Spellbound Glory

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Boss Frost

Original poster
Spellbound Glory

Magic is a tool. While a dozen philosophies, deities, and academic pursuits revolve around this force, that fact remains constant. While divine magic remains a tool of the gods and their servants... arcane magic has always been a wondrous tool of monster and mortal alike.

Oloril Taletreader, an elven archmage famous for his ability and... unique teaching process has opened himself to a new slew of apprentices. Tales abound of the many deaths brought on my the man's teaching methods, though there are also tales of famous magic-users who came from the archmage's teachings. He's also famed for being one of the only individuals authorized to teach magic beyond the walls of a magic academy, and without the need for guild permission.

Operating from a large, many-roomed home in the Upper City of Sharn, many have come seeking his tutelage... and of those many, only you and a handful of other students still live. It seems the man's method of teaching involves many 'trails by fire', where various skills, as well as the ability to think quickly, come in handy - as well, teamwork tends to be a way to get ahead... and stay alive. His only thought of 'failure' is 'death', so even a failure to complete what he asked is considered a "passing grade" as long as you've come back alive.

Sharn itself is famous continent-wide. Sharn is the most populous city in all of Khorvaire (the continent) and arguably all of Eberron (the world).The city literally towers atop a cliff above the mouth of the Dagger River in southern Breland... so there's hardly ever any chance to get bored. The city always provides, even when 'between classes'...

Game Info:
D&D, 3.5 game.
32 point buy.
Starting Level: 3
Starting Gold: 1,200
-Class Restriction-
You may not use: Duskblade, Beguiler, Warlock, Any Incarnum class.
Your character must have: At least one level of an Arcane Casting Class. For the purpose of the game, these are 'arcane casting classes': Artificer, Bard, Wizard, Sorcerer, Warmage, Wu Jen, Hexblade, Spellthief, Dread Necromancer, Alchemist, Guardian, Hedge Wizard, Generic Spellcaster, Tattoo Mage, Binder, Shadowcaster, and Truenamer.
Zanigar d'Orien
Male Human Fighter 2 / Transmuter 1
Chaotic Good
Deities: Dol Dorn, Dol Arrah

Strength 14 (+2)
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 10 (+0)
Charisma 10 (+0)

Size: Medium
Height: 6' 3"
Weight: 210 lb
Skin: Light
Eyes: Red
Hair: Blond; Wavy; Light Beard

Specialty: Transmutation
Gave up: Illusion, Necromancy

Total Hit Points: 27

Speed: 30 feet
Armor Class: 12 = 10 +2 [dexterity] +7 [Half-Plate]
Touch AC: 12
Flat-footed: 17

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +5 = 3 [base] +2 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +2 = 2 [base]

Attack (handheld): +4 = 2 [base] +2 [strength]
Attack (unarmed): +4 = 2 [base] +2 [strength]
Attack (missile): +4 = 2 [base] +2 [dexterity]
Grapple check: +4 = 2 [base] +2 [strength]

Light load: 58 lb. or less
Medium load: 59-116 lb.
Heavy load: 117-175 lb.
Lift over head: 175 lb.
Lift off ground: 350 lb.
Push or drag: 875 lb.

Languages: Common, Draconic, Dwarven, Elven

Bastard Sword [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
No familiar yet

Eschew Materials
Exotic Weapon Proficiency Weapon: Bastard Sword
Least Dragonmark of Passage: Dimension Leap
Spell Mastery x3 Spells: Fist of Stone, Expeditious Retreat, Enlarge Person
Exotic Armor Proficiency: Battle Plate [hand-edit as needed]
Scribe Scroll [free to wizard]



