all this time.  And how he did it.&lt;br /&gt;
*Delineate your relationship with the former Lord Marshal, and how it is that you became Lord Marshal.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Adeptus Arbites)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Peer (Inquisition)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Adeptus Arbites)&lt;br /&gt;
&lt;br /&gt;
Hatred (Criminals)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Awareness (Per)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Arbites) (Int)&lt;br /&gt;
&lt;br /&gt;
Inquiry (Fel)&lt;br /&gt;
&lt;br /&gt;
Interrogation (Wp)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal adept assistants)&lt;br /&gt;
&lt;br /&gt;
Arbites SWAT team (10 elite arbites soldiers)&lt;br /&gt;
&lt;br /&gt;
Vast Authority (I am the law!)&lt;br /&gt;
&lt;br /&gt;
Light Power Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Power Maul&lt;br /&gt;
&lt;br /&gt;
Good Quality Hellpistol&lt;br /&gt;
&lt;br /&gt;
Best Quality Arbiter Robes&lt;br /&gt;
&lt;br /&gt;
Filtration Plugs&lt;br /&gt;
&lt;br /&gt;
Preysense Goggles&lt;br /&gt;
&lt;br /&gt;
Manacles&lt;br /&gt;
&lt;br /&gt;
Collection of Law Books&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Imperial Psyker====&lt;br /&gt;
&lt;br /&gt;
You are a Psyker, judged by the Emperor to be strong enough to stand on your own, and loyal enough to act as his agent.  You possess no official authority, but you&#039;ve worked as an adviser to countless Imperial functionaries, officers, and bureaucrats over the years.  You&#039;re officially an agent of the Adeptus Astro Telepathica, but you&#039;ve been on assignment so long that you sometimes forget that you technically have to answer to superiors.&lt;br /&gt;
&lt;br /&gt;
Perhaps it was your psychic skill and power combined with your sense of independence and autonomy that got you into this trouble in the first place.  Too powerful to be allowed to run on a loose leash anymore, and too independent to keep under control.  The High Lords have decided to unleash you upon the Havoc&#039;s March sector, beyond the edge of the Emperor&#039;s own power.  What glorious freedom at last.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Determine your Psyker powers and how you used them as an agent of the Emperor.&lt;br /&gt;
*Delineate three former Imperial officials, how they used your services, and your relationship with them.&lt;br /&gt;
*Describe one rogue Psyker (sorcerer, renegade, or xeno), more powerful than you, who you encountered and were defeated by -- and why you were left alive.&lt;br /&gt;
*Detail your greatest rival Imperial Psyker, and how you have kept him in his place all these years.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Astropaths)&lt;br /&gt;
&lt;br /&gt;
Rite of Sanctioning or Psi Rating 1 and Two Techniques.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ciphers (Astropath) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Astra Telepathica) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Daemonology) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Psykers) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (The Warp) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Occult) (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Imperial Creed) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Assistant (1 loyal adept assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (2 loyal soldier bodyguards)&lt;br /&gt;
&lt;br /&gt;
Psychic Authority (+20 on acquisition rolls involving psyker-based equipment, personnel and resources)&lt;br /&gt;
&lt;br /&gt;
Best Quality Psyker Robes&lt;br /&gt;
&lt;br /&gt;
Psy-Focus&lt;br /&gt;
&lt;br /&gt;
Charm&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Magos====&lt;br /&gt;
&lt;br /&gt;
You are a Magos, a master of a technological discipline.  You are so thoroughly versed in science and technology, that you have uncovered a few secrets of the Machine Cult.  You know the difference between magic and science, religion and technology, but you also understand the dangers that science and technology can be in the hands of one with a lesser, illogical mind.  Thus, you have been willing to maintain the illusion of religious trappings and rituals to conceal the true, rational paradigm under which the workings of the Adeptus Mechanicus operates.&lt;br /&gt;
&lt;br /&gt;
The advances that your true understanding has enabled you to make have disturbed the Fabricator General of Mars.  He fears that your new technology and science may threaten the very foundation upon which the Imperium is based.  But rather than punish your genius, he has sought to reward it.  A new place to experiment, and new frontiers to explore.  The Havoc&#039;s March sector awaits.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before play:&lt;br /&gt;
&lt;br /&gt;
*Determine what your technological/scientific specialty is.&lt;br /&gt;
*Decide on what breakthroughs you&#039;ve made, and how they might benefit the Imperium.  And how they might be considered a threat.&lt;br /&gt;
*Describe the planet on which your Laboratory/Workshop/Library is located.&lt;br /&gt;
*Detail your staunchest rival within the Adeptus Mechanicus, and how you&#039;ve managed to keep him in his place.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Tech-Priests)&lt;br /&gt;
&lt;br /&gt;
Peer (Academics)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Tech-Priests)&lt;br /&gt;
&lt;br /&gt;
Autosanguine&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Mechanicus) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Tech) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Adeptus Mechanicus) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Archeotech) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Astromancy or Beasts or Chymistry)&lt;br /&gt;
&lt;br /&gt;
Speak Language (Techna-Lingua) (Int)&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (5 loyal tech-priest minions)&lt;br /&gt;
&lt;br /&gt;
Servitor Slaves (5 servitor slaves)&lt;br /&gt;
&lt;br /&gt;
Best Quality Tech-Priest Robes&lt;br /&gt;
&lt;br /&gt;
Your choice of two bionic replacements.&lt;br /&gt;
&lt;br /&gt;
Your choice of 6 cybernetic enhancements.&lt;br /&gt;
&lt;br /&gt;
Omnissian Axe&lt;br /&gt;
&lt;br /&gt;
Auspex&lt;br /&gt;
&lt;br /&gt;
Data Loom&lt;br /&gt;
&lt;br /&gt;
Servo-Skull&lt;br /&gt;
&lt;br /&gt;
Vox-caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Space Marine Captain====&lt;br /&gt;
&lt;br /&gt;
You are a genetic superhuman.  Faster, stronger, better than mere mortals.  You are a good warrior.  And a good leader.  You command a space marine company.  But for whatever reason, you didn&#039;t quite fit in with your chapter -- too independent, a dangerous trait when you might someday be asked to sacrifice your very soul for the greater good of the Imperium.  Your Chapter Commander has given you a special assignment that will take you far away from your home base.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before you play:&lt;br /&gt;
&lt;br /&gt;
*Detail your chapter, its theme, its special rituals and beliefs.&lt;br /&gt;
*Define your leadership style, are you charismatic, a dictator, a coldly logical tactician? &lt;br /&gt;
*Delineate three great battles that you fought, and the enemies that you defeated, and how you overcame them.&lt;br /&gt;
*Describe a hobby that you have, and why taking part in it gives you comfort.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Military)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Space Marines)&lt;br /&gt;
&lt;br /&gt;
Weapon Training (Bolt Pistol, Bolter, Melee (Primitive))&lt;br /&gt;
&lt;br /&gt;
Enemy (one Xenos type)&lt;br /&gt;
&lt;br /&gt;
+5 Toughness&lt;br /&gt;
&lt;br /&gt;
+5 Strength&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Space Marines) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (War) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Xenos) (Int)&lt;br /&gt;
&lt;br /&gt;
Navigation (Planetary) (Int)&lt;br /&gt;
&lt;br /&gt;
Pilot (Spacecraft) (Ag)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Tactica Imperialis) (Int)&lt;br /&gt;
&lt;br /&gt;
Secret Tongue (Military) (Int)&lt;br /&gt;
&lt;br /&gt;
Survival (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Starting Traits:&lt;br /&gt;
&lt;br /&gt;
Space Marine Company (100 space marines and support equipment)&lt;br /&gt;
&lt;br /&gt;
Best Quality Power Armor&lt;br /&gt;
&lt;br /&gt;
Good Quality Bolter&lt;br /&gt;
&lt;br /&gt;
Good Quality Bolt Pistol&lt;br /&gt;
&lt;br /&gt;
Best Quality Mono-Sword&lt;br /&gt;
&lt;br /&gt;
Vox-caster&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Former Corporate Boss====&lt;br /&gt;
&lt;br /&gt;
Some say the Imperium runs on the blood of the Emperor.  But you know what really makes the Imperium go.  It&#039;s throne geld.  The Imperium requires industry and industry requires capital and trade.  The Imperium runs on the blood of Merchant Princes and Capitalists.  You are the true Imperium.   Some might call you a leech, a parasite, a greedy, power hungry right bastard.  You are all those things and more.&lt;br /&gt;
&lt;br /&gt;
Your personal wealth rivals that of entire planets in the Imperium, and that&#039;s totally understandable since your empire stretches across an entire sector.  But you&#039;ll never be satisfied with such wealth.  Your financial empire has reached the point of monopoly, and a monopolies, the Adepts claim, are poison to the Imperium.  You knew they would be coming for you to dissolve your corporation.  You prepared for a fight, you weren&#039;t going to go down easy.  You&#039;d take as many of those bastards down with you as you could.&lt;br /&gt;
&lt;br /&gt;
But then they made you a deal.  And you were the master of the deal.  An entire sector.  Yours to exploit.  Just beyond the edge of the Imperium.  And as far as the Imperium was concerned, a monopoly would be just fine.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
What you need to do before playing:&lt;br /&gt;
&lt;br /&gt;
*Delineate your company&#039;s specialty.  While eventually growing into a monopoly, every corporation had its start in a particular field.  What was yours?&lt;br /&gt;
*Detail your company&#039;s home world, the place where your corporate headquarters is located.&lt;br /&gt;
*Describe your big success.  The thing that you did or sold that earned you the big money for the first time.&lt;br /&gt;
*Describe your biggest corporate rival, and how you eventually destroyed him.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Talents&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Peer (Corporate)&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Peer (Hivers)&lt;br /&gt;
&lt;br /&gt;
Peer (Underworld)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Corporate)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Skilled in&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Barter (Fel)&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Commerce (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Corporations) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
Speak Language (Trader&#039;s Cant) (Int)&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Starting Traits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal assistants)&lt;br /&gt;
&lt;br /&gt;
Personal Security (10 loyal soldiers)&lt;br /&gt;
&lt;br /&gt;
Incredibly Rich (+10 to acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
Best Quality Merchant garb&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
====Former Crime Lord====&lt;br /&gt;
&lt;br /&gt;
You are a crime lord, a master of the underworld.  You clawed your way to the top of your organization and then built it up into an interstellar cartel.  &lt;br /&gt;
&lt;br /&gt;
Peer (Underworld)&lt;br /&gt;
&lt;br /&gt;
Peer (Hivers)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Underworld)&lt;br /&gt;
&lt;br /&gt;
Paranoia&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Ciphers (Underworld) (Int)&lt;br /&gt;
&lt;br /&gt;
Commerce (Fel)&lt;br /&gt;
&lt;br /&gt;
Common Lore (Adeptus Arbites) (Int)&lt;br /&gt;
&lt;br /&gt;
Deceive (Fel)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Pirates) (Int)&lt;br /&gt;
&lt;br /&gt;
Gamble (Int)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Judgement) (Int)&lt;br /&gt;
&lt;br /&gt;
Scrutiny (Per)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Henchmen (2 loyal elite henchmen)&lt;br /&gt;
&lt;br /&gt;
Goons (10 loyal goons)&lt;br /&gt;
&lt;br /&gt;
Underworld Grease (+10 to acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former Noble Prince&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Peer (Nobility)&lt;br /&gt;
&lt;br /&gt;
Peer (Government)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Nobility)&lt;br /&gt;
&lt;br /&gt;
Air of Authority&lt;br /&gt;
&lt;br /&gt;
Decadence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Carouse (T)&lt;br /&gt;
&lt;br /&gt;
Charm (Fel)&lt;br /&gt;
&lt;br /&gt;
Command (Fel)&lt;br /&gt;
r&lt;br /&gt;
Common Lore (Imperium) (Int)&lt;br /&gt;
r&lt;br /&gt;
Common Lore (Nobility) (Int)&lt;br /&gt;
&lt;br /&gt;
Intimidate (Str)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Heraldry) (Int)&lt;br /&gt;
&lt;br /&gt;
Speak Language (High Gothic) (Int)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Butler (1 loyal butler)&lt;br /&gt;
&lt;br /&gt;
Personal Staff (10 loyal servants)&lt;br /&gt;
&lt;br /&gt;
Personal Guard (10 loyal mercenaries)&lt;br /&gt;
&lt;br /&gt;
Silver Spoon (+10 acquisition rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Former Lord Provost&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Peer (Academic)&lt;br /&gt;
&lt;br /&gt;
Peer (Corporate)&lt;br /&gt;
&lt;br /&gt;
Good Reputation (Academic)&lt;br /&gt;
&lt;br /&gt;
+5 Intelligence&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Skilled in:&lt;br /&gt;
&lt;br /&gt;
Common Lore (Tech) (Int)&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore (Archeotech) (Int)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int)&lt;br /&gt;
&lt;br /&gt;
Logic (Int)&lt;br /&gt;
Scholastic Lore (Archaic)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Astromancy)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Legend)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore (Philosophy)&lt;br /&gt;
&lt;br /&gt;
Trade (Archaeologist or Astrographer or Linguist or Explorator or Technomat)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting Traits&lt;br /&gt;
&lt;br /&gt;
Secretary (1 loyal assistant)&lt;br /&gt;
&lt;br /&gt;
Bodyguard (1 loyal bodyguard)&lt;br /&gt;
&lt;br /&gt;
Personal Library (+150 points toward all exploration objectives, +10 to all research rolls)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[RTB:_Inquisitor_Alessaunder_Ceile]]&lt;br /&gt;
&lt;br /&gt;
[[RTB:_Magos_Hal_Echo_Sawyer]]&lt;br /&gt;
&lt;br /&gt;
[[RTB_Zephyer]]&lt;br /&gt;
&lt;br /&gt;
== Non-Player Character ==&lt;br /&gt;
&lt;br /&gt;
Mars Orbital Control Guy&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;quot;Sarcasm set to stun&amp;quot;&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127785</id>
		<title>RTB: Magos Hal Echo Sawyer</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=RTB:_Magos_Hal_Echo_Sawyer&amp;diff=127785"/>
		<updated>2009-10-31T01:19:49Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Magos Hal &amp;quot;Echo&amp;quot; Sawyer&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Exploator&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Renown&lt;br /&gt;
&lt;br /&gt;
Description: A monstrous bionic creature that has a somewhat humanoid shape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characteristics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Common Lore Machine Cult(Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Common Lore Imperial Creed(Int): Untrained -10&lt;br /&gt;
&lt;br /&gt;
Common Lore Tech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Archeotech (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Forbidden Lore Adeptus Mechanicus (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Logic (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Chymistry (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Explorator Binary (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained&lt;br /&gt;
&lt;br /&gt;
Speak Language Techna-lingua (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Tech-Use (Int): Trained +10&lt;br /&gt;
&lt;br /&gt;
Trade Technomat (Int): Trained&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talents and Traits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Basic: Universal, Melee: Universal, Peer (Adeptus Mechanicus, Academics, Void Born)+ 10 Fel, Good Reputation (Adeptus Mechanicus)additional +10 Fel = +20 total, Unshakable Faith (reroll a failed Wp test VS Fear), Resist (Fear)+10 Wp VS Fear, Logis Implant (As a reaction, until end of my next turn +10 to Ws &amp;amp; Bs tests. Gain one level of fatigue.) , Technical Knock (once a round as a 1/2 action, touch, effect: unjam a gun), Mechanicus Implants (Electro Grafts, Electoo Inductors, Respiratory, Cybermantle, Potenia Coil, Cranial Circuitry), AutoSanguine (Always count as lightly wounded, Heal 2 wounds a day)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corruption&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Insanity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
12&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bolt Gun, Good Power Axe, Omnisian Axe, Enforcer Light Carapace Armour, Multi Key, Combi Tool, Void Suit, Microbead, Vox Caster, Injector, Sacred Unguents, Data Slate, Data Loom, 2 Servo Skulls, Aupex, Best Quality Tech Priest Robes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Origin Path&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
(Former)Magos, Forge World, Child of the Creed, Zealot, Dark Voyage, Renown, Explorator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cybernetics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Arms&#039;&#039; (Both): Left Arm is basic. Right Arm is Good Quality (+10 Ag with fine  manipulation and +10 Str tests with this arm)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Locomotion&#039;&#039; ( Legs, Hips, Pelvis, etc.): Basic&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Respiratory System&#039;&#039;: Good Quality. Full Life Support System ~ For any reason my own  respiratory system fails the bionic lungs will keep my blood oxygenated. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mind Implant Unit&#039;&#039; (M.I.U.): +10 to Tech-Use, Pilot, or Drive with any devices with M.I.U.  linking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Respiratory Filter Implant&#039;&#039;: Ignore Toxic Gasses &amp;amp; Atmospheric Contaminations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Void Skin&#039;&#039;: Resist damage from Void Exposure 1D10+3 rounds past normal duration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Auger Array&#039;&#039;: Inbuilt Auspex. 50m, +20 Awareness &amp;amp; may use Tech-Use to spot things that can not detectable to humans. (invisible gasses, Nearby bio-sings, Radiation)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Augmented Sight&#039;&#039;: Heightened Sight (+10 to all Sight Tests)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bionic Heart&#039;&#039;: +1 armour to the body location (stacks), Sprint (Gain one level of Fatigue if used 2 turns in a row. Full Move: move additional meters = to Ag bonus. Run: move additional meters = Double Ag bonus)&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Character History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Area of Focus: Echo&#039;s researches into Archeotech. His goal is to restore the Imperium to its Technological glory during the Dark Ages of Tech.&lt;br /&gt;
 &lt;br /&gt;
Breakthrough: After many years of trail and error he has unlocked the secrets of Nanotechnology. Though they are capable of great deeds (Regeneration, GPS Tracking, replicator, etc.) there are some issues he must extensively test out (effects on xenos, Mutations, spying, etc.). Many are concerned that the extensive testing is mainly his sadistic desires.&lt;br /&gt;
&lt;br /&gt;
Darrius Prime: A planet that had an apocalyptic event (The Sangre Muerta Virus drove people &lt;br /&gt;
mad as they rotted away and lead to a brutal civil war amongst the survivors). With the help of the Adeptus Mechanicus (Whos only intentions are to use this planet for its natural resources and lost technology.) the virus is gone (nanotech)they are finally back to a &amp;quot; Feudal State &amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Echo uses Darrius Prime as a personal lab full with test subjects.&lt;br /&gt;
 &lt;br /&gt;
Rival: &#039;&#039;&#039;Crisis Alt&#039;&#039;&#039;, a fat short tech-priest who has been trying for years to use Echo&#039;s research for his own goals. But Echo has managed to keep Crisis in check through the classic use of black mail (Crisis specialty is creating familiars and is always trying to improve them. Echo has dug up evidence that Crisis has been using Noble born corpses for his experiments with out the proper paper work or permission from the correct authorities).  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Servo Skulls&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Ws 15, Bs 15, Str 10, T 20, Ag 30, Int 15, Per 35, Wp 20, Fel -&lt;br /&gt;
&lt;br /&gt;
Awareness (per) +10, Concealment (Ag) +10, Dodge (Ag)+10, Silent Move (Ag)+10,&lt;br /&gt;
&lt;br /&gt;
Darkvision, Flier 6, Machine 2 (armour 2 ALL), Size (puny), Fearless, inbuilt vox &amp;amp; cogitator.&lt;br /&gt;
&lt;br /&gt;
LUNA: Echo&#039;s first wife. Who shared his same goals. Died of infection from a bad implant (Echo now has her bionic heart replacing his own heart). Security (Ag) +20 and inbuilt Multi-key.&lt;br /&gt;
&lt;br /&gt;
Astra: Echo&#039;s second wife. A guards-woman who fought mutants on regular occasions. After her death he mounted her favorite Hellpistol to her skull. Shadowing (Ag) +20 and GOOD Hell-pistol. Range 35m, s/2/-, Damage: 1d10+4 E, Pen 7, Clip 40, Reload 2 full, Reliable. Red-dot laser (counts as sight and +10 Bs)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SERVITOR SLAVES&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
5 OF THEM&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PERSONAL STAFF&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
5 LOYAL TECH-PRIEST MINONS&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Edit&amp;diff=127733</id>
		<title>Edit</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Edit&amp;diff=127733"/>
		<updated>2009-10-30T19:06:42Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Characteristics&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 37&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 30&lt;br /&gt;
&lt;br /&gt;
Strength:35&lt;br /&gt;
&lt;br /&gt;
Toughness:40&lt;br /&gt;
&lt;br /&gt;
Agility:30&lt;br /&gt;
&lt;br /&gt;
Intelligence:58&lt;br /&gt;
&lt;br /&gt;
Perception:35&lt;br /&gt;
&lt;br /&gt;
Willpower:43&lt;br /&gt;
&lt;br /&gt;
Fellowship:30&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126244</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126244"/>
		<updated>2009-10-24T10:26:03Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
[[Image:zap.jpg]]&lt;br /&gt;
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180218_servo_skull.gif&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born and raised on Aphrodissa Prima (a pleasure world). Growing up (with 20 siblings, 17 different mothers) he had access to  women, wealth, wine and everything that everyone else vacationed there for. None of that truly made him happy, but except late at night he would stare up at the stars (and listen to most of the stories from across the galaxies). &lt;br /&gt;
&lt;br /&gt;
So when he was old enough he paid his way onto a Rouge trader&#039;s ship (as manual labor). Luck is fickle though; soon after 88% of the crew got ill and died. The rest of the crew thought the ship was cursed so they landed on the rearrest inhabitable planet and died(the planet turned out to be a feral world home to cannibal tribes and huge man eating plants). 3nd day alone on the ship another ship crashed nearby  and its crew took refuge in the Esailia. The new crew&#039;s leaders were dead and by strange luck thought Jarrian was a rogue trader (so not only did he get a new crew but 2 payloads of cargo). So with a new crew to call his own he set out on many misadventures (Zombies of asteroid M, The bar fight tournaments of Omega Prime&#039;s 2nd moon, the mystery of container X, The lonely hearts pirate saga, and The strange case of Dr.Vex), until he was recognized as a true rogue trader an given a warrant of trade (and told to leave the Imperium).&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Jarrian]]&lt;br /&gt;
&lt;br /&gt;
His trusty Servo Skull Val&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Val]]&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Donut Servitor &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Thunderhawk Transport &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
22 loyal minions, led by Sergeant Harmon.  Losses to the Expeditionary Force do not count as normal crew losses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Statistics &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapon Skill @nbsp;35&amp;lt;BR&amp;gt;&lt;br /&gt;
Ballistic Skill@nbsp;    40&amp;lt;BR&amp;gt;&lt;br /&gt;
Strength       @nbsp;    30&amp;lt;BR&amp;gt;&lt;br /&gt;
Toughness          @nbsp;40&amp;lt;BR&amp;gt;&lt;br /&gt;
Agility           @nbsp; 30&amp;lt;BR&amp;gt;&lt;br /&gt;
Intelligence    @nbsp;   30&amp;lt;BR&amp;gt;&lt;br /&gt;
Perception     @nbsp;    35&amp;lt;BR&amp;gt;&lt;br /&gt;
Willpower    @nbsp;      40&amp;lt;BR&amp;gt;&lt;br /&gt;
Fellowship  @nbsp;       30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Skills: Awareness (Per), Medicae (Int), Forbidden Lore (Xenos)(Int), Survival (Int)&amp;lt;BR&amp;gt;&lt;br /&gt;
Talents: Hated (Orks), Jaded, Pistol Training (Las, SP), Basic Training (Las, SP)&amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Enemy of Orks, Heavy Weapons Teams &amp;lt;BR&amp;gt;&lt;br /&gt;
Heavy Weapon Teams: Two of the guardsmen rescued from the Menetoth are trained in the use of heavy weapons and have the Heavy Weapon Training (Las, SP) talent.&lt;br /&gt;
Enemy of Orks: The Steel Legion has been fighting Orks for so long they are masters of the greenskins. They gain a +10 bonus to &lt;br /&gt;
attacks and any Knowledge tests made against Orks. They are also well known amongst the Orks, and any interaction tests made with Orks are at a -20. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Sessions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Session 1 &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the party finds themselves on the edge of Imperial Space and begin to scan for their first target, they coma across a distress call from a group o Imperial Guardsmen marooned on a violent planet and loosing men very quickly. Contrary to how most space Captains of his day would react, Captain York gives the order to move for immediate assistance. Navigator Macharius made the warp journey so quickly that several lives were saved. They emerged from the Warp to find the planet in violent tectonic upheaval. Flaming rocks were flying into the air as enormous cracks in the planets surface opened. Malechi Darrius selected a large group of courageous crewmen to go down to the planets surface, led by the valiant rogue trader himself. The atmosphere proved rough, but not too rough, for they landed and evacuated the crew of the Menetoth quickly and effectively, with minimal loss of life. The flight back to Esailia was not so uneventful, as the transport ship took a few hits from the lava rocks raining down, but the sturdy ship made it back to the dock. The Guardsmen agreed to follow the rogue trader and his crew to the ends of the universe. Going out of her way may have cost Esailia, but she gained a few dozen new loyal soldiers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/Solas_heroes_Session_1&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes_Jarrian&amp;diff=126243</id>
		<title>Solas heroes Jarrian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes_Jarrian&amp;diff=126243"/>
		<updated>2009-10-24T10:24:24Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jarrian York&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Rogue Trader&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Prestidge&lt;br /&gt;
&lt;br /&gt;
Description: Blond, Blue eyed, 6&#039;2&amp;quot;, Build: Mighty&lt;br /&gt;
&lt;br /&gt;
Characteristics&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 46 (x)&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 37&lt;br /&gt;
&lt;br /&gt;
Strength: 40&lt;br /&gt;
&lt;br /&gt;
Toughness: 37&lt;br /&gt;
&lt;br /&gt;
Agility: 40&lt;br /&gt;
&lt;br /&gt;
Intelligence: 39 &lt;br /&gt;
&lt;br /&gt;
Perception: 35&lt;br /&gt;
&lt;br /&gt;
Willpower: 41&lt;br /&gt;
&lt;br /&gt;
Fellowship: 49 (x)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
Charm (Fel): Trained (49)&lt;br /&gt;
&lt;br /&gt;
Command (Fel): Trained (49)&lt;br /&gt;
&lt;br /&gt;
Commerce (Fel): Trained (49)&lt;br /&gt;
&lt;br /&gt;
Common Lore Imp. Creed (Int): Basic (19)&lt;br /&gt;
&lt;br /&gt;
Common Lore imperiam (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Common Lore War (Int): Basic (19)&lt;br /&gt;
&lt;br /&gt;
Common Lore Rogue Trader (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Evaluate (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Pilot Space Craft (Ag): Trained (40)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Astrology (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Speak Language High Gothic (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Talents and Traits&lt;br /&gt;
&lt;br /&gt;
Decadence: +10 to avoid addiction &amp;amp; # = Double Toughness bonus in fails before effects set in&lt;br /&gt;
&lt;br /&gt;
Peer (Rogue Trader) &lt;br /&gt;
&lt;br /&gt;
Air of Authority: Successful Command test needed. D10 + Fel bonus of &amp;quot;servants&amp;quot; follow orders&lt;br /&gt;
&lt;br /&gt;
Pistol: Universal&lt;br /&gt;
&lt;br /&gt;
Melee: Universal&lt;br /&gt;
&lt;br /&gt;
Resistance (Fear)&lt;br /&gt;
Renowned Warrant: +10 interaction with Traders &amp;amp; Officials who understand the warrant of trade. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Profit Factor&lt;br /&gt;
&lt;br /&gt;
38&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corruption&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
Insanity&lt;br /&gt;
&lt;br /&gt;
7&lt;br /&gt;
&lt;br /&gt;
Wounds&lt;br /&gt;
&lt;br /&gt;
9&lt;br /&gt;
&lt;br /&gt;
Gear&lt;br /&gt;
&lt;br /&gt;
Best Quality enforcer armor&lt;br /&gt;
&lt;br /&gt;
Plasma pistol&lt;br /&gt;
&lt;br /&gt;
Power Sword&lt;br /&gt;
&lt;br /&gt;
Fine clothing&lt;br /&gt;
&lt;br /&gt;
void suit&lt;br /&gt;
&lt;br /&gt;
Xeno pelt cloak (kroot)&lt;br /&gt;
&lt;br /&gt;
Micro Bead&lt;br /&gt;
&lt;br /&gt;
Servo Skull (Name: Val)&lt;br /&gt;
[[Solas_heroes_Val]]&lt;br /&gt;
&lt;br /&gt;
Rogue Trader Power&lt;br /&gt;
&lt;br /&gt;
Exceptional Leader: +10 to any test once a round free action for any one who can see and hear me&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes_Val&amp;diff=126242</id>
		<title>Solas heroes Val</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes_Val&amp;diff=126242"/>
		<updated>2009-10-24T10:22:36Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Val&lt;br /&gt;
&lt;br /&gt;
Owner: Jarrian &amp;quot;Sola&amp;quot; York&lt;br /&gt;
&lt;br /&gt;
Motivation: To Serve &lt;br /&gt;
&lt;br /&gt;
Description: Floating cyborg skull&lt;br /&gt;
&lt;br /&gt;
Characteristics&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 15&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 15&lt;br /&gt;
&lt;br /&gt;
Strength: 10&lt;br /&gt;
&lt;br /&gt;
Toughness: 20&lt;br /&gt;
&lt;br /&gt;
Agility: 30&lt;br /&gt;
&lt;br /&gt;
Intelligence: 15&lt;br /&gt;
&lt;br /&gt;
Perception: 35&lt;br /&gt;
&lt;br /&gt;
Willpower: 20&lt;br /&gt;
&lt;br /&gt;
Fellowship: -&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
Awareness(Per): Trained +10 (45)&lt;br /&gt;
&lt;br /&gt;
Concealment (Ag): Trained +10 (40)&lt;br /&gt;
&lt;br /&gt;
Dodge (Ag): Trained +0 (30)&lt;br /&gt;
&lt;br /&gt;
Silent Move (Ag): Trained +10 (40)&lt;br /&gt;
&lt;br /&gt;
Tech Use (Int): Trained +20 (35) With combi-tool (45)&lt;br /&gt;
&lt;br /&gt;
Properties of a Servo Skull&lt;br /&gt;
&lt;br /&gt;
Dark-sight&lt;br /&gt;
&lt;br /&gt;
Flier 6&lt;br /&gt;
&lt;br /&gt;
Machine (2) &lt;br /&gt;
&lt;br /&gt;
Armor (2 all)&lt;br /&gt;
&lt;br /&gt;
Size (puny)&lt;br /&gt;
&lt;br /&gt;
Gear&lt;br /&gt;
&lt;br /&gt;
Combi-tool: +10 to Tech Use (Total 45)&lt;br /&gt;
&lt;br /&gt;
Inbuilt vox &amp;amp; cogitator&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126241</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126241"/>
		<updated>2009-10-24T10:11:06Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
[[Image:zap.jpg]]&lt;br /&gt;
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180218_servo_skull.gif&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born and raised on Aphrodissa Prima (a pleasure world). Growing up (with 20 siblings, 17 different mothers) he had access to  women, wealth, wine and everything that everyone else vacationed there for. None of that truly made him happy, but except late at night he would stare up at the stars (and listen to most of the stories from across the galaxies). &lt;br /&gt;
&lt;br /&gt;
So when he was old enough he paid his way onto a Rouge trader&#039;s ship (as manual labor). Luck is fickle though; soon after 88% of the crew got ill and died. The rest of the crew thought the ship was cursed so they landed on the rearrest inhabitable planet and died(the planet turned out to be a feral world home to cannibal tribes and huge man eating plants). 3nd day alone on the ship another ship crashed nearby  and its crew took refuge in the Esailia. The new crew&#039;s leaders were dead and by strange luck thought Jarrian was a rogue trader (so not only did he get a new crew but 2 payloads of cargo). So with a new crew to call his own he set out on many misadventures (Zombies of asteroid M, The bar fight tournaments of Omega Prime&#039;s 2nd moon, the mystery of container X, The lonely hearts pirate saga, and The strange case of Dr.Vex), until he was recognized as a true rogue trader an given a warrant of trade (and told to leave the Imperium).&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Jarrian]]&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Donut Servitor &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Thunderhawk Transport &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
22 loyal minions, led by Sergeant Harmon.  Losses to the Expeditionary Force do not count as normal crew losses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Statistics &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapon Skill @nbsp;35&amp;lt;BR&amp;gt;&lt;br /&gt;
Ballistic Skill@nbsp;    40&amp;lt;BR&amp;gt;&lt;br /&gt;
Strength       @nbsp;    30&amp;lt;BR&amp;gt;&lt;br /&gt;
Toughness          @nbsp;40&amp;lt;BR&amp;gt;&lt;br /&gt;
Agility           @nbsp; 30&amp;lt;BR&amp;gt;&lt;br /&gt;
Intelligence    @nbsp;   30&amp;lt;BR&amp;gt;&lt;br /&gt;
Perception     @nbsp;    35&amp;lt;BR&amp;gt;&lt;br /&gt;
Willpower    @nbsp;      40&amp;lt;BR&amp;gt;&lt;br /&gt;
Fellowship  @nbsp;       30&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Skills: Awareness (Per), Medicae (Int), Forbidden Lore (Xenos)(Int), Survival (Int)&amp;lt;BR&amp;gt;&lt;br /&gt;
Talents: Hated (Orks), Jaded, Pistol Training (Las, SP), Basic Training (Las, SP)&amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Enemy of Orks, Heavy Weapons Teams &amp;lt;BR&amp;gt;&lt;br /&gt;
Heavy Weapon Teams: Two of the guardsmen rescued from the Menetoth are trained in the use of heavy weapons and have the Heavy Weapon Training (Las, SP) talent.&lt;br /&gt;
Enemy of Orks: The Steel Legion has been fighting Orks for so long they are masters of the greenskins. They gain a +10 bonus to &lt;br /&gt;
attacks and any Knowledge tests made against Orks. They are also well known amongst the Orks, and any interaction tests made with Orks are at a -20. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Sessions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Session 1 &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the party finds themselves on the edge of Imperial Space and begin to scan for their first target, they coma across a distress call from a group o Imperial Guardsmen marooned on a violent planet and loosing men very quickly. Contrary to how most space Captains of his day would react, Captain York gives the order to move for immediate assistance. Navigator Macharius made the warp journey so quickly that several lives were saved. They emerged from the Warp to find the planet in violent tectonic upheaval. Flaming rocks were flying into the air as enormous cracks in the planets surface opened. Malechi Darrius selected a large group of courageous crewmen to go down to the planets surface, led by the valiant rogue trader himself. The atmosphere proved rough, but not too rough, for they landed and evacuated the crew of the Menetoth quickly and effectively, with minimal loss of life. The flight back to Esailia was not so uneventful, as the transport ship took a few hits from the lava rocks raining down, but the sturdy ship made it back to the dock. The Guardsmen agreed to follow the rogue trader and his crew to the ends of the universe. Going out of her way may have cost Esailia, but she gained a few dozen new loyal soldiers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/Solas_heroes_Session_1&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes_Jarrian&amp;diff=126240</id>
		<title>Solas heroes Jarrian</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes_Jarrian&amp;diff=126240"/>
		<updated>2009-10-24T10:09:59Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jarrian York&lt;br /&gt;
&lt;br /&gt;
Player: Nick&lt;br /&gt;
&lt;br /&gt;
Path: Rogue Trader&lt;br /&gt;
&lt;br /&gt;
Rank: 1&lt;br /&gt;
&lt;br /&gt;
Motivation: Prestidge&lt;br /&gt;
&lt;br /&gt;
Description: Blond, Blue eyed, 6&#039;2&amp;quot;, Build: Mighty&lt;br /&gt;
&lt;br /&gt;
Characteristics&lt;br /&gt;
&lt;br /&gt;
Weapon Skill: 46 (x)&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill: 37&lt;br /&gt;
&lt;br /&gt;
Strength: 40&lt;br /&gt;
&lt;br /&gt;
Toughness: 37&lt;br /&gt;
&lt;br /&gt;
Agility: 40&lt;br /&gt;
&lt;br /&gt;
Intelligence: 39 &lt;br /&gt;
&lt;br /&gt;
Perception: 35&lt;br /&gt;
&lt;br /&gt;
Willpower: 41&lt;br /&gt;
&lt;br /&gt;
Fellowship: 49 (x)&lt;br /&gt;
&lt;br /&gt;
Skills&lt;br /&gt;
&lt;br /&gt;
Charm (Fel): Trained (49)&lt;br /&gt;
&lt;br /&gt;
Command (Fel): Trained (49)&lt;br /&gt;
&lt;br /&gt;
Commerce (Fel): Trained (49)&lt;br /&gt;
&lt;br /&gt;
Common Lore Imp. Creed (Int): Basic (19)&lt;br /&gt;
&lt;br /&gt;
Common Lore imperiam (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Common Lore War (Int): Basic (19)&lt;br /&gt;
&lt;br /&gt;
Common Lore Rogue Trader (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Evaluate (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Literacy (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Pilot Space Craft (Ag): Trained (40)&lt;br /&gt;
&lt;br /&gt;
Scholastic Lore Astrology (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Speak Language High Gothic (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Speak Language Low Gothic (Int): Trained (39)&lt;br /&gt;
&lt;br /&gt;
Talents and Traits&lt;br /&gt;
&lt;br /&gt;
Decadence: +10 to avoid addiction &amp;amp; # = Double Toughness bonus in fails before effects set in&lt;br /&gt;
&lt;br /&gt;
Peer (Rogue Trader) &lt;br /&gt;
&lt;br /&gt;
Air of Authority: Successful Command test needed. D10 + Fel bonus of &amp;quot;servants&amp;quot; follow orders&lt;br /&gt;
&lt;br /&gt;
Pistol: Universal&lt;br /&gt;
&lt;br /&gt;
Melee: Universal&lt;br /&gt;
&lt;br /&gt;
Resistance (Fear)&lt;br /&gt;
Renowned Warrant: +10 interaction with Traders &amp;amp; Officials who understand the warrant of trade. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Profit Factor&lt;br /&gt;
&lt;br /&gt;
38&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Corruption&lt;br /&gt;
&lt;br /&gt;
2&lt;br /&gt;
&lt;br /&gt;
Insanity&lt;br /&gt;
&lt;br /&gt;
7&lt;br /&gt;
&lt;br /&gt;
Wounds&lt;br /&gt;
&lt;br /&gt;
9&lt;br /&gt;
&lt;br /&gt;
Gear&lt;br /&gt;
&lt;br /&gt;
Best Quality enforcer armor&lt;br /&gt;
&lt;br /&gt;
Plasma pistol&lt;br /&gt;
&lt;br /&gt;
Power Sword&lt;br /&gt;
&lt;br /&gt;
Fine clothing&lt;br /&gt;
&lt;br /&gt;
void suit&lt;br /&gt;
&lt;br /&gt;
Xeno pelt cloak (kroot)&lt;br /&gt;
&lt;br /&gt;
Micro Bead&lt;br /&gt;
&lt;br /&gt;
Servo Skull (Name: Val)&lt;br /&gt;
&lt;br /&gt;
Rogue Trader Power&lt;br /&gt;
&lt;br /&gt;
Exceptional Leader: +10 to any test once a round free action for any one who can see and hear me&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126130</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126130"/>
		<updated>2009-10-23T17:21:33Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
[[Image:zap.jpg]]&lt;br /&gt;
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180218_servo_skull.gif&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born and raised on Aphrodissa Prima (a pleasure world). Growing up (with 20 siblings, 17 different mothers) he had access to  women, wealth, wine and everything that everyone else vacationed there for. None of that truly made him happy, but except late at night he would stare up at the stars (and listen to most of the stories from across the galaxies). &lt;br /&gt;
&lt;br /&gt;
So when he was old enough he paid his way onto a Rouge trader&#039;s ship (as manual labor). Luck is fickle though; soon after 88% of the crew got ill and died. The rest of the crew thought the ship was cursed so they landed on the rearrest inhabitable planet and died(the planet turned out to be a feral world home to cannibal tribes and huge man eating plants). 3nd day alone on the ship another ship crashed nearby  and its crew took refuge in the Esailia. The new crew&#039;s leaders were dead and by strange luck thought Jarrian was a rogue trader (so not only did he get a new crew but 2 payloads of cargo). So with a new crew to call his own he set out on many misadventures (Zombies of asteroid M, The bar fight tournaments of Omega Prime&#039;s 2nd moon, the mystery of container X, The lonely hearts pirate saga, and The strange case of Dr.Vex), until he was recognized as a true rogue trader an given a warrant of trade (and told to leave the Imperium).&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Donut Servitor &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Thunderhawk Transport &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
22 loyal minions, led by Sergeant Harmon.  Losses to the Expeditionary Force do not count as normal crew losses.&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Sessions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Session 1 &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the party finds themselves on the edge of Imperial Space and begin to scan for their first target, they coma across a distress call from a group o Imperial Guardsmen marooned on a violent planet and loosing men very quickly. Contrary to how most space Captains of his day would react, Captain York gives the order to move for immediate assistance. Navigator Macharius made the warp journey so quickly that several lives were saved. They emerged from the Warp to find the planet in violent tectonic upheaval. Flaming rocks were flying into the air as enormous cracks in the planets surface opened. Malechi Darrius selected a large group of courageous crewmen to go down to the planets surface, led by the valiant rogue trader himself. The atmosphere proved rough, but not too rough, for they landed and evacuated the crew of the Menetoth quickly and effectively, with minimal loss of life. The flight back to Esailia was not so uneventful, as the transport ship took a few hits from the lava rocks raining down, but the sturdy ship made it back to the dock. The Guardsmen agreed to follow the rogue trader and his crew to the ends of the universe. Going out of her way may have cost Esailia, but she gained a few dozen new loyal soldiers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/Solas_heroes_Session_1&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126129</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126129"/>
		<updated>2009-10-23T17:18:09Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
[[Image:zap.jpg]]&lt;br /&gt;
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180218_servo_skull.gif&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born and raised on Aphrodissa Prima (a pleasure world)and his family was the 3rd riches on the planet. Growing up (with 20 siblings, 17 different mothers) he had access to  women, wealth, wine and everything that everyone else vacationed there for. None of that truly made him happy, but except late at night he would stare up at the stars (and listen to most of the stories from across the galaxies). &lt;br /&gt;
&lt;br /&gt;
So when he was old enough he paid his way onto a Rouge trader&#039;s ship (as manual labor). Luck is fickle though; soon after 88% of the crew got ill. The rest of the crew thought the ship was cursed so they landed on the rearrest inhabitable planet and died(the planet turned out to be a feral world home to cannibal tribes and huge man eating plants). 3nd day alone on the ship another ship crashed nearby  and its crew took refuge in the Esailia. The new crew&#039;s leaders were dead and by strange luck thought Jarrian was a rogue trader. So with a new crew to call his own he set out on many misadventures (Zombies of asteroid M, The bar fight tournaments of Omega Prime&#039;s 2nd moon, the mystery of container X, The lonely hearts pirate saga, and The strange case of Dr.Vex), until he was recognized as a true rogue trader an given a warrant of trade (and told to leave the Imperium).&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Donut Servitor &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Thunderhawk Transport &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
22 loyal minions, led by Sergeant Harmon.  Losses to the Expeditionary Force do not count as normal crew losses.&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Sessions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Session 1 &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the party finds themselves on the edge of Imperial Space and begin to scan for their first target, they coma across a distress call from a group o Imperial Guardsmen marooned on a violent planet and loosing men very quickly. Contrary to how most space Captains of his day would react, Captain York gives the order to move for immediate assistance. Navigator Macharius made the warp journey so quickly that several lives were saved. They emerged from the Warp to find the planet in violent tectonic upheaval. Flaming rocks were flying into the air as enormous cracks in the planets surface opened. Malechi Darrius selected a large group of courageous crewmen to go down to the planets surface, led by the valiant rogue trader himself. The atmosphere proved rough, but not too rough, for they landed and evacuated the crew of the Menetoth quickly and effectively, with minimal loss of life. The flight back to Esailia was not so uneventful, as the transport ship took a few hits from the lava rocks raining down, but the sturdy ship made it back to the dock. The Guardsmen agreed to follow the rogue trader and his crew to the ends of the universe. Going out of her way may have cost Esailia, but she gained a few dozen new loyal soldiers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/Solas_heroes_Session_1&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126128</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126128"/>
		<updated>2009-10-23T17:13:16Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
[[Image:zap.jpg]]&lt;br /&gt;
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180218_servo_skull.gif&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born and raised on Aphrodissa Prima (a pleasure world)and his family was the 3rd riches on the planet. Growing up (with 20 siblings, 17 different mothers) he had access to  women, wealth, wine and everything that everyone else vacationed there for. None of that truly made him happy, but except late at night he would stare up at the stars (and listen to most of the stories from across the galaxies). &lt;br /&gt;
&lt;br /&gt;
So when he was old enough he paid his way onto a Rouge trader&#039;s ship (as manual labor). Luck is fickle though and soon after 98% of the crew got ill and died. The rest of the crew thought the ship was cursed so they landed on the rearrest inhabitable planet and left(which turned out to be a feral world home to cannibal tribes and huge man eating plants). 3nd day alone on the ship another ship crashed near by its crew too refuge in the Esailia. The new crew&#039;s leaders were dead and by strange luck thought Jarrian was a rogue trader. So with a new crew to call his own he set out on many misadventures (Zombies of asteroid M, The bar fight tournaments of Omega Prime&#039;s 2nd moon, the mystery of container X, The lonely hearts pirate saga, and The strange case of Dr.Vex), until he was recognized as a true rogue trader an given a warrant of trade (and told to leave the Imperium).&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Donut Servitor &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Thunderhawk Transport &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
22 loyal minions, led by Sergeant Harmon.  Losses to the Expeditionary Force do not count as normal crew losses.&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Sessions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Session 1 &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the party finds themselves on the edge of Imperial Space and begin to scan for their first target, they coma across a distress call from a group o Imperial Guardsmen marooned on a violent planet and loosing men very quickly. Contrary to how most space Captains of his day would react, Captain York gives the order to move for immediate assistance. Navigator Macharius made the warp journey so quickly that several lives were saved. They emerged from the Warp to find the planet in violent tectonic upheaval. Flaming rocks were flying into the air as enormous cracks in the planets surface opened. Malechi Darrius selected a large group of courageous crewmen to go down to the planets surface, led by the valiant rogue trader himself. The atmosphere proved rough, but not too rough, for they landed and evacuated the crew of the Menetoth quickly and effectively, with minimal loss of life. The flight back to Esailia was not so uneventful, as the transport ship took a few hits from the lava rocks raining down, but the sturdy ship made it back to the dock. The Guardsmen agreed to follow the rogue trader and his crew to the ends of the universe. Going out of her way may have cost Esailia, but she gained a few dozen new loyal soldiers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/Solas_heroes_Session_1&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126057</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126057"/>
		<updated>2009-10-23T10:07:28Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
[[Image:zap.jpg]]&lt;br /&gt;
http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1180218_servo_skull.gif&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born and raised on Aphrodissa Prima (a pleasure world)and his family was the 3rd riches on the planet. Growing up (with 20 siblings, 17 different mothers) he had access to  women, wealth, whine and everything that everyone else vacationed there for. None of that truly made him happy, but except late at night he would stare up at the stars (and listen to most of the stories from across the galaxies). &lt;br /&gt;
&lt;br /&gt;
So when he was old enough he paid his way onto a Rouge trader&#039;s ship (as manual labor). Luck is fickle though and soon after 98% of the crew got ill and died. The rest of the crew thought the ship was cursed so they landed on the rearrest inhabitable planet and left(which turned out to be a feral world home to cannibal tribes and huge man eating plants). 3nd day alone on the ship another ship crashed near by its crew too refuge in the Esailia. The new crew&#039;s leaders were dead and by strange luck thought Jarrian was a rogue trader. So with a new crew to call his own he set out on many misadventures (Zombies of asteroid M, The bar fight tournaments of Omega Prime&#039;s 2nd moon, the mystery of container X, The lonely hearts pirate saga, and The strange case of Dr.Vex), until he was recognized as a true rogue trader an given a warrant of trade (and told to leave the Imperium).&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Donut Servitor &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Thunderhawk Transport &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
