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    Almor Gazetteer part 2
    Posted on Mon, September 03, 2007 by ratlord
    Greyseer packed so much information into the Almor Gazetteer that even the Canonfire! Killer Kobolds were unable to pack it into one article!

    Explore the artifacts of Almor, and meet some of the nation's noteworthy personages in the conclusion of the Almor Gazetteer.


    Artifacts of Almor

    Beggar's Coin (Coin of Almor)
    Price: -
    Body Slot: -
    Caster Level: 15th
    Aura: strong; (DC 22) enchantment
    Activation: see text
    Weight: -

    Few have actually owned the coin of almor, but it has found a place among the tales of the common people, who often wish it upon tax collectors and other debt collectors (“Mayhap next time he will be given the good coin of almor.”). The coin of almor is a platinum coin set with the face of an early Prelate on one side, and the council's Basilica in Chathold on the other.

    The coin was created not to harm its owner, but to benefit those in need. However, if any character who intends to keep it and not share it with others, they must make a successful Will save (DC 22) or be overcome with great feelings of philanthropy. No matter what the character's alignment, he will want to give wealth to the poor and needy. The character will not keep more than 50gp at any one time, holding extra money only until a suitable NPC (preferably a beggar, peasant, etc.) accepts the money as a gift. Such generosity does not extend to the any of the characters items, magical or otherwise. The character's uncontrollable generosity can be ended only by a remove curse spell.
    Prerequisites: Craft Wondrous Item, antipathy, bestow curse, sympathy.
    Cost to Create: N/A

    Faithstone of Almor
    Price: 180gp
    Body Slot: -
    Caster Level: 1st
    Aura: faint; (DC 22) divination
    Activation: 1 swift action
    Weight: -

    These stones have become quite popular with the folk of Almor. They are most commonly given by Pholtans and sometimes priests of Beory. The faithstone is a palm-sized stone that is intricately carved, usually by the Flan stone carvers of the region. Many faithstones exist and some have magical properties while others are simply traditional folk talismans.

    The power bestowed by the faithstones varies somewhat, but is most commonly the use of the guidance spell once per day. These effects are limited to skill use and saving throws, and may be activated by a command word. The faithstones are considered sacred in many areas, and are surrounded with much ritual and process.
    Prerequisites: Craft Wondrous Item, guidance.
    Cost to Create: 90gp, 7 XP.

    Medallion of Light (Holy Medallion Of Almor)
    Price: 14,000gp
    Body Slot: neck
    Caster Level: 7th
    Aura: moderate; (DC 19) enchantment, evocation, necromany
    Activation: 1 standard action
    Weight: -

    The medallion of light, also known as the holy medallion of almor, is a golden disk with platinum inlay. It was created in 409 CY by the direction of the Council of Almor while still under the rule of the Great Kingdom. The Council had a sense of a pending evil in the future of Almor, and created the medallion of light to help keep peace.

    The medallion is not a holy symbol of any deity, but is limited to being used by those of trustworthy alignments (LG, LN or NG) who are capable of casting divine spells.

    Once per day, the medallion's powers can be used on one humanoid creature within 60ft. The affected creature must make a successful Will save (DC 14) or become extremely nauseated by violence. The mere sight of violence causes the affected creature to make a Will save (DC 14) or become helpless and unable to take action for 1d4 rounds. If the creature attempts to physically harm another living creature, it must make a Will save (DC 14) or suffer the same effect as above. Also, the creature suffers the penalties of a doom spell.

    Further, if they continue to act violently they must make a Will save DC 16 or be dazed for 1 round. A remove curse spell will completely free a creature from these effects. The medallion's effects last for 24 hours.
    Within one week of being used, the medallion must be renewed and refreshed through a process of immersion in untainted soil of Oerth and bathed in the true light of Sol. Failure to do so will cause the medallion's powers to become ineffective until the process is completed.
    Prerequisites: Craft Wondrous Item, calm emotions, doom, order's wrath, caster must be lawful.
    Cost to Create: 7,000gp, 560 XP.