Appraise (Int) 3 = +3
Balance (Dex*) -5 = +2 -7 [ACP]
Bluff (Cha) 0 = +0
Climb (Str*) -5 = +2 -7 [ACP]
Concentration (Con) 8 = +2 +6
Craft 1 (Int) 3 = +3
Craft 2 (Int) 3 = +3
Craft 3 (Int) 3 = +3
Decipher Script (Int) 9 = +3 +6
Diplomacy (Cha) 0 = +0
Disguise (Cha) 0 = +0
Escape Artist (Dex*) -5 = +2 -7 [ACP]
Forgery (Int) 3 = +3
Gather Information (Cha) 0 = +0
Handle Animal (Cha) 3 = +0 +3
Heal (Wis) 0 = +0
Hide (Dex*) -5 = +2 -7 [ACP]
Intimidate (Cha) 6 = +0 +6
Jump (Str*) -5 = +2 -7 [ACP]
Knowledge (arcana) (Int) 9 = +3 +6
Listen (Wis) 0 = +0
Move Silently (Dex*) -5 = +2 -7 [ACP]
Perform_1 (Cha) 0 = +0
Perform_2 (Cha) 0 = +0
Perform_3 (Cha) 0 = +0
Perform_4 (Cha) 0 = +0
Perform_5 (Cha) 0 = +0
Ride (Dex) 5 = +2 +3
Search (Int) 3 = +3
Sense Motive (Wis) 0 = +0
Spellcraft (Int) 11 = +3 +6 +2 [Knowledge, arcane]
Spot (Wis) 0 = +0
Survival (Wis) 0 = +0
Swim (Str**) -12 = +2 -14 [ACP]
Use Rope (Dex) 2 = +2

* = check penalty for wearing armor

Zero-level Transmuter spells: 4 (3+1) per day

First-level Transmuter spells: 3 (1+1+1) per day

Spells in Spellbook:
-All Zero-level
-First Level Spells: Fist of Stone, Expeditious Retreat, Enlarge Person, Launch Item, True Strike, Critical Strike


Extra feat at first level (already included)
Four extra skill points at first level (already included)
One extra skill point at each additional level (already included)
Bonus Feats (already included)
Wizard (Transmuter):
Enhance Attribute
Bonus Feats (already included)
High intelligence gains bonus spells daily
Specialist gets 1 extra transmutation spell/level/day

Class HP rolled
Level 1: Fighter 10
Level 2: Fighter 10
Level 3: Transmuter 1

-Bastard Sword
-1 oz. vial of ink
-Identification Papers, standard
-Traveling Papers
-Signet Ring
-547gp, 7sp

More about this character:
Zanigar, being from the main family of House Orien, has been tasked with developing a new area of business for House Orien: travellng Bodyguard. In an effort to reduce package transport times, House Orien has started sending it's courriers through more and more dangerous territory, resulting in the loss of package and carrier with more and more frequency. In an effort to provide better protection to these courriers, they have created the Armored Transport Division, armored mages with focuses in speed as well as offensive magic. Zanigar is the first, and for now, only member of this division. Should he succeed in gaining sufficient experience with this role, he will begin training other mages and warriors for the ATD. Once the ATD is opperational, House Orien plans to have it's courriers return to the safer routes, and charge extra for quick transport (through dangerous regions) and secure transport, as both would be accompanied by a mage-warrior from the ATD.
Rogan Holtman

Male Human Transmuter 3
Chaotic Neutral
Representing Vay

Strength 12 (+1)
Dexterity 13 (+1)
Constitution 14 (+2)
Intelligence 17 (+3)
Wisdom 10 (+0)
Charisma 10 (+0)

Size: Medium
Height: 5' 4"
Weight: 190 lb
Eyes: Hazel
Hair: Dark Brown
Skin: Light

Specialty: Transmutation

Gave up: Enchantment, Necromancy

Total Hit Points: 16

Speed: 30 feet

Armor Class: 12 = 10 + 2 [dexterity]

Touch AC: 12
Flat-footed: 10

Initiative modifier: + 2 = + 2 [dexterity]
Fortitude save: + 4 = 1 [base] + 2 [constitution]
Reflex save: + 3 = 1 [base] + 2 [dexterity]
Will save: + 4 = 3 [base] + 1 [wisdom]
Attack (handheld): + 3 = 1 [base] + 1 [strength]
Attack (missile): + 3 = 1 [base] + 2 [dexterity]
Grapple check: + 3 = 1 [base] + 1 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common ,Draconic, Reidran, Undercommon.