22 loyal minions, led by Sergeant Harmon.  Losses to the Expeditionary Force do not count as normal crew losses.&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Sessions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Session 1 &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the party finds themselves on the edge of Imperial Space and begin to scan for their first target, they coma across a distress call from a group o Imperial Guardsmen marooned on a violent planet and loosing men very quickly. Contrary to how most space Captains of his day would react, Captain York gives the order to move for immediate assistance. Navigator Macharius made the warp journey so quickly that several lives were saved. They emerged from the Warp to find the planet in violent tectonic upheaval. Flaming rocks were flying into the air as enormous cracks in the planets surface opened. Malechi Darrius selected a large group of courageous crewmen to go down to the planets surface, led by the valiant rogue trader himself. The atmosphere proved rough, but not too rough, for they landed and evacuated the crew of the Menetoth quickly and effectively, with minimal loss of life. The flight back to Esailia was not so uneventful, as the transport ship took a few hits from the lava rocks raining down, but the sturdy ship made it back to the dock. The Guardsmen agreed to follow the rogue trader and his crew to the ends of the universe. Going out of her way may have cost Esailia, but she gained a few dozen new loyal soldiers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/Solas_heroes_Session_1&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126053</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126053"/>
		<updated>2009-10-23T09:00:04Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
[[Image:zap.jpg]]&lt;br /&gt;
http://us.i1.yimg.com/img.movies.yahoo.com/ymv/us/img/flickr/67/77/000503676777.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Donut Servitor &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Thunderhawk Transport &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
22 loyal minions, led by Sergeant Harmon.  Losses to the Expeditionary Force do not count as normal crew losses.&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Sessions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Session 1 &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the party finds themselves on the edge of Imperial Space and begin to scan for their first target, they coma across a distress call from a group o Imperial Guardsmen marooned on a violent planet and loosing men very quickly. Contrary to how most space Captains of his day would react, Captain York gives the order to move for immediate assistance. Navigator Macharius made the warp journey so quickly that several lives were saved. They emerged from the Warp to find the planet in violent tectonic upheaval. Flaming rocks were flying into the air as enormous cracks in the planets surface opened. Malechi Darrius selected a large group of courageous crewmen to go down to the planets surface, led by the valiant rogue trader himself. The atmosphere proved rough, but not too rough, for they landed and evacuated the crew of the Menetoth quickly and effectively, with minimal loss of life. The flight back to Esailia was not so uneventful, as the transport ship took a few hits from the lava rocks raining down, but the sturdy ship made it back to the dock. The Guardsmen agreed to follow the rogue trader and his crew to the ends of the universe. Going out of her way may have cost Esailia, but she gained a few dozen new loyal soldiers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/Solas_heroes_Session_1&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126051</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126051"/>
		<updated>2009-10-23T08:41:57Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
[[Image:zap.jpg]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Donut Servitor &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Thunderhawk Transport &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
22 loyal minions, led by Sergeant Harmon.  Losses to the Expeditionary Force do not count as normal crew losses.&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Game Sessions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Session 1 &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://wiki.rpg.net/index.php/Solas_heroes_Session_1&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Zap.jpg&amp;diff=126050</id>
		<title>File:Zap.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Zap.jpg&amp;diff=126050"/>
		<updated>2009-10-23T08:40:31Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126036</id>
		<title>Solas heroes</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Solas_heroes&amp;diff=126036"/>
		<updated>2009-10-23T05:55:42Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Jarrian York */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This game is being played in the new Rogue Trader Warhammer 40,000 role playing game.&lt;br /&gt;
&lt;br /&gt;
== Campaign Information ==&lt;br /&gt;
&lt;br /&gt;
This game follows the adventures of Rogue Trader Jarrian &amp;quot;Sola&amp;quot; York and his crew, as they seek to fulfill their destines in the cold void outside of the relative safety of Imperial Space. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Star Crew Members ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Jarrian York ===&lt;br /&gt;
&lt;br /&gt;
http://techtallica.com/wp-content/uploads/2009/05/zapp-brannigan-150x150.jpg&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Sola, The Genie &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Macharius Johnstonne ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Lord Navigator &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.offbeatearth.com/wp-content/uploads/2008/05/fat-man-shakin-his-belly.jpg http://2.bp.blogspot.com/_IlwcTx9Q628/RpjHtRseVuI/AAAAAAAAA38/GEazQj_wsL8/s400/jabba.jpg http://1.bp.blogspot.com/_FgSBaYf1Zuc/SSpf2jN2KjI/AAAAAAAAALc/u461IiWZysY/s400/orrery+38.jpg http://www.personaltao.com/tao/images%5Cthird_eye.gif&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Macharius]]&lt;br /&gt;
&lt;br /&gt;
=== Malechi Darrius ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039; Hob &#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://app.fantasyflightgames.com/dark-heresy/images/dh-art/guardsmen.jpg&lt;br /&gt;
&lt;br /&gt;
=== Ziel ===&lt;br /&gt;
&#039;&#039; No Known Alias &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Ziel]]&lt;br /&gt;
&lt;br /&gt;
=== Esailia ===&lt;br /&gt;
&#039;&#039; The Torpedus pattern raider vessel was designed to resemble a wretched transport hulk. Most void captains are still unaware of this deception, as few survive when a Torpedus&#039; true form is revealed. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://www.fantasyflightgames.com/ffg_content/rogue-trader/Images/5302-Cadian-Guard-Cruiser.jpg&lt;br /&gt;
&lt;br /&gt;
[[Solas_heroes_Esailia]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Supplementary Systems &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
http://i42.photobucket.com/albums/e323/migune/tht3.jpg&lt;br /&gt;
&lt;br /&gt;
Thunderhawk Transport &amp;lt;BR&amp;gt;&lt;br /&gt;
The Transport variation of the Thunderhawk is used to transport vehicles, and large amounts of soldiers and equipment to planets. &amp;lt;BR&amp;gt;&lt;br /&gt;
Type: Military Craft &amp;lt;BR&amp;gt;&lt;br /&gt;
Size: Massive &amp;lt;BR&amp;gt;&lt;br /&gt;
Armour: Hull 35 &amp;lt;BR&amp;gt;&lt;br /&gt;
Traits: Void Capable, Interface Controls, Thermal Plating &amp;lt;BR&amp;gt;&lt;br /&gt;
Narrative Speed: 1000 kph/2000 kph &amp;lt;BR&amp;gt;&lt;br /&gt;
Combat Speed: 50/700/1400/2100/2800 &amp;lt;BR&amp;gt;&lt;br /&gt;
Handling Modifier: Pilot (Military Craft): +0 &amp;lt;BR&amp;gt;&lt;br /&gt;
Armaments: 1 Twin-linked Heavy Bolters on front fuselage, 1 Lascannon on each aft wing &amp;lt;BR&amp;gt;&lt;br /&gt;
Crew: 3  &amp;lt;BR&amp;gt;&lt;br /&gt;
Passengers: 70, can transport objects up to Enormous. &amp;lt;BR&amp;gt;&lt;br /&gt;
Access Points: Frontal assault hatch, two side hatches, 2 roof hatches, and one rear hatch. &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Crew Contacts ==&lt;br /&gt;
&lt;br /&gt;
=== The Armageddon Steel Legion 346th Expeditionary Force ===&lt;br /&gt;
&lt;br /&gt;
http://www.battleforarmageddon.com/images/steel2.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Unknown Xenos Vessels ===&lt;br /&gt;
&lt;br /&gt;
Several unidentified starships have been spotted in the  system. &lt;br /&gt;
&lt;br /&gt;
http://spaceship.brainiac.com/GamesWork/bfg-hero.jpeg&lt;br /&gt;
http://th06.deviantart.net/fs10/300W/i/2006/115/f/f/Warhammer__Evil_Sunz_Ork_Ship_by_mikkow.jpg &lt;br /&gt;
http://www.gothicwar.ukf.net/images/ships/shadow_image.gif&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BLAG&amp;diff=124909</id>
		<title>BLAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BLAG&amp;diff=124909"/>
		<updated>2009-10-17T10:57:42Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Thomas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
BLAG is the pet name given by the players of a D&amp;amp;D 4th edition game set in a somewhat bumbling, somewhat serious world known as Smearth. The game has been going since the day the 4th edition core books were released and as of October 2009 the players have reached level 26. Along the way they have encountered many strange and interesting NPC&#039;s and have saved the world from danger on many occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting History ==&lt;br /&gt;
The history of Smearth is not very well documented until about 100 years ago. There are records of a great war that went on for hundreds of years, during which four factions battled for supremacy on Siverow, the continent that now holds Castletown, the Capitol city of Smearth. The great war was ended when a group of rogue adventurers native to the continent made an alliance with one of the other factions and the two were able to overwhelm the others. those adventurers went on to become the saviors of the world once again when an army of ultimate evil from another universe invaded and threatened to turn Smearth into a wasteland populated by undead monstrosities created from pure pain and suffering. The true destiny of these valiant men and women was revealed when they fulfilled a thousand year old prophecy and stopped a mysterious creature known as the Dire Fiend  from turning the material plane into a new Hell. Fulfilling this prophecy proved that these adventurers were the rightful rulers of Smearth, and they were crowned shortly after. They divided up the land amongst themselves, and started to work on their own personal projects.&lt;br /&gt;
&lt;br /&gt;
=== The Age of Chaos === &lt;br /&gt;
&lt;br /&gt;
After securing their leadership of Smearth, Maximilian von Maxwell, Col. Elzix Angus and Saint Blasphemy Burns set off to block the Material Plane from further attack by other planes. They began experimenting with various arcane rituals designed to block incoming travelers. Using a wide range of rituals and unearthing leylines long since lost, they only achieved blocking off the Elemental Plane of Cold. The side effects from these years of experimentation were permenant however, and included dangerous rifts to other planes, and even the creation of a large floating island in the air.&lt;br /&gt;
&lt;br /&gt;
== Special Campaign Notes ==&lt;br /&gt;
In the BLAGiverse, there are a number of changes to the base D&amp;amp;D system. most of these are role playing or storyline only changes that just make the game a little bit more enjoyable for everyone. After all, the point of BLAG is to have fun. Unless other wise stated, no special qualities confer any bonuses or penalties to a character unless he uses them in a really clever way, then they earned some kind of bonus.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarves === &lt;br /&gt;
Thought to be almost extinct during the great war due to their home being in close proximity to The Soha Pacts initial invasion point, a large civilization of these stout warriors was located on an island far to the Zorth of Siverow. This Island was subsequently named Scotland after their first ambassador, Scott. The Dwarves of Smearth are a fiercely loyal race who almost worship their own beards. A Dwarf will look at his beard as a symbol of power and status. Dwarfs are so protective of their beards that it is not uncommon for a particularly cowardly dwarf to shout &amp;quot;Not in the beard!!&amp;quot; when he gets into a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beard Storage&#039;&#039;&#039;: Dwarves in BLAG are well known for storing things in their beards, such as small trinkets, familiars, snacks, and small sized party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039;: In additon to whenever dwarves are knocked prone, they also receive a saving throw whenever they are reduced to 0 or fewer hit points, fall from a height, or go to sleep. A dwarf may choose to fail any of these and just fall down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039;: Until the age of 20, dwarves look just like halflings. On their 20th birthday every dwarf suddenly puts on about 100 pounds and sprouts the dwarven equivilent of peach fuzz, a 6 inch beard.&lt;br /&gt;
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&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
The Halfling&#039;s of Siverow have mostly kept to themselves for a long time and raised very little fuss. Their home, the Shire was located, until recently, in a secluded corner of Siverow, far away from the ravages of the great war. During the Age of Chaos, however, the Shire was ripped from the Smearth and began to float. This has not deterred the halflings in any way from being a fun loving curious race. They love candy and toys as much as the human children they resemble. Some researchers have been lead to believe that a halfing&#039;s over sized head for their body is responsible for their lust for candy, something about the sugar high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Can&#039;t ride Horses &#039;&#039;&#039; : Because of their small stature and top heavy anatomy, halflings have a tendency to go flying off any mount designed for a medium sized creature. For this reason, top halfling scientists have created three tiers of mounts for them. In the heroic tier they may ride a tricycle, at paragon tier a Big Wheel, and in heroic tier they may ride a Power Wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toddlers with swords &#039;&#039;&#039; : Halflings naturally resemble young humans and dwarves and even the telltale sideburns are often not enough to convince people that they are fully grown adults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sausage Fingers &#039;&#039;&#039; : A Halfling&#039;s fingers not only resemble tasty plump sausages, they frequently taste like them. While no one knows why, this does not stop the halflings from licking them whenever they have a few extra seconds. This should be kept in mind should the halfling ever touch something, he will likely taste it very shortly afterwords. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Halfling Speak &#039;&#039;&#039; : While there is no Halfling language, they still have their own way of communicating with each other so the doublings won&#039;t understand them. For example, a doubling  is a human, an ally is a meat shield, and back stab can mean anything from candy to advanced destabilizing warp degradation.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Also known as cupcake elves, the origins of these crafty woodlings is seated in The Cupcake Forest located in Sohim Sorak. The Cupcake Elves are so good at deception and misdirection that, until 20 years ago, no one on Smearth had ever heard of The Cupcake Forest. The Cupcake elves are fiercely at odds with the Donut Elves, though this has never led to open conflict. Some believe that this animosity stems from a person feud between Princess Ellie Elfkins and Col. Elzix Angus.  &lt;br /&gt;
&lt;br /&gt;
=== Eladrin ===&lt;br /&gt;
&lt;br /&gt;
Where the Cupcake elves excel at deception and woodcraft, the Eladrin, or Donut Elves, are masters of the arcane. Led by a wizard so powerful that he hasen&#039;t needed to show his face in two decades, Col. Elzix Angus, the Donut Elves currently work as freelance trainers, teaching any who wish to learn the ways of the wizard. &lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
They are just humans.&lt;br /&gt;
&lt;br /&gt;
=== Dragonborn, Half Elf, Teifling ===&lt;br /&gt;
&lt;br /&gt;
These races have not been used in BLAG so far.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
Paladins are servants of divine beings who want their representatives looking good for other prospective worshipers. Dirt, filth and even rain will never hit a paladin, even the arterial spray of a beheaded Orc will seem to warp around him and hit party members not protected by this.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
=== The Salvation Army ===&lt;br /&gt;
&lt;br /&gt;
http://sandrajo.files.wordpress.com/2008/09/salvationarmy_logo.png&lt;br /&gt;
&lt;br /&gt;
=== The Castletown Royale Guard ===&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
http://www.miniatures.de/medieval/italeri-6019-teutonic-knights.jpg&lt;br /&gt;
&lt;br /&gt;
=== Urfs ===&lt;br /&gt;
&lt;br /&gt;
http://bluebuddies.com/gallery/Smurf_Tray_Puzzles/jpg/Smurfs_Puzzle_Tray_Mini_Ice_Skating_Smurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== The Sky Pirates ===&lt;br /&gt;
&lt;br /&gt;
http://www.rpgfan.com/pics/eternal-arcadia/wall-06.jpg&lt;br /&gt;
&lt;br /&gt;
=== The Elzix Angus School of Magic ===&lt;br /&gt;
&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&lt;br /&gt;
=== The Emperor of Spines ===&lt;br /&gt;
&lt;br /&gt;
=== The Ancients ===&lt;br /&gt;
&lt;br /&gt;
=== Aethis Settlers ===&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.slowlane.net/travel/photos/BoltonCastle/Hedge_maze_at_Bolton_Castle.sized.jpg&lt;br /&gt;
http://www.fabuloussavers.com/new_wallpaper/Ancient_Castle_Fantasy_freecomputerdesktopwallpaper_p.jpg&lt;br /&gt;
http://www.igshistoryonline.co.uk/Images/Medieval%20Town.jpg&lt;br /&gt;
&lt;br /&gt;
From the ashes of the great war came an opportunity to create a kingdom ruled by intellectuals and awe inspiring leaders. Knowing that the best way to unite the people of the world was to create a central hub for commerce and the sharing of ideas, the Old Kings made use of an already prominent and imposing structure. The Soha Pact, the genocidal sorcerers that had tried to eradicate most of the life in Siverow, left behind a formidable castle when they were defeated. With no formal government save for the military commanders of the Siverow army, the Old Kings quickly claimed the bastion as their base of operations, and soon the capitol of the continent. This capitol building was dubbed the Fortress von Castle by King Max. Gradually, the relative safety of living in this behemoths shadow became a widespread topic in popular conversation, and thousands of citizens and former soldiers flocked to this location to make new lives from themselves. Over the course of 100 years a ragtag camp of settlers and merchants became the largest metropolis on Smearth.&lt;br /&gt;
&lt;br /&gt;
Fortress von Castle itself boasts an immense floor plan, covering more area that a few of the islands surrounding the continent. There are extensive laboratories and workshops throughout the underground and enough space for over one hundred occupants. Surrounding the Fortress is a lush forest and garden, complete with hedge maze. Since commandeering the castle, the maze has never needed attention, and is a popular gathering place for the citizens of Castletown.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Old Man Port ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.poland.travel/en-us/imagerepository/general/the-tricity-gdansk-gdynia-sopot/zuraw-the-medieval-port-crane/image_galery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Old Man Port is the primary import export center for all of Smearth. Located on Siverow&#039;s Zouth Zestern shores, the Port holds over two hundred sea docks and close to 80 airship docks, including the docking stations used by the Royal Navy. During the great war, Old Man Port was but a small village with no inclination towards any kind of sea or air vessels. The local legend is that the Old Kings once paid a visit to the small hamlet and graced a crazy old man with their time and attention. No one can no for sure if this story is true, but before then, that old man was one of the only people native to Siverow that even dreamed of building boats and taking to the massive oceans. The Old Kings were wise, and saw the potential usefulness of such adventures and swore to make the old mans dreams a reality.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Disaster struck Old Man Port during the Emperor of Spines attempts to plunge Siverow back into war . The Emperors son Wolfgang, a musically inclined diabolical mastermind, crashed his airship into the market district.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Wraith Island === &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.destination360.com/caribbean/puerto-rico/images/s/culebra-island.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
A large island off the Zouthern coast of Siverow, Ghost Wraith Island is currently a hot spot for those who wish to walk in the footprints of the Old Kings. The lavish beaches along its shores are dotted with small hotels and gift shops, but the main event lies further inland. A large temple to a once powerful wizard who fancied himself a god lies buried under thousands of years of dirt and forest growth. Now the only sign this icon even exists is a sandstone entrance to a network of tunnels and catacombs. The dark magic that once lived there are now gone, and daily tours lead visitors along the path the Old Kings supposedly walked.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Sohim Sarak ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.pushingplay.com/wp-content/gallery/gamepics/fallout3__5_.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Once one of the most powerful centers of arcane power on the plane known as the Soha Nation, this sprawling city was all but annialated in a tremendously violent attack launched without wanring from another dimension. Details are sketchy at best, but one thing that is well known, this attack leveled all of the thousand hand tall mega structures  that dominated the landscape of the Zorthern most continent on Smearth. An epic battle also took place there, as Siverow forces pushed back the invading forces and protected the rest of the world from the same fate. Luckily for the residents of the Soha Nation, there were a great deal of countermeasures in place for just such an attack. While the buildings were destroyed many of the civilians were protected by magical force fields  in heavily populated districts of the city.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The history of the city before this time made it difficult for the citizens of Siverow to sympathize with the Soha&#039;s. The Soha Nation had spent the previous several hundred years attempting to erradicate all non-human life on Siverow, an ambitious plan implicated by the nations previous leadership. The Soha Nation was once ruled by a coven of Raksasha who&#039;s magical mastery allowed him to draw upon leylines build into the surrounding landscape to amplify a series of mind control spells to domitate the entire country. The leadership soon realized that of all the races under their control, the humans were the most willing to submit. So, they did the only logical thing. Total eradication of all the other civilised races became their primary concern. When their goal was complete on their own continent, they soon turned their attention to dominating other, and the first that they chose was Siverow.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Since the disaster that obliterated the city, very little has been done to rebuild. For the last 80 years the Salvation Army has made the reconstruction their primary goal, but a lack of funding has made it difficult for them to even supply the soup and blankets that they are known for. Recently there has been promise in salvaging the ruins of the gargantuan siege golems that once patrolled the outlying regions of the city to sell to the airship manufacturers.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== The Cupcake Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A dense forest on the Zestern borders of Sohim Sarak that is home to the Cupcake elves. Ruled by the generaous and fair Princess Ellie Elfkins , the elves have sought to distance themselves as much as possible from Col. Elzix Angus in recent years. A hundred years ago the two groups were virtually indistinguishable, but the two diverged at some point and forced the Princess to adopt a more naturalistic lifestyle. The Cupcake elves now keep to themselves, but every now and then one will leave the forest looking for adventure, wealth, or glory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Scottland ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.nickoffer.com/landscapes/Scotland-Landscape-Buachaille-Etive-Mor.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Another large island not far from Siverow, this is the home to the largest commmunity of dwarves left. It also is home to an active volcano, and a family of red dragons that have managed to coexist with the dwarves for as long as they can remember. Scottland was named after the first ambassador to Castletown, Scott.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Mobile Fortress Memorial ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.metropolismag.com/pov/wp-content/uploads/2008/05/sandcrawler.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
The Mobile Fortress Memorial is the actual ruins of a powerful siege engine designed by the engineers of Siverow to combat the mighty airships of the Soha Nation during the great war. The plaque honoring the brave Siverow soldiers tells the unfortunate end to the Fortress. Under Commander Katherine Ballard, the Mobile Fortress was headed for what would be the final assault on the Soha citadel, when it was attacked. Undead monstrosities guided by the hand of a powerful lich, launched an ambush looking for Maximilian von Maxwell. In the final stages of the assault, after the Fortress had already been irreparably damaged and Commander Ballard had lost an eye in the conflict, the attacks suddenly pulled back. Knowing full well that Maxwell would have shown his mustachioed grin by then, the lich had no further interest in the Fortress.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Several attempts have been made to construct new, better versions of the Fortress, mostly by enemies of humanity. The first time was by the Emperor of Spines, who used a massive deposit of adamantium to construct an elephant size indestructible Fortress. Fortunately for, it was destroyed before it could be completed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The memorial has recently disappeared during the invasion of the forces of hell. A team of adventurers that is working to stop the invasion believes that Mephistopheles has reactivated the aging monument and is using it to wreak havoc on Siverow with a new armament addition.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Rogue Hammer ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://3.bp.blogspot.com/_mgyYTW2w19c/SEvPprvrM0I/AAAAAAAADMk/aeo2Y6hyRa4/s400/Airship_sketches_1_by_JanBoruta.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Not so much a location as an airborne fortress, the Rogue Hammer serves as a base of operation of the Sky Pirates. A massive ironclad airship that was once the flagship of the Soha fleet, it is outfitted with a dazzling array of weapons, from downward angled flame jets for clearing ground forces to deck mounted harpoon cannons for securing other sky vessels and pulling the gates off even the largest keep. The current location of the Rogue Hammer is traveling the clouds, its exact route known only to the Sky Pirates.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Forbidden Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://i.pbase.com/g6/51/784451/2/81577262.9ZGmpmO8.jpg &amp;lt;BR&amp;gt;&lt;br /&gt;
Despite it&#039;s name, the Forbidden Forest is a well traveled area for those wishing to walk the path of the Old Kings. The scorched smeath and lifeless trees create a spooky atmosphere too intense for all but the heartiest of heroic tier adventurers. Located at the exact center of the dead wood is a shrine to a mysterious forgotten god. Dominating the scene is the enormous skeleton of a elder gold dragon, slain 100 years ago by an unnamed agent of the Harbingers of Salvation for unknown reasons.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Wood of Petrified Ancients ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The location of this treant resting resting ground is shrouded in mystery by the Ancients themselves. What is known is that when the treants know it is their time to die, they make the journey to these woods, and allow the forces of time to overtake them, permanently encasing their bodies in stone hard form, and preserving their knowledge.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Aethis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.24oranges.nl/wp-content/uploads/2008/07/project_indigo_2.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Aethis is an immense city that once housed one of the arguably greatest threat Smearth had ever seen. At it&#039;s core the previous home of the Dire Fiend. Branching out from there is the 5 districts that were home to the Fiends generals. Each of these Generals was given and area to command and orders to build outwards as aggressively as they could. The districts each stretch out dozens of miles and are each personally tailored to the General commanding it.&lt;br /&gt;
&lt;br /&gt;
Currently the city is inhabited by the citizens who lived their during the Dire Fiends reign, but chose to not align with them when he was in power. A few refugees from other areas of the world have taken up residence in the vast city streets of the city, but the mysterious circumstances that the city was liberated under have led to many fears about living there.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=== The Elemntal Plane of Cold ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Home of the Urfs, as well as a dragon by the name of Azreal, The Elemental plane of Cold was sealed off from acess via the other planes until recently. When The Emperor of Spines sought to obtain more of his former power from The Dire Fiend who was trapped there, an accident occured which unsealed the plane, allowing the Fiend to escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Nine Hells ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://cdn-write.demandstudios.com/upload//6000/700/00/7/56707.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
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== Physics and Science ==&lt;br /&gt;
&lt;br /&gt;
=== Smearth and the Smoon ===&lt;br /&gt;
&lt;br /&gt;
The Smoon is a giant barren boulder floating in the astral space above Smearth. The Smoon is not visible during the day but is there. The proof of this is the Smelevator, a length of cable running from the Smearth to the Smoon. Along this cable runs a large glass box suitable for 10 medium sized characters and their gear. With this anyone can travel from one end to another in 10 minutes. Should a character attempt to travel from one to another without the Smelevator should keep in mind that gravity will pull you towards the plane you most recently touched. So even if a character manages to come within a few inches of the Smoon, he will fall all the way back to Smearth if that is where he started from.&lt;br /&gt;
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=== The Shire ===&lt;br /&gt;
&lt;br /&gt;
The home of the halflings, The Shire boasts the largest toy factories and candy plants in all of Smearth. It also boasts that it is a completely autonomous plane ever since the age of chaos. The entire Shire is a floating island in the sky, only about a mile off the ground. the Shire does not remain stationary either, it floats in a pattern that takes it to the same places once every year. Due to several accidents involving Frisbies, a railing was installed around the borders of the Shire.&lt;br /&gt;
&lt;br /&gt;
=== Ring Gates ===&lt;br /&gt;
&lt;br /&gt;
The Soha Pact, that once sought to annialate all non-human life on Siverow, made extensive use of magic items known as Ring Gates for several very important purposes. The most well known use was to power their airships. By setting them up to form a loop and dropping in an orb of dark matter, the ring gates and accelerating metal would eventually form a directional magnetic turbine. The second, more sinister use, was never confirmed to be in use, but there were plenty of rumors. A similar loop would be created as the magnetic turbine, except the gates would be rigged to move closer to each other. Eventually, the gates would be closer together than the dark matter was wide, and the rapidly falling metal orb would not be able to sucessfuly exit one side of the gate before getting out of it&#039;s own way. Rumors of the resulting explosion indicate that it could level all of Siverow.&lt;br /&gt;
&lt;br /&gt;
== The Old Kings ==&lt;br /&gt;
&lt;br /&gt;
=== Maximilian von Maxwell ===&lt;br /&gt;
http://www.funnyphotos.net.au/userimages/user756_1158817368.jpg http://archive.prairiepublic.org/programs/datebook/images/Godfrey,-MOH.jpg http://www.uncoached.com/wp-content/uploads/2008/05/tom_selleck-1.jpeg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history tells the tale of a hero of unprecedented valor and bravery.  A tale of the greatest swordsman to ever walk the smearth.  His mere presence on the front line inspired fanatical, undying bravery in his allies, cohorts, henchmen, followers, and yes all of his subjects, of which there were many.  According to the histories, accounts of the early adventures of the adventurers who would become King include Maximilian von Maxwell single-handedly grappling a land shark and strangling the life of it with his bare hands, along with many other difficult to believe stories.  Difficult to believe if one did not understand that Maximilian von Maxwell was truly a champion of all that was Great in the hearts of the people of Siverow, a master of hand to hand combat, and just the most all around greatest guy ever.&lt;br /&gt;
&lt;br /&gt;
Maximilian established many great foundations that last even to today.  He always held a great fascination for naval and aerial exploration, and thus established the Royal Navy at Old Man Port.  Following the Great War, Maximilian realized that it would be only a matter of time before Siverow and its new allied lands would be attacked again, so he established the Salvation Army, an army devoted to the Salvation of the Peoples of the Land, in the face of Ultimate Evil.  In peace time, and yes even in war time when supplies are handy, the Salvation Army devoted itself to the distribution of Soup and Blankets to any who needed them.  Maximilian established himself as King of Fortress von Castle and all of Siverow, and the resulting Castletown was largely made up of those who recognized Maximilian&#039;s legacy as a true Epic Hero.&lt;br /&gt;
&lt;br /&gt;
The truth, however, is a bit different.  Maximilian von Maxwell was the most talented Bard to ever grace the army of Siverow.  He was mostly a coward, but had his moments of strange bravery when he felt the odds were on his side.  He often commanded his allies in battle, but the focus of such commands were largely to defeat the enemy as swiftly as possible, with the least amount of risk to Maximilian himself.  His bardic arts focused on Oratory, and he made inspiring speeches that granted supernatural courage to his allies, often -- ironically -- when Maximilian was himself retreating from the battle.&lt;br /&gt;
&lt;br /&gt;
Or as he would describe it, &amp;quot;Circling Around.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maximilian did indeed found Fortress von Castle from the remains of a Soha Pact citadel, and established the Navy at Old Man Port.  He did indeed, perhaps most uncharacteristically, establish the Salvation Army -- it was not, however, his original intention for the Salvation Army to be motivated by &amp;quot;goodness&amp;quot; but rather by cooperation and shared need.  You see, Maximilian was unredeemably neutral in his outlook.  He acted for the greater good only in so far as it benefited him by extension.  A land of peace, prosperity and safety, filled with happy, content, and healthy followers, would be a more pleasant land to rule. And Maximilian felt it was always his destiny to rule.  He hated the angelic host and the celestial gods for their unwillingness to aid in the Great War.  He allied instead with the diabolic forces of Hell.  An alliance that eventually led to the retreat of the forces from Hell from the plane for 100 years.  But though Maximilian&#039;s opinion of the Devils was a mostly favorably one, he never let his guard completely down around them.  He knew that their ultimate goal was his Soul.&lt;br /&gt;
&lt;br /&gt;
Another one of the Maximilian von Maxwell&#039;s contributions to the culture of modern Siverow was his fecundity.  What he lacked in martial potence, he more than made up for in reproductive potence.  Any humanoid species was vulnerable to Maximilian&#039;s charms and sexual appetite.  He saw it as his duty to &amp;quot;improve&amp;quot; all the races of the land with his own seed.  Thus, many &amp;quot;half-human&amp;quot; or &amp;quot;human-touched&amp;quot; beings of many different races, including, most perplexingly, some lizard men, have appeared across the land.  These &amp;lt;i&amp;gt;Maxspawns&amp;lt;/i&amp;gt; typically possess higher than normal average charisma and intelligence for their race, and also a penchant for grooming a full moustache of one style or another.&lt;br /&gt;
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=== Seeba ===&lt;br /&gt;
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[[Image:PZO9011-Druid.jpg]]&lt;br /&gt;
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=== Saint Blasphemy Burns  ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SaintBlasphemyBurns.jpg]] &lt;br /&gt;
&lt;br /&gt;
General, High Arch Bishop, Saint Blasphemy Burns was originally just a nobody goblin. But, his belief in the Salvation Army was so strong that it sparked a divine power from within. His divine powers as his sword and his belief in the army as his shield, he moved up in its ranks (as his divine powers strengthen he was recognized by Holy clerics from around the world and given the title of saint).&lt;br /&gt;
Most history on Saint Blasphemy Burns has been ex-sponged from the royal records for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
These are the PCs of BLAG, both past and present.&lt;br /&gt;
&lt;br /&gt;
==== Jack Quinn ====&lt;br /&gt;
http://z.about.com/d/horror/1/0/p/T/Damien_cross2006omen666.jpg http://i290.photobucket.com/albums/ll272/gothgirl2321/Emo_Boy_by_emo_girl_anime.jpg http://home.earthlink.net/~wingsofdarkness/jack1.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blood of the Hells themselves flow through his veins.  Jack first realized he was special when, as a little boy, he was being bullied by a gang of older children.  They beat him to within an inch of his life, and he never felt better.  As blood was flowing down from his broken nose and fattened lower lip, it burst into little droplets of flame on the dirt.&lt;br /&gt;
&lt;br /&gt;
==== Quinton Huntswell ====&lt;br /&gt;
&lt;br /&gt;
http://profile.ak.fbcdn.net/object3/528/90/n135367680410_8867.jpg http://forevergeek.com/wp-content/uploads/2007/11/god-of-war.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Huntswells were not always so well-regarded or successful as they are today.  But the height of their success may be measured by the success of the mighty Quinton.  Imbued with the divine dominion of War, Quinton has been the natural leader for the adventurers against the Emperor of Spines, the Dire Fiend, and Asmodeus himself.&lt;br /&gt;
&lt;br /&gt;
==== The Baby ====&lt;br /&gt;
&lt;br /&gt;
http://www.bobcesca.com/images/AngryBaby.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This months-old infant was created by the Devils as a weapon to be used as part of Hell&#039;s plan to conquer Celestia.  Despite being a mere infant, the Baby is disguised as a human child with sideburns.&lt;br /&gt;
&lt;br /&gt;
==== Gustavwo ====&lt;br /&gt;
&lt;br /&gt;
http://www.cpinternet.com/dwagner2/sfcons/CONv0523.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coming and going at odd times, Gustavwo is not the most reliable of teammates.  Gustavwo is a professional archer and amateur cleric.  His heals have often come in handy when Quinton and Bridgemon have been indisposed.&lt;br /&gt;
&lt;br /&gt;
==== Bridgemon ====&lt;br /&gt;
&lt;br /&gt;
http://farm4.static.flickr.com/3065/2906012734_d224d12a22.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Cleric of Pelor, Bridgemon is the fellow that Pelor would call upon when he needed something done off the books.  Bridgemon is known for his devotion to Pelor despite being rather sneaky and under-handed.  And although his is not the best looking hobgoblin, people seem seduced by his charming smile, &amp;quot;thumbs-up&amp;quot; attitude and signature catch phrase of &amp;quot;come on......come on....&amp;quot; Bridgemon constantly seeks the open approval of his God, which has become especially unlikely since there is no evidence that Pelor survived Asmodeus&#039; attack on Celestia.&lt;br /&gt;
&lt;br /&gt;
==== Odin ====&lt;br /&gt;
&lt;br /&gt;
http://www.themovieblog.com/wp-content/uploads/2008/04/dwarf1.jpg&lt;br /&gt;
&lt;br /&gt;
Filled with the righteousness of his cause, Odin, who his teammates call Beardy, is an ambassador from the Salvation Army.  None of his teammates seem to have much respect or patience for him outside of combat, but once Quinton calls for the battle to begin, Odin is always at the forefront -- and everyone is thankful for it.&lt;br /&gt;
&lt;br /&gt;
== Memorable Non-Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== General Plot D. Vice ===&lt;br /&gt;
&lt;br /&gt;
http://www.niagaraartcollection.com/Photo/portrait-old-man-face-600.jpg&lt;br /&gt;
&lt;br /&gt;
=== Opitmus Pine ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== http://www.geocities.com/i_ate_breakfast/treant.jpg===&lt;br /&gt;
&lt;br /&gt;
=== Mapletron ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.apple2.org.za/gswv/a2zine/GS.WorldView/v2000/Sep/Graphics/TREANT.JPEG&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Papa Urf ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://home.earthlink.net/~wingsofdarkness/papaurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== Eeeee ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.freewebs.com/miirik/Kobold_Guide_by_D_MAC.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gringo ===&lt;br /&gt;
[[Image:Greengo.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Big Cheese ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.vesivus.com/eBay/dndminis/BW_Pit_Fiend.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kermy ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.primexdigitaldesign.com/images/3D%20stuff/Work/frogman01.jpg&lt;br /&gt;
&lt;br /&gt;
=== Rear Brigadier Brenn Bahamus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.globalnerdy.com/wordpress/wp-content/uploads/2008/10/zapp_brannigan.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fikk ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://victor.zenon.es/Dreamweaver/eventos/kiff.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kemak ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.madeofawesome.net/images/uploads/Lamia.jpg&lt;br /&gt;
http://www.theaveragegamer.com/wp-content/Sin%20Episodes/Elexis.jpg&lt;br /&gt;
&lt;br /&gt;
=== Zombie Head ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.mochiindesigns.com/ZOMBIE1.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grotis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Dark_Grotis.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Vallera Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Vallera.jpg]]&lt;br /&gt;
http://th07.deviantart.net/fs45/300W/f/2009/110/0/3/Fire_Angel_by_struka.jpg&lt;br /&gt;
&lt;br /&gt;
=== Katherine Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Katherine.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thomas ===&lt;br /&gt;
&lt;br /&gt;
http://spacepug.files.wordpress.com/2007/10/jekyll.jpg&lt;br /&gt;
&lt;br /&gt;
=== Knight Captain Samuels ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/magic/images/cardart/ALA/Knight_Captain_of_Eos.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Princess Apricot ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://dsmedia.ign.com/ds/image/article/678/678206/super-princess-peach-20051226094112844_640w.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Emperor Of Spines ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.smashbros.com/en_us/characters/images/bowser/bowser.jpg&lt;br /&gt;
[[Image:drybowser.jpg]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sons Of The Emperor ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:koopa-kids.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Dire Fiend ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://e1000.files.wordpress.com/2008/11/ganondorf_twilight.jpg&lt;br /&gt;
http://www.wizards.com/dnd/images/excerpt_4E_angel3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Asmodeus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bel ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://planewalking.dungeons.ru/denizens/lords_of_nine/bel.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarfvinci ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.science-facts.com/leonardo-davinci.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== King Lucian ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.importcostumes.com/i/360x360/IC00020.jpg&lt;br /&gt;
http://www.blogcdn.com/www.joystiq.com/media/2008/06/big-bosses-mgs2-solidus-snake.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
King Lucian was the acting King of Castletown when the Emperor of Spines made his move on the city. Soon after it was discovered that Lucian had in fact ordered the Emperor to attack, and he made his escape. He wasn&#039;t seen or heard from again until the Dire Fiend sought him out to help with his domination of the plane. Lucian was granted a magical suit of armor and a crew of soldiers to obtain the Fiends goals.&lt;br /&gt;
&lt;br /&gt;
=== King Tepenhopentep ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.frothersunite.com/files/wk/sc/tb/tombs/imag/MVAV_01.jpeg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Plot Synopsis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Emperor of Spines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter I ====&lt;br /&gt;
&lt;br /&gt;
The player characters, who had never met each other before, all answer a call for help in the city of Bilcore made by the local constabulary. Kobolds have been sighted on the outskirts of town and have even attacked a few of the outlaying farms. The PC&#039;s make quick work of the Kobolds only to be attacked on there way back to town by a team of relatively well organized goblins who seem to be looking for them. The arrive in Bilcore to find it under attack by more goblins. The PC&#039;s dispatch the goblins in the city hall just as the Salvation Army arrives, despite their treaty with Castletown not allowing them on Siverow soil. Major Weebalo Brenn Bahamus enlists the PC&#039;s to get word to King Lucian that Siverow is under attack from the Goblin Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter II ====&lt;br /&gt;
&lt;br /&gt;
On the road to Castletown, the PC&#039;s are attacked once again by more goblinoids that seem to be hunting them. They make a side trip to rescue a Treant being used by the goblins to pull water from it&#039;s own Elemental Plane. &lt;br /&gt;
&lt;br /&gt;
==== Chapter III ====&lt;br /&gt;
&lt;br /&gt;
The PC&#039;s arrive at Castletown and gain an audience with King Lucian, who seems highly uninterested in either the goblin&#039;s attacks or their mysterious plots to draw water energy with Treants. He is moderatly concerned that his bride to be, Princess Apricot, has gone missing, and believes that the sinister Emperor of Spines is behind it. He does enlist the PC&#039;s to deal with the problems, though they believe he did this just to get rid if them.&lt;br /&gt;
&lt;br /&gt;
==== Chapter IV ====&lt;br /&gt;
&lt;br /&gt;
With no where else to start their search, the players decide to head to Old Man Port to see Kermy , a wise oracle who runs a monastery Zorth of the city. After a few minor altercations along the way they arrive in Old Man Port, and soon after, Kermy&#039;s Ashram. Unfortunatly, the Ashram was under attack by the Emperor of Spines fat son, Ray. With a pair of old monks named after the two most popular Inn&#039;s in Siverow looking, and taunting, on from above, they dealt with Ray swiftly and mercilessly. They released Kermy and, with luck, Princess Apricot, who was being held by Ray also. Or had she?!?!?&lt;br /&gt;
&lt;br /&gt;
==== Chapter V ====&lt;br /&gt;
&lt;br /&gt;
Kermy&#039;s advice was to head for Old Man Port and keep the princess safe while he checked out a few leads. On the way back to the Port, a large airship careens over their heads on a collision course with the city. A large crash punctuates the ships decent, and the PC&#039;s make haste for the site. They arrive in Old Man Port to find the crashed airship jutting out of the middle of the market district. Storming the ship and confronting another of the Emperor of Spines sons, Wolfgang, the PC&#039;s stop a dangerous plot to gain access to the cities subterranean tunnels. &lt;br /&gt;
&lt;br /&gt;
==== Chapter VI ====&lt;br /&gt;
&lt;br /&gt;
Kermy shows back up to tell the PC&#039;s that another Airship was seen floating in the waters to the Zouth. Given the only way to effectivly traverse the ocean floor is to gain a merfolks blessing, the players charter a boat and set sail for the last place merfolk were ever seen, the reefs around a small island. Upon arriving, however, they find the reefs empty. The island is populated with a strange half merfolk, half raccoon humanoid. They agree to hald the PC&#039;s if they help rid them of a nuisance. Two sons of the Emperor have possessed a statue of the island and are making trouble for them. The PC&#039;s cleared Ziggy and Norton out of the statue, but are then confronted by Princess Apricot, who was really a shape changer working for the Emperor. Jack Quinn falls in love as the pretty in pink princess morphs into an evil bug monster. The PC&#039;s then gain the merfolks blessing and leave just as the Salvation Army arrives again to dole out soup and blankets to victims of the Emperor of Spines.&lt;br /&gt;
&lt;br /&gt;
==== Chapter VII ====&lt;br /&gt;
&lt;br /&gt;
Traveling on the ocean floor, the PC&#039;s encounter agents of the Emperor along with enslaved sea creatures, which tells them they are on the right trail. The trail ends at a magical bubble concealing a massive centuries old adamantium deposit on the sea floor. The Emperor only daughter, Wilhelmina, is attempting to mine as much of the metal as possible  and sending up to her ship. The players dispatch her and the golem holding her phylactery. Jack decides to keep the phylactery rather than destroy it because he has once again fallen in love, and this time is holding the card to make his hearts desires to come true.&lt;br /&gt;
&lt;br /&gt;
==== Chapter VIII ====&lt;br /&gt;
&lt;br /&gt;
On their return to Siverow the PCs are confronted by U.E.D. mercenaries that have been supposedly hired by King Lucian. They are arrested under suspicion of kidnapping Princess Apricot, who they were seen fleeing Old Man Port with.In transit back to Castletown, the motorized wagon carrying the PCs is attacked by Kermy, Optimus Pine, and a mysterious halfling rogue with a great sword. After rescuing the PCs, they tell them about the Kings Betrayal and the Emperors attempts to recover his lost power from the Dire Fiend. The halfling brings them to Aethis on the Rogue Hammer, only to find it under attack by more UED forces. The mercenaries have made their way into Drakeberg Mountain and are underway in their efforts to siphon the Fiends power out of the Plane of Cold without releasing him. The PCs stopped the Emperors mages from completeing their ritual, however this also destabilized the seal blocking the plane, and in a burst of magical energy the PCs were transported to the icy tundra of the Elemental Plane of Cold and rendered unconscious&lt;br /&gt;
&lt;br /&gt;
==== Chapter IX ====&lt;br /&gt;
&lt;br /&gt;
The PCs awoke to find themselves in a small dwelling just as a large man in animal furs left. Leaving the home of their rescuer, Jack decided he could use the same method to escape the plane as he had to arrive there, going to sleep. After a short nap he arrived in the Urf&#039;s village, who agreed to help the party if they could retrive their shirts from the dragon Azreal&#039;s castle. The players did, and the Urfs recovered their power. Now all that was left was to return to Smearth and stop the Emperor of spines once and for all.&lt;br /&gt;
&lt;br /&gt;
==== Chapter X ====&lt;br /&gt;
&lt;br /&gt;