    Necklace of Almor
    Price: -
    Body Slot: neck
    Caster Level: 12th
    Aura: strong; (DC 21) necromancy
    Activation: see text
    Weight: -

    This necklace is rumored to be named after Grand Prince Almor, the namesake of the Prelacy of Almor. For centuries the artifact drifted throughout the Flanaess, but ultimately the Council of Almor recovered the item and locked it away for safe keeping. The item is rumored to be among the many treasures hidden in vaults below the Basilica in Chathold.

    Appearing as a rusted, worthless piece of jewelry, this necklace was created by a spiteful spellcaster who wore it all of his life. Ironically, his peaceful death did not activate its vengeful powers. Other wearers have since used it.

    The necklace affects only intelligent creatures who cause the wearers death, at which point nine days after its death the victim rises as a revenant (See City of the Spider Queen 127). The revenant gains regeneration 5, and is immune to holy items and turning. Those who slay the revenant must make a successful Will save DC 21 or contract the curse themselves.

    This item is cursed and cannot be removed once it is put on except with the aid of a remove curse spell.
    Prerequisites: Craft Wondrous Item, bestow curse, create undead, desecrate, caster must be evil.
    Cost to Create: N/A


    Major Personages of Almor

    Duke Younard of Almor
    Duke Younard is a distinguished gentleman typically dressed in finery of the mounted cavalry of Nyrond. The Duke is a thin yet imposing figure with neck-length dusty brown hair fashioned in the style of Aerdi nobility. However, the duke is perhaps best known for his piercing cold-slate eyes which purportedly place many at a disadvantage.

    Duke Younard finds himself in a precarious position in the annexed regions of Almor, as a buffer state in between the Great Kingdom of North Aerdy, the United Kingdom of Ahlissa, and the Kingdom of Nyrond. Constantly, receiving appeals and threats from outside parties he keeps the peace in this region. Working to rebuild the devastation wrought during the Greyhawk Wars.

    The Duke often travels meeting with nobles, accessing and rebuilding the regions under his charge. The Duke typically travels with his elite cavalry unit, the “Thundering Zephyr Guard”, which consists of over 500 regular heavy cavalry and 1,500 conscriptable light and heavy cavalry. Though, on such diplomatic missions this number is cut down to about 25 elite heavy cavalry, the Dukes personal
    bodyguards.

    Duke Younard of Almor CR 13
    Male human fighter 13 (Heironeous)
    LG Medium humanoid
    Init +1; Senses -; Spot +5, Listen +5
    Languages Nyrondese, Common, Elven
    AC 28, touch 15, flat-footed 27 protection from evil
    hp 107 (13 HD)
    Fort +15 Ref +9 Will +12
    Spd 20ft.
    Melee +4 shock warhammer +23/+18/+13 (1d8+1d6+13, crit 20/ x3)
    Base Atk +13; Grp +18
    Atk Options Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Improved Trip, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge
    Combat Gear potion of bears' endurance (x2), potion of cure serious wounds (x2), potion of cure critical wounds, ring of freedom of movement
    Abilities Str 17 (21), Dex 13, Con 17, Int 16, Wis 14, Cha 14.
    Feats Leadership, Iron Will, Weapon Focus (warhammer), Weapon Specialization (warhammer).
    Skills Balance -2, Climb +7, Diplomacy +10, Escape Artist -2, Handle Animal +4, Jump +2, Knowledge (nobility) +8, Knowledge (religion) +4, Move Silently -2, Profession (soldier) +6, Ride +16, Swim -1.
    Possessions combat gear, amulet of natural armor +2, belt of giant strength +4, cloak of resistance +4, locking gauntlet, +3 mithral full plate of protection from evil, ring of protection +4, +4 shock warhammer.
    Tactics: Duke Younard favors fighting in groups from horseback in a mounted cavalry unit. When forced into melee, he will make use of his Power Attack and Combat Expertise feats and attempt to trip any opponent.