Raven familiar


Exotic Weapon Proficiency Weapon:
Spell Focus (Transmutation)
Weapon Focus x1 Weapon(s): Bastardsword
Scribe Scroll [free to wizard]

Skill Name





Appraise Int 5 =
+ 2 [raven]
Balance Dex* 2 =

Bluff Cha 0 =

Climb Str* 2 =

Concentration Con 3 =

Craft_1 Int 3 =

Craft_2 Int 3 =

Craft_3 Int 3 =

Decipher Script Int 7 =
+ 4
Diplomacy Cha 0 =

Disguise Cha 0 =

Escape Artist Dex* 2 =

Forgery Int 3 =

Gather Information Cha 0 =

Heal Wis 1 =

Hide Dex* 2 =

Intimidate Cha 0 =

Jump Str* 2 =

Knowledge (arcana) Int 6 =
+ 3
Knowledge (dungeoneering) Int 7 =
+ 4
Knowledge (geography) Int 6 =
+ 3
Knowledge (history) Int 7 =
+ 4
Knowledge (local) Int 7 =
+ 4
Knowledge (nature) Int 6 =
+ 3
Knowledge (nobility) Int 5 =
+ 2
Knowledge (religion) Int 5 =
+ 2
Knowledge (planes) Int 6 =
+ 3
Listen Wis 1 =

Move Silently Dex* 2 =

Perform_1 Cha 0 =

Perform_2 Cha 0 =

Perform_3 Cha 0 =

Perform_4 Cha 0 =

Perform_5 Cha 0 =

Ride Dex 2 =

Search Int 3 =

Sense Motive Wis 1 =

Spellcraft Int 7 =
+ 4
Spot Wis 1 =

Survival Wis 1 =

Swim Str** 2 =

Use Rope Dex 2 =

* = check penalty for wearing armor

If the familiar is within reach, + 2 on spot and listen ("alertness").

Zero-level Transmuter spells: 5 (4 + 1) per day

First-level Transmuter spells: 4 (2 + 1 + 1) per day

Second-level Transmuter spells: 3 (1 + 1 + 1) per day


* Extra feat at first level (already included)
* Four extra skill points at first level (already included)
* One extra skill point at each additional level (already included)

Wizard (Transmuter)

* Familiar / Alertness, etc.

* Bonus Feats (already included)

* High intelligence gains bonus spells daily

* Specialist gets 1 extra transmutation spell/level/day

Class HP rolled
Level 1: Transmuter 4
Level 2: Transmuter 1
Level 3: Transmuter 2


Level 0:


* Resistance: Subject gains +1 on saving throws.


* Acid Splash: Orb deals 1d3 acid damage.


* Detect Poison: Detects poison in one creature or small object.
* Detect Magic: Detects spells and magic items within 60 ft.
* Read Magic: Read scrolls and spellbooks.


* Dancing Lights: Creates torches or other lights.
* Flare: Dazzles one creature (–1 on attack rolls). *
* Light: Object shines like a torch.
* Ray of Frost: Ray deals 1d3 cold damage.


* Ghost Sound: Figment sounds.


* Mage Hand: 5-pound telekinesis. **
* Mending: Makes minor repairs on an object.
* Message: Whispered conversation at distance.*
* Open/Close: Opens or closes small or light things. *


* Arcane Mark: Inscribes a personal rune (visible or invisible).
* Prestidigitation: Performs minor tricks.