The Emperor of Spines had taken over Fortress Von Castle and the PC&#039;s were geared up for a final assault. After battling through the Emperors minions, that last of his children, and a partially constructed adamantium mobile fortress, they face down the Emperor himself. The Emperor paid for his crimes with his life, and the PC&#039;s closed a book that was opened a hundred years ago. Princess Apricot took over as ruler of Castletown in King Lucian&#039;s absence, and made the PC&#039;s official Royal Guardsmen.&lt;br /&gt;
&lt;br /&gt;
=== Paragon Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Dire Fiend&lt;br /&gt;
&lt;br /&gt;
==== Chapter XI ====&lt;br /&gt;
&lt;br /&gt;
As the parties first order of business as Royal Guardsmen, they are assigned with putting on a play for the Ordinary Day celebration. Thousands of people are gathering in Castletown for the 100 year anniversary of the day that Smearth was united under one Von Banner, and the party is to portray the Old Kings confrontation with Overlord Grag, one of the Dire Fiends generals of Aethis. Hoping to put on a first rate performance, the party delves into the Fortress Von Castle&#039;s extensive library for information about the shady happenings the took place 100 years ago. Uncovering the true story of what happened wasn&#039;t easy, but they succeeded, and portrayed the events on stage before half of the continent. The party came to an abrupt stop when a large, dark man appeared on the stage with them. He proclaimed that his name was Max, and that he was taking over as rightful heir to the throne of Castletown. After putting a stop to the ceremony and retiring to the Fortress Von Castle, King Max invited the party to see him. Half of the party agreed to meet him, and the other half went back to the library to meet a scholar who would know if this claim was legitimate. The latter found out that not only was the claim legitimate, but someone had set ablaze to the part of the library that held the Old Kings records of what happened in Aethis. The group who went to meet the new king was offered the honor to keep their posts as royal guardsmen. Their first assignment would be to collect 3 artifacts from around the world left behind from the Old Kings. The group agreed to this, and then bolted for Old Man Port. Once again they met with Kermy and discussed a plan of action. A short trip later and they were in Sohim Sarak, and they found out that the artifact they sought was a chunk of Saint Blasphemy Burns&#039; armor, and were quickly on their way.&lt;br /&gt;
&lt;br /&gt;
=== Epic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Asmodeus&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
&lt;br /&gt;
Feel free to contact me with questions and comments at scumbagslacker@gmail.com&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BLAG&amp;diff=124234</id>
		<title>BLAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BLAG&amp;diff=124234"/>
		<updated>2009-10-13T05:35:46Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Saint Blasphemy Burns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
BLAG is the pet name given by the players of a D&amp;amp;D 4th edition game set in a somewhat bumbling, somewhat serious world known as Smearth. The game has been going since the day the 4th edition core books were released and as of October 2009 the players have reached level 26. Along the way they have encountered many strange and interesting NPC&#039;s and have saved the world from danger on many occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting History ==&lt;br /&gt;
The history of Smearth is not very well documented until about 100 years ago. There are records of a great war that went on for hundreds of years, during which four factions battled for supremacy on Siverow, the continent that now holds Castletown, the Capitol city of Smearth. The great war was ended when a group of rogue adventurers native to the continent made an alliance with one of the other factions and the two were able to overwhelm the others. those adventurers went on to become the saviors of the world once again when an army of ultimate evil from another universe invaded and threatened to turn Smearth into a wasteland populated by undead monstrosities created from pure pain and suffering. The true destiny of these valiant men and women was revealed when they fulfilled a thousand year old prophecy and stopped a mysterious creature known as the Dire Fiend  from turning the material plane into a new Hell. Fulfilling this prophecy proved that these adventurers were the rightful rulers of Smearth, and they were crowned shortly after. They divided up the land amongst themselves, and started to work on their own personal projects.&lt;br /&gt;
&lt;br /&gt;
=== The Age of Chaos === &lt;br /&gt;
&lt;br /&gt;
After securing their leadership of Smearth, Maximilian von Maxwell, Col. Elzix Angus and Saint Blasphemy Burns set off to block the Material Plane from further attack by other planes. They began experimenting with various arcane rituals designed to block incoming travelers. Using a wide range of rituals and unearthing leylines long since lost, they only achieved blocking off the Elemental Plane of Cold. The side effects from these years of experimentation were permenant however, and included dangerous rifts to other planes, and even the creation of a large floating island in the air.&lt;br /&gt;
&lt;br /&gt;
== Special Campaign Notes ==&lt;br /&gt;
In the BLAGiverse, there are a number of changes to the base D&amp;amp;D system. most of these are role playing or storyline only changes that just make the game a little bit more enjoyable for everyone. After all, the point of BLAG is to have fun. Unless other wise stated, no special qualities confer any bonuses or penalties to a character unless he uses them in a really clever way, then they earned some kind of bonus.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarves === &lt;br /&gt;
Thought to be almost extinct during the great war due to their home being in close proximity to The Soha Pacts initial invasion point, a large civilization of these stout warriors was located on an island far to the Zorth of Siverow. This Island was subsequently named Scotland after their first ambassador, Scott. The Dwarves of Smearth are a fiercely loyal race who almost worship their own beards. A Dwarf will look at his beard as a symbol of power and status. Dwarfs are so protective of their beards that it is not uncommon for a particularly cowardly dwarf to shout &amp;quot;Not in the beard!!&amp;quot; when he gets into a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beard Storage&#039;&#039;&#039;: Dwarves in BLAG are well known for storing things in their beards, such as small trinkets, familiars, snacks, and small sized party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039;: In additon to whenever dwarves are knocked prone, they also receive a saving throw whenever they are reduced to 0 or fewer hit points, fall from a height, or go to sleep. A dwarf may choose to fail any of these and just fall down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039;: Until the age of 20, dwarves look just like halflings. On their 20th birthday every dwarf suddenly puts on about 100 pounds and sprouts the dwarven equivilent of peach fuzz, a 6 inch beard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
The Halflings of Siverow have mostly kept to themselves for a long time and raised very little fuss. Their home, the Shire was located, until recently, in a secluded corner of Siverow, far away from the ravages of the great war. During the Age of Chaos, however, the Shire was ripped from the Smearth and began to float. This has not detered the halflings in any way from being a fun loving curious race. They love candy and toys as much as the human children they resemble. Some researchers have been lead to belive that a halfings oversized head for their body is responsible for their lust for candy, something about the sugar high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Can&#039;t ride Horses &#039;&#039;&#039; : Because of their small stature and top heavy anatomy, halflings have a tendency to go flying off any mount designed for a medium sized creature. For this reason, top halfling scientists have created three tiers of mounts for them. In the heroic tier they may ride a tricycle, at paragon tier a Big Wheel, and in heroic tier they may ride a Power Wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toddlers with swords &#039;&#039;&#039; : Halflings naturally resemble young humans and dwarves and even the telltale sideburns are often not enough to convince people that they are fully grown adults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sausage Fingers &#039;&#039;&#039; : Halflings fingers not only resemble tasty plump sausages, they frequently taste like them. While no one knows why, this does not stop the halflings from licking them whenever they have a few extra seconds. This should be kept in mind should the halfling ever touch something. He will likely taste it very shortly afterwords. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Halfling Speak &#039;&#039;&#039; : While there is no Halfling language, they still have their own way of communicating with each other so the doublings won&#039;t understand them. For example, a doubling  is a human, an ally is a meat shield, and back stab can mean anything from candy to advanced destabilizing warp degradation.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Also known as cupcake elves, the origins of these crafty woodlings is seated in The Cupcake Forest located in Sohim Sorak. The Cupcake Elves are so good at deception and misdirection that, until 20 years ago, no one on Smearth had ever heard of The Cupcake Forest. The Cupcake elves are fiercely at odds with the Donut Elves, though this has never led to open conflict. Some believe that this animosity stems from a person feud between Princess Ellie Elfkins and Col. Elzix Angus.  &lt;br /&gt;
&lt;br /&gt;
=== Eladrin ===&lt;br /&gt;
&lt;br /&gt;
Where the Cupcake elves excel at deception and woodcraft, the Eladrin, or Donut Elves, are masters of the arcane. Led by a wizard so powerful that he hasen&#039;t needed to show his face in two decades, Col. Elzix Angus, the Donut Elves currently work as freelance trainers, teaching any who wish to learn the ways of the wizard. &lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
They are just humans.&lt;br /&gt;
&lt;br /&gt;
=== Dragonborn, Half Elf, Teifling ===&lt;br /&gt;
&lt;br /&gt;
These races have not been used in BLAG so far.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
Paladins are servants of divine beings who want their representatives looking good for other prospective worshipers. Dirt, filth and even rain will never hit a paladin, even the arterial spray of a beheaded Orc will seem to warp around him and hit party members not protected by this.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
=== The Salvation Army ===&lt;br /&gt;
&lt;br /&gt;
http://sandrajo.files.wordpress.com/2008/09/salvationarmy_logo.png&lt;br /&gt;
&lt;br /&gt;
=== The Castletown Royale Guard ===&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
http://www.miniatures.de/medieval/italeri-6019-teutonic-knights.jpg&lt;br /&gt;
&lt;br /&gt;
=== Urfs ===&lt;br /&gt;
&lt;br /&gt;
http://bluebuddies.com/gallery/Smurf_Tray_Puzzles/jpg/Smurfs_Puzzle_Tray_Mini_Ice_Skating_Smurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== The Sky Pirates ===&lt;br /&gt;
&lt;br /&gt;
http://www.rpgfan.com/pics/eternal-arcadia/wall-06.jpg&lt;br /&gt;
&lt;br /&gt;
=== The Elzix Angus School of Magic ===&lt;br /&gt;
&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&lt;br /&gt;
=== The Emperor of Spines ===&lt;br /&gt;
&lt;br /&gt;
=== The Ancients ===&lt;br /&gt;
&lt;br /&gt;
=== Aethis Settlers ===&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.slowlane.net/travel/photos/BoltonCastle/Hedge_maze_at_Bolton_Castle.sized.jpg&lt;br /&gt;
http://www.fabuloussavers.com/new_wallpaper/Ancient_Castle_Fantasy_freecomputerdesktopwallpaper_p.jpg&lt;br /&gt;
http://www.igshistoryonline.co.uk/Images/Medieval%20Town.jpg&lt;br /&gt;
&lt;br /&gt;
From the ashes of the great war came an opportunity to create a kingdom ruled by intellectuals and awe inspiring leaders. Knowing that the best way to unite the people of the world was to create a central hub for commerce and the sharing of ideas, the Old Kings made use of an already prominent and imposing structure. The Soha Pact, the genocidal sorcerers that had tried to eradicate most of the life in Siverow, left behind a formidable castle when they were defeated. With no formal government save for the military commanders of the Siverow army, the Old Kings quickly claimed the bastion as their base of operations, and soon the capitol of the continent. This capitol building was dubbed the Fortress von Castle by King Max. Gradually, the relative safety of living in this behemoths shadow became a widespread topic in popular conversation, and thousands of citizens and former soldiers flocked to this location to make new lives from themselves. Over the course of 100 years a ragtag camp of settlers and merchants became the largest metropolis on Smearth.&lt;br /&gt;
&lt;br /&gt;
Fortress von Castle itself boasts an immense floor plan, covering more area that a few of the islands surrounding the continent. There are extensive laboratories and workshops throughout the underground and enough space for over one hundred occupants. Surrounding the Fortress is a lush forest and garden, complete with hedge maze. Since commandeering the castle, the maze has never needed attention, and is a popular gathering place for the citizens of Castletown.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Old Man Port ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.poland.travel/en-us/imagerepository/general/the-tricity-gdansk-gdynia-sopot/zuraw-the-medieval-port-crane/image_galery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Old Man Port is the primary import export center for all of Smearth. Located on Siverow&#039;s Zouth Zestern shores, the Port holds over two hundred sea docks and close to 80 airship docks, including the docking stations used by the Royal Navy. During the great war, Old Man Port was but a small village with no inclination towards any kind of sea or air vessels. The local legend is that the Old Kings once paid a visit to the small hamlet and graced a crazy old man with their time and attention. No one can no for sure if this story is true, but before then, that old man was one of the only people native to Siverow that even dreamed of building boats and taking to the massive oceans. The Old Kings were wise, and saw the potential usefulness of such adventures and swore to make the old mans dreams a reality.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Disaster struck Old Man Port during the Emperor of Spines attempts to plunge Siverow back into war . The Emperors son Wolfgang, a musically inclined diabolical mastermind, crashed his airship into the market district.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Wraith Island === &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.destination360.com/caribbean/puerto-rico/images/s/culebra-island.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
A large island off the Zouthern coast of Siverow, Ghost Wraith Island is currently a hot spot for those who wish to walk in the footprints of the Old Kings. The lavish beaches along its shores are dotted with small hotels and gift shops, but the main event lies further inland. A large temple to a once powerful wizard who fancied himself a god lies buried under thousands of years of dirt and forest growth. Now the only sign this icon even exists is a sandstone entrance to a network of tunnels and catacombs. The dark magic that once lived there are now gone, and daily tours lead visitors along the path the Old Kings supposedly walked.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Sohim Sarak ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.pushingplay.com/wp-content/gallery/gamepics/fallout3__5_.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Once one of the most powerful centers of arcane power on the plane known as the Soha Nation, this sprawling city was all but annialated in a tremendously violent attack launched without wanring from another dimension. Details are sketchy at best, but one thing that is well known, this attack leveled all of the thousand hand tall mega structures  that dominated the landscape of the Zorthern most continent on Smearth. An epic battle also took place there, as Siverow forces pushed back the invading forces and protected the rest of the world from the same fate. Luckily for the residents of the Soha Nation, there were a great deal of countermeasures in place for just such an attack. While the buildings were destroyed many of the civilians were protected by magical force fields  in heavily populated districts of the city.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The history of the city before this time made it difficult for the citizens of Siverow to sympathize with the Soha&#039;s. The Soha Nation had spent the previous several hundred years attempting to erradicate all non-human life on Siverow, an ambitious plan implicated by the nations previous leadership. The Soha Nation was once ruled by a coven Raksasha who&#039;s magical mastery allowed him to draw upon leylines build into the surrounding landscape to amplify a series of mind control spells to domitate the entire country. The leadership soon realized that of all the races under their control, the humans were the most willing to submit. So, they did the only logical thing. Total eradication of all the other civilised races became their primary concern. When their goal was complete on their own continent, they soon turned their attention to dominating other, and the first that they chose was Siverow.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Since the disaster that obliterated the city, very little has been done to rebuild. For the last 80 years the Salvation Army has made the reconstruction their primary goal, but a lack of funding has made it difficult for them to even supply the soup and blankets that they are known for. Recently there has been promise in salvaging the ruins of the gargantuan siege golems that once patrolled the outlying regions of the city to sell to the airship manufacturers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Cupcake Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A dense forest on the Zestern borders of Sohim Sarak that is home to the Cupcake elves. Ruled by the generaous and fair Princess Ellie Elfkins , the elves have sought to distance themselves as much as possible from Col. Elzix Angus in recent years. A hundred years ago the two groups were virtually indistinguishable, but the two diverged at some point and forced the Princess to adopt a more naturalistic lifestyle. The Cupcake elves now keep to themselves, but every now and then one will leave the forest looking for adventure, wealth, or glory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Scottland ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.nickoffer.com/landscapes/Scotland-Landscape-Buachaille-Etive-Mor.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Another large island not far from Siverow, this is the home to the largest commmunity of dwarves left. It also is home to an active volcano, and a family of red dragons that have managed to coexist with the dwarves for as long as they can remember. Scottland was named after the first ambassador to Castletown, Scott.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Mobile Fortress Memorial ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.metropolismag.com/pov/wp-content/uploads/2008/05/sandcrawler.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
The Mobile Fortress Memorial is the actual ruins of a powerful siege engine designed by the engineers of Siverow to combat the mighty airships of the Soha Nation during the great war. The plaque honoring the brave Siverow soldiers tells the unfortunate end to the Fortress. Under Commander Katherine Ballard, the Mobile Fortress was headed for what would be the final assault on the Soha citadel, when it was attacked. Undead monstrosities guided by the hand of a powerful lich, launched an ambush looking for Maximilian von Maxwell. In the final stages of the assault, after the Fortress had already been irreparably damaged and Commander Ballard had lost an eye in the conflict, the attacks suddenly pulled back. Knowing full well that Maxwell would have shown his mustachioed grin by then, the lich had no further interest in the Fortress.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Several attempts have been made to construct new, better versions of the Fortress, mostly by enemies of humanity. The first time was by the Emperor of Spines, who used a massive deposit of adamantium to construct an elephant size indestructible Fortress. Fortunately for, it was destroyed before it could be completed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The memorial has recently disappeared during the invasion of the forces of hell. A team of adventurers that is working to stop the invasion believes that Mephistopheles has reactivated the aging monument and is using it to wreak havoc on Siverow with a new armament addition.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Rogue Hammer ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://3.bp.blogspot.com/_mgyYTW2w19c/SEvPprvrM0I/AAAAAAAADMk/aeo2Y6hyRa4/s400/Airship_sketches_1_by_JanBoruta.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Not so much a location as an airborne fortress, the Rogue Hammer serves as a base of operation of the Sky Pirates. A massive ironclad airship that was once the flagship of the Soha fleet, it is outfitted with a dazzling array of weapons, from downward angled flame jets for clearing ground forces to deck mounted harpoon cannons for securing other sky vessels and pulling the gates off even the largest keep. The current location of the Rogue Hammer is traveling the clouds, its exact route known only to the Sky Pirates.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Forbidden Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://i.pbase.com/g6/51/784451/2/81577262.9ZGmpmO8.jpg &amp;lt;BR&amp;gt;&lt;br /&gt;
Despite it&#039;s name, the Forbidden Forest is a well traveled area for those wishing to walk the path of the Old Kings. The scorched smeath and lifeless trees create a spooky atmosphere too intense for all but the heartiest of heroic tier adventurers. Located at the exact center of the dead wood is a shrine to a mysterious forgotten god. Dominating the scene is the enormous skeleton of a elder gold dragon, slain 100 years ago by an unnamed agent of the Harbingers of Salvation for unknown reasons.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Wood of Petrified Ancients ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The location of this treant resting resting ground is shrouded in mystery by the Ancients themselves. What is known is that when the treants know it is their time to die, they make the journey to these woods, and allow the forces of time to overtake them, permanently encasing their bodies in stone hard form, and preserving their knowledge.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Aethis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.24oranges.nl/wp-content/uploads/2008/07/project_indigo_2.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Aethis is an immense city that once housed one of the arguably greatest threat Smearth had ever seen. At it&#039;s core the previous home of the Dire Fiend. Branching out from there is the 5 districts that were home to the Fiends generals. Each of these Generals was given and area to command and orders to build outwards as aggressively as they could. The districts each stretch out dozens of miles and are each personally tailored to the General commanding it.&lt;br /&gt;
&lt;br /&gt;
Currently the city is inhabited by the citizens who lived their during the Dire Fiends reign, but chose to not align with them when he was in power. A few refugees from other areas of the world have taken up residence in the vast city streets of the city, but the mysterious circumstances that the city was liberated under have led to many fears about living there.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Elemntal Plane of Cold ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Home of the Urfs, as well as a dragon by the name of Azreal, The Elemental plane of Cold was sealed off from acess via the other planes until recently. When The Emperor of Spines sought to obtain more of his former power from The Dire Fiend who was trapped there, an accident occured which unsealed the plane, allowing the Fiend to escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://cdn-write.demandstudios.com/upload//6000/700/00/7/56707.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physics and Science ==&lt;br /&gt;
&lt;br /&gt;
=== Smearth and the Smoon ===&lt;br /&gt;
&lt;br /&gt;
The Smoon is a giant barren boulder floating in the astral space above Smearth. The Smoon is not visible during the day but is there. The proof of this is the Smelevator, a length of cable running from the Smearth to the Smoon. Along this cable runs a large glass box suitable for 10 medium sized characters and their gear. With this anyone can travel from one end to another in 10 minutes. Should a character attempt to travel from one to another without the Smelevator should keep in mind that gravity will pull you towards the plane you most recently touched. So even if a character manages to come within a few inches of the Smoon, he will fall all the way back to Smearth if that is where he started from.&lt;br /&gt;
&lt;br /&gt;
=== The Shire ===&lt;br /&gt;
&lt;br /&gt;
The home of the halflings, The Shire boasts the largest toy factories and candy plants in all of Smearth. It also boasts that it is a completely autonomous plane ever since the age of chaos. The entire Shire is a floating island in the sky, only about a mile off the ground. the Shire does not remain stationary either, it floats in a pattern that takes it to the same places once every year. Due to several accidents involving Frisbies, a railing was installed around the borders of the Shire.&lt;br /&gt;
&lt;br /&gt;
=== Ring Gates ===&lt;br /&gt;
&lt;br /&gt;
The Soha Pact, that once sought to annialate all non-human life on Siverow, made extensive use of magic items known as Ring Gates for several very important purposes. The most well known use was to power their airships. By setting them up to form a loop and dropping in an orb of dark matter, the ring gates and accelerating metal would eventually form a directional magnetic turbine. The second, more sinister use, was never confirmed to be in use, but there were plenty of rumors. A similar loop would be created as the magnetic turbine, except the gates would be rigged to move closer to each other. Eventually, the gates would be closer together than the dark matter was wide, and the rapidly falling metal orb would not be able to sucessfuly exit one side of the gate before getting out of it&#039;s own way. Rumors of the resulting explosion indicate that it could level all of Siverow.&lt;br /&gt;
&lt;br /&gt;
== The Old Kings ==&lt;br /&gt;
&lt;br /&gt;
=== Maximilian von Maxwell ===&lt;br /&gt;
http://www.funnyphotos.net.au/userimages/user756_1158817368.jpg http://archive.prairiepublic.org/programs/datebook/images/Godfrey,-MOH.jpg http://www.uncoached.com/wp-content/uploads/2008/05/tom_selleck-1.jpeg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history tells the tale of a hero of unprecedented valor and bravery.  A tale of the greatest swordsman to ever walk the smearth.  His mere presence on the front line inspired fanatical, undying bravery in his allies, cohorts, henchmen, followers, and yes all of his subjects, of which there were many.  According to the histories, accounts of the early adventures of the adventurers who would become King include Maximilian von Maxwell single-handedly grappling a land shark and strangling the life of it with his bare hands, along with many other difficult to believe stories.  Difficult to believe if one did not understand that Maximilian von Maxwell was truly a champion of all that was Great in the hearts of the people of Siverow, a master of hand to hand combat, and just the most all around greatest guy ever.&lt;br /&gt;
&lt;br /&gt;
Maximilian established many great foundations that last even to today.  He always held a great fascination for naval and aerial exploration, and thus established the Royal Navy at Old Man Port.  Following the Great War, Maximilian realized that it would be only a matter of time before Siverow and its new allied lands would be attacked again, so he established the Salvation Army, an army devoted to the Salvation of the Peoples of the Land, in the face of Ultimate Evil.  In peace time, and yes even in war time when supplies are handy, the Salvation Army devoted itself to the distribution of Soup and Blankets to any who needed them.  Maximilian established himself as King of Fortress von Castle and all of Siverow, and the resulting Castletown was largely made up of those who recognized Maximilian&#039;s legacy as a true Epic Hero.&lt;br /&gt;
&lt;br /&gt;
The truth, however, is a bit different.  Maximilian von Maxwell was the most talented Bard to ever grace the army of Siverow.  He was mostly a coward, but had his moments of strange bravery when he felt the odds were on his side.  He often commanded his allies in battle, but the focus of such commands were largely to defeat the enemy as swiftly as possible, with the least amount of risk to Maximilian himself.  His bardic arts focused on Oratory, and he made inspiring speeches that granted supernatural courage to his allies, often -- ironically -- when Maximilian was himself retreating from the battle.&lt;br /&gt;
&lt;br /&gt;
Or as he would describe it, &amp;quot;Circling Around.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maximilian did indeed found Fortress von Castle from the remains of a Soha Pact citadel, and established the Navy at Old Man Port.  He did indeed, perhaps most uncharacteristically, establish the Salvation Army -- it was not, however, his original intention for the Salvation Army to be motivated by &amp;quot;goodness&amp;quot; but rather by cooperation and shared need.  You see, Maximilian was unredeemably neutral in his outlook.  He acted for the greater good only in so far as it benefited him by extension.  A land of peace, prosperity and safety, filled with happy, content, and healthy followers, would be a more pleasant land to rule. And Maximilian felt it was always his destiny to rule.  He hated the angelic host and the celestial gods for their unwillingness to aid in the Great War.  He allied instead with the diabolic forces of Hell.  An alliance that eventually led to the retreat of the forces from Hell from the plane for 100 years.  But though Maximilian&#039;s opinion of the Devils was a mostly favorably one, he never let his guard completely down around them.  He knew that their ultimate goal was his Soul.&lt;br /&gt;
&lt;br /&gt;
Another one of the Maximilian von Maxwell&#039;s contributions to the culture of modern Siverow was his fecundity.  What he lacked in martial potence, he more than made up for in reproductive potence.  Any humanoid species was vulnerable to Maximilian&#039;s charms and sexual appetite.  He saw it as his duty to &amp;quot;improve&amp;quot; all the races of the land with his own seed.  Thus, many &amp;quot;half-human&amp;quot; or &amp;quot;human-touched&amp;quot; beings of many different races, including, most perplexingly, some lizard men, have appeared across the land.  These &amp;lt;i&amp;gt;Maxspawns&amp;lt;/i&amp;gt; typically possess higher than normal average charisma and intelligence for their race, and also a penchant for grooming a full moustache of one style or another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seeba ===&lt;br /&gt;
&lt;br /&gt;
[[Image:PZO9011-Druid.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Saint Blasphemy Burns  ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SaintBlasphemyBurns.jpg]] &lt;br /&gt;
&lt;br /&gt;
General, High Arch Bishop, Saint Blasphemy Burns was originally just a nobody goblin. But, his belief in the Salvation Army was so strong that it sparked a divine power from within. His divine powers as his sword and his belief in the army as his shield, he moved up in its ranks (as his divine powers strengthen he was recognized by Holy clerics from around the world and given the title of saint).&lt;br /&gt;
Most history on Saint Blasphemy Burns has been ex-sponged from the royal records for unknown reasons.&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
These are the PCs of BLAG, both past and present.&lt;br /&gt;
&lt;br /&gt;
==== Jack Quinn ====&lt;br /&gt;
http://z.about.com/d/horror/1/0/p/T/Damien_cross2006omen666.jpg http://i290.photobucket.com/albums/ll272/gothgirl2321/Emo_Boy_by_emo_girl_anime.jpg http://home.earthlink.net/~wingsofdarkness/jack1.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blood of the Hells themselves flow through his veins.  Jack first realized he was special when, as a little boy, he was being bullied by a gang of older children.  They beat him to within an inch of his life, and he never felt better.  As blood was flowing down from his broken nose and fattened lower lip, it burst into little droplets of flame on the dirt.&lt;br /&gt;
&lt;br /&gt;
==== Quinton Huntswell ====&lt;br /&gt;
&lt;br /&gt;
http://profile.ak.fbcdn.net/object3/528/90/n135367680410_8867.jpg http://forevergeek.com/wp-content/uploads/2007/11/god-of-war.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Huntswells were not always so well-regarded or successful as they are today.  But the height of their success may be measured by the success of the mighty Quinton.  Imbued with the divine dominion of War, Quinton has been the natural leader for the adventurers against the Emperor of Spines, the Dire Fiend, and Asmodeus himself.&lt;br /&gt;
&lt;br /&gt;
==== The Baby ====&lt;br /&gt;
&lt;br /&gt;
http://www.bobcesca.com/images/AngryBaby.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This months-old infant was created by the Devils as a weapon to be used as part of Hell&#039;s plan to conquer Celestia.  Despite being a mere infant, the Baby is disguised as a human child with sideburns.&lt;br /&gt;
&lt;br /&gt;
==== Gustavwo ====&lt;br /&gt;
&lt;br /&gt;
http://www.cpinternet.com/dwagner2/sfcons/CONv0523.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coming and going at odd times, Gustavwo is not the most reliable of teammates.  Gustavwo is a professional archer and amateur cleric.  His heals have often come in handy when Quinton and Bridgemon have been indisposed.&lt;br /&gt;
&lt;br /&gt;
==== Bridgemon ====&lt;br /&gt;
&lt;br /&gt;
http://farm4.static.flickr.com/3065/2906012734_d224d12a22.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Cleric of Pelor, Bridgemon is the fellow that Pelor would call upon when he needed something done off the books.  Bridgemon is known for his devotion to Pelor despite being rather sneaky and under-handed.  And although his is not the best looking hobgoblin, people seem seduced by his charming smile, &amp;quot;thumbs-up&amp;quot; attitude and signature catch phrase of &amp;quot;come on......come on....&amp;quot; Bridgemon constantly seeks the open approval of his God, which has become especially unlikely since there is no evidence that Pelor survived Asmodeus&#039; attack on Celestia.&lt;br /&gt;
&lt;br /&gt;
==== Odin ====&lt;br /&gt;
&lt;br /&gt;
http://www.themovieblog.com/wp-content/uploads/2008/04/dwarf1.jpg&lt;br /&gt;
&lt;br /&gt;
Filled with the righteousness of his cause, Odin, who his teammates call Beardy, is an ambassador from the Salvation Army.  None of his teammates seem to have much respect or patience for him outside of combat, but once Quinton calls for the battle to begin, Odin is always at the forefront -- and everyone is thankful for it.&lt;br /&gt;
&lt;br /&gt;
== Memorable Non-Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== General Plot D. Vice ===&lt;br /&gt;
&lt;br /&gt;
http://www.niagaraartcollection.com/Photo/portrait-old-man-face-600.jpg&lt;br /&gt;
&lt;br /&gt;
=== Opitmus Pine ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== http://www.geocities.com/i_ate_breakfast/treant.jpg===&lt;br /&gt;
&lt;br /&gt;
=== Mapletron ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.apple2.org.za/gswv/a2zine/GS.WorldView/v2000/Sep/Graphics/TREANT.JPEG&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Papa Urf ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://home.earthlink.net/~wingsofdarkness/papaurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== Eeeee ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.freewebs.com/miirik/Kobold_Guide_by_D_MAC.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gringo ===&lt;br /&gt;
[[Image:Greengo.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Big Cheese ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.vesivus.com/eBay/dndminis/BW_Pit_Fiend.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kermy ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.primexdigitaldesign.com/images/3D%20stuff/Work/frogman01.jpg&lt;br /&gt;
&lt;br /&gt;
=== Rear Brigadier Brenn Bahamus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.globalnerdy.com/wordpress/wp-content/uploads/2008/10/zapp_brannigan.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fikk ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://victor.zenon.es/Dreamweaver/eventos/kiff.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kemak ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.madeofawesome.net/images/uploads/Lamia.jpg&lt;br /&gt;
http://www.theaveragegamer.com/wp-content/Sin%20Episodes/Elexis.jpg&lt;br /&gt;
&lt;br /&gt;
=== Zombie Head ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.mochiindesigns.com/ZOMBIE1.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grotis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Dark_Grotis.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Vallera Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Vallera.jpg]]&lt;br /&gt;
http://th07.deviantart.net/fs45/300W/f/2009/110/0/3/Fire_Angel_by_struka.jpg&lt;br /&gt;
&lt;br /&gt;
=== Katherine Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Katherine.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thomas ===&lt;br /&gt;
&lt;br /&gt;
=== Knight Captain Samuels ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/magic/images/cardart/ALA/Knight_Captain_of_Eos.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Princess Apricot ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://dsmedia.ign.com/ds/image/article/678/678206/super-princess-peach-20051226094112844_640w.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Emperor Of Spines ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.smashbros.com/en_us/characters/images/bowser/bowser.jpg&lt;br /&gt;
[[Image:drybowser.jpg]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sons Of The Emperor ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:koopa-kids.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Dire Fiend ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://e1000.files.wordpress.com/2008/11/ganondorf_twilight.jpg&lt;br /&gt;
http://www.wizards.com/dnd/images/excerpt_4E_angel3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Asmodeus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bel ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://planewalking.dungeons.ru/denizens/lords_of_nine/bel.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarfvinci ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.science-facts.com/leonardo-davinci.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== King Lucian ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.importcostumes.com/i/360x360/IC00020.jpg&lt;br /&gt;
http://www.blogcdn.com/www.joystiq.com/media/2008/06/big-bosses-mgs2-solidus-snake.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
King Lucian was the acting King of Castletown when the Emperor of Spines made his move on the city. Soon after it was discovered that Lucian had in fact ordered the Emperor to attack, and he made his escape. He wasn&#039;t seen or heard from again until the Dire Fiend sought him out to help with his domination of the plane. Lucian was granted a magical suit of armor and a crew of soldiers to obtain the Fiends goals.&lt;br /&gt;
&lt;br /&gt;
=== King Tepenhopentep ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.frothersunite.com/files/wk/sc/tb/tombs/imag/MVAV_01.jpeg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Plot Synopsis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Emperor of Spines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter I ====&lt;br /&gt;
&lt;br /&gt;
The player characters, who had never met each other before, all answer a call for help in the city of Bilcore made by the local constabulary. Kobolds have been sighted on the outskirts of town and have even attacked a few of the outlaying farms. The PC&#039;s make quick work of the Kobolds only to be attacked on there way back to town by a team of relatively well organized goblins who seem to be looking for them. The arrive in Bilcore to find it under attack by more goblins. The PC&#039;s dispatch the goblins in the city hall just as the Salvation Army arrives, despite their treaty with Castletown not allowing them on Siverow soil. Major Weebalo Brenn Bahamus enlists the PC&#039;s to get word to King Lucian that Siverow is under attack from the Goblin Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter II ====&lt;br /&gt;
&lt;br /&gt;
On the road to Castletown, the PC&#039;s are attacked once again by more goblinoids that seem to be hunting them. They make a side trip to rescue a Treant being used by the goblins to pull water from it&#039;s own Elemental Plane. &lt;br /&gt;
&lt;br /&gt;
==== Chapter III ====&lt;br /&gt;
&lt;br /&gt;
The PC&#039;s arrive at Castletown and gain an audience with King Lucian, who seems highly uninterested in either the goblin&#039;s attacks or their mysterious plots to draw water energy with Treants. He is moderatly concerned that his brode to be, Princess Apricot, has gone missing, and believes that the sinister Emperor of Spines is behind it. He does enlist the PC&#039;s to deal with the problems, though they believe he did this just to get rid if them. &lt;br /&gt;
&lt;br /&gt;
==== Chapter IV ====&lt;br /&gt;
&lt;br /&gt;
With no where else to start their search, the players decide to head to Old Man Port to see Kermy , a wise oracle who runs a monastery Zorth of the city. After a few minor altercations along the way they arrive in Old Man Port, and soon after, Kermy&#039;s Ashram. Unfortunatly, the Ashram was under attack by the Emperor of Spines fat son, Ray. With a pair of old monks named after the two most popular Inn&#039;s in Siverow looking, and taunting, on from above, they dealt with Ray swiftly and mercilessly. They released Kermy and, with luck, Princess Apricot, who was being held by Ray also. Or had she?!?!?&lt;br /&gt;
&lt;br /&gt;
==== Chapter V ====&lt;br /&gt;
&lt;br /&gt;
Kermy&#039;s advice was to head for Old Man Port and keep the princess safe while he checked out a few leads. On the way back to the Port, a large airship careens over their heads on a collision course with the city. A large crash punctuates the ships decent, and the PC&#039;s make haste for the site. They arrive in Old Man Port to find the crashed airship jutting out of the middle of the market district. Storming the ship and confronting another of the Emperor of Spines sons, Wolfgang, the PC&#039;s stop a dangerous plot to gain access to the cities subterranean tunnels. &lt;br /&gt;
&lt;br /&gt;
==== Chapter VI ====&lt;br /&gt;
&lt;br /&gt;
Kermy shows back up to tell the PC&#039;s that another Airship was seen floating in the waters to the Zouth. Given the only way to effectivly traverse the ocean floor is to gain a merfolks blessing, the players charter a boat and set sail for the last place merfolk were ever seen, the reefs around a small island. Upon arriving, however, they find the reefs empty. The island is populated with a strange half merfolk, half raccoon humanoid. They agree to hald the PC&#039;s if they help rid them of a nuisance. Two sons of the Emperor have possessed a statue of the island and are making trouble for them. The PC&#039;s cleared Ziggy and Norton out of the statue, but are then confronted by Princess Apricot, who was really a shape changer working for the Emperor. Jack Quinn falls in love as the pretty in pink princess morphs into an evil bug monster. The PC&#039;s then gain the merfolks blessing and leave just as the Salvation Army arrives again to dole out soup and blankets to victims of the Emperor of Spines.&lt;br /&gt;
&lt;br /&gt;
==== Chapter VII ====&lt;br /&gt;
&lt;br /&gt;
Traveling on the ocean floor, the PC&#039;s encounter agents of the Emperor along with enslaved sea creatures, which tells them they are on the right trail. The trail ends at a magical bubble concealing a massive centuries old adamantium deposit on the sea floor. The Emperor only daughter, Wilhelmina, is attempting to mine as much of the metal as possible  and sending up to her ship. The players dispatch her and the golem holding her phylactery. Jack decides to keep the phylactery rather than destroy it because he has once again fallen in love, and this time is holding the card to make his hearts desires to come true.&lt;br /&gt;
&lt;br /&gt;
==== Chapter VIII ====&lt;br /&gt;
&lt;br /&gt;
On their return to Siverow the PCs are confronted by U.E.D. mercenaries that have been supposedly hired by King Lucian. They are arrested under suspicion of kidnapping Princess Apricot, who they were seen fleeing Old Man Port with.In transit back to Castletown, the motorized wagon carrying the PCs is attacked by Kermy, Optimus Pine, and a mysterious halfling rogue with a great sword. After rescuing the PCs, they tell them about the Kings Betrayal and the Emperors attempts to recover his lost power from the Dire Fiend. The halfling brings them to Aethis on the Rogue Hammer, only to find it under attack by more UED forces. The mercenaries have made their way into Drakeberg Mountain and are underway in their efforts to siphon the Fiends power out of the Plane of Cold without releasing him. The PCs stopped the Emperors mages from completeing their ritual, however this also destabilized the seal blocking the plane, and in a burst of magical energy the PCs were transported to the icy tundra of the Elemental Plane of Cold and rendered unconscious&lt;br /&gt;
&lt;br /&gt;
==== Chapter IX ====&lt;br /&gt;
&lt;br /&gt;
The PCs awoke to find themselves in a small dwelling just as a large man in animal furs left. Leaving the home of their rescuer, Jack decided he could use the same method to escape the plan as he had to arrive there, going to sleep. After a short nap he arrived in the Urf&#039;s village, who agreed to help the party if they could retrive their shirts from the dragon Azreal&#039;s castle. The players did, and the Urfs recovered their power. Now all that was left was to return to Smearth and stop the Emperor of spines once and for all.&lt;br /&gt;
&lt;br /&gt;
==== Chapter X ====&lt;br /&gt;
&lt;br /&gt;
The Emperor of Spines had taken over Fortress Von Castle and the PC&#039;s were geared up for a final assault. After battling through the Emperors minions, that last of his children, and a partially constructed adamantium mobile fortress, they face down the Emperor himself. The Emperor paid for his crimes with his life, and the PC&#039;s closed a book that was opened a hundred years ago. Princess Apricot took over as ruler of Castletown in King Lucian&#039;s absence, and made the PC&#039;s official Royal Guardsmen.&lt;br /&gt;
&lt;br /&gt;
=== Paragon Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Dire Fiend&lt;br /&gt;
&lt;br /&gt;
=== Epic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Asmodeus&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
&lt;br /&gt;
Feel free to contact me with questions and comments at scumbagslacker@gmail.com&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BLAG&amp;diff=124230</id>
		<title>BLAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BLAG&amp;diff=124230"/>
		<updated>2009-10-13T05:30:14Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Saint Blasphemy Burns */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
BLAG is the pet name given by the players of a D&amp;amp;D 4th edition game set in a somewhat bumbling, somewhat serious world known as Smearth. The game has been going since the day the 4th edition core books were released and as of October 2009 the players have reached level 26. Along the way they have encountered many strange and interesting NPC&#039;s and have saved the world from danger on many occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting History ==&lt;br /&gt;
The history of Smearth is not very well documented until about 100 years ago. There are records of a great war that went on for hundreds of years, during which four factions battled for supremacy on Siverow, the continent that now holds Castletown, the Capitol city of Smearth. The great war was ended when a group of rogue adventurers native to the continent made an alliance with one of the other factions and the two were able to overwhelm the others. those adventurers went on to become the saviors of the world once again when an army of ultimate evil from another universe invaded and threatened to turn Smearth into a wasteland populated by undead monstrosities created from pure pain and suffering. The true destiny of these valiant men and women was revealed when they fulfilled a thousand year old prophecy and stopped a mysterious creature known as the Dire Fiend  from turning the material plane into a new Hell. Fulfilling this prophecy proved that these adventurers were the rightful rulers of Smearth, and they were crowned shortly after. They divided up the land amongst themselves, and started to work on their own personal projects.&lt;br /&gt;
&lt;br /&gt;
=== The Age of Chaos === &lt;br /&gt;
&lt;br /&gt;
After securing their leadership of Smearth, Maximilian von Maxwell, Col. Elzix Angus and Saint Blasphemy Burns set off to block the Material Plane from further attack by other planes. They began experimenting with various arcane rituals designed to block incoming travelers. Using a wide range of rituals and unearthing leylines long since lost, they only achieved blocking off the Elemental Plane of Cold. The side effects from these years of experimentation were permenant however, and included dangerous rifts to other planes, and even the creation of a large floating island in the air.&lt;br /&gt;
&lt;br /&gt;
== Special Campaign Notes ==&lt;br /&gt;
In the BLAGiverse, there are a number of changes to the base D&amp;amp;D system. most of these are role playing or storyline only changes that just make the game a little bit more enjoyable for everyone. After all, the point of BLAG is to have fun. Unless other wise stated, no special qualities confer any bonuses or penalties to a character unless he uses them in a really clever way, then they earned some kind of bonus.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarves === &lt;br /&gt;
Thought to be almost extinct during the great war due to their home being in close proximity to The Soha Pacts initial invasion point, a large civilization of these stout warriors was located on an island far to the Zorth of Siverow. This Island was subsequently named Scotland after their first ambassador, Scott. The Dwarves of Smearth are a fiercely loyal race who almost worship their own beards. A Dwarf will look at his beard as a symbol of power and status. Dwarfs are so protective of their beards that it is not uncommon for a particularly cowardly dwarf to shout &amp;quot;Not in the beard!!&amp;quot; when he gets into a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beard Storage&#039;&#039;&#039;: Dwarves in BLAG are well known for storing things in their beards, such as small trinkets, familiars, snacks, and small sized party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039;: In additon to whenever dwarves are knocked prone, they also receive a saving throw whenever they are reduced to 0 or fewer hit points, fall from a height, or go to sleep. A dwarf may choose to fail any of these and just fall down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039;: Until the age of 20, dwarves look just like halflings. On their 20th birthday every dwarf suddenly puts on about 100 pounds and sprouts the dwarven equivilent of peach fuzz, a 6 inch beard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