    Lord Lael Pirlon Cranden (Sable Phlox)
    Always the consummate gentleman, Lord Pirlon is careful to offend none and always follows proper etiquette and form. Considered handsome by many, his chiseled features are classic Cranden, down to the classic arched nose. Approaching 42 years, he is still capable of charming even the most hardened spinster with his skills in lyric and verse.

    Lael Pirlon found himself in a bit of a bind when the Almorian Council fell to the forces of Duke Szeffrin. With some quick negotiations he managed to assuage the Duke by swearing fealty to both him and Overking Ivid V. He was allowed to keep his holdings, but not his military forces. His lands were ravaged equally along with the others in Almor. This dishonorable act poisoned Pirlon towards the Great Kingdom, and although he can often be found visiting others of house Cranden in Rel Deven, he distrusts the new Great Kingdom and Overking Xavener. If asked about his position for a Free Almor, he expresses a mild non-committal sentiment. He has found this to be the best way to learn more about other people's true feelings in the matter.

    Ultimately Lael Pirlon is motivated by one thing: to return Almor to the Cranden’s and its sovereign rule. He will put this goal before all other things. To add further pain to the mix, were the Almorian House Regent still a position held in old Almor, he would have been in line to receive it. This has caused him no end of strife, and he secretly pines for the day he will rule a free Almor.

    Lord Pirlon is always manipulating events in Almor, scheming to return power to the Cranden Lords. Many of his maneuvers are innocuous and inconspicuous, but others have been ruthless and cutthroat. He uses many guises, and only uses the name Sable Phlox with those things that appear positive for Almor. Because of this, the Sable Phlox persona has become somewhat of a folk hero.

    Another persona he frequently uses is Geal Niholda, a merchant and adviser to the Managing director of the Harp River Trading Company. Lael is aware of the activities of the trading company (smuggling and slavery), and as long as they do not hurt his chances to reclaim Almor, is content to let them do business as they will.

    Lord Lael Pirlon Cranden (aka Sable Phlox) CR 11
    Male human bard 8/ spymaster 3
    LE Medium humanoid
    Init +1; Senses -; Spot +4, Listen +4
    Languages Common, Draconic, Elven, Old Oeridian
    AC 19, touch 16, flat-footed 18
    hp 60 (11 HD)
    Resistances SR 13
    Fort +4 Ref +10 Will +9 scrying defense, undetectable alignment
    Spd 30ft.
    Melee +2 rapier +10/+5 (1d6+2, crit 18-20/x2) or
    masterwork dagger +9/+4 (1d4, crit19-20/x2)
    Ranged masterwork dagger +10 (1d4, crit19-20/x2)
    Base Atk +13; Grp +23
    Atk Options Combat Expertise
    Special Atks sneak attack +1d6, suggestion
    Combat Gear hat of disguise, scroll of dimension door and stone skin.
    Bard Spells Known (CL 8th; +9 ranged touch, +8 vs. SR ):
    3rd (2/day) - crushing despair (DC 19), dispel magic, glibness.
    2nd (5/day) - cure moderate wounds, invisibility, eagle's splendor, enthrall (DC 18)
    1st (5/day) - charm person (DC 17), cure light wounds, expedition retreat, tasha's hideous laughter (DC 17)
    0 (4/day) - detect magic, flare (DC 16), lullaby (DC 16), mage hand, prestidigitation, read magic
    Abilities Str 10, Dex 12, Con 12, Int 14, Wis 10, Cha 22
    SQ bardic music, bardic knowledge, countersong, cover identity, fascinate, inspire competence, inspire courage +2, magic aura, quick change
    Feats Deceitful, Negotiator, Persuasive, Skill Focus (Bluff)
    Skills Bluff +21, Concentration +13, Diplomacy +22, Disguise +22, Forgery +9, Gather Information +12, Intimidate +12, Knowledge (arcana) +8, Knowledge (history) +4, Knowledge (nobility) +7, Knowledge (Bardic) +8, Listen +4, Perform (Oratory) +13, Ride +3, Search +6, Sense Motive +15, Sleight of Hand +10, Spellcraft +6, Spot +4, Use Magic Device +11.
    Possessions combat gear, +3 glamered mithral chain shirt (SR 13), +2 adamantine rapier, cloak of charisma +4, ring of protection +1, masterwork dagger,
    Tactics: He prefers to work behind the scenes rather than take on direct confrontations. If a situation is turning against him, he will take any opportunity to flee or will simply surrender, and will never fight to the death.