Level 1:


* Mage Armor: Gives subject +4 armor bonus. *


* Animate Rope: Makes a rope move at your command.*
* Enlarge Person: Humanoid creature doubles in size.
* Erase: Mundane or magical writing vanishes.
* Expeditious Retreat: Your speed increases by 30 ft.
* Feather Fall: Objects or creatures fall slowly. *
* Jump: Subject gets bonus on Jump checks.
* Magic Weapon: Weapon gains +1 bonus. *
* Reduce Person: Humanoid creature halves in size.

Level 2:


* Alter Self: Assume form of a similar creature. *
* Bull's Strength: Subject gains +4 to Str for 1 min./level. **

Buckler (3gp)
Masterwork Bastardsword (335gp)
Backpack (2gp)
Blanket, winter (5sp)
Water skin (1gp)
Signet Ring (5gp)
Lose fitting cap, shirt, and pantaloons.
Leather boots.

(total: 346 gp 5 sp)

Gold: 853, 5

Born to a minor barony with big pretenses as the third son not much has been expected of Rogan, ever. Practically raised my his private tutor, a transmuter hired my Rogan's parents to teach their "Other child". Rogan grew p idolising his father's many (mostly never mealy happened) deeds of valor and always ready to do his absentee parents proud threw himself into his books in order to learn about the wider world. For the most part he failed and remains out of toutch with whats really going on in the wider scheme of things.

When the old tutor retired to a small cottage Rogan's parents saw am opotunity to both get him out of the manor, and get him hands-on experience and sent him off to study with Oloril Taletreader.
Vay, you've got way too many points spent into your stats (and thus, too many skill bonuses).

You've got 41 points, when the point buy amount is 32.

Try using this. http://www.hackslash.net/?p=73
Name: Aton Sibuna
Race: Human Necropolitan
Class: Dread Necromancer
Level: 3

Str: 10 | +0
Dex: 12 | +1
Con: - | -
Int: 14 | +2
Wis: 12 | +1
Cha: 18 | +4

HP: 36
BAB: +1
AC: 16 | 10 | 5 | 1
Fort: - | - | - | -
Ref: +2 | 1 | 1 | 0
Will: +4 | 3 | 1 | 0

Hair: Black
Eyes: Pale Blue
Skin: Pale
Height: 6'1"
Weight: 179lbs.
Racial Traits:
Bonus Feat
Extra Skill Points
d12 Hit Die
Undead Type
Resist Control (Ex): Necropolitans have a +2 profane bonus on their Will saving throws to resist the effect of a control undead spell.
Turn Resistance (Ex): A necropolitan has +2 turn resistance.
Unnatural Resilience (Ex): Necropolitans automatically heal hit point damage and ability damage at the same rate as a living creature. The Heal skill has no effect on necropolitans; however, negative energy (such as an inflict spell) heals them.

Class Features:
Martial Prof.: Handaxe
Charnel Touch
Rebuke Undead
Lich Body 2 (Total DR: 4)
Negative Energy Burst 1/day

Positive Energy Resistance

Bluff: +10 | 4 | 6 | 0
Concentration: - | - | - | -
Craft: +2 | 2 | 0 | 0
Decipher Script: +5 | 2 | 3 | 0
Disguise: +10 | 4 | 6 | 0
Hide: +4 | 1 | 3 | 0
Intimidate: +4 | 4 | 0 | 0
Knowledge: Arcana: +8 | 2 | 6 | 0
Knowledge: Religion: +5 | 2 | 3 | 0
Profession: +0 | 1 | 0 | 0
Spellcraft: +5 | 2 | 3 | 0

Equipment: 24 gold
Chain Shirt
Artisan's Outfit
Belt Pouch
Small Steel Mirror
Holy Symbol: Soverign Host
Spell Component Pouch
Disguise Kit
Bracers of Armor +1

1st Level - SPD: 6
Bane, bestow wound*, cause fear, chill touch, detect magic, detect undead, doom, hide from undead, inflict light wounds, ray of enfeeblement, summon undead I*, undetectable alignment

Aton was once a rather happy, normal individual. He had a good deal of friends, a great lot of fun, and a single girl that he wanted so much to spend the rest of his life with. However, the Blood of Vol had other plans. Slowly moving forward and corrupting townsfolk into the fold of the cult, Aton found himself the target of a rather twisted ritual...