The Halflings of Siverow have mostly kept to themselves for a long time and raised very little fuss. Their home, the Shire was located, until recently, in a secluded corner of Siverow, far away from the ravages of the great war. During the Age of Chaos, however, the Shire was ripped from the Smearth and began to float. This has not detered the halflings in any way from being a fun loving curious race. They love candy and toys as much as the human children they resemble. Some researchers have been lead to belive that a halfings oversized head for their body is responsible for their lust for candy, something about the sugar high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Can&#039;t ride Horses &#039;&#039;&#039; : Because of their small stature and top heavy anatomy, halflings have a tendency to go flying off any mount designed for a medium sized creature. For this reason, top halfling scientists have created three tiers of mounts for them. In the heroic tier they may ride a tricycle, at paragon tier a Big Wheel, and in heroic tier they may ride a Power Wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toddlers with swords &#039;&#039;&#039; : Halflings naturally resemble young humans and dwarves and even the telltale sideburns are often not enough to convince people that they are fully grown adults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sausage Fingers &#039;&#039;&#039; : Halflings fingers not only resemble tasty plump sausages, they frequently taste like them. While no one knows why, this does not stop the halflings from licking them whenever they have a few extra seconds. This should be kept in mind should the halfling ever touch something. He will likely taste it very shortly afterwords. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Halfling Speak &#039;&#039;&#039; : While there is no Halfling language, they still have their own way of communicating with each other so the doublings won&#039;t understand them. For example, a doubling  is a human, an ally is a meat shield, and back stab can mean anything from candy to advanced destabilizing warp degradation.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Also known as cupcake elves, the origins of these crafty woodlings is seated in The Cupcake Forest located in Sohim Sorak. The Cupcake Elves are so good at deception and misdirection that, until 20 years ago, no one on Smearth had ever heard of The Cupcake Forest. The Cupcake elves are fiercely at odds with the Donut Elves, though this has never led to open conflict. Some believe that this animosity stems from a person feud between Princess Ellie Elfkins and Col. Elzix Angus.  &lt;br /&gt;
&lt;br /&gt;
=== Eladrin ===&lt;br /&gt;
&lt;br /&gt;
Where the Cupcake elves excel at deception and woodcraft, the Eladrin, or Donut Elves, are masters of the arcane. Led by a wizard so powerful that he hasen&#039;t needed to show his face in two decades, Col. Elzix Angus, the Donut Elves currently work as freelance trainers, teaching any who wish to learn the ways of the wizard. &lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
They are just humans.&lt;br /&gt;
&lt;br /&gt;
=== Dragonborn, Half Elf, Teifling ===&lt;br /&gt;
&lt;br /&gt;
These races have not been used in BLAG so far.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
Paladins are servants of divine beings who want their representatives looking good for other prospective worshipers. Dirt, filth and even rain will never hit a paladin, even the arterial spray of a beheaded Orc will seem to warp around him and hit party members not protected by this.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
=== The Salvation Army ===&lt;br /&gt;
&lt;br /&gt;
http://sandrajo.files.wordpress.com/2008/09/salvationarmy_logo.png&lt;br /&gt;
&lt;br /&gt;
=== The Castletown Royale Guard ===&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
http://www.miniatures.de/medieval/italeri-6019-teutonic-knights.jpg&lt;br /&gt;
&lt;br /&gt;
=== Urfs ===&lt;br /&gt;
&lt;br /&gt;
http://bluebuddies.com/gallery/Smurf_Tray_Puzzles/jpg/Smurfs_Puzzle_Tray_Mini_Ice_Skating_Smurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== The Sky Pirates ===&lt;br /&gt;
&lt;br /&gt;
http://www.rpgfan.com/pics/eternal-arcadia/wall-06.jpg&lt;br /&gt;
&lt;br /&gt;
=== The Elzix Angus School of Magic ===&lt;br /&gt;
&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&lt;br /&gt;
=== The Emperor of Spines ===&lt;br /&gt;
&lt;br /&gt;
=== The Ancients ===&lt;br /&gt;
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=== Aethis Settlers ===&lt;br /&gt;
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== Notable Locations ==&lt;br /&gt;
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=== Castletown ===&lt;br /&gt;
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http://www.slowlane.net/travel/photos/BoltonCastle/Hedge_maze_at_Bolton_Castle.sized.jpg&lt;br /&gt;
http://www.fabuloussavers.com/new_wallpaper/Ancient_Castle_Fantasy_freecomputerdesktopwallpaper_p.jpg&lt;br /&gt;
http://www.igshistoryonline.co.uk/Images/Medieval%20Town.jpg&lt;br /&gt;
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From the ashes of the great war came an opportunity to create a kingdom ruled by intellectuals and awe inspiring leaders. Knowing that the best way to unite the people of the world was to create a central hub for commerce and the sharing of ideas, the Old Kings made use of an already prominent and imposing structure. The Soha Pact, the genocidal sorcerers that had tried to eradicate most of the life in Siverow, left behind a formidable castle when they were defeated. With no formal government save for the military commanders of the Siverow army, the Old Kings quickly claimed the bastion as their base of operations, and soon the capitol of the continent. This capitol building was dubbed the Fortress von Castle by King Max. Gradually, the relative safety of living in this behemoths shadow became a widespread topic in popular conversation, and thousands of citizens and former soldiers flocked to this location to make new lives from themselves. Over the course of 100 years a ragtag camp of settlers and merchants became the largest metropolis on Smearth.&lt;br /&gt;
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Fortress von Castle itself boasts an immense floor plan, covering more area that a few of the islands surrounding the continent. There are extensive laboratories and workshops throughout the underground and enough space for over one hundred occupants. Surrounding the Fortress is a lush forest and garden, complete with hedge maze. Since commandeering the castle, the maze has never needed attention, and is a popular gathering place for the citizens of Castletown.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Old Man Port ===&lt;br /&gt;
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http://www.poland.travel/en-us/imagerepository/general/the-tricity-gdansk-gdynia-sopot/zuraw-the-medieval-port-crane/image_galery&lt;br /&gt;
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Old Man Port is the primary import export center for all of Smearth. Located on Siverow&#039;s Zouth Zestern shores, the Port holds over two hundred sea docks and close to 80 airship docks, including the docking stations used by the Royal Navy. During the great war, Old Man Port was but a small village with no inclination towards any kind of sea or air vessels. The local legend is that the Old Kings once paid a visit to the small hamlet and graced a crazy old man with their time and attention. No one can no for sure if this story is true, but before then, that old man was one of the only people native to Siverow that even dreamed of building boats and taking to the massive oceans. The Old Kings were wise, and saw the potential usefulness of such adventures and swore to make the old mans dreams a reality.&amp;lt;BR&amp;gt;&lt;br /&gt;
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Disaster struck Old Man Port during the Emperor of Spines attempts to plunge Siverow back into war . The Emperors son Wolfgang, a musically inclined diabolical mastermind, crashed his airship into the market district.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Ghost Wraith Island === &lt;br /&gt;
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http://www.destination360.com/caribbean/puerto-rico/images/s/culebra-island.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
A large island off the Zouthern coast of Siverow, Ghost Wraith Island is currently a hot spot for those who wish to walk in the footprints of the Old Kings. The lavish beaches along its shores are dotted with small hotels and gift shops, but the main event lies further inland. A large temple to a once powerful wizard who fancied himself a god lies buried under thousands of years of dirt and forest growth. Now the only sign this icon even exists is a sandstone entrance to a network of tunnels and catacombs. The dark magic that once lived there are now gone, and daily tours lead visitors along the path the Old Kings supposedly walked.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Sohim Sarak ===&lt;br /&gt;
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http://www.pushingplay.com/wp-content/gallery/gamepics/fallout3__5_.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Once one of the most powerful centers of arcane power on the plane known as the Soha Nation, this sprawling city was all but annialated in a tremendously violent attack launched without wanring from another dimension. Details are sketchy at best, but one thing that is well known, this attack leveled all of the thousand hand tall mega structures  that dominated the landscape of the Zorthern most continent on Smearth. An epic battle also took place there, as Siverow forces pushed back the invading forces and protected the rest of the world from the same fate. Luckily for the residents of the Soha Nation, there were a great deal of countermeasures in place for just such an attack. While the buildings were destroyed many of the civilians were protected by magical force fields  in heavily populated districts of the city.&amp;lt;BR&amp;gt;&lt;br /&gt;
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The history of the city before this time made it difficult for the citizens of Siverow to sympathize with the Soha&#039;s. The Soha Nation had spent the previous several hundred years attempting to erradicate all non-human life on Siverow, an ambitious plan implicated by the nations previous leadership. The Soha Nation was once ruled by a coven Raksasha who&#039;s magical mastery allowed him to draw upon leylines build into the surrounding landscape to amplify a series of mind control spells to domitate the entire country. The leadership soon realized that of all the races under their control, the humans were the most willing to submit. So, they did the only logical thing. Total eradication of all the other civilised races became their primary concern. When their goal was complete on their own continent, they soon turned their attention to dominating other, and the first that they chose was Siverow.&amp;lt;BR&amp;gt;&lt;br /&gt;
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Since the disaster that obliterated the city, very little has been done to rebuild. For the last 80 years the Salvation Army has made the reconstruction their primary goal, but a lack of funding has made it difficult for them to even supply the soup and blankets that they are known for. Recently there has been promise in salvaging the ruins of the gargantuan siege golems that once patrolled the outlying regions of the city to sell to the airship manufacturers.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Cupcake Forest ===&lt;br /&gt;
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A dense forest on the Zestern borders of Sohim Sarak that is home to the Cupcake elves. Ruled by the generaous and fair Princess Ellie Elfkins , the elves have sought to distance themselves as much as possible from Col. Elzix Angus in recent years. A hundred years ago the two groups were virtually indistinguishable, but the two diverged at some point and forced the Princess to adopt a more naturalistic lifestyle. The Cupcake elves now keep to themselves, but every now and then one will leave the forest looking for adventure, wealth, or glory.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Scottland ===&lt;br /&gt;
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http://www.nickoffer.com/landscapes/Scotland-Landscape-Buachaille-Etive-Mor.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Another large island not far from Siverow, this is the home to the largest commmunity of dwarves left. It also is home to an active volcano, and a family of red dragons that have managed to coexist with the dwarves for as long as they can remember. Scottland was named after the first ambassador to Castletown, Scott.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Mobile Fortress Memorial ===&lt;br /&gt;
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http://www.metropolismag.com/pov/wp-content/uploads/2008/05/sandcrawler.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
The Mobile Fortress Memorial is the actual ruins of a powerful siege engine designed by the engineers of Siverow to combat the mighty airships of the Soha Nation during the great war. The plaque honoring the brave Siverow soldiers tells the unfortunate end to the Fortress. Under Commander Katherine Ballard, the Mobile Fortress was headed for what would be the final assault on the Soha citadel, when it was attacked. Undead monstrosities guided by the hand of a powerful lich, launched an ambush looking for Maximilian von Maxwell. In the final stages of the assault, after the Fortress had already been irreparably damaged and Commander Ballard had lost an eye in the conflict, the attacks suddenly pulled back. Knowing full well that Maxwell would have shown his mustachioed grin by then, the lich had no further interest in the Fortress.&amp;lt;BR&amp;gt;&lt;br /&gt;
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Several attempts have been made to construct new, better versions of the Fortress, mostly by enemies of humanity. The first time was by the Emperor of Spines, who used a massive deposit of adamantium to construct an elephant size indestructible Fortress. Fortunately for, it was destroyed before it could be completed.&amp;lt;BR&amp;gt;&lt;br /&gt;
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The memorial has recently disappeared during the invasion of the forces of hell. A team of adventurers that is working to stop the invasion believes that Mephistopheles has reactivated the aging monument and is using it to wreak havoc on Siverow with a new armament addition.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Rogue Hammer ===&lt;br /&gt;
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http://3.bp.blogspot.com/_mgyYTW2w19c/SEvPprvrM0I/AAAAAAAADMk/aeo2Y6hyRa4/s400/Airship_sketches_1_by_JanBoruta.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Not so much a location as an airborne fortress, the Rogue Hammer serves as a base of operation of the Sky Pirates. A massive ironclad airship that was once the flagship of the Soha fleet, it is outfitted with a dazzling array of weapons, from downward angled flame jets for clearing ground forces to deck mounted harpoon cannons for securing other sky vessels and pulling the gates off even the largest keep. The current location of the Rogue Hammer is traveling the clouds, its exact route known only to the Sky Pirates.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Forbidden Forest ===&lt;br /&gt;
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http://i.pbase.com/g6/51/784451/2/81577262.9ZGmpmO8.jpg &amp;lt;BR&amp;gt;&lt;br /&gt;
Despite it&#039;s name, the Forbidden Forest is a well traveled area for those wishing to walk the path of the Old Kings. The scorched smeath and lifeless trees create a spooky atmosphere too intense for all but the heartiest of heroic tier adventurers. Located at the exact center of the dead wood is a shrine to a mysterious forgotten god. Dominating the scene is the enormous skeleton of a elder gold dragon, slain 100 years ago by an unnamed agent of the Harbingers of Salvation for unknown reasons.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Wood of Petrified Ancients ===&lt;br /&gt;
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The location of this treant resting resting ground is shrouded in mystery by the Ancients themselves. What is known is that when the treants know it is their time to die, they make the journey to these woods, and allow the forces of time to overtake them, permanently encasing their bodies in stone hard form, and preserving their knowledge.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Aethis ===&lt;br /&gt;
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http://www.24oranges.nl/wp-content/uploads/2008/07/project_indigo_2.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Aethis is an immense city that once housed one of the arguably greatest threat Smearth had ever seen. At it&#039;s core the previous home of the Dire Fiend. Branching out from there is the 5 districts that were home to the Fiends generals. Each of these Generals was given and area to command and orders to build outwards as aggressively as they could. The districts each stretch out dozens of miles and are each personally tailored to the General commanding it.&lt;br /&gt;
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Currently the city is inhabited by the citizens who lived their during the Dire Fiends reign, but chose to not align with them when he was in power. A few refugees from other areas of the world have taken up residence in the vast city streets of the city, but the mysterious circumstances that the city was liberated under have led to many fears about living there.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Elemntal Plane of Cold ===&lt;br /&gt;
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Home of the Urfs, as well as a dragon by the name of Azreal, The Elemental plane of Cold was sealed off from acess via the other planes until recently. When The Emperor of Spines sought to obtain more of his former power from The Dire Fiend who was trapped there, an accident occured which unsealed the plane, allowing the Fiend to escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Nine Hells ===&lt;br /&gt;
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http://cdn-write.demandstudios.com/upload//6000/700/00/7/56707.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
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== Physics and Science ==&lt;br /&gt;
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=== Smearth and the Smoon ===&lt;br /&gt;
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The Smoon is a giant barren boulder floating in the astral space above Smearth. The Smoon is not visible during the day but is there. The proof of this is the Smelevator, a length of cable running from the Smearth to the Smoon. Along this cable runs a large glass box suitable for 10 medium sized characters and their gear. With this anyone can travel from one end to another in 10 minutes. Should a character attempt to travel from one to another without the Smelevator should keep in mind that gravity will pull you towards the plane you most recently touched. So even if a character manages to come within a few inches of the Smoon, he will fall all the way back to Smearth if that is where he started from.&lt;br /&gt;
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=== The Shire ===&lt;br /&gt;
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The home of the halflings, The Shire boasts the largest toy factories and candy plants in all of Smearth. It also boasts that it is a completely autonomous plane ever since the age of chaos. The entire Shire is a floating island in the sky, only about a mile off the ground. the Shire does not remain stationary either, it floats in a pattern that takes it to the same places once every year. Due to several accidents involving Frisbies, a railing was installed around the borders of the Shire.&lt;br /&gt;
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=== Ring Gates ===&lt;br /&gt;
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The Soha Pact, that once sought to annialate all non-human life on Siverow, made extensive use of magic items known as Ring Gates for several very important purposes. The most well known use was to power their airships. By setting them up to form a loop and dropping in an orb of dark matter, the ring gates and accelerating metal would eventually form a directional magnetic turbine. The second, more sinister use, was never confirmed to be in use, but there were plenty of rumors. A similar loop would be created as the magnetic turbine, except the gates would be rigged to move closer to each other. Eventually, the gates would be closer together than the dark matter was wide, and the rapidly falling metal orb would not be able to sucessfuly exit one side of the gate before getting out of it&#039;s own way. Rumors of the resulting explosion indicate that it could level all of Siverow.&lt;br /&gt;
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== The Old Kings ==&lt;br /&gt;
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=== Maximilian von Maxwell ===&lt;br /&gt;
http://www.funnyphotos.net.au/userimages/user756_1158817368.jpg http://archive.prairiepublic.org/programs/datebook/images/Godfrey,-MOH.jpg http://www.uncoached.com/wp-content/uploads/2008/05/tom_selleck-1.jpeg&amp;lt;br&amp;gt;&lt;br /&gt;
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The history tells the tale of a hero of unprecedented valor and bravery.  A tale of the greatest swordsman to ever walk the smearth.  His mere presence on the front line inspired fanatical, undying bravery in his allies, cohorts, henchmen, followers, and yes all of his subjects, of which there were many.  According to the histories, accounts of the early adventures of the adventurers who would become King include Maximilian von Maxwell single-handedly grappling a land shark and strangling the life of it with his bare hands, along with many other difficult to believe stories.  Difficult to believe if one did not understand that Maximilian von Maxwell was truly a champion of all that was Great in the hearts of the people of Siverow, a master of hand to hand combat, and just the most all around greatest guy ever.&lt;br /&gt;
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Maximilian established many great foundations that last even to today.  He always held a great fascination for naval and aerial exploration, and thus established the Royal Navy at Old Man Port.  Following the Great War, Maximilian realized that it would be only a matter of time before Siverow and its new allied lands would be attacked again, so he established the Salvation Army, an army devoted to the Salvation of the Peoples of the Land, in the face of Ultimate Evil.  In peace time, and yes even in war time when supplies are handy, the Salvation Army devoted itself to the distribution of Soup and Blankets to any who needed them.  Maximilian established himself as King of Fortress von Castle and all of Siverow, and the resulting Castletown was largely made up of those who recognized Maximilian&#039;s legacy as a true Epic Hero.&lt;br /&gt;
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The truth, however, is a bit different.  Maximilian von Maxwell was the most talented Bard to ever grace the army of Siverow.  He was mostly a coward, but had his moments of strange bravery when he felt the odds were on his side.  He often commanded his allies in battle, but the focus of such commands were largely to defeat the enemy as swiftly as possible, with the least amount of risk to Maximilian himself.  His bardic arts focused on Oratory, and he made inspiring speeches that granted supernatural courage to his allies, often -- ironically -- when Maximilian was himself retreating from the battle.&lt;br /&gt;
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Or as he would describe it, &amp;quot;Circling Around.&amp;quot;&lt;br /&gt;
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Maximilian did indeed found Fortress von Castle from the remains of a Soha Pact citadel, and established the Navy at Old Man Port.  He did indeed, perhaps most uncharacteristically, establish the Salvation Army -- it was not, however, his original intention for the Salvation Army to be motivated by &amp;quot;goodness&amp;quot; but rather by cooperation and shared need.  You see, Maximilian was unredeemably neutral in his outlook.  He acted for the greater good only in so far as it benefited him by extension.  A land of peace, prosperity and safety, filled with happy, content, and healthy followers, would be a more pleasant land to rule. And Maximilian felt it was always his destiny to rule.  He hated the angelic host and the celestial gods for their unwillingness to aid in the Great War.  He allied instead with the diabolic forces of Hell.  An alliance that eventually led to the retreat of the forces from Hell from the plane for 100 years.  But though Maximilian&#039;s opinion of the Devils was a mostly favorably one, he never let his guard completely down around them.  He knew that their ultimate goal was his Soul.&lt;br /&gt;
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Another one of the Maximilian von Maxwell&#039;s contributions to the culture of modern Siverow was his fecundity.  What he lacked in martial potence, he more than made up for in reproductive potence.  Any humanoid species was vulnerable to Maximilian&#039;s charms and sexual appetite.  He saw it as his duty to &amp;quot;improve&amp;quot; all the races of the land with his own seed.  Thus, many &amp;quot;half-human&amp;quot; or &amp;quot;human-touched&amp;quot; beings of many different races, including, most perplexingly, some lizard men, have appeared across the land.  These &amp;lt;i&amp;gt;Maxspawns&amp;lt;/i&amp;gt; typically possess higher than normal average charisma and intelligence for their race, and also a penchant for grooming a full moustache of one style or another.&lt;br /&gt;
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=== Seeba ===&lt;br /&gt;
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[[Image:PZO9011-Druid.jpg]]&lt;br /&gt;
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=== Saint Blasphemy Burns  ===&lt;br /&gt;
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[[Image:SaintBlasphemyBurns.jpg]] &lt;br /&gt;
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General, High Arch Bishop, Saint Blasphemy Burns was originally just a nobody goblin. But, his belief in the Salvation Army was so strong that it sparked a divine power from within. His divine powers as his sword and his belief in the army as his shield, he moved up in its ranks (as his divine powers strengthen he was recognized by Holy clerics from around the world and given the title of saint).&lt;br /&gt;
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== Player Characters ==&lt;br /&gt;
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These are the PCs of BLAG, both past and present.&lt;br /&gt;
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==== Jack Quinn ====&lt;br /&gt;
http://z.about.com/d/horror/1/0/p/T/Damien_cross2006omen666.jpg http://i290.photobucket.com/albums/ll272/gothgirl2321/Emo_Boy_by_emo_girl_anime.jpg http://home.earthlink.net/~wingsofdarkness/jack1.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
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The blood of the Hells themselves flow through his veins.  Jack first realized he was special when, as a little boy, he was being bullied by a gang of older children.  They beat him to within an inch of his life, and he never felt better.  As blood was flowing down from his broken nose and fattened lower lip, it burst into little droplets of flame on the dirt.&lt;br /&gt;
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==== Quinton Huntswell ====&lt;br /&gt;
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http://profile.ak.fbcdn.net/object3/528/90/n135367680410_8867.jpg http://forevergeek.com/wp-content/uploads/2007/11/god-of-war.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
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The Huntswells were not always so well-regarded or successful as they are today.  But the height of their success may be measured by the success of the mighty Quinton.  Imbued with the divine dominion of War, Quinton has been the natural leader for the adventurers against the Emperor of Spines, the Dire Fiend, and Asmodeus himself.&lt;br /&gt;
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==== The Baby ====&lt;br /&gt;
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http://www.bobcesca.com/images/AngryBaby.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
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This months-old infant was created by the Devils as a weapon to be used as part of Hell&#039;s plan to conquer Celestia.  Despite being a mere infant, the Baby is disguised as a human child with sideburns.&lt;br /&gt;
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==== Gustavwo ====&lt;br /&gt;
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http://www.cpinternet.com/dwagner2/sfcons/CONv0523.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
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Coming and going at odd times, Gustavwo is not the most reliable of teammates.  Gustavwo is a professional archer and amateur cleric.  His heals have often come in handy when Quinton and Bridgemon have been indisposed.&lt;br /&gt;
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==== Bridgemon ====&lt;br /&gt;
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http://farm4.static.flickr.com/3065/2906012734_d224d12a22.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
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Hobgoblin Cleric of Pelor, Bridgemon is the fellow that Pelor would call upon when he needed something done off the books.  Bridgemon is known for his devotion to Pelor despite being rather sneaky and under-handed.  And although his is not the best looking hobgoblin, people seem seduced by his charming smile, &amp;quot;thumbs-up&amp;quot; attitude and signature catch phrase of &amp;quot;come on......come on....&amp;quot; Bridgemon constantly seeks the open approval of his God, which has become especially unlikely since there is no evidence that Pelor survived Asmodeus&#039; attack on Celestia.&lt;br /&gt;
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==== Odin ====&lt;br /&gt;
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http://www.themovieblog.com/wp-content/uploads/2008/04/dwarf1.jpg&lt;br /&gt;
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Filled with the righteousness of his cause, Odin, who his teammates call Beardy, is an ambassador from the Salvation Army.  None of his teammates seem to have much respect or patience for him outside of combat, but once Quinton calls for the battle to begin, Odin is always at the forefront -- and everyone is thankful for it.&lt;br /&gt;
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== Memorable Non-Player Characters ==&lt;br /&gt;
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=== General Plot D. Vice ===&lt;br /&gt;
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http://www.niagaraartcollection.com/Photo/portrait-old-man-face-600.jpg&lt;br /&gt;
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=== Opitmus Pine ===&lt;br /&gt;
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=== http://www.geocities.com/i_ate_breakfast/treant.jpg===&lt;br /&gt;
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=== Mapletron ===&lt;br /&gt;
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http://www.apple2.org.za/gswv/a2zine/GS.WorldView/v2000/Sep/Graphics/TREANT.JPEG&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Papa Urf ===&lt;br /&gt;
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http://home.earthlink.net/~wingsofdarkness/papaurf.jpg&lt;br /&gt;
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=== Eeeee ===&lt;br /&gt;
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http://www.freewebs.com/miirik/Kobold_Guide_by_D_MAC.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Gringo ===&lt;br /&gt;
[[Image:Greengo.jpg]]&lt;br /&gt;
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=== The Big Cheese ===&lt;br /&gt;
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http://www.vesivus.com/eBay/dndminis/BW_Pit_Fiend.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Kermy ===&lt;br /&gt;
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http://www.primexdigitaldesign.com/images/3D%20stuff/Work/frogman01.jpg&lt;br /&gt;
&lt;br /&gt;
=== Rear Brigadier Brenn Bahamus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.globalnerdy.com/wordpress/wp-content/uploads/2008/10/zapp_brannigan.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fikk ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://victor.zenon.es/Dreamweaver/eventos/kiff.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kemak ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.madeofawesome.net/images/uploads/Lamia.jpg&lt;br /&gt;
http://www.theaveragegamer.com/wp-content/Sin%20Episodes/Elexis.jpg&lt;br /&gt;
&lt;br /&gt;
=== Zombie Head ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.mochiindesigns.com/ZOMBIE1.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grotis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Dark_Grotis.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Vallera Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Vallera.jpg]]&lt;br /&gt;
http://th07.deviantart.net/fs45/300W/f/2009/110/0/3/Fire_Angel_by_struka.jpg&lt;br /&gt;
&lt;br /&gt;
=== Katherine Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Katherine.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thomas ===&lt;br /&gt;
&lt;br /&gt;
=== Knight Captain Samuels ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/magic/images/cardart/ALA/Knight_Captain_of_Eos.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Princess Apricot ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://dsmedia.ign.com/ds/image/article/678/678206/super-princess-peach-20051226094112844_640w.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Emperor Of Spines ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.smashbros.com/en_us/characters/images/bowser/bowser.jpg&lt;br /&gt;
[[Image:drybowser.jpg]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sons Of The Emperor ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:koopa-kids.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Dire Fiend ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://e1000.files.wordpress.com/2008/11/ganondorf_twilight.jpg&lt;br /&gt;
http://www.wizards.com/dnd/images/excerpt_4E_angel3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Asmodeus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bel ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://planewalking.dungeons.ru/denizens/lords_of_nine/bel.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarfvinci ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.science-facts.com/leonardo-davinci.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== King Lucian ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.importcostumes.com/i/360x360/IC00020.jpg&lt;br /&gt;
http://www.blogcdn.com/www.joystiq.com/media/2008/06/big-bosses-mgs2-solidus-snake.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
King Lucian was the acting King of Castletown when the Emperor of Spines made his move on the city. Soon after it was discovered that Lucian had in fact ordered the Emperor to attack, and he made his escape. He wasn&#039;t seen or heard from again until the Dire Fiend sought him out to help with his domination of the plane. Lucian was granted a magical suit of armor and a crew of soldiers to obtain the Fiends goals.&lt;br /&gt;
&lt;br /&gt;
=== King Tepenhopentep ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.frothersunite.com/files/wk/sc/tb/tombs/imag/MVAV_01.jpeg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Plot Synopsis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Emperor of Spines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter I ====&lt;br /&gt;
&lt;br /&gt;
The player characters, who had never met each other before, all answer a call for help in the city of Bilcore made by the local constabulary. Kobolds have been sighted on the outskirts of town and have even attacked a few of the outlaying farms. The PC&#039;s make quick work of the Kobolds only to be attacked on there way back to town by a team of relatively well organized goblins who seem to be looking for them. The arrive in Bilcore to find it under attack by more goblins. The PC&#039;s dispatch the goblins in the city hall just as the Salvation Army arrives, despite their treaty with Castletown not allowing them on Siverow soil. Major Weebalo Brenn Bahamus enlists the PC&#039;s to get word to King Lucian that Siverow is under attack from the Goblin Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter II ====&lt;br /&gt;
&lt;br /&gt;
On the road to Castletown, the PC&#039;s are attacked once again by more goblinoids that seem to be hunting them. They make a side trip to rescue a Treant being used by the goblins to pull water from it&#039;s own Elemental Plane. &lt;br /&gt;
&lt;br /&gt;
==== Chapter III ====&lt;br /&gt;
&lt;br /&gt;
The PC&#039;s arrive at Castletown and gain an audience with King Lucian, who seems highly uninterested in either the goblin&#039;s attacks or their mysterious plots to draw water energy with Treants. He is moderatly concerned that his brode to be, Princess Apricot, has gone missing, and believes that the sinister Emperor of Spines is behind it. He does enlist the PC&#039;s to deal with the problems, though they believe he did this just to get rid if them. &lt;br /&gt;
&lt;br /&gt;
==== Chapter IV ====&lt;br /&gt;
&lt;br /&gt;
With no where else to start their search, the players decide to head to Old Man Port to see Kermy , a wise oracle who runs a monastery Zorth of the city. After a few minor altercations along the way they arrive in Old Man Port, and soon after, Kermy&#039;s Ashram. Unfortunatly, the Ashram was under attack by the Emperor of Spines fat son, Ray. With a pair of old monks named after the two most popular Inn&#039;s in Siverow looking, and taunting, on from above, they dealt with Ray swiftly and mercilessly. They released Kermy and, with luck, Princess Apricot, who was being held by Ray also. Or had she?!?!?&lt;br /&gt;
&lt;br /&gt;
==== Chapter V ====&lt;br /&gt;
&lt;br /&gt;
Kermy&#039;s advice was to head for Old Man Port and keep the princess safe while he checked out a few leads. On the way back to the Port, a large airship careens over their heads on a collision course with the city. A large crash punctuates the ships decent, and the PC&#039;s make haste for the site. They arrive in Old Man Port to find the crashed airship jutting out of the middle of the market district. Storming the ship and confronting another of the Emperor of Spines sons, Wolfgang, the PC&#039;s stop a dangerous plot to gain access to the cities subterranean tunnels. &lt;br /&gt;
&lt;br /&gt;
==== Chapter VI ====&lt;br /&gt;
&lt;br /&gt;
Kermy shows back up to tell the PC&#039;s that another Airship was seen floating in the waters to the Zouth. Given the only way to effectivly traverse the ocean floor is to gain a merfolks blessing, the players charter a boat and set sail for the last place merfolk were ever seen, the reefs around a small island. Upon arriving, however, they find the reefs empty. The island is populated with a strange half merfolk, half raccoon humanoid. They agree to hald the PC&#039;s if they help rid them of a nuisance. Two sons of the Emperor have possessed a statue of the island and are making trouble for them. The PC&#039;s cleared Ziggy and Norton out of the statue, but are then confronted by Princess Apricot, who was really a shape changer working for the Emperor. Jack Quinn falls in love as the pretty in pink princess morphs into an evil bug monster. The PC&#039;s then gain the merfolks blessing and leave just as the Salvation Army arrives again to dole out soup and blankets to victims of the Emperor of Spines.&lt;br /&gt;
&lt;br /&gt;
==== Chapter VII ====&lt;br /&gt;
&lt;br /&gt;
Traveling on the ocean floor, the PC&#039;s encounter agents of the Emperor along with enslaved sea creatures, which tells them they are on the right trail. The trail ends at a magical bubble concealing a massive centuries old adamantium deposit on the sea floor. The Emperor only daughter, Wilhelmina, is attempting to mine as much of the metal as possible  and sending up to her ship. The players dispatch her and the golem holding her phylactery. Jack decides to keep the phylactery rather than destroy it because he has once again fallen in love, and this time is holding the card to make his hearts desires to come true.&lt;br /&gt;
&lt;br /&gt;
==== Chapter VIII ====&lt;br /&gt;
&lt;br /&gt;
On their return to Siverow the PCs are confronted by U.E.D. mercenaries that have been supposedly hired by King Lucian. They are arrested under suspicion of kidnapping Princess Apricot, who they were seen fleeing Old Man Port with.In transit back to Castletown, the motorized wagon carrying the PCs is attacked by Kermy, Optimus Pine, and a mysterious halfling rogue with a great sword. After rescuing the PCs, they tell them about the Kings Betrayal and the Emperors attempts to recover his lost power from the Dire Fiend. The halfling brings them to Aethis on the Rogue Hammer, only to find it under attack by more UED forces. The mercenaries have made their way into Drakeberg Mountain and are underway in their efforts to siphon the Fiends power out of the Plane of Cold without releasing him. The PCs stopped the Emperors mages from completeing their ritual, however this also destabilized the seal blocking the plane, and in a burst of magical energy the PCs were transported to the icy tundra of the Elemental Plane of Cold and rendered unconscious&lt;br /&gt;
&lt;br /&gt;
==== Chapter IX ====&lt;br /&gt;
&lt;br /&gt;
The PCs awoke to find themselves in a small dwelling just as a large man in animal furs left. Leaving the home of their rescuer, Jack decided he could use the same method to escape the plan as he had to arrive there, going to sleep. After a short nap he arrived in the Urf&#039;s village, who agreed to help the party if they could retrive their shirts from the dragon Azreal&#039;s castle. The players did, and the Urfs recovered their power. Now all that was left was to return to Smearth and stop the Emperor of spines once and for all.&lt;br /&gt;
&lt;br /&gt;
==== Chapter X ====&lt;br /&gt;
&lt;br /&gt;
The Emperor of Spines had taken over Fortress Von Castle and the PC&#039;s were geared up for a final assault. After battling through the Emperors minions, that last of his children, and a partially constructed adamantium mobile fortress, they face down the Emperor himself. The Emperor paid for his crimes with his life, and the PC&#039;s closed a book that was opened a hundred years ago. Princess Apricot took over as ruler of Castletown in King Lucian&#039;s absence, and made the PC&#039;s official Royal Guardsmen.&lt;br /&gt;
&lt;br /&gt;
=== Paragon Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Dire Fiend&lt;br /&gt;
&lt;br /&gt;
=== Epic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Asmodeus&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
&lt;br /&gt;
Feel free to contact me with questions and comments at scumbagslacker@gmail.com&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BLAG&amp;diff=124226</id>
		<title>BLAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BLAG&amp;diff=124226"/>
		<updated>2009-10-13T04:26:56Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Beardy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
BLAG is the pet name given by the players of a D&amp;amp;D 4th edition game set in a somewhat bumbling, somewhat serious world known as Smearth. The game has been going since the day the 4th edition core books were released and as of October 2009 the players have reached level 26. Along the way they have encountered many strange and interesting NPC&#039;s and have saved the world from danger on many occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting History ==&lt;br /&gt;
The history of Smearth is not very well documented until about 100 years ago. There are records of a great war that went on for hundreds of years, during which four factions battled for supremacy on Siverow, the continent that now holds Castletown, the Capitol city of Smearth. The great war was ended when a group of rogue adventurers native to the continent made an alliance with one of the other factions and the two were able to overwhelm the others. those adventurers went on to become the saviors of the world once again when an army of ultimate evil from another universe invaded and threatened to turn Smearth into a wasteland populated by undead monstrosities created from pure pain and suffering. The true destiny of these valiant men and women was revealed when they fulfilled a thousand year old prophecy and stopped a mysterious creature known as the Dire Fiend  from turning the material plane into a new Hell. Fulfilling this prophecy proved that these adventurers were the rightful rulers of Smearth, and they were crowned shortly after. They divided up the land amongst themselves, and started to work on their own personal projects.&lt;br /&gt;
&lt;br /&gt;
=== The Age of Chaos === &lt;br /&gt;
&lt;br /&gt;
After securing their leadership of Smearth, Maximilian von Maxwell, Col. Elzix Angus and Saint Blasphemy Burns set off to block the Material Plane from further attack by other planes. They began experimenting with various arcane rituals designed to block incoming travelers. Using a wide range of rituals and unearthing leylines long since lost, they only achieved blocking off the Elemental Plane of Cold. The side effects from these years of experimentation were permenant however, and included dangerous rifts to other planes, and even the creation of a large floating island in the air.&lt;br /&gt;
&lt;br /&gt;
== Special Campaign Notes ==&lt;br /&gt;
In the BLAGiverse, there are a number of changes to the base D&amp;amp;D system. most of these are role playing or storyline only changes that just make the game a little bit more enjoyable for everyone. After all, the point of BLAG is to have fun. Unless other wise stated, no special qualities confer any bonuses or penalties to a character unless he uses them in a really clever way, then they earned some kind of bonus.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarves === &lt;br /&gt;
Thought to be almost extinct during the great war due to their home being in close proximity to The Soha Pacts initial invasion point, a large civilization of these stout warriors was located on an island far to the Zorth of Siverow. This Island was subsequently named Scotland after their first ambassador, Scott. The Dwarves of Smearth are a fiercely loyal race who almost worship their own beards. A Dwarf will look at his beard as a symbol of power and status. Dwarfs are so protective of their beards that it is not uncommon for a particularly cowardly dwarf to shout &amp;quot;Not in the beard!!&amp;quot; when he gets into a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beard Storage&#039;&#039;&#039;: Dwarves in BLAG are well known for storing things in their beards, such as small trinkets, familiars, snacks, and small sized party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039;: In additon to whenever dwarves are knocked prone, they also receive a saving throw whenever they are reduced to 0 or fewer hit points, fall from a height, or go to sleep. A dwarf may choose to fail any of these and just fall down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039;: Until the age of 20, dwarves look just like halflings. On their 20th birthday every dwarf suddenly puts on about 100 pounds and sprouts the dwarven equivilent of peach fuzz, a 6 inch beard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
The Halflings of Siverow have mostly kept to themselves for a long time and raised very little fuss. Their home, the Shire was located, until recently, in a secluded corner of Siverow, far away from the ravages of the great war. During the Age of Chaos, however, the Shire was ripped from the Smearth and began to float. This has not detered the halflings in any way from being a fun loving curious race. They love candy and toys as much as the human children they resemble. Some researchers have been lead to belive that a halfings oversized head for their body is responsible for their lust for candy, something about the sugar high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Can&#039;t ride Horses &#039;&#039;&#039; : Because of their small stature and top heavy anatomy, halflings have a tendency to go flying off any mount designed for a medium sized creature. For this reason, top halfling scientists have created three tiers of mounts for them. In the heroic tier they may ride a tricycle, at paragon tier a Big Wheel, and in heroic tier they may ride a Power Wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toddlers with swords &#039;&#039;&#039; : Halflings naturally resemble young humans and dwarves and even the telltale sideburns are often not enough to convince people that they are fully grown adults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sausage Fingers &#039;&#039;&#039; : Halflings fingers not only resemble tasty plump sausages, they frequently taste like them. While no one knows why, this does not stop the halflings from licking them whenever they have a few extra seconds. This should be kept in mind should the halfling ever touch something. He will likely taste it very shortly afterwords. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Halfling Speak &#039;&#039;&#039; : While there is no Halfling language, they still have their own way of communicating with each other so the doublings won&#039;t understand them. For example, a doubling  is a human, an ally is a meat shield, and back stab can mean anything from candy to advanced destabilizing warp degradation.&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Also known as cupcake elves, the origins of these crafty woodlings is seated in The Cupcake Forest located in Sohim Sorak. The Cupcake Elves are so good at deception and misdirection that, until 20 years ago, no one on Smearth had ever heard of The Cupcake Forest. The Cupcake elves are fiercely at odds with the Donut Elves, though this has never led to open conflict. Some believe that this animosity stems from a person feud between Princess Ellie Elfkins and Col. Elzix Angus.  &lt;br /&gt;
&lt;br /&gt;
=== Eladrin ===&lt;br /&gt;
&lt;br /&gt;
Where the Cupcake elves excel at deception and woodcraft, the Eladrin, or Donut Elves, are masters of the arcane. Led by a wizard so powerful that he hasen&#039;t needed to show his face in two decades, Col. Elzix Angus, the Donut Elves currently work as freelance trainers, teaching any who wish to learn the ways of the wizard. &lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
They are just humans.&lt;br /&gt;
&lt;br /&gt;
=== Dragonborn, Half Elf, Teifling ===&lt;br /&gt;
&lt;br /&gt;
These races have not been used in BLAG so far.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
Paladins are servants of divine beings who want their representatives looking good for other prospective worshipers. Dirt, filth and even rain will never hit a paladin, even the arterial spray of a beheaded Orc will seem to warp around him and hit party members not protected by this.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
=== The Salvation Army ===&lt;br /&gt;
&lt;br /&gt;
http://sandrajo.files.wordpress.com/2008/09/salvationarmy_logo.png&lt;br /&gt;
&lt;br /&gt;
=== The Castletown Royale Guard ===&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
http://www.miniatures.de/medieval/italeri-6019-teutonic-knights.jpg&lt;br /&gt;
&lt;br /&gt;
=== Urfs ===&lt;br /&gt;
&lt;br /&gt;
http://bluebuddies.com/gallery/Smurf_Tray_Puzzles/jpg/Smurfs_Puzzle_Tray_Mini_Ice_Skating_Smurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== The Sky Pirates ===&lt;br /&gt;
&lt;br /&gt;
http://www.rpgfan.com/pics/eternal-arcadia/wall-06.jpg&lt;br /&gt;
&lt;br /&gt;
=== The Elzix Angus School of Magic ===&lt;br /&gt;
&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&lt;br /&gt;
=== The Emperor of Spines ===&lt;br /&gt;
&lt;br /&gt;
=== The Ancients ===&lt;br /&gt;
&lt;br /&gt;
=== Aethis Settlers ===&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.slowlane.net/travel/photos/BoltonCastle/Hedge_maze_at_Bolton_Castle.sized.jpg&lt;br /&gt;
http://www.fabuloussavers.com/new_wallpaper/Ancient_Castle_Fantasy_freecomputerdesktopwallpaper_p.jpg&lt;br /&gt;
http://www.igshistoryonline.co.uk/Images/Medieval%20Town.jpg&lt;br /&gt;
&lt;br /&gt;
From the ashes of the great war came an opportunity to create a kingdom ruled by intellectuals and awe inspiring leaders. Knowing that the best way to unite the people of the world was to create a central hub for commerce and the sharing of ideas, the Old Kings made use of an already prominent and imposing structure. The Soha Pact, the genocidal sorcerers that had tried to eradicate most of the life in Siverow, left behind a formidable castle when they were defeated. With no formal government save for the military commanders of the Siverow army, the Old Kings quickly claimed the bastion as their base of operations, and soon the capitol of the continent. This capitol building was dubbed the Fortress von Castle by King Max. Gradually, the relative safety of living in this behemoths shadow became a widespread topic in popular conversation, and thousands of citizens and former soldiers flocked to this location to make new lives from themselves. Over the course of 100 years a ragtag camp of settlers and merchants became the largest metropolis on Smearth.&lt;br /&gt;
&lt;br /&gt;
