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all that matters are good deeds
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traveler's travail - only way to get where one is going is to do good deeds; malevolent creatures can only wander the infinite distances between sites
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weather never bad
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Guardinals have a sect: The Guardians
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Guardian mages have made magic items that emulate the Guardinals
Amoria:
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Release from Care
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Asura's Bridge
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City of the Star (Ishtar)
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Quietude (Isis)
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Principality:
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Pax Benefice
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Lake Aonia
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Next of the Phoenix
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Lake Serene
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Rollicking Crescent (inn)
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Standing Stones (gate to Sigil) - key from Ciphers
Eronia:
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Great Mother's Garden (Chauntea, Liu)
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Morninglory (Lathander)
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Precipice (Syranita)
Belierin:
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Rubicon
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Quesar's Birthplace
Thalasia:
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Portico
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Selkies' Grotto (Surminare)
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The Thalastrom
Affected:
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Evil, destructive magic
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spells that hide or conceal the truth
Summoning: Natives can't be summoned. Non-natives on Elysium can, but if htey're good they get +4 on the save
Charm/Hold: Don't work on natives; good non-natives get +4 on save
Necromancy that causes harm automatically fails, 33% chance of backlash: caster usffers the effect
Water: enhanced on Thalasia
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Hiatea - goddess of the firbolg and voadkyn giants who calls the realm of Woodhaven in Eronia home
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Chauntea
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Mystra
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Lathander
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Mishakal (Amoria)
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Enlil - a sky god
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Ishtar - powerful goddess of love and war
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Belenus and Brigantia (Celtic powers) maintain the Isles of the Blessed, resting place of heroes who died for pure godo
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Isis, who visits when not needed in Heliopolis on Arcadia
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Nut - sky power, Egyption goddess
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Kuan-ti (or Huan-ti) - devoted to war / prevention through diplomacy
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Liu - god of agriculture - share's Chauntea's realm
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O-Wata-Tsu-Mi - Japanese sea god
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Tsuki-Yomi - Japanese god of the moon and seasons
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Savitri - Indian god of the long day sun
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Ushas - Indian goddess of the dawn (shares Lathander's realm)
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Bragi - Norse god, patron of bards
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Majere - lord of Meditation and Faith
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Surminare - selkie goddess
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Trishna - goddess of dolphins and sea elves
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Nanna-Sin - human god who has crescent moon-shaped barge on Oceanus
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Urogalan - halfling power of earth and death
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Ralthas Lightbearer - Mishakal - F Elf Cleric 7 NG; wanders, giving healing to all who need it. If there's been a battle or disaster, she's there
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Galvan Longarms - Hiatea - M Firbolg Ranger 6 NG; wearing hydra-scale armor, wields two flaming spears +3, which funciton as sun blades. Hates evil giants. Would take indirect action to aid those who combat giants
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Beltain Firebrow - Belenus - M human Druid 6 N; roams the woods
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Thariisa Harpchord - Bragi - F human bard 7 NG; strong clear voice, plays small golden harp which affects others as if a "friends" spell
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Barge w/ bargemaster
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Welcoming petitioner - "Let your troubles wash away in the river's flow, and may you be at peace"
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Petitioners - former adventurers and crusaders, retain some skills, max level 2
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Guardians
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Guardinals
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Ciphers
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fix petitioner's wagon wheel / get it out of mud
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shepherd's flock could fall into a river
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animal found with injury that prevents it from moving or gathering food
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Agathia
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Aquatic Elves
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Asrai
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Baku
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Balaena
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Buraqs
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Delphons
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Dolphins
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Foo creature
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Guardinals
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Holyphants
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Moon dog
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Nereids
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Per
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Phoenix
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Planetars
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Selkies
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Solar
An Asura has gone barmy and set himself up as the keeper of the only bridge over Oceanus for hours in any direction
Bird-like ruby talons, white skin, red hair, firey wings, blue toga, halberd, gold eyes
Bridge: Wide, stone arch over deep water
River: deep blue, dark, wide (+800')
Asura: forgotten his own name
let's no one cross until he is convinced they are not evil
"What is your business on the other side?"
"Have you ever knowingly and willingly committed an act of evil?"
"Do you feel guilty about your past actions?"
"Would you like to donate your gold to the upkeep of this bridge?"
"Would you stand watch with me over this bridge? For how long?"
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can see through lies (eyes dim when lie is detected)
Those crossing the bridge can detect lie for one day
Atk claw (2) +7 (1d10) +7 weapon (polearm: 1d10); AC 22; HD 8 (36hp); MV 30' Fl 90'; MR 40%
Trumpet Blare: <= 2 HD creatures DC 12 Will save or flee
Burning wind: 3+ asuras make wind, burns all evil for 2d10 damage
Immune: charm, command, fear, hold person, ray of enfeeblement
Spells: as level 4-5 priest
Willing to assist; strong sense of justice
eats gems, metals
only age if stop doing good tasks
Maybe doing a task for Liu (god of the five grains)