Cursed nails affixed him to a standing pole, he was left to die over a twenty-four hour period from asphyxiation and heart failure. Nearby zombies chanted the entire time... soon after death's chill entered his body... he awoke... a large spear impaling his stomach, the chanting zombies long gone.

He was found by adventurers a few days later, who had come on their way to investigate the whole thing. He explained what had happened, and they brought him down from the ritual site... clearly deceased, but animate... and still 'himself'. The adventurers left him after that... whatever rituals the Blood of Vol could be concocting to do this to an individual was worth more to the adventurers than figuring out what to do with poor Aton.

So he disguised himself as a living person, and wandered... slowly moving through libraries, learning as much as he could about necromancy, undeath, and his new condition. Slowly, he came to terms with it, devoting his life to the 'good' uses of necromancy... and in an attempt to gain the power to defend himself against zealots, became an apprentice of the Archmage. Though his stylized animal-masks are fairly odd, not many of the students know of his unliving status... just his affinity for necromancy. To many, that's enough to leave him be.
Hey, Frost, what was that one thing that let me give up my familiar in order to increase an ability score?
Enhance Attribute (Ex): Once per day, plus one additional
time per fi ve class levels, a transmuter using this variant can add
a +2 enhancement bonus to any one of his ability scores. This
bonus lasts for a number of minutes equal to the transmuter's
class level. Using this ability is a free action (and counts as using
a quickened spell, so it may only be used once per round).
A transmuter using this variant permanently gives up the
ability to obtain a familiar.

It's in Unearthed Arcana, page 64.
Thanks. I'll add flavor and gear tomorrow. I'm out for the nite.
Oh, Frost, I came across another prestige class that is accesible before level 6: Dragonmark Heir. You can get it at level 5.
I included brief Feat descriptions for my sake. I didn't want to have to pull up the books every time I needed to be reminded.

Name: Atinir Vaudrim
Race: Human
Alignment: Chaotic Neutral
Class: Swashbuckler 1 / Warmage 2
Level: 3

Str 10 (+0)
Dex 16 (+3)
Con 10 (+0)
Int 14 (+2)
Wis 10 (+0)
Cha 16 (+3)

Size: Medium
Height: 6'2"
Weight: 175 lbs.
Skin: Smooth tanned complexion
Hair: Auburn, shoulder-length
Eyes: Blue

Languages: Common, Undercommon, Goblin

HP: 22
AC: 13 +3 +1 = 17
BAB: +2
Initiative: +3
Fort: +4 | 0 | 2 | 2
Ref: +3 | 3 | 0 | 0
Will: +3 | 0 | 3 | 0

Luck Rolls (Per Day): 4

Racial Traits:
Bonus Feat
Additional Skill Points

Class Features:
Weapon & Armor Proficiency
All Simple & Martial Weapons, Light Armor, Light Shields

Weapon Finesse
Dex instead of Str modifier on Attack rolls

Dodge Bonus
+1 dodge bonus to AC against designated melee opponent

Armored Mage
So long as light armor/light shield is equipped, there is no arcane spell failure for Warmage spells.