Fortress von Castle itself boasts an immense floor plan, covering more area that a few of the islands surrounding the continent. There are extensive laboratories and workshops throughout the underground and enough space for over one hundred occupants. Surrounding the Fortress is a lush forest and garden, complete with hedge maze. Since commandeering the castle, the maze has never needed attention, and is a popular gathering place for the citizens of Castletown.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Old Man Port ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://www.poland.travel/en-us/imagerepository/general/the-tricity-gdansk-gdynia-sopot/zuraw-the-medieval-port-crane/image_galery&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Old Man Port is the primary import export center for all of Smearth. Located on Siverow&#039;s Zouth Zestern shores, the Port holds over two hundred sea docks and close to 80 airship docks, including the docking stations used by the Royal Navy. During the great war, Old Man Port was but a small village with no inclination towards any kind of sea or air vessels. The local legend is that the Old Kings once paid a visit to the small hamlet and graced a crazy old man with their time and attention. No one can no for sure if this story is true, but before then, that old man was one of the only people native to Siverow that even dreamed of building boats and taking to the massive oceans. The Old Kings were wise, and saw the potential usefulness of such adventures and swore to make the old mans dreams a reality.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Disaster struck Old Man Port during the Emperor of Spines attempts to plunge Siverow back into war . The Emperors son Wolfgang, a musically inclined diabolical mastermind, crashed his airship into the market district.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ghost Wraith Island === &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.destination360.com/caribbean/puerto-rico/images/s/culebra-island.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
A large island off the Zouthern coast of Siverow, Ghost Wraith Island is currently a hot spot for those who wish to walk in the footprints of the Old Kings. The lavish beaches along its shores are dotted with small hotels and gift shops, but the main event lies further inland. A large temple to a once powerful wizard who fancied himself a god lies buried under thousands of years of dirt and forest growth. Now the only sign this icon even exists is a sandstone entrance to a network of tunnels and catacombs. The dark magic that once lived there are now gone, and daily tours lead visitors along the path the Old Kings supposedly walked.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Sohim Sarak ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.pushingplay.com/wp-content/gallery/gamepics/fallout3__5_.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Once one of the most powerful centers of arcane power on the plane known as the Soha Nation, this sprawling city was all but annialated in a tremendously violent attack launched without wanring from another dimension. Details are sketchy at best, but one thing that is well known, this attack leveled all of the thousand hand tall mega structures  that dominated the landscape of the Zorthern most continent on Smearth. An epic battle also took place there, as Siverow forces pushed back the invading forces and protected the rest of the world from the same fate. Luckily for the residents of the Soha Nation, there were a great deal of countermeasures in place for just such an attack. While the buildings were destroyed many of the civilians were protected by magical force fields  in heavily populated districts of the city.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The history of the city before this time made it difficult for the citizens of Siverow to sympathize with the Soha&#039;s. The Soha Nation had spent the previous several hundred years attempting to erradicate all non-human life on Siverow, an ambitious plan implicated by the nations previous leadership. The Soha Nation was once ruled by a coven Raksasha who&#039;s magical mastery allowed him to draw upon leylines build into the surrounding landscape to amplify a series of mind control spells to domitate the entire country. The leadership soon realized that of all the races under their control, the humans were the most willing to submit. So, they did the only logical thing. Total eradication of all the other civilised races became their primary concern. When their goal was complete on their own continent, they soon turned their attention to dominating other, and the first that they chose was Siverow.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Since the disaster that obliterated the city, very little has been done to rebuild. For the last 80 years the Salvation Army has made the reconstruction their primary goal, but a lack of funding has made it difficult for them to even supply the soup and blankets that they are known for. Recently there has been promise in salvaging the ruins of the gargantuan siege golems that once patrolled the outlying regions of the city to sell to the airship manufacturers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Cupcake Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A dense forest on the Zestern borders of Sohim Sarak that is home to the Cupcake elves. Ruled by the generaous and fair Princess Ellie Elfkins , the elves have sought to distance themselves as much as possible from Col. Elzix Angus in recent years. A hundred years ago the two groups were virtually indistinguishable, but the two diverged at some point and forced the Princess to adopt a more naturalistic lifestyle. The Cupcake elves now keep to themselves, but every now and then one will leave the forest looking for adventure, wealth, or glory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Scottland ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.nickoffer.com/landscapes/Scotland-Landscape-Buachaille-Etive-Mor.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Another large island not far from Siverow, this is the home to the largest commmunity of dwarves left. It also is home to an active volcano, and a family of red dragons that have managed to coexist with the dwarves for as long as they can remember. Scottland was named after the first ambassador to Castletown, Scott.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Mobile Fortress Memorial ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.metropolismag.com/pov/wp-content/uploads/2008/05/sandcrawler.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
The Mobile Fortress Memorial is the actual ruins of a powerful siege engine designed by the engineers of Siverow to combat the mighty airships of the Soha Nation during the great war. The plaque honoring the brave Siverow soldiers tells the unfortunate end to the Fortress. Under Commander Katherine Ballard, the Mobile Fortress was headed for what would be the final assault on the Soha citadel, when it was attacked. Undead monstrosities guided by the hand of a powerful lich, launched an ambush looking for Maximilian von Maxwell. In the final stages of the assault, after the Fortress had already been irreparably damaged and Commander Ballard had lost an eye in the conflict, the attacks suddenly pulled back. Knowing full well that Maxwell would have shown his mustachioed grin by then, the lich had no further interest in the Fortress.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Several attempts have been made to construct new, better versions of the Fortress, mostly by enemies of humanity. The first time was by the Emperor of Spines, who used a massive deposit of adamantium to construct an elephant size indestructible Fortress. Fortunately for, it was destroyed before it could be completed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The memorial has recently disappeared during the invasion of the forces of hell. A team of adventurers that is working to stop the invasion believes that Mephistopheles has reactivated the aging monument and is using it to wreak havoc on Siverow with a new armament addition.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Rogue Hammer ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://3.bp.blogspot.com/_mgyYTW2w19c/SEvPprvrM0I/AAAAAAAADMk/aeo2Y6hyRa4/s400/Airship_sketches_1_by_JanBoruta.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Not so much a location as an airborne fortress, the Rogue Hammer serves as a base of operation of the Sky Pirates. A massive ironclad airship that was once the flagship of the Soha fleet, it is outfitted with a dazzling array of weapons, from downward angled flame jets for clearing ground forces to deck mounted harpoon cannons for securing other sky vessels and pulling the gates off even the largest keep. The current location of the Rogue Hammer is traveling the clouds, its exact route known only to the Sky Pirates.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Forbidden Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://i.pbase.com/g6/51/784451/2/81577262.9ZGmpmO8.jpg &amp;lt;BR&amp;gt;&lt;br /&gt;
Despite it&#039;s name, the Forbidden Forest is a well traveled area for those wishing to walk the path of the Old Kings. The scorched smeath and lifeless trees create a spooky atmosphere too intense for all but the heartiest of heroic tier adventurers. Located at the exact center of the dead wood is a shrine to a mysterious forgotten god. Dominating the scene is the enormous skeleton of a elder gold dragon, slain 100 years ago by an unnamed agent of the Harbingers of Salvation for unknown reasons.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Wood of Petrified Ancients ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The location of this treant resting resting ground is shrouded in mystery by the Ancients themselves. What is known is that when the treants know it is their time to die, they make the journey to these woods, and allow the forces of time to overtake them, permanently encasing their bodies in stone hard form, and preserving their knowledge.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Aethis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.24oranges.nl/wp-content/uploads/2008/07/project_indigo_2.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Aethis is an immense city that once housed one of the arguably greatest threat Smearth had ever seen. At it&#039;s core the previous home of the Dire Fiend. Branching out from there is the 5 districts that were home to the Fiends generals. Each of these Generals was given and area to command and orders to build outwards as aggressively as they could. The districts each stretch out dozens of miles and are each personally tailored to the General commanding it.&lt;br /&gt;
&lt;br /&gt;
Currently the city is inhabited by the citizens who lived their during the Dire Fiends reign, but chose to not align with them when he was in power. A few refugees from other areas of the world have taken up residence in the vast city streets of the city, but the mysterious circumstances that the city was liberated under have led to many fears about living there.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Elemntal Plane of Cold ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Home of the Urfs, as well as a dragon by the name of Azreal, The Elemental plane of Cold was sealed off from acess via the other planes until recently. When The Emperor of Spines sought to obtain more of his former power from The Dire Fiend who was trapped there, an accident occured which unsealed the plane, allowing the Fiend to escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://cdn-write.demandstudios.com/upload//6000/700/00/7/56707.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physics and Science ==&lt;br /&gt;
&lt;br /&gt;
=== Smearth and the Smoon ===&lt;br /&gt;
&lt;br /&gt;
The Smoon is a giant barren boulder floating in the astral space above Smearth. The Smoon is not visible during the day but is there. The proof of this is the Smelevator, a length of cable running from the Smearth to the Smoon. Along this cable runs a large glass box suitable for 10 medium sized characters and their gear. With this anyone can travel from one end to another in 10 minutes. Should a character attempt to travel from one to another without the Smelevator should keep in mind that gravity will pull you towards the plane you most recently touched. So even if a character manages to come within a few inches of the Smoon, he will fall all the way back to Smearth if that is where he started from.&lt;br /&gt;
&lt;br /&gt;
=== The Shire ===&lt;br /&gt;
&lt;br /&gt;
The home of the halflings, The Shire boasts the largest toy factories and candy plants in all of Smearth. It also boasts that it is a completely autonomous plane ever since the age of chaos. The entire Shire is a floating island in the sky, only about a mile off the ground. the Shire does not remain stationary either, it floats in a pattern that takes it to the same places once every year. Due to several accidents involving Frisbies, a railing was installed around the borders of the Shire.&lt;br /&gt;
&lt;br /&gt;
=== Ring Gates ===&lt;br /&gt;
&lt;br /&gt;
The Soha Pact, that once sought to annialate all non-human life on Siverow, made extensive use of magic items known as Ring Gates for several very important purposes. The most well known use was to power their airships. By setting them up to form a loop and dropping in an orb of dark matter, the ring gates and accelerating metal would eventually form a directional magnetic turbine. The second, more sinister use, was never confirmed to be in use, but there were plenty of rumors. A similar loop would be created as the magnetic turbine, except the gates would be rigged to move closer to each other. Eventually, the gates would be closer together than the dark matter was wide, and the rapidly falling metal orb would not be able to sucessfuly exit one side of the gate before getting out of it&#039;s own way. Rumors of the resulting explosion indicate that it could level all of Siverow.&lt;br /&gt;
&lt;br /&gt;
== The Old Kings ==&lt;br /&gt;
&lt;br /&gt;
=== Maximilian von Maxwell ===&lt;br /&gt;
http://www.funnyphotos.net.au/userimages/user756_1158817368.jpg http://archive.prairiepublic.org/programs/datebook/images/Godfrey,-MOH.jpg http://www.uncoached.com/wp-content/uploads/2008/05/tom_selleck-1.jpeg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history tells the tale of a hero of unprecedented valor and bravery.  A tale of the greatest swordsman to ever walk the smearth.  His mere presence on the front line inspired fanatical, undying bravery in his allies, cohorts, henchmen, followers, and yes all of his subjects, of which there were many.  According to the histories, accounts of the early adventures of the adventurers who would become King include Maximilian von Maxwell single-handedly grappling a land shark and strangling the life of it with his bare hands, along with many other difficult to believe stories.  Difficult to believe if one did not understand that Maximilian von Maxwell was truly a champion of all that was Great in the hearts of the people of Siverow, a master of hand to hand combat, and just the most all around greatest guy ever.&lt;br /&gt;
&lt;br /&gt;
Maximilian established many great foundations that last even to today.  He always held a great fascination for naval and aerial exploration, and thus established the Royal Navy at Old Man Port.  Following the Great War, Maximilian realized that it would be only a matter of time before Siverow and its new allied lands would be attacked again, so he established the Salvation Army, an army devoted to the Salvation of the Peoples of the Land, in the face of Ultimate Evil.  In peace time, and yes even in war time when supplies are handy, the Salvation Army devoted itself to the distribution of Soup and Blankets to any who needed them.  Maximilian established himself as King of Fortress von Castle and all of Siverow, and the resulting Castletown was largely made up of those who recognized Maximilian&#039;s legacy as a true Epic Hero.&lt;br /&gt;
&lt;br /&gt;
The truth, however, is a bit different.  Maximilian von Maxwell was the most talented Bard to ever grace the army of Siverow.  He was mostly a coward, but had his moments of strange bravery when he felt the odds were on his side.  He often commanded his allies in battle, but the focus of such commands were largely to defeat the enemy as swiftly as possible, with the least amount of risk to Maximilian himself.  His bardic arts focused on Oratory, and he made inspiring speeches that granted supernatural courage to his allies, often -- ironically -- when Maximilian was himself retreating from the battle.&lt;br /&gt;
&lt;br /&gt;
Or as he would describe it, &amp;quot;Circling Around.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maximilian did indeed found Fortress von Castle from the remains of a Soha Pact citadel, and established the Navy at Old Man Port.  He did indeed, perhaps most uncharacteristically, establish the Salvation Army -- it was not, however, his original intention for the Salvation Army to be motivated by &amp;quot;goodness&amp;quot; but rather by cooperation and shared need.  You see, Maximilian was unredeemably neutral in his outlook.  He acted for the greater good only in so far as it benefited him by extension.  A land of peace, prosperity and safety, filled with happy, content, and healthy followers, would be a more pleasant land to rule. And Maximilian felt it was always his destiny to rule.  He hated the angelic host and the celestial gods for their unwillingness to aid in the Great War.  He allied instead with the diabolic forces of Hell.  An alliance that eventually led to the retreat of the forces from Hell from the plane for 100 years.  But though Maximilian&#039;s opinion of the Devils was a mostly favorably one, he never let his guard completely down around them.  He knew that their ultimate goal was his Soul.&lt;br /&gt;
&lt;br /&gt;
Another one of the Maximilian von Maxwell&#039;s contributions to the culture of modern Siverow was his fecundity.  What he lacked in martial potence, he more than made up for in reproductive potence.  Any humanoid species was vulnerable to Maximilian&#039;s charms and sexual appetite.  He saw it as his duty to &amp;quot;improve&amp;quot; all the races of the land with his own seed.  Thus, many &amp;quot;half-human&amp;quot; or &amp;quot;human-touched&amp;quot; beings of many different races, including, most perplexingly, some lizard men, have appeared across the land.  These &amp;lt;i&amp;gt;Maxspawns&amp;lt;/i&amp;gt; typically possess higher than normal average charisma and intelligence for their race, and also a penchant for grooming a full moustache of one style or another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seeba ===&lt;br /&gt;
&lt;br /&gt;
[[Image:PZO9011-Druid.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Saint Blasphemy Burns  ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SaintBlasphemyBurns.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
These are the PCs of BLAG, both past and present.&lt;br /&gt;
&lt;br /&gt;
==== Jack Quinn ====&lt;br /&gt;
http://z.about.com/d/horror/1/0/p/T/Damien_cross2006omen666.jpg http://i290.photobucket.com/albums/ll272/gothgirl2321/Emo_Boy_by_emo_girl_anime.jpg http://home.earthlink.net/~wingsofdarkness/jack1.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blood of the Hells themselves flow through his veins.  Jack first realized he was special when, as a little boy, he was being bullied by a gang of older children.  They beat him to within an inch of his life, and he never felt better.  As blood was flowing down from his broken nose and fattened lower lip, it burst into little droplets of flame on the dirt.&lt;br /&gt;
&lt;br /&gt;
==== Quinton Huntswell ====&lt;br /&gt;
&lt;br /&gt;
http://profile.ak.fbcdn.net/object3/528/90/n135367680410_8867.jpg http://forevergeek.com/wp-content/uploads/2007/11/god-of-war.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Huntswells were not always so well-regarded or successful as they are today.  But the height of their success may be measured by the success of the mighty Quinton.  Imbued with the divine dominion of War, Quinton has been the natural leader for the adventurers against the Emperor of Spines, the Dire Fiend, and Asmodeus himself.&lt;br /&gt;
&lt;br /&gt;
==== The Baby ====&lt;br /&gt;
&lt;br /&gt;
http://www.bobcesca.com/images/AngryBaby.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This months-old infant was created by the Devils as a weapon to be used as part of Hell&#039;s plan to conquer Celestia.  Despite being a mere infant, the Baby is disguised as a human child with sideburns.&lt;br /&gt;
&lt;br /&gt;
==== Gustavwo ====&lt;br /&gt;
&lt;br /&gt;
http://www.cpinternet.com/dwagner2/sfcons/CONv0523.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coming and going at odd times, Gustavwo is not the most reliable of teammates.  Gustavwo is a professional archer and amateur cleric.  His heals have often come in handy when Quinton and Bridgemon have been indisposed.&lt;br /&gt;
&lt;br /&gt;
==== Bridgemon ====&lt;br /&gt;
&lt;br /&gt;
http://farm4.static.flickr.com/3065/2906012734_d224d12a22.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Cleric of Pelor, Bridgemon is the fellow that Pelor would call upon when he needed something done off the books.  Bridgemon is known for his devotion to Pelor despite being rather sneaky and under-handed.  And although his is not the best looking hobgoblin, people seem seduced by his charming smile, &amp;quot;thumbs-up&amp;quot; attitude and signature catch phrase of &amp;quot;come on......come on....&amp;quot; Bridgemon constantly seeks the open approval of his God, which has become especially unlikely since there is no evidence that Pelor survived Asmodeus&#039; attack on Celestia.&lt;br /&gt;
&lt;br /&gt;
==== Odin ====&lt;br /&gt;
&lt;br /&gt;
http://www.themovieblog.com/wp-content/uploads/2008/04/dwarf1.jpg&lt;br /&gt;
&lt;br /&gt;
Filled with the righteousness of his cause, Odin, who his teammates call Beardy, is an ambassador from the Salvation Army.  None of his teammates seem to have much respect or patience for him outside of combat, but once Quinton calls for the battle to begin, Odin is always at the forefront -- and everyone is thankful for it.&lt;br /&gt;
&lt;br /&gt;
== Memorable Non-Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== General Plot D. Vice ===&lt;br /&gt;
&lt;br /&gt;
http://www.niagaraartcollection.com/Photo/portrait-old-man-face-600.jpg&lt;br /&gt;
&lt;br /&gt;
=== Opitmus Pine ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== http://www.geocities.com/i_ate_breakfast/treant.jpg===&lt;br /&gt;
&lt;br /&gt;
=== Mapletron ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.apple2.org.za/gswv/a2zine/GS.WorldView/v2000/Sep/Graphics/TREANT.JPEG&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Papa Urf ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://home.earthlink.net/~wingsofdarkness/papaurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== Eeeee ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.freewebs.com/miirik/Kobold_Guide_by_D_MAC.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gringo ===&lt;br /&gt;
[[Image:Greengo.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Big Cheese ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.vesivus.com/eBay/dndminis/BW_Pit_Fiend.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kermy ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.primexdigitaldesign.com/images/3D%20stuff/Work/frogman01.jpg&lt;br /&gt;
&lt;br /&gt;
=== Rear Brigadier Brenn Bahamus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.globalnerdy.com/wordpress/wp-content/uploads/2008/10/zapp_brannigan.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fikk ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://victor.zenon.es/Dreamweaver/eventos/kiff.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kemak ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.madeofawesome.net/images/uploads/Lamia.jpg&lt;br /&gt;
http://www.theaveragegamer.com/wp-content/Sin%20Episodes/Elexis.jpg&lt;br /&gt;
&lt;br /&gt;
=== Zombie Head ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.mochiindesigns.com/ZOMBIE1.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grotis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Dark_Grotis.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Vallera Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Vallera.jpg]]&lt;br /&gt;
http://th07.deviantart.net/fs45/300W/f/2009/110/0/3/Fire_Angel_by_struka.jpg&lt;br /&gt;
&lt;br /&gt;
=== Katherine Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Katherine.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thomas ===&lt;br /&gt;
&lt;br /&gt;
=== Knight Captain Samuels ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/magic/images/cardart/ALA/Knight_Captain_of_Eos.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Princess Apricot ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://dsmedia.ign.com/ds/image/article/678/678206/super-princess-peach-20051226094112844_640w.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Emperor Of Spines ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.smashbros.com/en_us/characters/images/bowser/bowser.jpg&lt;br /&gt;
[[Image:drybowser.jpg]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sons Of The Emperor ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:koopa-kids.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Dire Fiend ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://e1000.files.wordpress.com/2008/11/ganondorf_twilight.jpg&lt;br /&gt;
http://www.wizards.com/dnd/images/excerpt_4E_angel3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Asmodeus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bel ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://planewalking.dungeons.ru/denizens/lords_of_nine/bel.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarfvinci ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.science-facts.com/leonardo-davinci.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== King Lucian ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.importcostumes.com/i/360x360/IC00020.jpg&lt;br /&gt;
http://www.blogcdn.com/www.joystiq.com/media/2008/06/big-bosses-mgs2-solidus-snake.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
King Lucian was the acting King of Castletown when the Emperor of Spines made his move on the city. Soon after it was discovered that Lucian had in fact ordered the Emperor to attack, and he made his escape. He wasn&#039;t seen or heard from again until the Dire Fiend sought him out to help with his domination of the plane. Lucian was granted a magical suit of armor and a crew of soldiers to obtain the Fiends goals.&lt;br /&gt;
&lt;br /&gt;
=== King Tepenhopentep ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.frothersunite.com/files/wk/sc/tb/tombs/imag/MVAV_01.jpeg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Plot Synopsis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Emperor of Spines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter I ====&lt;br /&gt;
&lt;br /&gt;
The player characters, who had never met each other before, all answer a call for help in the city of Bilcore made by the local constabulary. Kobolds have been sighted on the outskirts of town and have even attacked a few of the outlaying farms. The PC&#039;s make quick work of the Kobolds only to be attacked on there way back to town by a team of relatively well organized goblins who seem to be looking for them. The arrive in Bilcore to find it under attack by more goblins. The PC&#039;s dispatch the goblins in the city hall just as the Salvation Army arrives, despite their treaty with Castletown not allowing them on Siverow soil. Major Weebalo Brenn Bahamus enlists the PC&#039;s to get word to King Lucian that Siverow is under attack from the Goblin Kingdom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Chapter II ====&lt;br /&gt;
&lt;br /&gt;
On the road to Castletown, the PC&#039;s are attacked once again by more goblinoids that seem to be hunting them. They make a side trip to rescue a Treant being used by the goblins to pull water from it&#039;s own Elemental Plane. &lt;br /&gt;
&lt;br /&gt;
==== Chapter III ====&lt;br /&gt;
&lt;br /&gt;
The PC&#039;s arrive at Castletown and gain an audience with King Lucian, who seems highly uninterested in either the goblin&#039;s attacks or their mysterious plots to draw water energy with Treants. He is moderatly concerned that his brode to be, Princess Apricot, has gone missing, and believes that the sinister Emperor of Spines is behind it. He does enlist the PC&#039;s to deal with the problems, though they believe he did this just to get rid if them. &lt;br /&gt;
&lt;br /&gt;
==== Chapter IV ====&lt;br /&gt;
&lt;br /&gt;
With no where else to start their search, the players decide to head to Old Man Port to see Kermy , a wise oracle who runs a monastery Zorth of the city. After a few minor altercations along the way they arrive in Old Man Port, and soon after, Kermy&#039;s Ashram. Unfortunatly, the Ashram was under attack by the Emperor of Spines fat son, Ray. With a pair of old monks named after the two most popular Inn&#039;s in Siverow looking, and taunting, on from above, they dealt with Ray swiftly and mercilessly. They released Kermy and, with luck, Princess Apricot, who was being held by Ray also. Or had she?!?!?&lt;br /&gt;
&lt;br /&gt;
==== Chapter V ====&lt;br /&gt;
&lt;br /&gt;
Kermy&#039;s advice was to head for Old Man Port and keep the princess safe while he checked out a few leads. On the way back to the Port, a large airship careens over their heads on a collision course with the city. A large crash punctuates the ships decent, and the PC&#039;s make haste for the site. They arrive in Old Man Port to find the crashed airship jutting out of the middle of the market district. Storming the ship and confronting another of the Emperor of Spines sons, Wolfgang, the PC&#039;s stop a dangerous plot to gain access to the cities subterranean tunnels. &lt;br /&gt;
&lt;br /&gt;
==== Chapter VI ====&lt;br /&gt;
&lt;br /&gt;
Kermy shows back up to tell the PC&#039;s that another Airship was seen floating in the waters to the Zouth. Given the only way to effectivly traverse the ocean floor is to gain a merfolks blessing, the players charter a boat and set sail for the last place merfolk were ever seen, the reefs around a small island. Upon arriving, however, they find the reefs empty. The island is populated with a strange half merfolk, half raccoon humanoid. They agree to hald the PC&#039;s if they help rid them of a nuisance. Two sons of the Emperor have possessed a statue of the island and are making trouble for them. The PC&#039;s cleared Ziggy and Norton out of the statue, but are then confronted by Princess Apricot, who was really a shape changer working for the Emperor. Jack Quinn falls in love as the pretty in pink princess morphs into an evil bug monster. The PC&#039;s then gain the merfolks blessing and leave just as the Salvation Army arrives again to dole out soup and blankets to victims of the Emperor of Spines.&lt;br /&gt;
&lt;br /&gt;
==== Chapter VII ====&lt;br /&gt;
&lt;br /&gt;
Traveling on the ocean floor, the PC&#039;s encounter agents of the Emperor along with enslaved sea creatures, which tells them they are on the right trail. The trail ends at a magical bubble concealing a massive centuries old adamantium deposit on the sea floor. The Emperor only daughter, Wilhelmina, is attempting to mine as much of the metal as possible  and sending up to her ship. The players dispatch her and the golem holding her phylactery. Jack decides to keep the phylactery rather than destroy it because he has once again fallen in love, and this time is holding the card to make his hearts desires to come true.&lt;br /&gt;
&lt;br /&gt;
==== Chapter VIII ====&lt;br /&gt;
&lt;br /&gt;
On their return to Siverow the PCs are confronted by U.E.D. mercenaries that have been supposedly hired by King Lucian. They are arrested under suspicion of kidnapping Princess Apricot, who they were seen fleeing Old Man Port with.In transit back to Castletown, the motorized wagon carrying the PCs is attacked by Kermy, Optimus Pine, and a mysterious halfling rogue with a great sword. After rescuing the PCs, they tell them about the Kings Betrayal and the Emperors attempts to recover his lost power from the Dire Fiend. The halfling brings them to Aethis on the Rogue Hammer, only to find it under attack by more UED forces. The mercenaries have made their way into Drakeberg Mountain and are underway in their efforts to siphon the Fiends power out of the Plane of Cold without releasing him. The PCs stopped the Emperors mages from completeing their ritual, however this also destabilized the seal blocking the plane, and in a burst of magical energy the PCs were transported to the icy tundra of the Elemental Plane of Cold and rendered unconscious&lt;br /&gt;
&lt;br /&gt;
==== Chapter IX ====&lt;br /&gt;
&lt;br /&gt;
The PCs awoke to find themselves in a small dwelling just as a large man in animal furs left. Leaving the home of their rescuer, Jack decided he could use the same method to escape the plan as he had to arrive there, going to sleep. After a short nap he arrived in the Urf&#039;s village, who agreed to help the party if they could retrive their shirts from the dragon Azreal&#039;s castle. The players did, and the Urfs recovered their power. Now all that was left was to return to Smearth and stop the Emperor of spines once and for all.&lt;br /&gt;
&lt;br /&gt;
==== Chapter X ====&lt;br /&gt;
&lt;br /&gt;
The Emperor of Spines had taken over Fortress Von Castle and the PC&#039;s were geared up for a final assault. After battling through the Emperors minions, that last of his children, and a partially constructed adamantium mobile fortress, they face down the Emperor himself. The Emperor paid for his crimes with his life, and the PC&#039;s closed a book that was opened a hundred years ago. Princess Apricot took over as ruler of Castletown in King Lucian&#039;s absence, and made the PC&#039;s official Royal Guardsmen.&lt;br /&gt;
&lt;br /&gt;
=== Paragon Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Dire Fiend&lt;br /&gt;
&lt;br /&gt;
=== Epic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Asmodeus&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
&lt;br /&gt;
Feel free to contact me with questions and comments at scumbagslacker@gmail.com&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BLAG&amp;diff=123945</id>
		<title>BLAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BLAG&amp;diff=123945"/>
		<updated>2009-10-11T17:12:06Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* The Salvation Army */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
BLAG is the pet name given by the players of a D&amp;amp;D 4th edition game set in a somewhat bumbling, somewhat serious world known as Smearth. The game has been going since the day the 4th edition core books were released and as of October 2009 the players have reached level 26. Along the way they have encountered many strange and interesting NPC&#039;s and have saved the world from danger on many occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting History ==&lt;br /&gt;
The history of Smearth is not very well documented until about 100 years ago. There are records of a great war that went on for hundreds of years, during which four factions battled for supremacy on Siverow, the continent that now holds Castletown, the Capitol city of Smearth. The great war was ended when a group of rogue adventurers native to the continent made an alliance with one of the other factions and the two were able to overwhelm the others. those adventurers went on to become the saviors of the world once again when an army of ultimate evil from another universe invaded and threatened to turn Smearth into a wasteland populated by undead monstrosities created from pure pain and suffering. The true destiny of these valiant men and women was revealed when they fulfilled a thousand year old prophecy and stopped a mysterious creature known as the Dire Fiend  from turning the material plane into a new Hell. Fulfilling this prophecy proved that these adventurers were the rightful rulers of Smearth, and they were crowned shortly after. They divided up the land amongst themselves, and started to work on their own personal projects.&lt;br /&gt;
&lt;br /&gt;
== Special Campaign Notes ==&lt;br /&gt;
In the BLAGiverse, there are a number of changes to the base D&amp;amp;D system. most of these are role playing or storyline only changes that just make the game a little bit more enjoyable for everyone. After all, the point of BLAG is to have fun. Unless other wise stated, no special qualities confer any bonuses or penalties to a character unless he uses them in a really clever way, then they earned some kind of bonus.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarves === &lt;br /&gt;
Thought to be almost extinct during the great war due to their home being in close proximity to The Soha Pacts initial invasion point, a large civilization of these stout warriors was located on an island far to the Zorth of Siverow. This Island was subsequently named Scotland after their first ambassador, Scott. The Dwarves of Smearth are a fiercely loyal race who almost worship their own beards. A Dwarf will look at his beard as a symbol of power and status. Dwarfs are so protective of their beards that it is not uncommon for a particularly cowardly dwarf to shout &amp;quot;Not in the beard!!&amp;quot; when he gets into a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beard Storage&#039;&#039;&#039;: Dwarves in BLAG are well known for storing things in their beards, such as small trinkets, familiars, snacks, and small sized party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039;: In additon to whenever dwarves are knocked prone, they also receive a saving throw whenever they are reduced to 0 or fewer hit points, fall from a height, or go to sleep. A dwarf may choose to fail any of these and just fall down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039;: Until the age of 20, dwarves look just like halflings. On their 20th birthday every dwarf suddenly puts on about 100 pounds and sprouts the dwarven equivilent of peach fuzz, a 6 inch beard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
The Halflings of Siverow have mostly kept to themselves for a long time and raised very little fuss. Their home, the Shire was located, until recently, in a secluded corner of Siverow, far away from the ravages of the great war. During the Age of Chaos, however, the Shire was ripped from the Smearth and began to float. This has not detered the halflings in any way from being a fun loving curious race. They love candy and toys as much as the human children they resemble. Some researchers have been lead to belive that a halfings oversized head for their body is responsible for their lust for candy, something about the sugar high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Can&#039;t ride Horses &#039;&#039;&#039; : Because of their small stature and top heavy anatomy, halflings have a tendency to go flying off any mount designed for a medium sized creature. For this reason, top halfling scientists have created three tiers of mounts for them. In the heroic tier they may ride a tricycle, at paragon tier a Big Wheel, and in heroic tier they may ride a Power Wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toddlers with swords &#039;&#039;&#039; : Halflings naturally resemble young humans and dwarves and even the telltale sideburns are often not enough to convince people that they are fully grown adults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sausage Fingers &#039;&#039;&#039; : Halflings fingers not only resemble tasty plum sausages, they frequently taste like them. While no one knows why, this does not stop the halflings from licking them whenever they have a few extra seconds. This should be kept in mind should the halfling ever touch something. He will likely taste it very shortly afterwords. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Halfling Speak &#039;&#039;&#039; : While there is no Halfling language, they still have their own way of communicating with each other so the doublings won&#039;t understand them. For example, a doubling  is a human, an ally is a meat shield, and back stab can mean anything from candy to advanced destabilizing warp degradation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Also known as cupcake elves, the origins of these crafty woodlings is seated in The Cupcake Forest located in Sohim Sorak. The Cupcake Elves are so good at deception and misdirection that, until 20 years ago, no one on Smearth had ever heard of The Cupcake Forest. The Cupcake elves are fiercely at odds with the Donut Elves, though this has never led to open conflict. Some believe that this animosity stems from a person feud between Princess Ellie Elfkins and Col. Elzix Angus.  &lt;br /&gt;
&lt;br /&gt;
=== Eladrin ===&lt;br /&gt;
&lt;br /&gt;
Where the Cupcake elves excel at deception and woodcraft, the Eladrin, or Donut Elves, are masters of the arcane. Led by a wizard so powerful that he hasen&#039;t needed to show his face in two decades, Col. Elzix Angus, the Donut Elves currently work as freelance trainers, teaching any who wish to learn the ways of the wizard. &lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
They are just humans.&lt;br /&gt;
&lt;br /&gt;
=== Dragonborn, Half Elf, Teifling ===&lt;br /&gt;
&lt;br /&gt;
These races have not been used in BLAG so far.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
Paladins are servants of divine beings who want their representatives looking good for other prospective worshipers. Dirt, filth and even rain will never hit a paladin, even the arterial spray of a beheaded Orc will seem to warp around him and hit party members not protected by this.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
=== The Salvation Army ===&lt;br /&gt;
&lt;br /&gt;
http://sandrajo.files.wordpress.com/2008/09/salvationarmy_logo.png&lt;br /&gt;
&lt;br /&gt;
=== The Castletown Royale Guard ===&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
&lt;br /&gt;
=== Urfs ===&lt;br /&gt;
&lt;br /&gt;
=== The Sky Pirates ===&lt;br /&gt;
&lt;br /&gt;
=== The Elzix Angus School of Magic ===&lt;br /&gt;
&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&lt;br /&gt;
=== The Emperor of Spines ===&lt;br /&gt;
&lt;br /&gt;
=== The Ancients ===&lt;br /&gt;
&lt;br /&gt;
=== Aethis Settlers ===&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.slowlane.net/travel/photos/BoltonCastle/Hedge_maze_at_Bolton_Castle.sized.jpg&lt;br /&gt;
http://www.fabuloussavers.com/new_wallpaper/Ancient_Castle_Fantasy_freecomputerdesktopwallpaper_p.jpg&lt;br /&gt;
http://www.igshistoryonline.co.uk/Images/Medieval%20Town.jpg&lt;br /&gt;
&lt;br /&gt;
From the ashes of the great war came an opportunity to create a kingdom ruled by intellectuals and awe inspiring leaders. Knowing that the best way to unite the people of the world was to create a central hub for commerce and the sharing of ideas, the Old Kings made use of an already prominent and imposing structure. The Soha Pact, the genocidal sorcerers that had tried to eradicate most of the life in Siverow, left behind a formidable castle when they were defeated. With no formal government save for the military commanders of the Siverow army, the Old Kings quickly claimed the bastion as their base of operations, and soon the capitol of the continent. This capitol building was dubbed the Fortress von Castle by King Max. Gradually, the relative safety of living in this behemoths shadow became a widespread topic in popular conversation, and thousands of citizens and former soldiers flocked to this location to make new lives from themselves. Over the course of 100 years a ragtag camp of settlers and merchants became the largest metropolis on Smearth.&lt;br /&gt;
&lt;br /&gt;
Fortress von Castle itself boasts an immense floor plan, covering more area that a few of the islands surrounding the continent. There are extensive laboratories and workshops throughout the underground and enough space for over one hundred occupants. Surrounding the Fortress is a lush forest and garden, complete with hedge maze. Since commandeering the castle, the maze has never needed attention, and is a popular gathering place for the citizens of Castletown.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Old Man Port ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.poland.travel/en-us/imagerepository/general/the-tricity-gdansk-gdynia-sopot/zuraw-the-medieval-port-crane/image_galery&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Old Man Port is the primary import export center for all of Smearth. Located on Siverow&#039;s Zouth Zestern shores, the Port holds over two hundred sea docks and close to 80 airship docks, including the docking stations used by the Royal Navy. During the great war, Old Man Port was but a small village with no inclination towards any kind of sea or air vessels. The local legend is that the Old Kings once paid a visit to the small hamlet and graced a crazy old man with their time and attention. No one can no for sure if this story is true, but before then, that old man was one of the only people native to Siverow that even dreamed of building boats and taking to the massive oceans. The Old Kings were wise, and saw the potential usefulness of such adventures and swore to make the old mans dreams a reality.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Disaster struck Old Man Port during the Emperor of Spines attempts to plunge Siverow back into war . The Emperors son Wolfgang, a musically inclined diabolical mastermind, crashed his airship into the market district.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt; &lt;br /&gt;
=== Ghost Wraith Island === &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.destination360.com/caribbean/puerto-rico/images/s/culebra-island.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
A large island off the Zouthern coast of Siverow, Ghost Wraith Island is currently a hot spot for those who wish to walk in the footprints of the Old Kings. The lavish beaches along its shores are dotted with small hotels and gift shops, but the main event lies further inland. A large temple to a once powerful wizard who fancied himself a god lies buried under thousands of years of dirt and forest growth. Now the only sign this icon even exists is a sandstone entrance to a network of tunnels and catacombs. The dark magic that once lived there are now gone, and daily tours lead visitors along the path the Old Kings supposedly walked.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Sohim Sarak ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.pushingplay.com/wp-content/gallery/gamepics/fallout3__5_.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Once one of the most powerful centers of arcane power on the plane known as the Soha Nation, this sprawling city was all but annialated in a tremendously violent attack launched without wanring from another dimension. Details are sketchy at best, but one thing that is well known, this attack leveled all of the thousand hand tall mega structures  that dominated the landscape of the Zorthern most continent on Smearth. An epic battle also took place there, as Siverow forces pushed back the invading forces and protected the rest of the world from the same fate. Luckily for the residents of the Soha Nation, there were a great deal of countermeasures in place for just such an attack. While the buildings were destroyed many of the civilians were protected by magical force fields  in heavily populated districts of the city.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The history of the city before this time made it difficult for the citizens of Siverow to sympathize with the Soha&#039;s. The Soha Nation had spent the previous several hundred years attempting to erradicate all non-human life on Siverow, an ambitious plan implicated by the nations previous leadership. The Soha Nation was once ruled by a coven Raksasha who&#039;s magical mastery allowed him to draw upon leylines build into the surrounding landscape to amplify a series of mind control spells to domitate the entire country. The leadership soon realized that of all the races under their control, the humans were the most willing to submit. So, they did the only logical thing. Total eradication of all the other civilised races became their primary concern. When their goal was complete on their own continent, they soon turned their attention to dominating other, and the first that they chose was Siverow.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Since the disaster that obliterated the city, very little has been done to rebuild. For the last 80 years the Salvation Army has made the reconstruction their primary goal, but a lack of funding has made it difficult for them to even supply the soup and blankets that they are known for. Recently there has been promise in salvaging the ruins of the gargantuan siege golems that once patrolled the outlying regions of the city to sell to the airship manufacturers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Cupcake Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A dense forest on the Zestern borders of Sohim Sarak that is home to the Cupcake elves. Ruled by the generaous and fair Princess Ellie Elfkins , the elves have sought to distance themselves as much as possible from Col. Elzix Angus in recent years. A hundred years ago the two groups were virtually indistinguishable, but the two diverged at some point and forced the Princess to adopt a more naturalistic lifestyle. The Cupcake elves now keep to themselves, but every now and then one will leave the forest looking for adventure, wealth, or glory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Scottland ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.nickoffer.com/landscapes/Scotland-Landscape-Buachaille-Etive-Mor.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Another large island not far from Siverow, this is the home to the largest commmunity of dwarves left. It also is home to an active volcano, and a family of red dragons that have managed to coexist with the dwarves for as long as they can remember. Scottland was named after the first ambassador to Castletown, Scott.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Mobile Fortress Memorial ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.metropolismag.com/pov/wp-content/uploads/2008/05/sandcrawler.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
The Mobile Fortress Memorial is the actual ruins of a powerful siege engine designed by the engineers of Siverow to combat the mighty airships of the Soha Nation during the great war. The plaque honoring the brave Siverow soldiers tells the unfortunate end to the Fortress. Under Commander Katherine Ballard, the Mobile Fortress was headed for what would be the final assault on the Soha citadel, when it was attacked. Undead monstrosities guided by the hand of a powerful lich, launched an ambush looking for Maximilian von Maxwell. In the final stages of the assault, after the Fortress had already been irreparably damaged and Commander Ballard had lost an eye in the conflict, the attacks suddenly pulled back. Knowing full well that Maxwell would have shown his mustachioed grin by then, the lich had no further interest in the Fortress.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Several attempts have been made to construct new, better versions of the Fortress, mostly by enemies of humanity. The first time was by the Emperor of Spines, who used a massive deposit of adamantium to construct an elephant size indestructible Fortress. Fortunately for, it was destroyed before it could be completed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The memorial has recently disappeared during the invasion of the forces of hell. A team of adventurers that is working to stop the invasion believes that Mephistopheles has reactivated the aging monument and is using it to wreak havoc on Siverow with a new armament addition.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Rogue Hammer ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://3.bp.blogspot.com/_mgyYTW2w19c/SEvPprvrM0I/AAAAAAAADMk/aeo2Y6hyRa4/s400/Airship_sketches_1_by_JanBoruta.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Not so much a location as an airborne fortress, the Rogue Hammer serves as a base of operation of the Sky Pirates. A massive ironclad airship that was once the flagship of the Soha fleet, it is outfitted with a dazzling array of weapons, from downward angled flame jets for clearing ground forces to deck mounted harpoon cannons for securing other sky vessels and pulling the gates off even the largest keep. The current location of the Rogue Hammer is traveling the clouds, its exact route known only to the Sky Pirates.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Forbidden Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://i.pbase.com/g6/51/784451/2/81577262.9ZGmpmO8.jpg &amp;lt;BR&amp;gt;&lt;br /&gt;
Despite it&#039;s name, the Forbidden Forest is a well traveled area for those wishing to walk the path of the Old Kings. The scorched smeath and lifeless trees create a spooky atmosphere too intense for all but the heartiest of heroic tier adventurers. Located at the exact center of the dead wood is a shrine to a mysterious forgotten god. Dominating the scene is the enormous skeleton of a elder gold dragon, slain 100 years ago by an unnamed agent of the Harbingers of Salvation for unknown reasons.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Wood of Petrified Ancients ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The location of this treant resting resting ground is shrouded in mystery by the Ancients themselves. What is known is that when the treants know it is their time to die, they make the journey to these woods, and allow the forces of time to overtake them, permanently encasing their bodies in stone hard form, and preserving their knowledge.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Aethis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.24oranges.nl/wp-content/uploads/2008/07/project_indigo_2.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Aethis is an immense city that once housed one of the arguably greatest threat Smearth had ever seen. At it&#039;s core the previous home of the Dire Fiend. Branching out from there is the 5 districts that were home to the Fiends generals. Each of these Generals was given and area to command and orders to build outwards as aggressively as they could. The districts each stretch out dozens of miles and are each personally tailored to the General commanding it.&lt;br /&gt;