    Zyrrian Thrylanos
    Zyrrian is a bitter half-elf with long jet-black hair worn in a spiral cut (longer on the left side than the right). She has dark eyes and nicely pale skin, and usually dresses in full body skin-tight brown leathers which rise up to cover her neck, leaving only her head and right hand exposed. She has a nasty scar around her neck from a failed hanging attempt and she's given to unconsciously rubbing the area whenever she is distracted, nervous or preoccupied.

    While she originally joined the Harp River Trading Company as a lark, Zyrrian quickly worked her way up the chain of command. The strategic disposal of her rivals aided her advance, while her charms convinced all of her innocence. She now rules the company with an iron fist and carefully considers anyone before bringing them into her confidence. Zyrrian uses the trading company as a useful and legitimate front to cover her far more profitable and entertaining (to her) slave trade. She suspects that Geal Niholda's loyalties are not as strong as she would prefer, but his usefulness currently outweighs this potential problem.

    Zyrrian Thrylanos CR 10
    Female human rogue 3/ fighter 2/ thief-acrobat 5
    CE Medium Humanoid
    Init +4; Senses -; Spot +7, Listen +0
    Languages Common, Elven, Flan, Rhopan
    AC 17, touch 11, flat-footed 13 agile fighting +2/ +3, defensive roll 2/day
    hp 56 (10 HD)
    Fort +9 Ref +14 Will +5 improved evasion
    Spd 40ft. fast acrobatics, steady stance
    Melee masterwork net +12/+7 (-, crit 20/-) or
    +1 short sword +8/+3 (1d6+1, crit 19-20/x2) or
    +2 longsword +9/+4 (1d8+2, crit 19-20/x2)
    Ranged +1 mighty longbow (+1 Str bonus) +12/+7 (1d8+1, crit 20/x3) or
    masterwork bolas +8/+3 (1d4/ crit 20, x2)
    Base Atk +7; Grp +7
    Atk Options blind-fight, kip up,
    Special Atks acrobative charge
    Combat Gear boots of striding and springing, ring of freedom of movement, ring of blinking
    Abilities Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 12
    SQ skill mastery, slow fall 30ft.
    Feats Acrobatic, Agile, Athletic, Exotic Weapon Proficiency (Net), Leadership
    Skills Balance +16, Climb +10, Diplomacy +7, Disguise +7, Escape Artist +18, Forgery +4, Gather Information +7, Hide +8, Intimidate +9, Jump +16, Knowledge (local) +4, Knowledge (nobility) +6, Knowledge (religion) +6, Move Silently +8, Spot +7, Tumble +16.
    Possessions combat gear, bracers of armor +3, cloak of resistance +3, +2 longsword, +1 short sword, masterwork net, masterwork bolas, +1 mighty longbow with 27 arrows.
    Tactics - She is known to use terrain to her advantage and is fond of any dirty trick that will give her an edge.

    The author wishes to thank his co-authors, Ken Jenks and Gary Holian, as well as Creighton Broadhurst, Tom Kee, Stuart Kerrigan, Paul Looby, Troy McNemar, Rainer Nagel and Mike Webster for their help in creating this gazetteer.

    This article is a cooperative project of Canonfire! and Oerth Journal. To download the relevant issue of OJ, which includes a bonus full color map of the nation, please visit the Oerth Journal website, and look for issue 22.


     
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