Warmage Edge
May add Intelligence bonus to spell hit point damage

Lucky Start
May reroll initiative check

Unbelievable Luck
Gain two luck rerolls and +2 luck bonus on worst save (Fort)

Magical Fortune
Expend luck reroll to reroll damage dealt by spell, or two luck rerolls to reroll caster level check


Balance (1) +3 = 4
Bluff (4) +3 = 7
Climb (1) +0 = 1
Concentration (5) +0 = 5
Diplomacy (4) +3 = 7
Gather Info* (1) +3 = 4
Intimidate (5) +3 = 8
Jump (1) +0 = 1
Know. (arcana) (1) +2 = 3
Know. (history) (1) +2 = 3
Sense Motive (4) +0 = 4
Spellcraft (5) +2 = 7
Swim (1) +0 = 1
Tumble (1) +3 = 4

* = cc skill

Level 1 as Swashbuckler (4+2)*4 = 24 + 4 = 28
Level 2 as Warmage 2+2 = 4
Level 3 as Warmage 2+2 = 4
Total Points Spent = 36

May cast any Warmage spell from spell list of appropriate level at any time, without preparation.

Cantrips 6 +1 = 7
Acid Splash, Disrupt Undead, Light, Ray of Frost

1st Level 4 +1 = 5
Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of Acid, Lesser Orb of Cold, Lesser Orb of Electricity, Lesser Orb of Fire, Lesser Orb of Sound, Shocking Grasp, True Strike


Masterwork Rapier 1d6 18-20/x2 2 lb. 320 gp
Handaxe 1d6 x3 3 lb. 6 gp
Dagger 1d4 19-20/x2 1 lb. 2 gp
Light Crossbow 1d8 19-20/x2 4 lb. 35 gp
bolts (10) 1 lb. 1 gp

Masterwork Studded Leather Armor 20 lb. 175 gp
Masterwork Buckler 5 lb. 165 gp

Explorer's Outfit - 10 gp

Backpack 2 lb. 2 gp
Bedroll 5 lb. 1 sp
Case, map or scroll .5 lb. 1gp
Flint and steel - 1 gp
Lantern, bullseye 3 lb. 12 gp
Mirror, small steel .5 lb 10 gp
Oil (1-pint flask) x2 2 lb. 2 sp
Pouch, belt .5 lb. 1 gp
Rations, trail (per day) x2 2 lb. 10 sp
Rope, silk 5 lb. 10 gp
Sack .5 lb. 1 sp
Waterskin 4 lb. 1 gp
Whetstone 1 lb. 2 cp


Atinir's father was a mercenary of ill-repute, and his mother was the bustiest bar maid in all the county. His father had always promised to marry her and start a family, and indeed it seemed to be imminent when she became pregnant. However, there was one more mercenary contract that his father couldn't (or wouldn't) say no to and, not feeling too keen on being left behind, his mother told his father she was coming along. Or he would be leaving with his frank and beans in her possession, in a jar on the mantle.

His father agreed without argument.

Unfortunately, fate being what it is, Atinir's father died on the battlefield. And his mother died during childbirth. With nowhere to go, and the mercenary band being one of the merrier ones with musically-gifted soldiers, they decided they would all raise him as his 'Uncles.'

Childhood was strange. Difficult. Down-right dangerous. Atinir stopped counting how many times a missile of some kind had obliterated his bedroll at the count of 42. Thankfully, Atinir had good Uncles, and he learned from them. Language, reading and writing, swordplay, how to read people, how to talk a client into more money... all sorts of things a soldier-for-hire needed to learn, and then some. (He even had an Uncle to show him proper dinner etiquette, if he ever needed to dine with a Noble. This Uncle was actually the leader of the band, but that's beside the point).

So Atinir was genuinely raised on the battlefield. The cacophony of battle, and the wails for mothers and wives was his lullaby. Swords and axes were his toys. Armor was pretty much all he wore as far as clothes were concerned. It was all he knew, but he was sure of one thing: he wasn't very fond of it, and promised to stay in the back with the pack donkeys at all times.