&lt;br /&gt;
Currently the city is inhabited by the citizens who lived their during the Dire Fiends reign, but chose to not align with them when he was in power. A few refugees from other areas of the world have taken up residence in the vast city streets of the city, but the mysterious circumstances that the city was liberated under have led to many fears about living there.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Elemntal Plane of Cold ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Home of the Urfs, as well as a dragon by the name of Azreal, The Elemental plane of Cold was sealed off from acess via the other planes until recently. When The Emperor of Spines sought to obtain more of his former power from The Dire Fiend who was trapped there, an accident occured which unsealed the plane, allowing the Fiend to escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://cdn-write.demandstudios.com/upload//6000/700/00/7/56707.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physics and Science ==&lt;br /&gt;
&lt;br /&gt;
=== Smearth and the Smoon ===&lt;br /&gt;
&lt;br /&gt;
The Smoon is a giant barren boulder floating in the astral space above Smearth. The Smoon is not visible during the day but is there. The proof of this is the Smelevator, a length of cable running from the Smearth to the Smoon. Along this cable runs a large glass box suitable for 10 medium sized characters and their gear. With this anyone can travel from one end to another in 10 minutes. Should a character attempt to travel from one to another without the Smelevator should keep in mind that gravity will pull you towards the plane you most recently touched. So even if a character manages to come within a few inches of the Smoon, he will fall all the way back to Smearth if that is where he started from.&lt;br /&gt;
&lt;br /&gt;
=== The Shire ===&lt;br /&gt;
&lt;br /&gt;
The home of the halflings, The Shire boasts the largest toy factories and candy plants in all of Smearth. It also boasts that it is a completely autonomous plane ever since the age of chaos. The entire Shire is a floating island in the sky, only about a mile off the ground. the Shire does not remain stationary either, it floats in a pattern that takes it to the same places once every year. Due to several accidents involving Frisbies, a railing was installed around the borders of the Shire.&lt;br /&gt;
&lt;br /&gt;
=== Ring Gates ===&lt;br /&gt;
&lt;br /&gt;
The Soha Pact, that once sought to annialate all non-human life on Siverow, made extensive use of magic items known as Ring Gates for several very important purposes. The most well known use was to power their airships. By setting them up to form a loop and dropping in an orb of dark matter, the ring gates and accelerating metal would eventually form a directional magnetic turbine. The second, more sinister use, was never confirmed to be in use, but there were plenty of rumors. A similar loop would be created as the magnetic turbine, except the gates would be rigged to move closer to each other. Eventually, the gates would be closer together than the dark matter was wide, and the rapidly falling metal orb would not be able to sucessfuly exit one side of the gate before getting out of it&#039;s own way. Rumors of the resulting explosion indicate that it could level all of Siverow.&lt;br /&gt;
&lt;br /&gt;
== The Old Kings ==&lt;br /&gt;
&lt;br /&gt;
=== Maximilian von Maxwell ===&lt;br /&gt;
http://www.funnyphotos.net.au/userimages/user756_1158817368.jpg http://archive.prairiepublic.org/programs/datebook/images/Godfrey,-MOH.jpg http://www.uncoached.com/wp-content/uploads/2008/05/tom_selleck-1.jpeg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history tells the tale of a hero of unprecedented valor and bravery.  A tale of the greatest swordsman to ever walk the smearth.  His mere presence on the front line inspired fanatical, undying bravery in his allies, cohorts, henchmen, followers, and yes all of his subjects, of which there were many.  According to the histories, accounts of the early adventures of the adventurers who would become King include Maximilian von Maxwell single-handedly grappling a land shark and strangling the life of it with his bare hands, along with many other difficult to believe stories.  Difficult to believe if one did not understand that Maximilian von Maxwell was truly a champion of all that was Great in the hearts of the people of Siverow, a master of hand to hand combat, and just the most all around greatest guy ever.&lt;br /&gt;
&lt;br /&gt;
Maximilian established many great foundations that last even to today.  He always held a great fascination for naval and aerial exploration, and thus established the Royal Navy at Old Man Port.  Following the Great War, Maximilian realized that it would be only a matter of time before Siverow and its new allied lands would be attacked again, so he established the Salvation Army, an army devoted to the Salvation of the Peoples of the Land, in the face of Ultimate Evil.  In peace time, and yes even in war time when supplies are handy, the Salvation Army devoted itself to the distribution of Soup and Blankets to any who needed them.  Maximilian established himself as King of Fortress von Castle and all of Siverow, and the resulting Castletown was largely made up of those who recognized Maximilian&#039;s legacy as a true Epic Hero.&lt;br /&gt;
&lt;br /&gt;
The truth, however, is a bit different.  Maximilian von Maxwell was the most talented Bard to ever grace the army of Siverow.  He was mostly a coward, but had his moments of strange bravery when he felt the odds were on his side.  He often commanded his allies in battle, but the focus of such commands were largely to defeat the enemy as swiftly as possible, with the least amount of risk to Maximilian himself.  His bardic arts focused on Oratory, and he made inspiring speeches that granted supernatural courage to his allies, often -- ironically -- when Maximilian was himself retreating from the battle.&lt;br /&gt;
&lt;br /&gt;
Or as he would describe it, &amp;quot;Circling Around.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maximilian did indeed found Fortress von Castle from the remains of a Soha Pact citadel, and established the Navy at Old Man Port.  He did indeed, perhaps most uncharacteristically, establish the Salvation Army -- it was not, however, his original intention for the Salvation Army to be motivated by &amp;quot;goodness&amp;quot; but rather by cooperation and shared need.  You see, Maximilian was unredeemably neutral in his outlook.  He acted for the greater good only in so far as it benefited him by extension.  A land of peace, prosperity and safety, filled with happy, content, and healthy followers, would be a more pleasant land to rule. And Maximilian felt it was always his destiny to rule.  He hated the angelic host and the celestial gods for their unwillingness to aid in the Great War.  He allied instead with the diabolic forces of Hell.  An alliance that eventually led to the retreat of the forces from Hell from the plane for 100 years.  But though Maximilian&#039;s opinion of the Devils was a mostly favorably one, he never let his guard completely down around them.  He knew that their ultimate goal was his Soul.&lt;br /&gt;
&lt;br /&gt;
Another one of the Maximilian von Maxwell&#039;s contributions to the culture of modern Siverow was his fecundity.  What he lacked in martial potence, he more than made up for in reproductive potence.  Any humanoid species was vulnerable to Maximilian&#039;s charms and sexual appetite.  He saw it as his duty to &amp;quot;improve&amp;quot; all the races of the land with his own seed.  Thus, many &amp;quot;half-human&amp;quot; or &amp;quot;human-touched&amp;quot; beings of many different races, including, most perplexingly, some lizard men, have appeared across the land.  These &amp;lt;i&amp;gt;Maxspawns&amp;lt;/i&amp;gt; typically possess higher than normal average charisma and intelligence for their race, and also a penchant for grooming a full moustache of one style or another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seeba ===&lt;br /&gt;
&lt;br /&gt;
[[Image:PZO9011-Druid.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Saint Blasphemy Burns  ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SaintBlasphemyBurns.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
These are the PCs of BLAG, both past and present.&lt;br /&gt;
&lt;br /&gt;
==== Jack Quinn ====&lt;br /&gt;
http://z.about.com/d/horror/1/0/p/T/Damien_cross2006omen666.jpg http://i290.photobucket.com/albums/ll272/gothgirl2321/Emo_Boy_by_emo_girl_anime.jpg http://home.earthlink.net/~wingsofdarkness/jack1.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blood of the Hells themselves flow through his veins.  Jack first realized he was special when, as a little boy, he was being bullied by a gang of older children.  They beat him to within an inch of his life, and he never felt better.  As blood was flowing down from his broken nose and fattened lower lip, it burst into little droplets of flame on the dirt.&lt;br /&gt;
&lt;br /&gt;
==== Quinton Huntswell ====&lt;br /&gt;
&lt;br /&gt;
http://profile.ak.fbcdn.net/object3/528/90/n135367680410_8867.jpg http://forevergeek.com/wp-content/uploads/2007/11/god-of-war.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Huntswells were not always so well-regarded or successful as they are today.  But the height of their success may be measured by the success of the mighty Quinton.  Imbued with the divine dominion of War, Quinton has been the natural leader for the adventurers against the Emperor of Spines, the Dire Fiend, and Asmodeus himself.&lt;br /&gt;
&lt;br /&gt;
==== The Baby ====&lt;br /&gt;
&lt;br /&gt;
http://www.bobcesca.com/images/AngryBaby.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This months-old infant was created by the Devils as a weapon to be used as part of Hell&#039;s plan to conquer Celestia.  Despite being a mere infant, the Baby is disguised as a human child with sideburns.&lt;br /&gt;
&lt;br /&gt;
==== Gustavwo ====&lt;br /&gt;
&lt;br /&gt;
http://www.cpinternet.com/dwagner2/sfcons/CONv0523.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coming and going at odd times, Gustavwo is not the most reliable of teammates.  Gustavwo is a professional archer and amateur cleric.  His heals have often come in handy when Quinton and Bridgemon have been indisposed.&lt;br /&gt;
&lt;br /&gt;
==== Bridgemon ====&lt;br /&gt;
&lt;br /&gt;
http://farm4.static.flickr.com/3065/2906012734_d224d12a22.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Cleric of Pelor, Bridgemon is the fellow that Pelor would call upon when he needed something done off the books.  Bridgemon constantly seeks the open approval of his God, which has become especially unlikely since there is no evidence that Pelor survived Asmodeus&#039; attack on Celestia.&lt;br /&gt;
&lt;br /&gt;
==== Beardy ====&lt;br /&gt;
&lt;br /&gt;
http://www.themovieblog.com/wp-content/uploads/2008/04/dwarf1.jpg&lt;br /&gt;
http://www.brickshelf.com/gallery/EofAlshire/Custom/Dwarf/dwarf.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Filled with the righteousness of his cause, Beardy, who claims to also be called Odin, is an ambassador from the Salvation Army.  None of his teammates seem to have much respect or patience for him outside of combat, but once Quinton calls for the battle to begin, Beardy is always at the forefront -- and everyone is thankful for it.&lt;br /&gt;
&lt;br /&gt;
== Memorable Non-Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== General Plot D. Vice ===&lt;br /&gt;
&lt;br /&gt;
http://www.niagaraartcollection.com/Photo/portrait-old-man-face-600.jpg&lt;br /&gt;
&lt;br /&gt;
=== Opitmus Pine ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== http://www.geocities.com/i_ate_breakfast/treant.jpg===&lt;br /&gt;
&lt;br /&gt;
=== Mapletron ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.apple2.org.za/gswv/a2zine/GS.WorldView/v2000/Sep/Graphics/TREANT.JPEG&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Papa Urf ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://home.earthlink.net/~wingsofdarkness/papaurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== Eeeee ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.freewebs.com/miirik/Kobold_Guide_by_D_MAC.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gringo ===&lt;br /&gt;
[[Image:Greengo.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Big Cheese ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.vesivus.com/eBay/dndminis/BW_Pit_Fiend.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kermy ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.primexdigitaldesign.com/images/3D%20stuff/Work/frogman01.jpg&lt;br /&gt;
&lt;br /&gt;
=== Rear Brigadier Brenn Bahamus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.globalnerdy.com/wordpress/wp-content/uploads/2008/10/zapp_brannigan.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fikk ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://victor.zenon.es/Dreamweaver/eventos/kiff.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kemak ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.madeofawesome.net/images/uploads/Lamia.jpg&lt;br /&gt;
http://www.theaveragegamer.com/wp-content/Sin%20Episodes/Elexis.jpg&lt;br /&gt;
&lt;br /&gt;
=== Zombie Head ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.mochiindesigns.com/ZOMBIE1.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grotis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Dark_Grotis.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Vallera Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Vallera.jpg]]&lt;br /&gt;
http://th07.deviantart.net/fs45/300W/f/2009/110/0/3/Fire_Angel_by_struka.jpg&lt;br /&gt;
&lt;br /&gt;
=== Katherine Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Katherine.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thomas ===&lt;br /&gt;
&lt;br /&gt;
=== Knight Captain Samuels ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/magic/images/cardart/ALA/Knight_Captain_of_Eos.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Princess Apricot ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://dsmedia.ign.com/ds/image/article/678/678206/super-princess-peach-20051226094112844_640w.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Emperor Of Spines ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.smashbros.com/en_us/characters/images/bowser/bowser.jpg&lt;br /&gt;
[[Image:drybowser.jpg]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sons Of The Emperor ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:koopa-kids.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Dire Fiend ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://e1000.files.wordpress.com/2008/11/ganondorf_twilight.jpg&lt;br /&gt;
http://www.wizards.com/dnd/images/excerpt_4E_angel3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Asmodeus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bel ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://planewalking.dungeons.ru/denizens/lords_of_nine/bel.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarfvinci ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.science-facts.com/leonardo-davinci.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== King Lucian ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.importcostumes.com/i/360x360/IC00020.jpg&lt;br /&gt;
http://www.blogcdn.com/www.joystiq.com/media/2008/06/big-bosses-mgs2-solidus-snake.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
King Lucian was the acting King of Castletown when the Emperor of Spines made his move on the city. Soon after it was discovered that Lucian had in fact ordered the Emperor to attack, and he made his escape. He wasn&#039;t seen or heard from again until the Dire Fiend sought him out to help with his domination of the plane. Lucian was granted a magical suit of armor and a crew of soldiers to obtain the Fiends goals.&lt;br /&gt;
&lt;br /&gt;
=== King Tepenhopentep ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.frothersunite.com/files/wk/sc/tb/tombs/imag/MVAV_01.jpeg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Plot Synopsis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Emperor of Spines&lt;br /&gt;
&lt;br /&gt;
=== Paragon Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Dire Fiend&lt;br /&gt;
&lt;br /&gt;
=== Epic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Asmodeus&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
&lt;br /&gt;
Feel free to contact me with questions and comments at scumbagslacker@gmail.com&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BLAG&amp;diff=123943</id>
		<title>BLAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BLAG&amp;diff=123943"/>
		<updated>2009-10-11T17:07:38Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Beardy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
BLAG is the pet name given by the players of a D&amp;amp;D 4th edition game set in a somewhat bumbling, somewhat serious world known as Smearth. The game has been going since the day the 4th edition core books were released and as of October 2009 the players have reached level 26. Along the way they have encountered many strange and interesting NPC&#039;s and have saved the world from danger on many occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting History ==&lt;br /&gt;
The history of Smearth is not very well documented until about 100 years ago. There are records of a great war that went on for hundreds of years, during which four factions battled for supremacy on Siverow, the continent that now holds Castletown, the Capitol city of Smearth. The great war was ended when a group of rogue adventurers native to the continent made an alliance with one of the other factions and the two were able to overwhelm the others. those adventurers went on to become the saviors of the world once again when an army of ultimate evil from another universe invaded and threatened to turn Smearth into a wasteland populated by undead monstrosities created from pure pain and suffering. The true destiny of these valiant men and women was revealed when they fulfilled a thousand year old prophecy and stopped a mysterious creature known as the Dire Fiend  from turning the material plane into a new Hell. Fulfilling this prophecy proved that these adventurers were the rightful rulers of Smearth, and they were crowned shortly after. They divided up the land amongst themselves, and started to work on their own personal projects.&lt;br /&gt;
&lt;br /&gt;
== Special Campaign Notes ==&lt;br /&gt;
In the BLAGiverse, there are a number of changes to the base D&amp;amp;D system. most of these are role playing or storyline only changes that just make the game a little bit more enjoyable for everyone. After all, the point of BLAG is to have fun. Unless other wise stated, no special qualities confer any bonuses or penalties to a character unless he uses them in a really clever way, then they earned some kind of bonus.&lt;br /&gt;
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== Races ==&lt;br /&gt;
&lt;br /&gt;
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=== Dwarves === &lt;br /&gt;
Thought to be almost extinct during the great war due to their home being in close proximity to The Soha Pacts initial invasion point, a large civilization of these stout warriors was located on an island far to the Zorth of Siverow. This Island was subsequently named Scotland after their first ambassador, Scott. The Dwarves of Smearth are a fiercely loyal race who almost worship their own beards. A Dwarf will look at his beard as a symbol of power and status. Dwarfs are so protective of their beards that it is not uncommon for a particularly cowardly dwarf to shout &amp;quot;Not in the beard!!&amp;quot; when he gets into a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beard Storage&#039;&#039;&#039;: Dwarves in BLAG are well known for storing things in their beards, such as small trinkets, familiars, snacks, and small sized party members.&lt;br /&gt;
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&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039;: In additon to whenever dwarves are knocked prone, they also receive a saving throw whenever they are reduced to 0 or fewer hit points, fall from a height, or go to sleep. A dwarf may choose to fail any of these and just fall down.&lt;br /&gt;
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&#039;&#039;&#039;Heritage&#039;&#039;&#039;: Until the age of 20, dwarves look just like halflings. On their 20th birthday every dwarf suddenly puts on about 100 pounds and sprouts the dwarven equivilent of peach fuzz, a 6 inch beard.&lt;br /&gt;
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=== Halflings ===&lt;br /&gt;
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The Halflings of Siverow have mostly kept to themselves for a long time and raised very little fuss. Their home, the Shire was located, until recently, in a secluded corner of Siverow, far away from the ravages of the great war. During the Age of Chaos, however, the Shire was ripped from the Smearth and began to float. This has not detered the halflings in any way from being a fun loving curious race. They love candy and toys as much as the human children they resemble. Some researchers have been lead to belive that a halfings oversized head for their body is responsible for their lust for candy, something about the sugar high.&lt;br /&gt;
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&#039;&#039;&#039; Can&#039;t ride Horses &#039;&#039;&#039; : Because of their small stature and top heavy anatomy, halflings have a tendency to go flying off any mount designed for a medium sized creature. For this reason, top halfling scientists have created three tiers of mounts for them. In the heroic tier they may ride a tricycle, at paragon tier a Big Wheel, and in heroic tier they may ride a Power Wheel.&lt;br /&gt;
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&#039;&#039;&#039; Toddlers with swords &#039;&#039;&#039; : Halflings naturally resemble young humans and dwarves and even the telltale sideburns are often not enough to convince people that they are fully grown adults.&lt;br /&gt;
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&#039;&#039;&#039; Sausage Fingers &#039;&#039;&#039; : Halflings fingers not only resemble tasty plum sausages, they frequently taste like them. While no one knows why, this does not stop the halflings from licking them whenever they have a few extra seconds. This should be kept in mind should the halfling ever touch something. He will likely taste it very shortly afterwords. &lt;br /&gt;
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&#039;&#039;&#039; Halfling Speak &#039;&#039;&#039; : While there is no Halfling language, they still have their own way of communicating with each other so the doublings won&#039;t understand them. For example, a doubling  is a human, an ally is a meat shield, and back stab can mean anything from candy to advanced destabilizing warp degradation. &lt;br /&gt;
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=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Also known as cupcake elves, the origins of these crafty woodlings is seated in The Cupcake Forest located in Sohim Sorak. The Cupcake Elves are so good at deception and misdirection that, until 20 years ago, no one on Smearth had ever heard of The Cupcake Forest. The Cupcake elves are fiercely at odds with the Donut Elves, though this has never led to open conflict. Some believe that this animosity stems from a person feud between Princess Ellie Elfkins and Col. Elzix Angus.  &lt;br /&gt;
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=== Eladrin ===&lt;br /&gt;
&lt;br /&gt;
Where the Cupcake elves excel at deception and woodcraft, the Eladrin, or Donut Elves, are masters of the arcane. Led by a wizard so powerful that he hasen&#039;t needed to show his face in two decades, Col. Elzix Angus, the Donut Elves currently work as freelance trainers, teaching any who wish to learn the ways of the wizard. &lt;br /&gt;
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=== Humans ===&lt;br /&gt;
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They are just humans.&lt;br /&gt;
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=== Dragonborn, Half Elf, Teifling ===&lt;br /&gt;
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These races have not been used in BLAG so far.&lt;br /&gt;
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== Classes ==&lt;br /&gt;
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=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
Paladins are servants of divine beings who want their representatives looking good for other prospective worshipers. Dirt, filth and even rain will never hit a paladin, even the arterial spray of a beheaded Orc will seem to warp around him and hit party members not protected by this.&amp;lt;BR&amp;gt;&lt;br /&gt;
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== Factions ==&lt;br /&gt;
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=== The Salvation Army ===&lt;br /&gt;
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=== The Castletown Royale Guard ===&lt;br /&gt;
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=== Castletown ===&lt;br /&gt;
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=== Urfs ===&lt;br /&gt;
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=== The Sky Pirates ===&lt;br /&gt;
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=== The Elzix Angus School of Magic ===&lt;br /&gt;
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=== The Nine Hells ===&lt;br /&gt;
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=== The Emperor of Spines ===&lt;br /&gt;
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=== The Ancients ===&lt;br /&gt;
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=== Aethis Settlers ===&lt;br /&gt;
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== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.slowlane.net/travel/photos/BoltonCastle/Hedge_maze_at_Bolton_Castle.sized.jpg&lt;br /&gt;
http://www.fabuloussavers.com/new_wallpaper/Ancient_Castle_Fantasy_freecomputerdesktopwallpaper_p.jpg&lt;br /&gt;
http://www.igshistoryonline.co.uk/Images/Medieval%20Town.jpg&lt;br /&gt;
&lt;br /&gt;
From the ashes of the great war came an opportunity to create a kingdom ruled by intellectuals and awe inspiring leaders. Knowing that the best way to unite the people of the world was to create a central hub for commerce and the sharing of ideas, the Old Kings made use of an already prominent and imposing structure. The Soha Pact, the genocidal sorcerers that had tried to eradicate most of the life in Siverow, left behind a formidable castle when they were defeated. With no formal government save for the military commanders of the Siverow army, the Old Kings quickly claimed the bastion as their base of operations, and soon the capitol of the continent. This capitol building was dubbed the Fortress von Castle by King Max. Gradually, the relative safety of living in this behemoths shadow became a widespread topic in popular conversation, and thousands of citizens and former soldiers flocked to this location to make new lives from themselves. Over the course of 100 years a ragtag camp of settlers and merchants became the largest metropolis on Smearth.&lt;br /&gt;
&lt;br /&gt;
Fortress von Castle itself boasts an immense floor plan, covering more area that a few of the islands surrounding the continent. There are extensive laboratories and workshops throughout the underground and enough space for over one hundred occupants. Surrounding the Fortress is a lush forest and garden, complete with hedge maze. Since commandeering the castle, the maze has never needed attention, and is a popular gathering place for the citizens of Castletown.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Old Man Port ===&lt;br /&gt;
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http://www.poland.travel/en-us/imagerepository/general/the-tricity-gdansk-gdynia-sopot/zuraw-the-medieval-port-crane/image_galery&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Old Man Port is the primary import export center for all of Smearth. Located on Siverow&#039;s Zouth Zestern shores, the Port holds over two hundred sea docks and close to 80 airship docks, including the docking stations used by the Royal Navy. During the great war, Old Man Port was but a small village with no inclination towards any kind of sea or air vessels. The local legend is that the Old Kings once paid a visit to the small hamlet and graced a crazy old man with their time and attention. No one can no for sure if this story is true, but before then, that old man was one of the only people native to Siverow that even dreamed of building boats and taking to the massive oceans. The Old Kings were wise, and saw the potential usefulness of such adventures and swore to make the old mans dreams a reality.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Disaster struck Old Man Port during the Emperor of Spines attempts to plunge Siverow back into war . The Emperors son Wolfgang, a musically inclined diabolical mastermind, crashed his airship into the market district.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Ghost Wraith Island === &lt;br /&gt;
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http://www.destination360.com/caribbean/puerto-rico/images/s/culebra-island.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
A large island off the Zouthern coast of Siverow, Ghost Wraith Island is currently a hot spot for those who wish to walk in the footprints of the Old Kings. The lavish beaches along its shores are dotted with small hotels and gift shops, but the main event lies further inland. A large temple to a once powerful wizard who fancied himself a god lies buried under thousands of years of dirt and forest growth. Now the only sign this icon even exists is a sandstone entrance to a network of tunnels and catacombs. The dark magic that once lived there are now gone, and daily tours lead visitors along the path the Old Kings supposedly walked.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Sohim Sarak ===&lt;br /&gt;
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http://www.pushingplay.com/wp-content/gallery/gamepics/fallout3__5_.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Once one of the most powerful centers of arcane power on the plane known as the Soha Nation, this sprawling city was all but annialated in a tremendously violent attack launched without wanring from another dimension. Details are sketchy at best, but one thing that is well known, this attack leveled all of the thousand hand tall mega structures  that dominated the landscape of the Zorthern most continent on Smearth. An epic battle also took place there, as Siverow forces pushed back the invading forces and protected the rest of the world from the same fate. Luckily for the residents of the Soha Nation, there were a great deal of countermeasures in place for just such an attack. While the buildings were destroyed many of the civilians were protected by magical force fields  in heavily populated districts of the city.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The history of the city before this time made it difficult for the citizens of Siverow to sympathize with the Soha&#039;s. The Soha Nation had spent the previous several hundred years attempting to erradicate all non-human life on Siverow, an ambitious plan implicated by the nations previous leadership. The Soha Nation was once ruled by a coven Raksasha who&#039;s magical mastery allowed him to draw upon leylines build into the surrounding landscape to amplify a series of mind control spells to domitate the entire country. The leadership soon realized that of all the races under their control, the humans were the most willing to submit. So, they did the only logical thing. Total eradication of all the other civilised races became their primary concern. When their goal was complete on their own continent, they soon turned their attention to dominating other, and the first that they chose was Siverow.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Since the disaster that obliterated the city, very little has been done to rebuild. For the last 80 years the Salvation Army has made the reconstruction their primary goal, but a lack of funding has made it difficult for them to even supply the soup and blankets that they are known for. Recently there has been promise in salvaging the ruins of the gargantuan siege golems that once patrolled the outlying regions of the city to sell to the airship manufacturers.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Cupcake Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A dense forest on the Zestern borders of Sohim Sarak that is home to the Cupcake elves. Ruled by the generaous and fair Princess Ellie Elfkins , the elves have sought to distance themselves as much as possible from Col. Elzix Angus in recent years. A hundred years ago the two groups were virtually indistinguishable, but the two diverged at some point and forced the Princess to adopt a more naturalistic lifestyle. The Cupcake elves now keep to themselves, but every now and then one will leave the forest looking for adventure, wealth, or glory.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Scottland ===&lt;br /&gt;
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http://www.nickoffer.com/landscapes/Scotland-Landscape-Buachaille-Etive-Mor.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Another large island not far from Siverow, this is the home to the largest commmunity of dwarves left. It also is home to an active volcano, and a family of red dragons that have managed to coexist with the dwarves for as long as they can remember. Scottland was named after the first ambassador to Castletown, Scott.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Mobile Fortress Memorial ===&lt;br /&gt;
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http://www.metropolismag.com/pov/wp-content/uploads/2008/05/sandcrawler.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
The Mobile Fortress Memorial is the actual ruins of a powerful siege engine designed by the engineers of Siverow to combat the mighty airships of the Soha Nation during the great war. The plaque honoring the brave Siverow soldiers tells the unfortunate end to the Fortress. Under Commander Katherine Ballard, the Mobile Fortress was headed for what would be the final assault on the Soha citadel, when it was attacked. Undead monstrosities guided by the hand of a powerful lich, launched an ambush looking for Maximilian von Maxwell. In the final stages of the assault, after the Fortress had already been irreparably damaged and Commander Ballard had lost an eye in the conflict, the attacks suddenly pulled back. Knowing full well that Maxwell would have shown his mustachioed grin by then, the lich had no further interest in the Fortress.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Several attempts have been made to construct new, better versions of the Fortress, mostly by enemies of humanity. The first time was by the Emperor of Spines, who used a massive deposit of adamantium to construct an elephant size indestructible Fortress. Fortunately for, it was destroyed before it could be completed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The memorial has recently disappeared during the invasion of the forces of hell. A team of adventurers that is working to stop the invasion believes that Mephistopheles has reactivated the aging monument and is using it to wreak havoc on Siverow with a new armament addition.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Rogue Hammer ===&lt;br /&gt;
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http://3.bp.blogspot.com/_mgyYTW2w19c/SEvPprvrM0I/AAAAAAAADMk/aeo2Y6hyRa4/s400/Airship_sketches_1_by_JanBoruta.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Not so much a location as an airborne fortress, the Rogue Hammer serves as a base of operation of the Sky Pirates. A massive ironclad airship that was once the flagship of the Soha fleet, it is outfitted with a dazzling array of weapons, from downward angled flame jets for clearing ground forces to deck mounted harpoon cannons for securing other sky vessels and pulling the gates off even the largest keep. The current location of the Rogue Hammer is traveling the clouds, its exact route known only to the Sky Pirates.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Forbidden Forest ===&lt;br /&gt;
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http://i.pbase.com/g6/51/784451/2/81577262.9ZGmpmO8.jpg &amp;lt;BR&amp;gt;&lt;br /&gt;
Despite it&#039;s name, the Forbidden Forest is a well traveled area for those wishing to walk the path of the Old Kings. The scorched smeath and lifeless trees create a spooky atmosphere too intense for all but the heartiest of heroic tier adventurers. Located at the exact center of the dead wood is a shrine to a mysterious forgotten god. Dominating the scene is the enormous skeleton of a elder gold dragon, slain 100 years ago by an unnamed agent of the Harbingers of Salvation for unknown reasons.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Wood of Petrified Ancients ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The location of this treant resting resting ground is shrouded in mystery by the Ancients themselves. What is known is that when the treants know it is their time to die, they make the journey to these woods, and allow the forces of time to overtake them, permanently encasing their bodies in stone hard form, and preserving their knowledge.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== Aethis ===&lt;br /&gt;
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http://www.24oranges.nl/wp-content/uploads/2008/07/project_indigo_2.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Aethis is an immense city that once housed one of the arguably greatest threat Smearth had ever seen. At it&#039;s core the previous home of the Dire Fiend. Branching out from there is the 5 districts that were home to the Fiends generals. Each of these Generals was given and area to command and orders to build outwards as aggressively as they could. The districts each stretch out dozens of miles and are each personally tailored to the General commanding it.&lt;br /&gt;
&lt;br /&gt;
Currently the city is inhabited by the citizens who lived their during the Dire Fiends reign, but chose to not align with them when he was in power. A few refugees from other areas of the world have taken up residence in the vast city streets of the city, but the mysterious circumstances that the city was liberated under have led to many fears about living there.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Elemntal Plane of Cold ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Home of the Urfs, as well as a dragon by the name of Azreal, The Elemental plane of Cold was sealed off from acess via the other planes until recently. When The Emperor of Spines sought to obtain more of his former power from The Dire Fiend who was trapped there, an accident occured which unsealed the plane, allowing the Fiend to escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
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=== The Nine Hells ===&lt;br /&gt;
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http://cdn-write.demandstudios.com/upload//6000/700/00/7/56707.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
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== Physics and Science ==&lt;br /&gt;
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=== Smearth and the Smoon ===&lt;br /&gt;
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The Smoon is a giant barren boulder floating in the astral space above Smearth. The Smoon is not visible during the day but is there. The proof of this is the Smelevator, a length of cable running from the Smearth to the Smoon. Along this cable runs a large glass box suitable for 10 medium sized characters and their gear. With this anyone can travel from one end to another in 10 minutes. Should a character attempt to travel from one to another without the Smelevator should keep in mind that gravity will pull you towards the plane you most recently touched. So even if a character manages to come within a few inches of the Smoon, he will fall all the way back to Smearth if that is where he started from.&lt;br /&gt;
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=== The Shire ===&lt;br /&gt;
&lt;br /&gt;
The home of the halflings, The Shire boasts the largest toy factories and candy plants in all of Smearth. It also boasts that it is a completely autonomous plane ever since the age of chaos. The entire Shire is a floating island in the sky, only about a mile off the ground. the Shire does not remain stationary either, it floats in a pattern that takes it to the same places once every year. Due to several accidents involving Frisbies, a railing was installed around the borders of the Shire.&lt;br /&gt;
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=== Ring Gates ===&lt;br /&gt;
&lt;br /&gt;
The Soha Pact, that once sought to annialate all non-human life on Siverow, made extensive use of magic items known as Ring Gates for several very important purposes. The most well known use was to power their airships. By setting them up to form a loop and dropping in an orb of dark matter, the ring gates and accelerating metal would eventually form a directional magnetic turbine. The second, more sinister use, was never confirmed to be in use, but there were plenty of rumors. A similar loop would be created as the magnetic turbine, except the gates would be rigged to move closer to each other. Eventually, the gates would be closer together than the dark matter was wide, and the rapidly falling metal orb would not be able to sucessfuly exit one side of the gate before getting out of it&#039;s own way. Rumors of the resulting explosion indicate that it could level all of Siverow.&lt;br /&gt;
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== The Old Kings ==&lt;br /&gt;
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=== Maximilian von Maxwell ===&lt;br /&gt;
http://www.funnyphotos.net.au/userimages/user756_1158817368.jpg http://archive.prairiepublic.org/programs/datebook/images/Godfrey,-MOH.jpg http://www.uncoached.com/wp-content/uploads/2008/05/tom_selleck-1.jpeg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history tells the tale of a hero of unprecedented valor and bravery.  A tale of the greatest swordsman to ever walk the smearth.  His mere presence on the front line inspired fanatical, undying bravery in his allies, cohorts, henchmen, followers, and yes all of his subjects, of which there were many.  According to the histories, accounts of the early adventures of the adventurers who would become King include Maximilian von Maxwell single-handedly grappling a land shark and strangling the life of it with his bare hands, along with many other difficult to believe stories.  Difficult to believe if one did not understand that Maximilian von Maxwell was truly a champion of all that was Great in the hearts of the people of Siverow, a master of hand to hand combat, and just the most all around greatest guy ever.&lt;br /&gt;
&lt;br /&gt;
Maximilian established many great foundations that last even to today.  He always held a great fascination for naval and aerial exploration, and thus established the Royal Navy at Old Man Port.  Following the Great War, Maximilian realized that it would be only a matter of time before Siverow and its new allied lands would be attacked again, so he established the Salvation Army, an army devoted to the Salvation of the Peoples of the Land, in the face of Ultimate Evil.  In peace time, and yes even in war time when supplies are handy, the Salvation Army devoted itself to the distribution of Soup and Blankets to any who needed them.  Maximilian established himself as King of Fortress von Castle and all of Siverow, and the resulting Castletown was largely made up of those who recognized Maximilian&#039;s legacy as a true Epic Hero.&lt;br /&gt;
&lt;br /&gt;
The truth, however, is a bit different.  Maximilian von Maxwell was the most talented Bard to ever grace the army of Siverow.  He was mostly a coward, but had his moments of strange bravery when he felt the odds were on his side.  He often commanded his allies in battle, but the focus of such commands were largely to defeat the enemy as swiftly as possible, with the least amount of risk to Maximilian himself.  His bardic arts focused on Oratory, and he made inspiring speeches that granted supernatural courage to his allies, often -- ironically -- when Maximilian was himself retreating from the battle.&lt;br /&gt;
&lt;br /&gt;
Or as he would describe it, &amp;quot;Circling Around.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maximilian did indeed found Fortress von Castle from the remains of a Soha Pact citadel, and established the Navy at Old Man Port.  He did indeed, perhaps most uncharacteristically, establish the Salvation Army -- it was not, however, his original intention for the Salvation Army to be motivated by &amp;quot;goodness&amp;quot; but rather by cooperation and shared need.  You see, Maximilian was unredeemably neutral in his outlook.  He acted for the greater good only in so far as it benefited him by extension.  A land of peace, prosperity and safety, filled with happy, content, and healthy followers, would be a more pleasant land to rule. And Maximilian felt it was always his destiny to rule.  He hated the angelic host and the celestial gods for their unwillingness to aid in the Great War.  He allied instead with the diabolic forces of Hell.  An alliance that eventually led to the retreat of the forces from Hell from the plane for 100 years.  But though Maximilian&#039;s opinion of the Devils was a mostly favorably one, he never let his guard completely down around them.  He knew that their ultimate goal was his Soul.&lt;br /&gt;
&lt;br /&gt;
Another one of the Maximilian von Maxwell&#039;s contributions to the culture of modern Siverow was his fecundity.  What he lacked in martial potence, he more than made up for in reproductive potence.  Any humanoid species was vulnerable to Maximilian&#039;s charms and sexual appetite.  He saw it as his duty to &amp;quot;improve&amp;quot; all the races of the land with his own seed.  Thus, many &amp;quot;half-human&amp;quot; or &amp;quot;human-touched&amp;quot; beings of many different races, including, most perplexingly, some lizard men, have appeared across the land.  These &amp;lt;i&amp;gt;Maxspawns&amp;lt;/i&amp;gt; typically possess higher than normal average charisma and intelligence for their race, and also a penchant for grooming a full moustache of one style or another.&lt;br /&gt;
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=== Seeba ===&lt;br /&gt;
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[[Image:PZO9011-Druid.jpg]]&lt;br /&gt;
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=== Saint Blasphemy Burns  ===&lt;br /&gt;
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[[Image:SaintBlasphemyBurns.jpg]]&lt;br /&gt;
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== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
These are the PCs of BLAG, both past and present.&lt;br /&gt;
&lt;br /&gt;
==== Jack Quinn ====&lt;br /&gt;
http://z.about.com/d/horror/1/0/p/T/Damien_cross2006omen666.jpg http://i290.photobucket.com/albums/ll272/gothgirl2321/Emo_Boy_by_emo_girl_anime.jpg http://home.earthlink.net/~wingsofdarkness/jack1.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The blood of the Hells themselves flow through his veins.  Jack first realized he was special when, as a little boy, he was being bullied by a gang of older children.  They beat him to within an inch of his life, and he never felt better.  As blood was flowing down from his broken nose and fattened lower lip, it burst into little droplets of flame on the dirt.&lt;br /&gt;
&lt;br /&gt;
==== Quinton Huntswell ====&lt;br /&gt;
&lt;br /&gt;
http://profile.ak.fbcdn.net/object3/528/90/n135367680410_8867.jpg http://forevergeek.com/wp-content/uploads/2007/11/god-of-war.jpg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Huntswells were not always so well-regarded or successful as they are today.  But the height of their success may be measured by the success of the mighty Quinton.  Imbued with the divine dominion of War, Quinton has been the natural leader for the adventurers against the Emperor of Spines, the Dire Fiend, and Asmodeus himself.&lt;br /&gt;
&lt;br /&gt;
==== The Baby ====&lt;br /&gt;
&lt;br /&gt;
http://www.bobcesca.com/images/AngryBaby.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This months-old infant was created by the Devils as a weapon to be used as part of Hell&#039;s plan to conquer Celestia.  Despite being a mere infant, the Baby is disguised as a human child with sideburns.&lt;br /&gt;
&lt;br /&gt;
==== Gustavwo ====&lt;br /&gt;
&lt;br /&gt;
http://www.cpinternet.com/dwagner2/sfcons/CONv0523.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coming and going at odd times, Gustavwo is not the most reliable of teammates.  Gustavwo is a professional archer and amateur cleric.  His heals have often come in handy when Quinton and Bridgemon have been indisposed.&lt;br /&gt;
&lt;br /&gt;
==== Bridgemon ====&lt;br /&gt;
&lt;br /&gt;
http://farm4.static.flickr.com/3065/2906012734_d224d12a22.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hobgoblin Cleric of Pelor, Bridgemon is the fellow that Pelor would call upon when he needed something done off the books.  Bridgemon constantly seeks the open approval of his God, which has become especially unlikely since there is no evidence that Pelor survived Asmodeus&#039; attack on Celestia.&lt;br /&gt;
&lt;br /&gt;
==== Beardy ====&lt;br /&gt;
&lt;br /&gt;
http://www.themovieblog.com/wp-content/uploads/2008/04/dwarf1.jpg&lt;br /&gt;
http://www.brickshelf.com/gallery/EofAlshire/Custom/Dwarf/dwarf.jpg &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Filled with the righteousness of his cause, Beardy, who claims to also be called Odin, is an ambassador from the Salvation Army.  None of his teammates seem to have much respect or patience for him outside of combat, but once Quinton calls for the battle to begin, Beardy is always at the forefront -- and everyone is thankful for it.&lt;br /&gt;
&lt;br /&gt;
== Memorable Non-Player Characters ==&lt;br /&gt;
&lt;br /&gt;
=== General Plot D. Vice ===&lt;br /&gt;
&lt;br /&gt;
http://www.niagaraartcollection.com/Photo/portrait-old-man-face-600.jpg&lt;br /&gt;
&lt;br /&gt;
=== Opitmus Pine ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== http://www.geocities.com/i_ate_breakfast/treant.jpg===&lt;br /&gt;
&lt;br /&gt;
=== Mapletron ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.apple2.org.za/gswv/a2zine/GS.WorldView/v2000/Sep/Graphics/TREANT.JPEG&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Papa Urf ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://home.earthlink.net/~wingsofdarkness/papaurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== Eeeee ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.freewebs.com/miirik/Kobold_Guide_by_D_MAC.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gringo ===&lt;br /&gt;
[[Image:Greengo.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Big Cheese ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.vesivus.com/eBay/dndminis/BW_Pit_Fiend.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kermy ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.primexdigitaldesign.com/images/3D%20stuff/Work/frogman01.jpg&lt;br /&gt;
&lt;br /&gt;
=== Rear Brigadier Brenn Bahamus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.globalnerdy.com/wordpress/wp-content/uploads/2008/10/zapp_brannigan.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fikk ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://victor.zenon.es/Dreamweaver/eventos/kiff.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kemak ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.madeofawesome.net/images/uploads/Lamia.jpg&lt;br /&gt;
http://www.theaveragegamer.com/wp-content/Sin%20Episodes/Elexis.jpg&lt;br /&gt;
&lt;br /&gt;
=== Zombie Head ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.mochiindesigns.com/ZOMBIE1.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grotis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Dark_Grotis.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Vallera Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Vallera.jpg]]&lt;br /&gt;
http://th07.deviantart.net/fs45/300W/f/2009/110/0/3/Fire_Angel_by_struka.jpg&lt;br /&gt;
&lt;br /&gt;
=== Katherine Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Katherine.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thomas ===&lt;br /&gt;
&lt;br /&gt;
=== Knight Captain Samuels ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/magic/images/cardart/ALA/Knight_Captain_of_Eos.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Princess Apricot ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://dsmedia.ign.com/ds/image/article/678/678206/super-princess-peach-20051226094112844_640w.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Emperor Of Spines ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.smashbros.com/en_us/characters/images/bowser/bowser.jpg&lt;br /&gt;