As he got older, he began to serve more regularly with the mercenary company he had grown to know as family. While he wasn't the strongest or toughest, he was nimble and handy with what his Uncles called a 'pig sticker' (a rapier), and surprisingly swift of mind and tongue. He actually proved to be quite charming at times, and bedded his first girl at the age of 13. It was also around that age that he found he had a knack for pointing at things, and lighting it with flashy colors and lights. A few of his Uncles called it magic, but others saw it as a brilliant new combat weapon. Atinir would finally see front-line combat. At the age of 13. His dream of staying in the back with the pack donkeys was long gone.

At the age of 16, Atinir was properly 'discovered' by an officer of an army the mercenary company was attached to. After long and arduous arguments (that he was not privy to), Atinir was packed up and sent off to an Arcane War College.

Atinir proved to be fairly gifted with magic. More-so than he was with a sword. Schooling was tough, but came easy enough; he wasn't one of the ones that had to worry about blowing himself up. Warmage College came and, after several years, went. When he graduated, he fled as fast as his feet would carry him.

But he had a name now. He graduated second in his class, and he was one of the most gifted fencers at the school, besting all of the classmates that had bothered to challenge him. His name spread, and battle found him. He realized that the only way he would survive this harsh world now, was to get better at what he did.

He still mentally weeps at times.

EDIT 2/24: Added a few items.
EDIT 2/25: Updated BAB to accurately reflect multiclass.
Hm...Warmages aren't as pathetic as I thought they were...
Everyone looks good (save for Rogan, who still has 38 points instead of 32, and still needs to lower his stat points).

Once that's fixed and I have Atinir's backstory, I'll start the game.
...So I don't need a backstory?

On a side note, Vay should totaly change Rogan's name so that it starts with a Z instead of an R, so then we'd have two names that start is an A and two that start with a Z, the first and last letters fo the alphabet.
I didn't realize you hadn't made a backstory...So yeah, I'll need your backstory, too.
Darn...Shouldn't have said anything. Anyways, I'll see if my fever's gone down tomorrow, and if it has, and assuming I can get to sleep, I'll put one up.
Since we're starting in Breland, I'd like to give you:

Five Things Every Brelish Knows

1. The Galifar Code of Justice. Every citizen of
Breland learns at least the basics of the Code of Justice,
especially as it pertains to the rights afforded individuals
in any situation. This knowledge boils down to the right
to defend yourself, the right to confront your accuser,
and the right to open debate. Of course, the code contains
many additional rights and laws, but these tend to
be the most important for the average Brelish citizen.

2. That different is just different. Tolerant and
accepting, the average Brelish believes that different
isn't better or worse, good or bad; it's just different.
Different races, different faiths, different cultures . . .
the Brelish, on the whole, are the most accepting and
unifying people in Khorvaire.

3. Something about the weather. Everyone in
Breland has an opinion about the weather, and they
love to discuss their views and share them with others.
This is especially true in the southern portions of the
country, where the weather seems to vary between two
states—hot and wet, and hotter and wetter.

4. The virtues of democracy. Unique among the
Five Nations, Breland has long been experimenting
with a new form of government. While the monarchy
remains in place, many other duties of government,
including legislation, falls to a partially elected
body—the Brelish Parliament. Thanks to town meetings
where all citizens have a voice and the right to vote
for the elected members of the parliament, the Brelish
understand the rights, responsibilities of democracy,
as well as the great gift they have to live in such a progressive

5. The wisdom of Beggar Dane. Out of the
pages of the Sharn Inquisitive, the simple lessons for
living popularized by this anonymous street bard
have become ingrained in the Brelish mindset.
These include: "A copper piece in the cup is a
copper piece earned," "Never borrow, never lend,"
"The silent man has no one to blame but himself,"
and "A magewright in the town is worth an army in
the wilderness."
Oy oy, how goes all. Been a tad slow in this rp, we waiting on someone?
I believe Frost told me he's dropping this one. But you should double check with him first, cause it's Frosty-boy we're waiting on.

BTW, Jack, YOU should run a DnD campaign here. You could even bring along Gobby.