[[Image:drybowser.jpg]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sons Of The Emperor ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:koopa-kids.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Dire Fiend ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://e1000.files.wordpress.com/2008/11/ganondorf_twilight.jpg&lt;br /&gt;
http://www.wizards.com/dnd/images/excerpt_4E_angel3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Asmodeus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bel ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://planewalking.dungeons.ru/denizens/lords_of_nine/bel.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarfvinci ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.science-facts.com/leonardo-davinci.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== King Lucian ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.importcostumes.com/i/360x360/IC00020.jpg&lt;br /&gt;
http://www.blogcdn.com/www.joystiq.com/media/2008/06/big-bosses-mgs2-solidus-snake.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
King Lucian was the acting King of Castletown when the Emperor of Spines made his move on the city. Soon after it was discovered that Lucian had in fact ordered the Emperor to attack, and he made his escape. He wasn&#039;t seen or heard from again until the Dire Fiend sought him out to help with his domination of the plane. Lucian was granted a magical suit of armor and a crew of soldiers to obtain the Fiends goals.&lt;br /&gt;
&lt;br /&gt;
=== King Tepenhopentep ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.frothersunite.com/files/wk/sc/tb/tombs/imag/MVAV_01.jpeg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Plot Synopsis ==&lt;br /&gt;
&lt;br /&gt;
=== Heroic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Emperor of Spines&lt;br /&gt;
&lt;br /&gt;
=== Paragon Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Dire Fiend&lt;br /&gt;
&lt;br /&gt;
=== Epic Tier ===&lt;br /&gt;
&lt;br /&gt;
Major Villain:  Asmodeus&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
&lt;br /&gt;
Feel free to contact me with questions and comments at scumbagslacker@gmail.com&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BLAG&amp;diff=123703</id>
		<title>BLAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BLAG&amp;diff=123703"/>
		<updated>2009-10-08T18:43:58Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Gringo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
BLAG is the pet name given by the players of a D&amp;amp;D 4th edition game set in a somewhat bumbling, somewhat serious world known as Smearth. The game has been going since the day the 4th edition core books were released and as of October 2009 the players have reached level 26. Along the way they have encountered many strange and interesting NPC&#039;s and have saved the world from danger on many occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting History ==&lt;br /&gt;
The history of Smearth is not very well documented until about 100 years ago. There are records of a great war that went on for hundreds of years, during which four factions battled for supremacy on Siverow, the continent that now holds Castletown, the Capitol city of Smearth. The great war was ended when a group of rogue adventurers native to the continent made an alliance with one of the other factions and the two were able to overwhelm the others. those adventurers went on to become the saviors of the world once again when an army of ultimate evil from another universe invaded and threatened to turn Smearth into a wasteland populated by undead monstrosities created from pure pain and suffering. The true destiny of these valiant men and women was revealed when they fulfilled a thousand year old prophecy and stopped a mysterious creature known as the Dire Fiend  from turning the material plane into a new Hell. Fulfilling this prophecy proved that these adventurers were the rightful rulers of Smearth, and they were crowned shortly after. They divided up the land amongst themselves, and started to work on their own personal projects.&lt;br /&gt;
&lt;br /&gt;
== Special Campaign Notes ==&lt;br /&gt;
In the BLAGiverse, there are a number of changes to the base D&amp;amp;D system. most of these are role playing or storyline only changes that just make the game a little bit more enjoyable for everyone. After all, the point of BLAG is to have fun. Unless other wise stated, no special qualities confer any bonuses or penalties to a character unless he uses them in a really clever way, then they earned some kind of bonus.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarves === &lt;br /&gt;
Thought to be almost extinct during the great war due to their home being in close proximity to The Soha Pacts initial invasion point, a large civilization of these stout warriors was located on an island far to the Zorth of Siverow. This Island was subsequently named Scotland after their first ambassador, Scott. The Dwarves of Smearth are a fiercely loyal race who almost worship their own beards. A Dwarf will look at his beard as a symbol of power and status. Dwarfs are so protective of their beards that it is not uncommon for a particularly cowardly dwarf to shout &amp;quot;Not in the beard!!&amp;quot; when he gets into a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beard Storage&#039;&#039;&#039;: Dwarves in BLAG are well known for storing things in their beards, such as small trinkets, familiars, snacks, and small sized party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039;: In additon to whenever dwarves are knocked prone, they also receive a saving throw whenever they are reduced to 0 or fewer hit points, fall from a height, or go to sleep. A dwarf may choose to fail any of these and just fall down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039;: Until the age of 20, dwarves look just like halflings. On their 20th birthday every dwarf suddenly puts on about 100 pounds and sprouts the dwarven equivilent of peach fuzz, a 6 inch beard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Halflings ===&lt;br /&gt;
&lt;br /&gt;
The Halflings of Siverow have mostly kept to themselves for a long time and raised very little fuss. Their home, the Shire was located, until recently, in a secluded corner of Siverow, far away from the ravages of the great war. During the Age of Chaos, however, the Shire was ripped from the Smearth and began to float. This has not detered the halflings in any way from being a fun loving curious race. They love candy and toys as much as the human children they resemble. Some researchers have been lead to belive that a halfings oversized head for their body is responsible for their lust for candy, something about the sugar high.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Can&#039;t ride Horses &#039;&#039;&#039; : Because of their small stature and top heavy anatomy, halflings have a tendency to go flying off any mount designed for a medium sized creature. For this reason, top halfling scientists have created three tiers of mounts for them. In the heroic tier they may ride a tricycle, at paragon tier a Big Wheel, and in heroic tier they may ride a Power Wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toddlers with swords &#039;&#039;&#039; : Halflings naturally resemble young humans and dwarves and even the telltale sideburns are often not enough to convince people that they are fully grown adults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Sausage Fingers &#039;&#039;&#039; : Halflings fingers not only resemble tasty plum sausages, they frequently taste like them. While no one knows why, this does not stop the halflings from licking them whenever they have a few extra seconds. This should be kept in mind should the halfling ever touch something. He will likely taste it very shortly afterwords. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Halfling Speak &#039;&#039;&#039; : While there is no Halfling language, they still have their own way of communicating with each other so the doublings won&#039;t understand them. For example, a doubling  is a human, an ally is a meat shield, and back stab can mean anything from candy to advanced destabilizing warp degradation. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Elves ===&lt;br /&gt;
&lt;br /&gt;
Also known as cupcake elves, the origins of these crafty woodlings is seated in The Cupcake Forest located in Sohim Sorak. The Cupcake Elves are so good at deception and misdirection that, until 20 years ago, no one on Smearth had ever heard of The Cupcake Forest. The Cupcake elves are fiercely at odds with the Donut Elves, though this has never led to open conflict. Some believe that this animosity stems from a person feud between Princess Ellie Elfkins and Col. Elzix Angus.  &lt;br /&gt;
&lt;br /&gt;
=== Eladrin ===&lt;br /&gt;
&lt;br /&gt;
Where the Cupcake elves excel at deception and woodcraft, the Eladrin, or Donut Elves, are masters of the arcane. Led by a wizard so powerful that he hasen&#039;t needed to show his face in two decades, Col. Elzix Angus, the Donut Elves currently work as freelance trainers, teaching any who wish to learn the ways of the wizard. &lt;br /&gt;
&lt;br /&gt;
=== Humans ===&lt;br /&gt;
&lt;br /&gt;
They are just humans.&lt;br /&gt;
&lt;br /&gt;
=== Dragonborn, Half Elf, Teifling ===&lt;br /&gt;
&lt;br /&gt;
These races have not been used in BLAG so far.&lt;br /&gt;
&lt;br /&gt;
== Classes ==&lt;br /&gt;
&lt;br /&gt;
=== Paladin ===&lt;br /&gt;
&lt;br /&gt;
Paladins are servants of divine beings who want their representatives looking good for other prospective worshipers. Dirt, filth and even rain will never hit a paladin, even the arterial spray of a beheaded Orc will seem to warp around him and hit party members not protected by this.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
=== The Salvation Army ===&lt;br /&gt;
&lt;br /&gt;
=== The Castletown Royale Guard ===&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
&lt;br /&gt;
=== Urfs ===&lt;br /&gt;
&lt;br /&gt;
=== The Sky Pirates ===&lt;br /&gt;
&lt;br /&gt;
=== The Elzix Angus School of Magic ===&lt;br /&gt;
&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&lt;br /&gt;
=== The Emperor of Spines ===&lt;br /&gt;
&lt;br /&gt;
=== The Ancients ===&lt;br /&gt;
&lt;br /&gt;
=== Aethis Settlers ===&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Castletown ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.slowlane.net/travel/photos/BoltonCastle/Hedge_maze_at_Bolton_Castle.sized.jpg&lt;br /&gt;
http://www.fabuloussavers.com/new_wallpaper/Ancient_Castle_Fantasy_freecomputerdesktopwallpaper_p.jpg&lt;br /&gt;
http://www.igshistoryonline.co.uk/Images/Medieval%20Town.jpg&lt;br /&gt;
&lt;br /&gt;
From the ashes of the great war came an opportunity to create a kingdom ruled by intellectuals and awe inspiring leaders. Knowing that the best way to unite the people of the world was to create a central hub for commerce and the sharing of ideas, the Old Kings made use of an already prominent and imposing structure. The Soha Pact, the genocidal sorcerers that had tried to eradicate most of the life in Siverow, left behind a formidable castle when they were defeated. With no formal government save for the military commanders of the Siverow army, the Old Kings quickly claimed the bastion as their base of operations, and soon the capitol of the continent. This capitol building was dubbed the Fortress von Castle by King Max. Gradually, the relative safety of living in this behemoths shadow became a widespread topic in popular conversation, and thousands of citizens and former soldiers flocked to this location to make new lives from themselves. Over the course of 100 years a ragtag camp of settlers and merchants became the largest metropolis on Smearth.&lt;br /&gt;
&lt;br /&gt;
Fortress von Castle itself boasts an immense floor plan, covering more area that a few of the islands surrounding the continent. There are extensive laboratories and workshops throughout the underground and enough space for over one hundred occupants. Surrounding the Fortress is a lush forest and garden, complete with hedge maze. Since commandeering the castle, the maze has never needed attention, and is a popular gathering place for the citizens of Castletown.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Old Man Port ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.poland.travel/en-us/imagerepository/general/the-tricity-gdansk-gdynia-sopot/zuraw-the-medieval-port-crane/image_galery&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Old Man Port is the primary import export center for all of Smearth. Located on Siverow&#039;s Zouth Zestern shores, the Port holds over two hundred sea docks and close to 80 airship docks, including the docking stations used by the Royal Navy. During the great war, Old Man Port was but a small village with no inclination towards any kind of sea or air vessels. The local legend is that the Old Kings once paid a visit to the small hamlet and graced a crazy old man with their time and attention. No one can no for sure if this story is true, but before then, that old man was one of the only people native to Siverow that even dreamed of building boats and taking to the massive oceans. The Old Kings were wise, and saw the potential usefulness of such adventures and swore to make the old mans dreams a reality.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Disaster struck Old Man Port during the Emperor of Spines attempts to plunge Siverow back into war . The Emperors son Wolfgang, a musically inclined diabolical mastermind, crashed his airship into the market district.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt; &lt;br /&gt;
=== Ghost Wraith Island === &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.destination360.com/caribbean/puerto-rico/images/s/culebra-island.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
A large island off the Zouthern coast of Siverow, Ghost Wraith Island is currently a hot spot for those who wish to walk in the footprints of the Old Kings. The lavish beaches along its shores are dotted with small hotels and gift shops, but the main event lies further inland. A large temple to a once powerful wizard who fancied himself a god lies buried under thousands of years of dirt and forest growth. Now the only sign this icon even exists is a sandstone entrance to a network of tunnels and catacombs. The dark magic that once lived there are now gone, and daily tours lead visitors along the path the Old Kings supposedly walked.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Sohim Sarak ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.pushingplay.com/wp-content/gallery/gamepics/fallout3__5_.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Once one of the most powerful centers of arcane power on the plane known as the Soha Nation, this sprawling city was all but annialated in a tremendously violent attack launched without wanring from another dimension. Details are sketchy at best, but one thing that is well known, this attack leveled all of the thousand hand tall mega structures  that dominated the landscape of the Zorthern most continent on Smearth. An epic battle also took place there, as Siverow forces pushed back the invading forces and protected the rest of the world from the same fate. Luckily for the residents of the Soha Nation, there were a great deal of countermeasures in place for just such an attack. While the buildings were destroyed many of the civilians were protected by magical force fields  in heavily populated districts of the city.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The history of the city before this time made it difficult for the citizens of Siverow to sympathize with the Soha&#039;s. The Soha Nation had spent the previous several hundred years attempting to erradicate all non-human life on Siverow, an ambitious plan implicated by the nations previous leadership. The Soha Nation was once ruled by a coven Raksasha who&#039;s magical mastery allowed him to draw upon leylines build into the surrounding landscape to amplify a series of mind control spells to domitate the entire country. The leadership soon realized that of all the races under their control, the humans were the most willing to submit. So, they did the only logical thing. Total eradication of all the other civilised races became their primary concern. When their goal was complete on their own continent, they soon turned their attention to dominating other, and the first that they chose was Siverow.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Since the disaster that obliterated the city, very little has been done to rebuild. For the last 80 years the Salvation Army has made the reconstruction their primary goal, but a lack of funding has made it difficult for them to even supply the soup and blankets that they are known for. Recently there has been promise in salvaging the ruins of the gargantuan siege golems that once patrolled the outlying regions of the city to sell to the airship manufacturers.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Cupcake Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A dense forest on the Zestern borders of Sohim Sarak that is home to the Cupcake elves. Ruled by the generaous and fair Princess Ellie Elfkins , the elves have sought to distance themselves as much as possible from Col. Elzix Angus in recent years. A hundred years ago the two groups were virtually indistinguishable, but the two diverged at some point and forced the Princess to adopt a more naturalistic lifestyle. The Cupcake elves now keep to themselves, but every now and then one will leave the forest looking for adventure, wealth, or glory.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Scottland ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.nickoffer.com/landscapes/Scotland-Landscape-Buachaille-Etive-Mor.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Another large island not far from Siverow, this is the home to the largest commmunity of dwarves left. It also is home to an active volcano, and a family of red dragons that have managed to coexist with the dwarves for as long as they can remember. Scottland was named after the first ambassador to Castletown, Scott.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Mobile Fortress Memorial ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.metropolismag.com/pov/wp-content/uploads/2008/05/sandcrawler.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
The Mobile Fortress Memorial is the actual ruins of a powerful siege engine designed by the engineers of Siverow to combat the mighty airships of the Soha Nation during the great war. The plaque honoring the brave Siverow soldiers tells the unfortunate end to the Fortress. Under Commander Katherine Ballard, the Mobile Fortress was headed for what would be the final assault on the Soha citadel, when it was attacked. Undead monstrosities guided by the hand of a powerful lich, launched an ambush looking for Maximilian von Maxwell. In the final stages of the assault, after the Fortress had already been irreparably damaged and Commander Ballard had lost an eye in the conflict, the attacks suddenly pulled back. Knowing full well that Maxwell would have shown his mustachioed grin by then, the lich had no further interest in the Fortress.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Several attempts have been made to construct new, better versions of the Fortress, mostly by enemies of humanity. The first time was by the Emperor of Spines, who used a massive deposit of adamantium to construct an elephant size indestructible Fortress. Fortunately for, it was destroyed before it could be completed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The memorial has recently disappeared during the invasion of the forces of hell. A team of adventurers that is working to stop the invasion believes that Mephistopheles has reactivated the aging monument and is using it to wreak havoc on Siverow with a new armament addition.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Rogue Hammer ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://3.bp.blogspot.com/_mgyYTW2w19c/SEvPprvrM0I/AAAAAAAADMk/aeo2Y6hyRa4/s400/Airship_sketches_1_by_JanBoruta.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Not so much a location as an airborne fortress, the Rogue Hammer serves as a base of operation of the Sky Pirates. A massive ironclad airship that was once the flagship of the Soha fleet, it is outfitted with a dazzling array of weapons, from downward angled flame jets for clearing ground forces to deck mounted harpoon cannons for securing other sky vessels and pulling the gates off even the largest keep. The current location of the Rogue Hammer is traveling the clouds, its exact route known only to the Sky Pirates.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Forbidden Forest ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://i.pbase.com/g6/51/784451/2/81577262.9ZGmpmO8.jpg &amp;lt;BR&amp;gt;&lt;br /&gt;
Despite it&#039;s name, the Forbidden Forest is a well traveled area for those wishing to walk the path of the Old Kings. The scorched smeath and lifeless trees create a spooky atmosphere too intense for all but the heartiest of heroic tier adventurers. Located at the exact center of the dead wood is a shrine to a mysterious forgotten god. Dominating the scene is the enormous skeleton of a elder gold dragon, slain 100 years ago by an unnamed agent of the Harbingers of Salvation for unknown reasons.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Wood of Petrified Ancients ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The location of this treant resting resting ground is shrouded in mystery by the Ancients themselves. What is known is that when the treants know it is their time to die, they make the journey to these woods, and allow the forces of time to overtake them, permanently encasing their bodies in stone hard form, and preserving their knowledge.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== Aethis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.24oranges.nl/wp-content/uploads/2008/07/project_indigo_2.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Aethis is an immense city that once housed one of the arguably greatest threat Smearth had ever seen. At it&#039;s core the previous home of the Dire Fiend. Branching out from there is the 5 districts that were home to the Fiends generals. Each of these Generals was given and area to command and orders to build outwards as aggressively as they could. The districts each stretch out dozens of miles and are each personally tailored to the General commanding it.&lt;br /&gt;
&lt;br /&gt;
Currently the city is inhabited by the citizens who lived their during the Dire Fiends reign, but chose to not align with them when he was in power. A few refugees from other areas of the world have taken up residence in the vast city streets of the city, but the mysterious circumstances that the city was liberated under have led to many fears about living there.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Elemntal Plane of Cold ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Home of the Urfs, as well as a dragon by the name of Azreal, The Elemental plane of Cold was sealed off from acess via the other planes until recently. When The Emperor of Spines sought to obtain more of his former power from The Dire Fiend who was trapped there, an accident occured which unsealed the plane, allowing the Fiend to escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== The Nine Hells ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://cdn-write.demandstudios.com/upload//6000/700/00/7/56707.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Physics and Science ==&lt;br /&gt;
&lt;br /&gt;
=== Smearth and the Smoon ===&lt;br /&gt;
&lt;br /&gt;
The Smoon is a giant barren boulder floating in the astral space above Smearth. The Smoon is not visible during the day but is there. The proof of this is the Smelevator, a length of cable running from the Smearth to the Smoon. Along this cable runs a large glass box suitable for 10 medium sized characters and their gear. With this anyone can travel from one end to another in 10 minutes. Should a character attempt to travel from one to another without the Smelevator should keep in mind that gravity will pull you towards the plane you most recently touched. So even if a character manages to come within a few inches of the Smoon, he will fall all the way back to Smearth if that is where he started from.&lt;br /&gt;
&lt;br /&gt;
=== The Shire ===&lt;br /&gt;
&lt;br /&gt;
The home of the halflings, The Shire boasts the largest toy factories and candy plants in all of Smearth. It also boasts that it is a completely autonomous plane ever since the age of chaos. The entire Shire is a floating island in the sky, only about a mile off the ground. the Shire does not remain stationary either, it floats in a pattern that takes it to the same places once every year. Due to several accidents involving Frisbies, a railing was installed around the borders of the Shire.&lt;br /&gt;
&lt;br /&gt;
=== Ring Gates ===&lt;br /&gt;
&lt;br /&gt;
The Soha Pact, that once sought to annialate all non-human life on Siverow, made extensive use of magic items known as Ring Gates for several very important purposes. The most well known use was to power their airships. By setting them up to form a loop and dropping in an orb of dark matter, the ring gates and accelerating metal would eventually form a directional magnetic turbine. The second, more sinister use, was never confirmed to be in use, but there were plenty of rumors. A similar loop would be created as the magnetic turbine, except the gates would be rigged to move closer to each other. Eventually, the gates would be closer together than the dark matter was wide, and the rapidly falling metal orb would not be able to sucessfuly exit one side of the gate before getting out of it&#039;s own way. Rumors of the resulting explosion indicate that it could level all of Siverow.&lt;br /&gt;
&lt;br /&gt;
== The Old Kings ==&lt;br /&gt;
&lt;br /&gt;
=== Maximilian von Maxwell ===&lt;br /&gt;
http://www.funnyphotos.net.au/userimages/user756_1158817368.jpg http://archive.prairiepublic.org/programs/datebook/images/Godfrey,-MOH.jpg http://www.uncoached.com/wp-content/uploads/2008/05/tom_selleck-1.jpeg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history tells the tale of a hero of unprecedented valor and bravery.  A tale of the greatest swordsman to ever walk the smearth.  His mere presence on the front line inspired fanatical, undying bravery in his allies, cohorts, henchmen, followers, and yes all of his subjects, of which there were many.  According to the histories, accounts of the early adventures of the adventurers who would become King include Maximilian von Maxwell single-handedly grappling a land shark and strangling the life of it with his bare hands, along with many other difficult to believe stories.  Difficult to believe if one did not understand that Maximilian von Maxwell was truly a champion of all that was Great in the hearts of the people of Siverow, a master of hand to hand combat, and just the most all around greatest guy ever.&lt;br /&gt;
&lt;br /&gt;
Maximilian established many great foundations that last even to today.  He always held a great fascination for naval and aerial exploration, and thus established the Royal Navy at Old Man Port.  Following the Great War, Maximilian realized that it would be only a matter of time before Siverow and its new allied lands would be attacked again, so he established the Salvation Army, an army devoted to the Salvation of the Peoples of the Land, in the face of Ultimate Evil.  In peace time, and yes even in war time when supplies are handy, the Salvation Army devoted itself to the distribution of Soup and Blankets to any who needed them.  Maximilian established himself as King of Fortress von Castle and all of Siverow, and the resulting Castletown was largely made up of those who recognized Maximilian&#039;s legacy as a true Epic Hero.&lt;br /&gt;
&lt;br /&gt;
The truth, however, is a bit different.  Maximilian von Maxwell was the most talented Bard to ever grace the army of Siverow.  He was mostly a coward, but had his moments of strange bravery when he felt the odds were on his side.  He often commanded his allies in battle, but the focus of such commands were largely to defeat the enemy as swiftly as possible, with the least amount of risk to Maximilian himself.  His bardic arts focused on Oratory, and he made inspiring speeches that granted supernatural courage to his allies, often -- ironically -- when Maximilian was himself retreating from the battle.&lt;br /&gt;
&lt;br /&gt;
Or as he would describe it, &amp;quot;Circling Around.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maximilian did indeed found Fortress von Castle from the remains of a Soha Pact citadel, and established the Navy at Old Man Port.  He did indeed, perhaps most uncharacteristically, establish the Salvation Army -- it was not, however, his original intention for the Salvation Army to be motivated by &amp;quot;goodness&amp;quot; but rather by cooperation and shared need.  You see, Maximilian was unredeemably neutral in his outlook.  He acted for the greater good only in so far as it benefited him by extension.  A land of peace, prosperity and safety, filled with happy, content, and healthy followers, would be a more pleasant land to rule. And Maximilian felt it was always his destiny to rule.  He hated the angelic host and the celestial gods for their unwillingness to aid in the Great War.  He allied instead with the diabolic forces of Hell.  An alliance that eventually led to the retreat of the forces from Hell from the plane for 100 years.  But though Maximilian&#039;s opinion of the Devils was a mostly favorably one, he never let his guard completely down around them.  He knew that their ultimate goal was his Soul.&lt;br /&gt;
&lt;br /&gt;
Another one of the Maximilian von Maxwell&#039;s contributions to the culture of modern Siverow was his fecundity.  What he lacked in martial potence, he more than made up for in reproductive potence.  Any humanoid species was vulnerable to Maximilian&#039;s charms and sexual appetite.  He saw it as his duty to &amp;quot;improve&amp;quot; all the races of the land with his own seed.  Thus, many &amp;quot;half-human&amp;quot; or &amp;quot;human-touched&amp;quot; beings of many different races, including, most perplexingly, some lizard men, have appeared across the land.  These &amp;lt;i&amp;gt;Maxspawns&amp;lt;/i&amp;gt; typically possess higher than normal average charisma and intelligence for their race, and also a penchant for grooming a full moustache of one style or another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seeba ===&lt;br /&gt;
&lt;br /&gt;
[[Image:PZO9011-Druid.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Saint Blasphemy Burns  ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SaintBlasphemyBurns.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Memorable Characters ==&lt;br /&gt;
&lt;br /&gt;
=== General Plot D. Vice ===&lt;br /&gt;
&lt;br /&gt;
http://www.niagaraartcollection.com/Photo/portrait-old-man-face-600.jpg&lt;br /&gt;
&lt;br /&gt;
=== Opitmus Pine ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
=== http://www.geocities.com/i_ate_breakfast/treant.jpg===&lt;br /&gt;
&lt;br /&gt;
=== Mapletron ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.apple2.org.za/gswv/a2zine/GS.WorldView/v2000/Sep/Graphics/TREANT.JPEG&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Papa Urf ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://home.earthlink.net/~wingsofdarkness/papaurf.jpg&lt;br /&gt;
&lt;br /&gt;
=== Eeeee ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.freewebs.com/miirik/Kobold_Guide_by_D_MAC.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gringo ===&lt;br /&gt;
[[Image:Greengo.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Big Cheese ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.vesivus.com/eBay/dndminis/BW_Pit_Fiend.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kermy ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.primexdigitaldesign.com/images/3D%20stuff/Work/frogman01.jpg&lt;br /&gt;
&lt;br /&gt;
=== Rear Brigadier Brenn Bahamus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.globalnerdy.com/wordpress/wp-content/uploads/2008/10/zapp_brannigan.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fikk ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://victor.zenon.es/Dreamweaver/eventos/kiff.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kemak ===&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
http://www.madeofawesome.net/images/uploads/Lamia.jpg&lt;br /&gt;
http://www.theaveragegamer.com/wp-content/Sin%20Episodes/Elexis.jpg&lt;br /&gt;
&lt;br /&gt;
=== Zombie Head ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.mochiindesigns.com/ZOMBIE1.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Grotis ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Dark_Grotis.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Vallera Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Vallera.jpg]]&lt;br /&gt;
http://th07.deviantart.net/fs45/300W/f/2009/110/0/3/Fire_Angel_by_struka.jpg&lt;br /&gt;
&lt;br /&gt;
=== Katherine Ballard ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Katherine.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Thomas ===&lt;br /&gt;
&lt;br /&gt;
=== Knight Captain Samuels ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/magic/images/cardart/ALA/Knight_Captain_of_Eos.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Princess Apricot ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://dsmedia.ign.com/ds/image/article/678/678206/super-princess-peach-20051226094112844_640w.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Emperor Of Spines ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.smashbros.com/en_us/characters/images/bowser/bowser.jpg&lt;br /&gt;
[[Image:drybowser.jpg]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sons Of The Emperor ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:koopa-kids.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== The Dire Fiend ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://e1000.files.wordpress.com/2008/11/ganondorf_twilight.jpg&lt;br /&gt;
http://www.wizards.com/dnd/images/excerpt_4E_angel3.jpg&lt;br /&gt;
&lt;br /&gt;
=== Asmodeus ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Bel ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://planewalking.dungeons.ru/denizens/lords_of_nine/bel.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Dwarfvinci ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.science-facts.com/leonardo-davinci.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== King Lucian ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.importcostumes.com/i/360x360/IC00020.jpg&lt;br /&gt;
http://www.blogcdn.com/www.joystiq.com/media/2008/06/big-bosses-mgs2-solidus-snake.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
King Lucian was the acting King of Castletown when the Emperor of Spines made his move on the city. Soon after it was discovered that Lucian had in fact ordered the Emperor to attack, and he made his escape. He wasn&#039;t seen or heard from again until the Dire Fiend sought him out to help with his domination of the plane. Lucian was granted a magical suit of armor and a crew of soldiers to obtain the Fiends goals.&lt;br /&gt;
&lt;br /&gt;
=== King Tepenhopentep ===&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.frothersunite.com/files/wk/sc/tb/tombs/imag/MVAV_01.jpeg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
&lt;br /&gt;
Feel free to contact me with questions and comments at scumbagslacker@gmail.com&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Greengo.jpg&amp;diff=123702</id>
		<title>File:Greengo.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Greengo.jpg&amp;diff=123702"/>
		<updated>2009-10-08T18:43:10Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=BLAG&amp;diff=123636</id>
		<title>BLAG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=BLAG&amp;diff=123636"/>
		<updated>2009-10-08T10:25:45Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Maximilian von Maxwell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Campaign Overview ==&lt;br /&gt;
BLAG is the pet name given by the players of a D&amp;amp;D 4th edition game set in a somewhat bumbling, somewhat serious world known as Smearth. The game has been going since the day the 4th edition core books were released and as of October 2009 the players have reached level 26. Along the way they have encountered many strange and interesting NPC&#039;s and have saved the world from danger on many occasions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Setting History ==&lt;br /&gt;
The history of Smearth is not very well documented until about 100 years ago. There are records of a great war that went on for hundreds of years, during which four factions battled for supremacy on Siverow, the continent that now holds Castletown, the Capitol city of Smearth. The great war was ended when a group of rogue adventurers native to the continent made an alliance with one of the other factions and the two were able to overwhelm the others. those adventurers went on to become the saviors of the world once again when an army of ultimate evil from another universe invaded and threatened to turn Smearth into a wasteland populated by undead monstrosities created from pure pain and suffering. The true destiny of these valiant men and women was revealed when they fulfilled a thousand year old prophecy and stopped a mysterious creature known as the Dire Fiend  from turning the material plane into a new Hell. Fulfilling this prophecy proved that these adventurers were the rightful rulers of Smearth, and they were crowned shortly after. They divided up the land amongst themselves, and started to work on their own personal projects.&lt;br /&gt;
&lt;br /&gt;
== Special Campaign Notes ==&lt;br /&gt;
In the BLAGiverse, there are a number of changes to the base D&amp;amp;D system. most of these are role playing or storyline only changes that just make the game a little bit more enjoyable for everyone. After all, the point of BLAG is to have fun. Unless other wise stated, no special qualities confer any bonuses or penalties to a character unless he uses them in a really clever way, then they earned some kind of bonus.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dwarves&#039;&#039;&#039;&amp;lt;BR&amp;gt; &lt;br /&gt;
Thought to be almost extinct during the great war due to their home being in close proximity to The Soha Pacts initial invasion point, a large civilization of these stout warriors was located on an island far to the Zorth of Siverow. This Island was subsequently named Scotland after their first ambassador, Scott. The Dwarves of Smearth are a fiercely loyal race who almost worship their own beards. A Dwarf will look at his beard as a symbol of power and status. Dwarfs are so protective of their beards that it is not uncommon for a particularly cowardly dwarf to shout &amp;quot;Not in the beard!!&amp;quot; when he gets into a fight.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beard Storage&#039;&#039;&#039;: Dwarves in BLAG are well known for storing things in their beards, such as small trinkets, familiars, snacks, and small sized party members.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Your Ground&#039;&#039;&#039;: In additon to whenever dwarves are knocked prone, they also receive a saving throw whenever they are reduced to 0 or fewer hit points, fall from a height, or go to sleep. A dwarf may choose to fail any of these and just fall down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heritage&#039;&#039;&#039;: Until the age of 20, dwarves look just like halflings. On their 20th birthday every dwarf suddenly puts on about 100 pounds and sprouts the dwarven equivilent of peach fuzz, a 6 inch beard.&lt;br /&gt;
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&#039;&#039;&#039; Halflings &#039;&#039;&#039;&lt;br /&gt;
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The Halflings of Siverow have mostly kept to themselves for a long time and raised very little fuss. Their home, the Shire was located, until recently, in a secluded corner of Siverow, far away from the ravages of the great war. During the Age of Chaos, however, the Shire was ripped from the Smearth and began to float. This has not detered the halflings in any way from being a fun loving curious race. They love candy and toys as much as the human children they resemble. Some researchers have been lead to belive that a halfings oversized head for their body is responsible for their lust for candy, something about the sugar high.&lt;br /&gt;
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&#039;&#039;&#039; Can&#039;t ride Horses &#039;&#039;&#039; : Because of their small stature and top heavy anatomy, halflings have a tendency to go flying off any mount designed for a medium sized creature. For this reason, top halfling scientists have created three tiers of mounts for them. In the heroic tier they may ride a tricycle, at paragon tier a Big Wheel, and in heroic tier they may ride a Power Wheel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Toddlers with swords &#039;&#039;&#039; : Halflings naturally resemble young humans and dwarves and even the telltale sideburns are often not enough to convince people that they are fully grown adults.&lt;br /&gt;
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&#039;&#039;&#039; Sausage Fingers &#039;&#039;&#039; : Halflings fingers not only resemble tasty plum sausages, they frequently taste like them. While no one knows why, this does not stop the halflings from licking them whenever they have a few extra seconds. This should be kept in mind should the halfling ever touch something. He will likely taste it very shortly afterwords. &lt;br /&gt;
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&#039;&#039;&#039; Halfling Speak &#039;&#039;&#039; : While there is no Halfling language, they still have their own way of communicating with each other so the doublings won&#039;t understand them. For example, a doubling  is a human, an ally is a meat shield, and back stab can mean anything from candy to advanced destabilizing warp degradation. &lt;br /&gt;
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&#039;&#039;&#039; Elves &#039;&#039;&#039;&lt;br /&gt;
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Also known as cupcake elves, the origins of these crafty woodlings is seated in The Cupcake Forest located in Sohim Sorak. The Cupcake Elves are so good at deception and misdirection that, until 20 years ago, no one on Smearth had ever heard of The Cupcake Forest. The Cupcake elves are fiercely at odds with the Donut Elves, though this has never led to open conflict. Some believe that this animosity stems from a person feud between Princess Ellie Elfkins and Col. Elzix Angus.  &lt;br /&gt;
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&#039;&#039;&#039; Eladrin &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where the Cupcake elves excel at deception and woodcraft, the Eladrin, or Donut Elves, are masters of the arcane. Led by a wizard so powerful that he hasen&#039;t needed to show his face in two decades, Col. Elzix Angus, the Donut Elves currently work as freelance trainers, teaching any who wish to learn the ways of the wizard. &lt;br /&gt;
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&#039;&#039;&#039; Humans &#039;&#039;&#039;&lt;br /&gt;
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They are just humans.&lt;br /&gt;
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&#039;&#039;&#039; Dragonborn, Half Elf, Teifling &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These races have not been used in BLAG so far.&lt;br /&gt;
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== Classes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Paladin &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Paladins are servants of divine beings who want their representatives looking good for other prospective worshipers. Dirt, filth and even rain will never hit a paladin, even the arterial spray of a beheaded Orc will seem to warp around him and hit party members not protected by this.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
== Factions ==&lt;br /&gt;
&lt;br /&gt;
The Salvation Army&lt;br /&gt;
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The Castletown Royale Guard&lt;br /&gt;
&lt;br /&gt;
Castletown&lt;br /&gt;
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Urfs&lt;br /&gt;
&lt;br /&gt;
The Sky Pirates&lt;br /&gt;
&lt;br /&gt;
The Elzix Angus School of Magic&lt;br /&gt;
&lt;br /&gt;
The Nine Hells&lt;br /&gt;
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The Emperor of Spines&lt;br /&gt;
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The Ancients&lt;br /&gt;
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Aethis Settlers&lt;br /&gt;
&lt;br /&gt;
== Notable Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Castletown &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.slowlane.net/travel/photos/BoltonCastle/Hedge_maze_at_Bolton_Castle.sized.jpg&lt;br /&gt;
http://www.fabuloussavers.com/new_wallpaper/Ancient_Castle_Fantasy_freecomputerdesktopwallpaper_p.jpg&lt;br /&gt;
http://www.igshistoryonline.co.uk/Images/Medieval%20Town.jpg&lt;br /&gt;
&lt;br /&gt;
From the ashes of the great war came an opportunity to create a kingdom ruled by intellectuals and awe inspiring leaders. Knowing that the best way to unite the people of the world was to create a central hub for commerce and the sharing of ideas, the Old Kings made use of an already prominent and imposing structure. The Soha Pact, the genocidal sorcerers that had tried to eradicate most of the life in Siverow, left behind a formidable castle when they were defeated. With no formal government save for the military commanders of the Siverow army, the Old Kings quickly claimed the bastion as their base of operations, and soon the capitol of the continent. This capitol building was dubbed the Fortress von Castle by King Max. Gradually, the relative safety of living in this behemoths shadow became a widespread topic in popular conversation, and thousands of citizens and former soldiers flocked to this location to make new lives from themselves. Over the course of 100 years a ragtag camp of settlers and merchants became the largest metropolis on Smearth.&lt;br /&gt;
&lt;br /&gt;
Fortress von Castle itself boasts an immense floor plan, covering more area that a few of the islands surrounding the continent. There are extensive laboratories and workshops throughout the underground and enough space for over one hundred occupants. Surrounding the Fortress is a lush forest and garden, complete with hedge maze. Since commandeering the castle, the maze has never needed attention, and is a popular gathering place for the citizens of Castletown.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; Old Man Port &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.poland.travel/en-us/imagerepository/general/the-tricity-gdansk-gdynia-sopot/zuraw-the-medieval-port-crane/image_galery&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Old Man Port is the primary import export center for all of Smearth. Located on Siverow&#039;s Zouth Zestern shores, the Port holds over two hundred sea docks and close to 80 airship docks, including the docking stations used by the Royal Navy. During the great war, Old Man Port was but a small village with no inclination towards any kind of sea or air vessels. The local legend is that the Old Kings once paid a visit to the small hamlet and graced a crazy old man with their time and attention. No one can no for sure if this story is true, but before then, that old man was one of the only people native to Siverow that even dreamed of building boats and taking to the massive oceans. The Old Kings were wise, and saw the potential usefulness of such adventures and swore to make the old mans dreams a reality.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Disaster struck Old Man Port during the Emperor of Spines attempts to plunge Siverow back into war . The Emperors son Wolfgang, a musically inclined diabolical mastermind, crashed his airship into the market district.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt; &lt;br /&gt;
&#039;&#039;&#039; Ghost Wraith Island &#039;&#039;&#039;&amp;lt;BR&amp;gt; &lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.destination360.com/caribbean/puerto-rico/images/s/culebra-island.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
A large island off the Zouthern coast of Siverow, Ghost Wraith Island is currently a hot spot for those who wish to walk in the footprints of the Old Kings. The lavish beaches along its shores are dotted with small hotels and gift shops, but the main event lies further inland. A large temple to a once powerful wizard who fancied himself a god lies buried under thousands of years of dirt and forest growth. Now the only sign this icon even exists is a sandstone entrance to a network of tunnels and catacombs. The dark magic that once lived there are now gone, and daily tours lead visitors along the path the Old Kings supposedly walked.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; Sohim Sarak &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.pushingplay.com/wp-content/gallery/gamepics/fallout3__5_.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Once one of the most powerful centers of arcane power on the plane known as the Soha Nation, this sprawling city was all but annialated in a tremendously violent attack launched without wanring from another dimension. Details are sketchy at best, but one thing that is well known, this attack leveled all of the thousand hand tall mega structures  that dominated the landscape of the Zorthern most continent on Smearth. An epic battle also took place there, as Siverow forces pushed back the invading forces and protected the rest of the world from the same fate. Luckily for the residents of the Soha Nation, there were a great deal of countermeasures in place for just such an attack. While the buildings were destroyed many of the civilians were protected by magical force fields  in heavily populated districts of the city.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The history of the city before this time made it difficult for the citizens of Siverow to sympathize with the Soha&#039;s. The Soha Nation had spent the previous several hundred years attempting to erradicate all non-human life on Siverow, an ambitious plan implicated by the nations previous leadership. The Soha Nation was once ruled by a coven Raksasha who&#039;s magical mastery allowed him to draw upon leylines build into the surrounding landscape to amplify a series of mind control spells to domitate the entire country. The leadership soon realized that of all the races under their control, the humans were the most willing to submit. So, they did the only logical thing. Total eradication of all the other civilised races became their primary concern. When their goal was complete on their own continent, they soon turned their attention to dominating other, and the first that they chose was Siverow.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Since the disaster that obliterated the city, very little has been done to rebuild. For the last 80 years the Salvation Army has made the reconstruction their primary goal, but a lack of funding has made it difficult for them to even supply the soup and blankets that they are known for. Recently there has been promise in salvaging the ruins of the gargantuan siege golems that once patrolled the outlying regions of the city to sell to the airship manufacturers.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; The Cupcake Forest &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
A dense forest on the Zestern borders of Sohim Sarak that is home to the Cupcake elves. Ruled by the generaous and fair Princess Ellie Elfkins , the elves have sought to distance themselves as much as possible from Col. Elzix Angus in recent years. A hundred years ago the two groups were virtually indistinguishable, but the two diverged at some point and forced the Princess to adopt a more naturalistic lifestyle. The Cupcake elves now keep to themselves, but every now and then one will leave the forest looking for adventure, wealth, or glory.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; Scottland &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.nickoffer.com/landscapes/Scotland-Landscape-Buachaille-Etive-Mor.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Another large island not far from Siverow, this is the home to the largest commmunity of dwarves left. It also is home to an active volcano, and a family of red dragons that have managed to coexist with the dwarves for as long as they can remember. Scottland was named after the first ambassador to Castletown, Scott.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; The Mobile Fortress Memorial &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.metropolismag.com/pov/wp-content/uploads/2008/05/sandcrawler.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
The Mobile Fortress Memorial is the actual ruins of a powerful siege engine designed by the engineers of Siverow to combat the mighty airships of the Soha Nation during the great war. The plaque honoring the brave Siverow soldiers tells the unfortunate end to the Fortress. Under Commander Katherine Ballard, the Mobile Fortress was headed for what would be the final assault on the Soha citadel, when it was attacked. Undead monstrosities guided by the hand of a powerful lich, launched an ambush looking for Maximilian von Maxwell. In the final stages of the assault, after the Fortress had already been irreparably damaged and Commander Ballard had lost an eye in the conflict, the attacks suddenly pulled back. Knowing full well that Maxwell would have shown his mustachioed grin by then, the lich had no further interest in the Fortress.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Several attempts have been made to construct new, better versions of the Fortress, mostly by enemies of humanity. The first time was by the Emperor of Spines, who used a massive deposit of adamantium to construct an elephant size indestructible Fortress. Fortunately for, it was destroyed before it could be completed.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The memorial has recently disappeared during the invasion of the forces of hell. A team of adventurers that is working to stop the invasion believes that Mephistopheles has reactivated the aging monument and is using it to wreak havoc on Siverow with a new armament addition.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; The Rogue Hammer &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://3.bp.blogspot.com/_mgyYTW2w19c/SEvPprvrM0I/AAAAAAAADMk/aeo2Y6hyRa4/s400/Airship_sketches_1_by_JanBoruta.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Not so much a location as an airborne fortress, the Rogue Hammer serves as a base of operation of the Sky Pirates. A massive ironclad airship that was once the flagship of the Soha fleet, it is outfitted with a dazzling array of weapons, from downward angled flame jets for clearing ground forces to deck mounted harpoon cannons for securing other sky vessels and pulling the gates off even the largest keep. The current location of the Rogue Hammer is traveling the clouds, its exact route known only to the Sky Pirates.&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&#039;&#039;&#039; The Forbidden Forest &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://i.pbase.com/g6/51/784451/2/81577262.9ZGmpmO8.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Despite it&#039;s name, the Forbidden Forest is a well traveled area for those wishing to walk the path of the Old Kings. The scorched smeath and lifeless trees create a spooky atmosphere too intense for all but the heartiest of heroic tier adventurers. Located at the exact center of the dead wood is a shrine to a mysterious forgotten god. Dominating the scene is the enormous skeleton of a elder gold dragon, slain 100 years ago by an unnamed agent of the Harbingers of Salvation for unknown reasons.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; The Wood of Petrified Ancients &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
The location of this treant resting resting ground is shrouded in mystery by the Ancients themselves. What is known is that when the treants know it is their time to die, they make the journey to these woods, and allow the forces of time to overtake them, permanently encasing their bodies in stone hard form, and preserving their knowledge.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; Aethis &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://digitalart.org/images/artwork/0046500-46965/fantasy/the-rock-city.jpg&lt;br /&gt;
http://www.24oranges.nl/wp-content/uploads/2008/07/project_indigo_2.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
Aethis is an immense city that once housed one of the arguably greatest threat Smearth had ever seen. At it&#039;s core the previous home of the Dire Fiend. Branching out from there is the 5 districts that were home to the Fiends generals. Each of these Generals was given and area to command and orders to build outwards as aggressively as they could. The districts each stretch out dozens of miles and are each personally tailored to the General commanding it.&lt;br /&gt;
&lt;br /&gt;
Currently the city is inhabited by the citizens who lived their during the Dire Fiends reign, but chose to not align with them when he was in power. A few refugees from other areas of the world have taken up residence in the vast city streets of the city, but the mysterious circumstances that the city was liberated under have led to many fears about living there.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; The Elemntal Plane of Cold &#039;&#039;&#039; &amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
Home of the Urfs, as well as a dragon by the name of Azreal, The Elemental plane of Cold was sealed off from acess via the other planes until recently. When The Emperor of Spines sought to obtain more of his former power from The Dire Fiend who was trapped there, an accident occured which unsealed the plane, allowing the Fiend to escape.&amp;lt;BR&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039; The Nine Hells &#039;&#039;&#039; &amp;lt;BR&amp;gt; &lt;br /&gt;
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http://cdn-write.demandstudios.com/upload//6000/700/00/7/56707.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
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== Physics and Science ==&lt;br /&gt;
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&#039;&#039;&#039; Smearth and the Smoon &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Smoon is a giant barren boulder floating in the astral space above Smearth. The Smoon is not visible during the day but is there. The proof of this is the Smelevator, a length of cable running from the Smearth to the Smoon. Along this cable runs a large glass box suitable for 10 medium sized characters and their gear. With this anyone can travel from one end to another in 10 minutes. Should a character attempt to travel from one to another without the Smelevator should keep in mind that gravity will pull you towards the plane you most recently touched. So even if a character manages to come within a few inches of the Smoon, he will fall all the way back to Smearth if that is where he started from.&lt;br /&gt;
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&#039;&#039;&#039; The Shire &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The home of the halflings, The Shire boasts the largest toy factories and candy plants in all of Smearth. It also boasts that it is a completely autonomous plane ever since the age of chaos. The entire Shire is a floating island in the sky, only about a mile off the ground. the Shire does not remain stationary either, it floats in a pattern that takes it to the same places once every year. Due to several accidents involving Frisbies, a railing was installed around the borders of the Shire.&lt;br /&gt;
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&#039;&#039;&#039; Ring Gates &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Soha Pact, that once sought to annialate all non-human life on Siverow, made extensive use of magic items known as Ring Gates for several very important purposes. The most well known use was to power their airships. By setting them up to form a loop and dropping in an orb of dark matter, the ring gates and accelerating metal would eventually form a directional magnetic turbine. The second, more sinister use, was never confirmed to be in use, but there were plenty of rumors. A similar loop would be created as the magnetic turbine, except the gates would be rigged to move closer to each other. Eventually, the gates would be closer together than the dark matter was wide, and the rapidly falling metal orb would not be able to sucessfuly exit one side of the gate before getting out of it&#039;s own way. Reports of the resulting explosion indicate that it could level all of Siverow.&lt;br /&gt;
&lt;br /&gt;
== The Old Kings ==&lt;br /&gt;
&lt;br /&gt;
=== Maximilian von Maxwell ===&lt;br /&gt;
http://www.funnyphotos.net.au/userimages/user756_1158817368.jpg http://archive.prairiepublic.org/programs/datebook/images/Godfrey,-MOH.jpg http://www.uncoached.com/wp-content/uploads/2008/05/tom_selleck-1.jpeg&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The history tells the tale of a hero of unprecedented valor and bravery.  A tale of the greatest swordsman to ever walk the smearth.  His mere presence on the front line inspired fanatical, undying bravery in his allies, cohorts, henchmen, followers, and yes all of his subjects, of which there were many.  According to the histories, accounts of the early adventures of the adventurers who would become King include Maximilian von Maxwell single-handedly grappling a land shark and strangling the life of it with his bare hands, along with many other difficult to believe stories.  Difficult to believe if one did not understand that Maximilian von Maxwell was truly a champion of all that was Great in the hearts of the people of Siverow, a master of hand to hand combat, and just the most all around greatest guy ever.&lt;br /&gt;
&lt;br /&gt;
Maximilian established many great foundations that last even to today.  He always held a great fascination for naval and aerial exploration, and thus established the Royal Navy at Old Man Port.  Following the Great War, Maximilian realized that it would be only a matter of time before Siverow and its new allied lands would be attacked again, so he established the Salvation Army, an army devoted to the Salvation of the Peoples of the Land, in the face of Ultimate Evil.  In peace time, and yes even in war time when supplies are handy, the Salvation Army devoted itself to the distribution of Soup and Blankets to any who needed them.  Maximilian established himself as King of Fortress von Castle and all of Siverow, and the resulting Castletown was largely made up of those who recognized Maximilian&#039;s legacy as a true Epic Hero.&lt;br /&gt;
&lt;br /&gt;
The truth, however, is a bit different.  Maximilian von Maxwell was the most talented Bard to ever grace the army of Siverow.  He was mostly a coward, but had his moments of strange bravery when he felt the odds were on his side.  He often commanded his allies in battle, but the focus of such commands were largely to defeat the enemy as swiftly as possible, with the least amount of risk to Maximilian himself.  His bardic arts focused on Oratory, and he made inspiring speeches that granted supernatural courage to his allies, often -- ironically -- when Maximilian was himself retreating from the battle.&lt;br /&gt;
&lt;br /&gt;
Or as he would describe it, &amp;quot;Circling Around.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Maximilian did indeed found Fortress von Castle from the remains of a Soha Pact citadel, and established the Navy at Old Man Port.  He did indeed, perhaps most uncharacteristically, establish the Salvation Army -- it was not, however, his original intention for the Salvation Army to be motivated by &amp;quot;goodness&amp;quot; but rather by cooperation and shared need.  You see, Maximilian was unredeemably neutral in his outlook.  He acted for the greater good only in so far as it benefited him by extension.  A land of peace, prosperity and safety, filled with happy, content, and healthy followers, would be a more pleasant land to rule. And Maximilian felt it was always his destiny to rule.  He hated the angelic host and the celestial gods for their unwillingness to aid in the Great War.  He allied instead with the diabolic forces of Hell.  An alliance that eventually led to the retreat of the forces from Hell from the plane for 100 years.  But though Maximilian&#039;s opinion of the Devils was a mostly favorably one, he never let his guard completely down around them.  He knew that their ultimate goal was his Soul.&lt;br /&gt;
&lt;br /&gt;
Another one of the Maximilian von Maxwell&#039;s contributions to the culture of modern Siverow was his fecundity.  What he lacked in martial potence, he more than made up for in reproductive potence.  Any humanoid species was vulnerable to Maximilian&#039;s charms and sexual appetite.  He saw it as his duty to &amp;quot;improve&amp;quot; all the races of the land with his own seed.  Thus, many &amp;quot;half-human&amp;quot; or &amp;quot;human-touched&amp;quot; beings of many different races, including, most perplexingly, some lizard men, have appeared across the land.  These &amp;lt;i&amp;gt;Maxspawns&amp;lt;/i&amp;gt; typically possess higher than normal average charisma and intelligence for their race, and also a penchant for grooming a full moustache of one style or another.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seeba ===&lt;br /&gt;
&lt;br /&gt;
[[Image:PZO9011-Druid.jpg]]&lt;br /&gt;
&lt;br /&gt;
=== Saint Blasphemy Burns  ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SaintBlasphemyBurns.jpg]]&lt;br /&gt;
&lt;br /&gt;
== Memorable Characters ==&lt;br /&gt;
&lt;br /&gt;
General Plot D. Vice &amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.niagaraartcollection.com/Photo/portrait-old-man-face-600.jpg&lt;br /&gt;
&lt;br /&gt;
Opitmus Pine&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.geocities.com/i_ate_breakfast/treant.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mapletron&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.apple2.org.za/gswv/a2zine/GS.WorldView/v2000/Sep/Graphics/TREANT.JPEG&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Papa Urf&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://home.earthlink.net/~wingsofdarkness/papaurf.jpg&lt;br /&gt;
&lt;br /&gt;
Eeeee &amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.freewebs.com/miirik/Kobold_Guide_by_D_MAC.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gringo&lt;br /&gt;
&lt;br /&gt;
The Big Cheese &amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.vesivus.com/eBay/dndminis/BW_Pit_Fiend.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kermy&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
http://www.primexdigitaldesign.com/images/3D%20stuff/Work/frogman01.jpg&lt;br /&gt;
&lt;br /&gt;
Rear Brigadier Brenn Bahamus&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.globalnerdy.com/wordpress/wp-content/uploads/2008/10/zapp_brannigan.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fikk&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://victor.zenon.es/Dreamweaver/eventos/kiff.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kemak&lt;br /&gt;
&lt;br /&gt;
Zombie Head&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.mochiindesigns.com/ZOMBIE1.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grotis&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Dark_Grotis.jpg]]&lt;br /&gt;
&lt;br /&gt;
Vallera Ballard&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Vallera.jpg]]&lt;br /&gt;
&lt;br /&gt;
Katherine Ballard&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:Katherine.jpg]]&lt;br /&gt;
&lt;br /&gt;
Thomas&lt;br /&gt;
&lt;br /&gt;
Knight Captain Samuels &amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/magic/images/cardart/ALA/Knight_Captain_of_Eos.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Princess Apricot&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://dsmedia.ign.com/ds/image/article/678/678206/super-princess-peach-20051226094112844_640w.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Emperor Of Spines&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.smashbros.com/en_us/characters/images/bowser/bowser.jpg&lt;br /&gt;
[[Image:drybowser.jpg]]&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sons Of The Emperor&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
[[Image:koopa-kids.jpg]]&lt;br /&gt;
&lt;br /&gt;
The Dire Fiend&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://e1000.files.wordpress.com/2008/11/ganondorf_twilight.jpg&lt;br /&gt;
http://www.wizards.com/dnd/images/excerpt_4E_angel3.jpg&lt;br /&gt;
&lt;br /&gt;
Asmodeus&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.wizards.com/dnd/images/dx20061204_asmodeus.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bel&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://planewalking.dungeons.ru/denizens/lords_of_nine/bel.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dwarfvinci&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.science-facts.com/leonardo-davinci.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; King Lucian &#039;&#039;&#039;&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.importcostumes.com/i/360x360/IC00020.jpg&lt;br /&gt;
http://www.blogcdn.com/www.joystiq.com/media/2008/06/big-bosses-mgs2-solidus-snake.jpg&amp;lt;BR&amp;gt;&lt;br /&gt;
King Lucian was the acting King of Castletown when the Emperor of Spines made his move on the city. Soon after it was discovered that Lucian had in fact ordered the Emperor to attack, and he made his escape. He wasn&#039;t seen or heard from again until the Dire Fiend sought him out to help with his domination of the plane. Lucian was granted a magical suit of armor and a crew of soldiers to obtain the Fiends goals.&lt;br /&gt;
&lt;br /&gt;
King Tepenhopentep&amp;lt;BR&amp;gt;&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
http://www.frothersunite.com/files/wk/sc/tb/tombs/imag/MVAV_01.jpeg&amp;lt;BR&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Contact Information ==&lt;br /&gt;
&lt;br /&gt;
Feel free to contact me with questions and comments at scumbagslacker@gmail.com&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:SaintBlasphemyBurns.jpg&amp;diff=123635</id>
		<title>File:SaintBlasphemyBurns.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:SaintBlasphemyBurns.jpg&amp;diff=123635"/>
		<updated>2009-10-08T10:22:43Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118192</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118192"/>
		<updated>2009-09-03T21:23:22Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Specialists */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039; Grip of the choking hand (pg. 133)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;  Comfort the drenched traveler(pg. 123)&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fay Springs&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
3 pawns a year (collected in mid-spring) muto, animal, and terram. Properties of the spring is known to turn a goat&#039;s fleece into gold... there is much potential here.&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
*Ink-maker 1 (ability 5)&lt;br /&gt;
*Scribe 1 (ability 5)&lt;br /&gt;
*Chamberlain 1 (ability 9)&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3 (4 with minor boon), located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;The Chevoleur. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks in the dark corners that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands, preying on the goats and occasional child.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it wants our goats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &#039;&#039;The Crack of Infinite Ebon. (Unknown Regio)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The walls are ancient, standing from long before any remember. They have sheltered forces and legions. But they are gone, and all that is left is some rubble, parched bones, and echoes in the wind through the old halls. The saying goes if &amp;quot;If these walls could tell tales . . .&amp;quot; But there is one wall that should never be heard. It&#039;s tale is one Darkness. Darkness that seeps into the soul, and lurks a smothering blanket. And if you are really lucky, you will wake up in time to throw it off before it drags you into the Darkness for eternity, taking with it your very presence in this life; past, present, and soul. Avoiding the Crack in this ominous stone support is your only of survival. &lt;br /&gt;
&lt;br /&gt;
But which wall is it? There are so many, and everyone of them has cracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR HOOK&#039;&#039;&#039; &#039;&#039;Road&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a major mystical route that passes near the covenant.  Atop a nearby peak is a magical spring that is frequented by many magical and faerie creatures.  This brings many strange mystical visitors to the covenant&#039;s proverbial doorstep.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Aura&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the presence of the nearby magical spring and all the magical traffic it generates, the aura of the covenant is stronger than average.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone jets out of the ground and surrounds the covenant. Across its top like a spine lays razor sharp iron spikes.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Herding the goats to the magical spring has caused them to gain many strange special properties -- a few have even begun to produce golden fleece.  The covenant&#039;s goat herding income source is advanced from typical (100 pounds per year) to greater (250 pounds per year).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
Residents&lt;br /&gt;
*Magi: 5 (25 pts)&lt;br /&gt;
*Companions: 5 (15 pts)&lt;br /&gt;
*Warriors: 5 (5 pts)&lt;br /&gt;
*Bandits: 5 (5 pts)&lt;br /&gt;
*Specialists: 3 (6 pts)&lt;br /&gt;
*Servants: 10 (10 pts)&lt;br /&gt;
*Laborers: 0 (0 pts)&lt;br /&gt;
*Teamsters: 6 (6 pts)&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
*&#039;&#039;&#039;Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications. (7 pounds for habitations + 2 pounds for ancient wall = 9 pounds)&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant. (14 pounds)&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories. (5 pounds)&lt;br /&gt;
*Provisions - The cost of food. (35 pounds)&lt;br /&gt;
*Debts - The repayment of debts. (0 pounds)&lt;br /&gt;
*Wages - The payment of wages. (14 pounds)&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor. (1 pound)&lt;br /&gt;
*Writing Materials - The cost of writing materials. (6 pounds)&lt;br /&gt;
&lt;br /&gt;
Gross Expenditures: 84 pounds&lt;br /&gt;
&lt;br /&gt;
Cost Savings&lt;br /&gt;
&lt;br /&gt;
*Laborers: 0 pounds&lt;br /&gt;
*Blacksmith: -2.8 pounds from Consumables&lt;br /&gt;
*Carpenter: -3 pounds from Buildings&lt;br /&gt;
&lt;br /&gt;
Total Savings: 5.8 pounds&lt;br /&gt;
&lt;br /&gt;
Net Expenditures: 78.2 (84 - 5.8) pounds.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118190</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118190"/>
		<updated>2009-09-03T21:21:13Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Vis Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039; Grip of the choking hand (pg. 133)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;  Comfort the drenched traveler(pg. 123)&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fay Springs&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
3 pawns a year (collected in mid-spring) muto, animal, and terram. Properties of the spring is known to turn a goat&#039;s fleece into gold... there is much potential here.&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3 (4 with minor boon), located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;The Chevoleur. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks in the dark corners that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands, preying on the goats and occasional child.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it wants our goats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &#039;&#039;The Crack of Infinite Ebon. (Unknown Regio)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The walls are ancient, standing from long before any remember. They have sheltered forces and legions. But they are gone, and all that is left is some rubble, parched bones, and echoes in the wind through the old halls. The saying goes if &amp;quot;If these walls could tell tales . . .&amp;quot; But there is one wall that should never be heard. It&#039;s tale is one Darkness. Darkness that seeps into the soul, and lurks a smothering blanket. And if you are really lucky, you will wake up in time to throw it off before it drags you into the Darkness for eternity, taking with it your very presence in this life; past, present, and soul. Avoiding the Crack in this ominous stone support is your only of survival. &lt;br /&gt;
&lt;br /&gt;
But which wall is it? There are so many, and everyone of them has cracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR HOOK&#039;&#039;&#039; &#039;&#039;Road&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a major mystical route that passes near the covenant.  Atop a nearby peak is a magical spring that is frequented by many magical and faerie creatures.  This brings many strange mystical visitors to the covenant&#039;s proverbial doorstep.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Aura&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the presence of the nearby magical spring and all the magical traffic it generates, the aura of the covenant is stronger than average.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone jets out of the ground and surrounds the covenant. Across its top like a spine lays razor sharp iron spikes.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Herding the goats to the magical spring has caused them to gain many strange special properties -- a few have even begun to produce golden fleece.  The covenant&#039;s goat herding income source is advanced from typical (100 pounds per year) to greater (250 pounds per year).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
Residents&lt;br /&gt;
*Magi: 5 (25 pts)&lt;br /&gt;
*Companions: 5 (15 pts)&lt;br /&gt;
*Warriors: 5 (5 pts)&lt;br /&gt;
*Bandits: 5 (5 pts)&lt;br /&gt;
*Specialists: 3 (6 pts)&lt;br /&gt;
*Servants: 10 (10 pts)&lt;br /&gt;
*Laborers: 0 (0 pts)&lt;br /&gt;
*Teamsters: 6 (6 pts)&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
*&#039;&#039;&#039;Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications. (7 pounds for habitations + 2 pounds for ancient wall = 9 pounds)&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant. (14 pounds)&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories. (5 pounds)&lt;br /&gt;
*Provisions - The cost of food. (35 pounds)&lt;br /&gt;
*Debts - The repayment of debts. (0 pounds)&lt;br /&gt;
*Wages - The payment of wages. (14 pounds)&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor. (1 pound)&lt;br /&gt;
*Writing Materials - The cost of writing materials. (6 pounds)&lt;br /&gt;
&lt;br /&gt;
Gross Expenditures: 84 pounds&lt;br /&gt;
&lt;br /&gt;
Cost Savings&lt;br /&gt;
&lt;br /&gt;
*Laborers: 0 pounds&lt;br /&gt;
*Blacksmith: -2.8 pounds from Consumables&lt;br /&gt;
*Carpenter: -3 pounds from Buildings&lt;br /&gt;
&lt;br /&gt;
Total Savings: 5.8 pounds&lt;br /&gt;
&lt;br /&gt;
Net Expenditures: 78.2 (84 - 5.8) pounds.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118188</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118188"/>
		<updated>2009-09-03T21:19:48Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Vis Sources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039; Grip of the choking hand (pg. 133)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;  Comfort the drenched traveler(pg. 123)&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fay Springs&#039;&#039;&#039;&#039;&#039;Bold text&#039;&#039;&#039; as a source  of vis 3 pawns a year (collected in mid-spring) muto, animal, and terram. Properties of the spring is known to turn a goat&#039;s fleece into gold... there is much potential here.&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3 (4 with minor boon), located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;The Chevoleur. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks in the dark corners that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands, preying on the goats and occasional child.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it wants our goats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &#039;&#039;The Crack of Infinite Ebon. (Unknown Regio)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The walls are ancient, standing from long before any remember. They have sheltered forces and legions. But they are gone, and all that is left is some rubble, parched bones, and echoes in the wind through the old halls. The saying goes if &amp;quot;If these walls could tell tales . . .&amp;quot; But there is one wall that should never be heard. It&#039;s tale is one Darkness. Darkness that seeps into the soul, and lurks a smothering blanket. And if you are really lucky, you will wake up in time to throw it off before it drags you into the Darkness for eternity, taking with it your very presence in this life; past, present, and soul. Avoiding the Crack in this ominous stone support is your only of survival. &lt;br /&gt;
&lt;br /&gt;
But which wall is it? There are so many, and everyone of them has cracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR HOOK&#039;&#039;&#039; &#039;&#039;Road&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a major mystical route that passes near the covenant.  Atop a nearby peak is a magical spring that is frequented by many magical and faerie creatures.  This brings many strange mystical visitors to the covenant&#039;s proverbial doorstep.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Aura&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the presence of the nearby magical spring and all the magical traffic it generates, the aura of the covenant is stronger than average.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone jets out of the ground and surrounds the covenant. Across its top like a spine lays razor sharp iron spikes.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Herding the goats to the magical spring has caused them to gain many strange special properties -- a few have even begun to produce golden fleece.  The covenant&#039;s goat herding income source is advanced from typical (100 pounds per year) to greater (250 pounds per year).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
Residents&lt;br /&gt;
*Magi: 5 (25 pts)&lt;br /&gt;
*Companions: 5 (15 pts)&lt;br /&gt;
*Warriors: 5 (5 pts)&lt;br /&gt;
*Bandits: 5 (5 pts)&lt;br /&gt;
*Specialists: 3 (6 pts)&lt;br /&gt;
*Servants: 10 (10 pts)&lt;br /&gt;
*Laborers: 0 (0 pts)&lt;br /&gt;
*Teamsters: 6 (6 pts)&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
*&#039;&#039;&#039;Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications. (7 pounds for habitations + 2 pounds for ancient wall = 9 pounds)&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant. (14 pounds)&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories. (5 pounds)&lt;br /&gt;
*Provisions - The cost of food. (35 pounds)&lt;br /&gt;
*Debts - The repayment of debts. (0 pounds)&lt;br /&gt;
*Wages - The payment of wages. (14 pounds)&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor. (1 pound)&lt;br /&gt;
*Writing Materials - The cost of writing materials. (6 pounds)&lt;br /&gt;
&lt;br /&gt;
Gross Expenditures: 84 pounds&lt;br /&gt;
&lt;br /&gt;
Cost Savings&lt;br /&gt;
&lt;br /&gt;
*Laborers: 0 pounds&lt;br /&gt;
*Blacksmith: -2.8 pounds from Consumables&lt;br /&gt;
*Carpenter: -3 pounds from Buildings&lt;br /&gt;
&lt;br /&gt;
Total Savings: 5.8 pounds&lt;br /&gt;
&lt;br /&gt;
Net Expenditures: 78.2 (84 - 5.8) pounds.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118187</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118187"/>
		<updated>2009-09-03T21:18:47Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Laboratory Texts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 25&#039;&#039;&#039; Grip of the choking hand (pg. 133)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Level 5&#039;&#039;&#039;  Comfort the drenched traveler(pg. 123)&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3 (4 with minor boon), located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;The Chevoleur. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks in the dark corners that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands, preying on the goats and occasional child.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it wants our goats.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &#039;&#039;The Crack of Infinite Ebon. (Unknown Regio)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The walls are ancient, standing from long before any remember. They have sheltered forces and legions. But they are gone, and all that is left is some rubble, parched bones, and echoes in the wind through the old halls. The saying goes if &amp;quot;If these walls could tell tales . . .&amp;quot; But there is one wall that should never be heard. It&#039;s tale is one Darkness. Darkness that seeps into the soul, and lurks a smothering blanket. And if you are really lucky, you will wake up in time to throw it off before it drags you into the Darkness for eternity, taking with it your very presence in this life; past, present, and soul. Avoiding the Crack in this ominous stone support is your only of survival. &lt;br /&gt;
&lt;br /&gt;
But which wall is it? There are so many, and everyone of them has cracks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR HOOK&#039;&#039;&#039; &#039;&#039;Road&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a major mystical route that passes near the covenant.  Atop a nearby peak is a magical spring that is frequented by many magical and faerie creatures.  This brings many strange mystical visitors to the covenant&#039;s proverbial doorstep.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Aura&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the presence of the nearby magical spring and all the magical traffic it generates, the aura of the covenant is stronger than average.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone jets out of the ground and surrounds the covenant. Across its top like a spine lays razor sharp iron spikes.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Herding the goats to the magical spring has caused them to gain many strange special properties -- a few have even begun to produce golden fleece.  The covenant&#039;s goat herding income source is advanced from typical (100 pounds per year) to greater (250 pounds per year).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
Residents&lt;br /&gt;
*Magi: 5 (25 pts)&lt;br /&gt;
*Companions: 5 (15 pts)&lt;br /&gt;
*Warriors: 5 (5 pts)&lt;br /&gt;
*Bandits: 5 (5 pts)&lt;br /&gt;
*Specialists: 3 (6 pts)&lt;br /&gt;
*Servants: 10 (10 pts)&lt;br /&gt;
*Laborers: 0 (0 pts)&lt;br /&gt;
*Teamsters: 6 (6 pts)&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
*&#039;&#039;&#039;Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications. (7 pounds for habitations + 2 pounds for ancient wall = 9 pounds)&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant. (14 pounds)&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories. (5 pounds)&lt;br /&gt;
*Provisions - The cost of food. (35 pounds)&lt;br /&gt;
*Debts - The repayment of debts. (0 pounds)&lt;br /&gt;
*Wages - The payment of wages. (14 pounds)&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor. (1 pound)&lt;br /&gt;
*Writing Materials - The cost of writing materials. (6 pounds)&lt;br /&gt;
&lt;br /&gt;
Gross Expenditures: 84 pounds&lt;br /&gt;
&lt;br /&gt;
Cost Savings&lt;br /&gt;
&lt;br /&gt;
*Laborers: 0 pounds&lt;br /&gt;
*Blacksmith: -2.8 pounds from Consumables&lt;br /&gt;
*Carpenter: -3 pounds from Buildings&lt;br /&gt;
&lt;br /&gt;
Total Savings: 5.8 pounds&lt;br /&gt;
&lt;br /&gt;
Net Expenditures: 78.2 (84 - 5.8) pounds.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118078</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=118078"/>
		<updated>2009-09-02T02:52:46Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Fortifications and Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3 (4 with minor boon), located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;The Chevoleur. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks in the dark corners that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands, preying on the goats and occasional child.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it wants our goats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MAJOR HOOK&#039;&#039;&#039; &#039;&#039;Road&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a major mystical route that passes near the covenant.  Atop a nearby peak is a magical spring that is frequented by many magical and faerie creatures.  This brings many strange mystical visitors to the covenant&#039;s proverbial doorstep.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Aura&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Due to the presence of the nearby magical spring and all the magical traffic it generates, the aura of the covenant is stronger than average.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone jets out of the ground and surrounds the covenant. Across its top like a spine lays razor sharp iron spikes.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Herding the goats to the magical spring has caused them to gain many strange special properties -- a few have even begun to produce golden fleece.  The covenant&#039;s goat herding income source is advanced from typical (100 pounds per year) to greater (250 pounds per year).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
Residents&lt;br /&gt;
*Magi: 5 (25 pts)&lt;br /&gt;
*Companions: 5 (15 pts)&lt;br /&gt;
*Warriors: 5 (5 pts)&lt;br /&gt;
*Bandits: 5 (5 pts)&lt;br /&gt;
*Specialists: 3 (6 pts)&lt;br /&gt;
*Servants: 10 (10 pts)&lt;br /&gt;
*Laborers: 0 (0 pts)&lt;br /&gt;
*Teamsters: 6 (6 pts)&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
*&#039;&#039;&#039;Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications. (7 pounds for habitations + 2 pounds for ancient wall = 9 pounds)&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant. (14 pounds)&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories. (5 pounds)&lt;br /&gt;
*Provisions - The cost of food. (35 pounds)&lt;br /&gt;
*Debts - The repayment of debts. (0 pounds)&lt;br /&gt;
*Wages - The payment of wages. (14 pounds)&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor. (1 pound)&lt;br /&gt;
*Writing Materials - The cost of writing materials. (6 pounds)&lt;br /&gt;
&lt;br /&gt;
Gross Expenditures: 84 pounds&lt;br /&gt;
&lt;br /&gt;
Cost Savings&lt;br /&gt;
&lt;br /&gt;
*Laborers: 0 pounds&lt;br /&gt;
*Blacksmith: -2.8 pounds from Consumables&lt;br /&gt;
*Carpenter: -3 pounds from Buildings&lt;br /&gt;
&lt;br /&gt;
Total Savings: 5.8 pounds&lt;br /&gt;
&lt;br /&gt;
Net Expenditures: 78.2 (84 - 5.8) pounds.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117955</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117955"/>
		<updated>2009-09-01T01:24:12Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3 (4 with minor boon), located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Major Hook&#039;&#039;&#039; &#039;&#039;Road&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Is an important MYSTICAL trial, so that from time to time we get visitors from other realms. Its blessing and a curse. This may be where our phantom beast came from.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Aura&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The presence of fay might have something to do with this&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a &#039;&#039;&#039;manor house&#039;&#039;&#039; or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone and across its top like a spine lays razor sharp iron spikes&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039; Our Goat-herding does very well in some realms, and some of the stuff we trade for sells very well in the mundane lands.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117954</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117954"/>
		<updated>2009-09-01T01:17:07Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Site */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3 (4 with minor boon), located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Aura&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The presence of fay might have something to do with this&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a &#039;&#039;&#039;manor house&#039;&#039;&#039; or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone and across its top like a spine lays razor sharp iron spikes&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039; Our Goat-herding does very well in some realms, and some of the stuff we trade for sells very well in the mundane lands.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117953</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117953"/>
		<updated>2009-09-01T01:14:37Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Income */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3, located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a &#039;&#039;&#039;manor house&#039;&#039;&#039; or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone and across its top like a spine lays razor sharp iron spikes&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039; Our Goat-herding does very well in some realms, and some of the stuff we trade for sells very well in the mundane lands.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117952</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117952"/>
		<updated>2009-09-01T01:13:09Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Income */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3, located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a &#039;&#039;&#039;manor house&#039;&#039;&#039; or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone and across its top like a spine lays razor sharp iron spikes&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039;: &#039;&#039;Wealth&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Our Goat-herding does very well in some realms, and some of the stuff we trade for sells very well in the mundane lands.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117951</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117951"/>
		<updated>2009-09-01T01:11:41Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Fortifications and Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3, located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a &#039;&#039;&#039;manor house&#039;&#039;&#039; or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone and across its top like a spine lays razor sharp iron spikes&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117950</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117950"/>
		<updated>2009-09-01T01:09:25Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Fortifications and Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3, located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Boon&#039;&#039;&#039; &#039;&#039;Fortification&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
A thick ancient wall of ebony stone and across its top like a spine lays razor sharp iron spikes&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117949</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117949"/>
		<updated>2009-09-01T01:07:44Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3, located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117948</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117948"/>
		<updated>2009-09-01T01:06:44Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Resources */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3, located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
Minor Boon: Wealth. Our Goat-herding does very well in some realms, and some of the stuff we trade for sells very well in the mundane lands.&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117947</id>
		<title>Aquila Saxum:Covenant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aquila_Saxum:Covenant&amp;diff=117947"/>
		<updated>2009-09-01T01:01:51Z</updated>

		<summary type="html">&lt;p&gt;Zombie Lord Demus: /* Governance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is the covenant for the [[Aquila Saxum]] saga for the Ars Magica game.&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
A baseline covenant has no magical resources.  However, each player may choose up to 40 build points worth of resources (see AM5 p. 71) at the start of the game.  More resources may be acquired during game play.&lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
This is a list of the Summae and Tractati of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory Texts ===&lt;br /&gt;
This is a list of the Lab Texts of the covenant&#039;s library.&lt;br /&gt;
&lt;br /&gt;
=== Vis ===&lt;br /&gt;
This is a list of the vis sources and vis stocks available to the covenant.&lt;br /&gt;
&lt;br /&gt;
==== Vis Sources ====&lt;br /&gt;
&lt;br /&gt;
==== Vis Stocks ====&lt;br /&gt;
&lt;br /&gt;
=== Enchanted Items ===&lt;br /&gt;
This is a list of the enchanted items available for use by the covenant.&lt;br /&gt;
&lt;br /&gt;
=== Specialists ===&lt;br /&gt;
This is a list of the NPC specialists available to the covenant.  Some important roles to fill (by NPCs or PCs) would be Chamberlain, Turb Captain, and/or Steward.  Also, craftsmen would be useful as well (mason, carpenter, furniture maker, thatcher, blacksmith, chandler, tinker, weaver, leatherworker, cooper, cobbler, glass-blower, goldsmith, lapidary, brewer, vinter, baker, chef, miller, swordsmith, armorer, bowyer, ink-maker, bookbinder, illuminator, or scribe).&lt;br /&gt;
&lt;br /&gt;
The covenant possesses, as a baseline the following craftsmen:&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 4&lt;br /&gt;
*Carpenter 4&lt;br /&gt;
*Bookbinder 4&lt;br /&gt;
&lt;br /&gt;
== Hooks and Boons ==&lt;br /&gt;
The players may each choose one hook (either a major hook, or a minor hook) and a corresponding boon or boons to balance it out (one minor boon for a minor hook; three minor boons or one major boon for a major hook).  Hooks and Boons may be chosen from the core book, from the 5th edition Covenants book, or you can come up with your own!&lt;br /&gt;
&lt;br /&gt;
=== Site ===&lt;br /&gt;
The baseline site of a covenant is in a magical aura of 3, located somewhat distant from other settlements such that unexpected visitations are uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;MAJOR HOOK&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Li Unmentionables. (Monster)&amp;lt;/I&amp;gt; &lt;br /&gt;
&lt;br /&gt;
It lives among us.  You can hear it skittering just at the edge of your hearing at night.  In the empty halls of the covenant it prowls at night - and it lurks darkly in the closets and crawlspaces that litter the buildings of the covenant.  Tales have circled about some devious thing that stalks the darker hours of the (Name to be announced?) covenant&#039;s lands.  Some have said it takes the form of a shadowy hound, with glowing green eyes... and others say its a shadow itself, amorphous, save for its gnarly, grasping talons... stories about the thing appear more often than its own physical appearances.&lt;br /&gt;
&lt;br /&gt;
Whatever it is, it is real.  And it is dangerous.  And it is hungry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon&amp;lt;/B&amp;gt; &amp;lt;I&amp;gt;Difficult Access&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant rests upon a magical plateau in the mountains, its only mundane avenue of access lies in a treacherous and twisting mountain path that includes a guarded Troll Toll Bridge.  This deters a lot of would-be invaders, robbers, and opportunists away from the covenant&#039;s valuable resources - and saves the covenant&#039;s members the trouble of building their own defenses.&lt;br /&gt;
&lt;br /&gt;
=== Fortifications and Buildings ===&lt;br /&gt;
The baseline fortifications of a covenant is a manor house or small tower (choose one).  Baseline buildings are whatever buildings are required from the fortifications and residences for the magi and their covenfolk.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
The baseline covenant possesses either one typical source of income (100 pounds per year), or two lesser (40 pounds per year each -- there are benefits, however, to diversity).&lt;br /&gt;
&lt;br /&gt;
=== Residents ===&lt;br /&gt;
The baseline residents of a covenant are normal medieval peasants whose customs are neither particular convenient nor inconvenient to magi, making difficulties with its inhabitants an uncommon event.. In addition to any specialists and magi, the covenant possesses a number of NPC soldiers equal to the number of magi, and a number of NPC servants and laborers equal to twice the number of magi.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;B&amp;gt;Minor Boon:&amp;lt;/b&amp;gt; &amp;lt;I&amp;gt;Criminals&amp;lt;/I&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The covenant has found some unlikely friends with the &amp;quot;Mountain Trolls&amp;quot;.  A group of bandits that holed up in the mountains and named themselves after the Troll that guarded the pass to where the Covenant now rests.  Led by a man named Jarl, they are an unruly and wild lot, used to the harshness of a life living in the mountains, surviving only on what they could collect in tolls and booty from travellers unfortunate enough to cross their path.  After befriending the eponymous troll, the bandits sought out the wizards and offered their specialized services and arms - in exchange for a bit of protection from the less mundane threats of the mountains.  So far, the pact has worked well - the Trolls are a rough and rowdy bunch, but they do a good job of deterring those that might otherwise bother or molest the covenant.&lt;br /&gt;
&lt;br /&gt;
=== External Relations ===&lt;br /&gt;
The baseline covenant exists in a state of unsteady neutrality with its neighbors, making conflicts and intrigue an uncommon events.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Minor Boon&amp;lt;/b&amp;gt; &amp;lt;i&amp;gt; The Mountain Troll (Local Ally)&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guarding the pass that leads to the magical plateau in the mountains is a Troll named Girblerfangramen.  He has for ages tended to the singular bridge that provides the access a mundane traveller would need to get to the plateau.  A horrible looking thing, his age showing in forms of crags and wrinkles as deep as ravines - his age does not diminish his apparent might - and the aged troll has stacked high the bones of those that had not paid proper tribute over the decades in order to pass the bridge&#039;s toll.  He is dimly aware of the world outside of the bridge - and knows of the magi that have made their home on the plateau.  A formidable beast, he is no unhinged monster - and he recognized the potential harm that might befall his beloved bridge should he make war against them... Instead, he bargained - and as long as the covenant pays him a sum of three goats a year, all of its members shall be granted free and unmolested passage o&#039;er the bridge.&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
The surroundings of a covenant deal with everything within 20 miles around it.  The baseline surroundings of a covenant are somewhat common and mundane, making emergencies and issues involving the surroundings uncommon.&lt;br /&gt;
&lt;br /&gt;
== Governance ==&lt;br /&gt;
This is how the covenant is governed.&lt;br /&gt;
&lt;br /&gt;
*Democracy - the covenant&#039;s magi make their decisions based on equal votes.&lt;br /&gt;
*Autocracy - the covenant has placed one of its magi in charge of all decisions.&lt;br /&gt;
&#039;&#039;&#039;*Hierarchy - the weight of the magi&#039;s votes is based on some sort of criteria.&#039;&#039;&#039;&lt;br /&gt;
Your vote weighs &amp;quot;one stone&amp;quot; for each season that you have spent in service to the covenant. The issue with the most stones wins.&lt;br /&gt;
*Bureaucracy - Each aspect of the covenant&#039;s operation have been placed in the hands of one or more magi who are then responsible for its individual governance.&lt;br /&gt;
*Anarchy - no established method of governance.&lt;br /&gt;
&lt;br /&gt;
== Prevailing Loyalty ==&lt;br /&gt;
This is the prevailing loyalty of the covenfolk.&lt;br /&gt;
&lt;br /&gt;
== Wealth ==&lt;br /&gt;
This is a record of the covenant&#039;s wealth.&lt;br /&gt;
&lt;br /&gt;
=== Income ===&lt;br /&gt;
The average covenant has an income of 80 or 100 pounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Source of Income: Goatherding.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mountains are home to a wealth of goats, the milk of which fetch a decent price in the mundane markets as raw milk, butter, or cheese.  The goatherds range over the mountains - grazing in what flat grassland there is to be had - and are kept by a force of grog goat-herders.  Fully 1000 head of goats are kept by the covenant for their marketable worth.&lt;br /&gt;
&lt;br /&gt;
=== Expenditures ===&lt;br /&gt;
The covenant has many expenses.&lt;br /&gt;
&lt;br /&gt;
*Buildings - The cost of upkeeping the covenant&#039;s buildings and fortifications.&lt;br /&gt;
*Consumables - The cost of everyday consumables for the day to day operations of the covenant.&lt;br /&gt;
*Inflation - Covenants that spend too much money cause local inflation in the economy, and thus end up having to pay more and more each year.&lt;br /&gt;
*Laboratories - The cost of upkeeping the magi&#039;s laboratories.&lt;br /&gt;
*Provisions - The cost of food.&lt;br /&gt;
*Debts - The repayment of debts.&lt;br /&gt;
*Wages - The payment of wages.&lt;br /&gt;
*Weapons and Armor - The cost of upkeeping arms and armor.&lt;br /&gt;
*Writing Materials - The cost of writing materials.&lt;/div&gt;</summary>
		<author><name>Zombie Lord Demus</name></author>
	</entry>
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