Ancient Mage NaNoWriMo prep

Reference: Nano prep
Book: Ancient Mage
Setting: 1010/1000- Challenge succeeded. 10 sickles.

Authors: Alex Douglas, Juniper Kelly, Youssuf Baid, and Cody Stevenson
Last edited by Cody Stevenson on 27 Nov 2021, 01:33, edited 10 times in total.

Ancient Mage NaNoWriMo prep
Setting
A Note; I include the name of the country, cities, and countryside, as well as include some laws. Now, I am not covering everything for law, but I will only scratch the surface.
Word Count: 1010
The Information
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[font=Century Gothic]The Country of Narjarhat
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Narjarhat is a rather large continent stretches across multiple regions, from Temperate in the North, past the equator, all the way through to Polar in the South. Najarhat is geologically calm; there is little tectonic activity in this region; there are no mountains; only large hills at best. Naiarhat, the continent, has no volcanic activity, and and never experiences earthquakes. The winds in this region are usually inconsistent, with large storms and extreme weather being the norm. The sea to the South of Naiarhat is difficult to traverse, while the seas to the North, West and East are calmer. Naiarhat is plagued by exotic and invasive plants and animals. But as for race, it tends to hold Goblins, Dark Elves (drows), Aarakocra, Svirfneblin (deep gnome), Goliath, Fire Genasi, Water Genasi, Air Genasi, Earth Genasi, Fire Elementals, Water Elementals, Earth Elementals, and Air Elementals, as their primary race, and often, they tend to go on adventures to regain glory for their towns.

Home Base: Ofuli
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The home base of the Adventurers will take place in Ofuli, which was the main ruling location, the type of government being a democracy. This was only a city inside Narjarhat, and contained a capital building in it, rather than in Shrardyn. The neighboring city was As'As, and it had three members of it's League. A nearby countryside, Stearon, was what supplied Ofuli with all of the brews they so desired. Indeed, this town was a corrupt one, being so drunk, or having people judge you all the time, it was horrible. But, fifty two thousand one hundred fifty one people still call it home. There are only four hundred fifty four people willing to be a daring person, some joining the military, some joining the battles.

Lastuncerese woods
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The woods, better known as Lastuncerese, which is only four hundred and thirty one miles long, and twenty miles wide. It was quite a narrow strip as you can see, but inside lurks all kinds of nasties. These nasties include the Purple Worm, Mind Flayers, Mimics, Owlbears, and many more creepy crawlies! The trees varied, but the most common ones you'll see are the Evergreen Pine Trees. Of course, they border the walls of Lastuncerse, making it a boxed in woods. This would've warned anyone who had the sense, just to not go in. As if that wasn't enough, they were presented with runes at every possible entrances or exits. They had boons, and banes. Boons were good messages on your rune, or could provide you with luck. Banes were the opposite of Boons. They provided disadvantage or little to no positive luck. Inside the woods, besides from the creatures, were stone caves, and there were at least six common caves that you could stumble upon quite easily. Some are hidden so well, even the gods have no idea where it was. Rivers swam through the woods, providing fish and water, but with the water lurked some very cranky dwarves.

Fearettysman
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The ally city for Ofuli was Fearettysman, an extremist city, but never raged against Ofuli. With Fearettysman, it was predominantly covered in cavernous mountains, with frozen fertile grassland in the midlands, low hills to the South-East, and mountains to the East. The weather is usually freezing and sunny. Snowfall is common. It supplied weapons of all kinds to Ofuli, and in return, gets to kill three people for every weapon provided. One child, one middle aged, and the other, elderly. Fearettysman had a very determined idea that they would kill others to set an example for their own people. If their own people were cruel to one another, they were to be given to Lastuncerse. This city was massive, and contained at most, fourteen million nine hundred fourty eight thousand eight hundred and seven people. There was three hundred fourty eight three hundred sixty five people in their military, but only one hundred nineteen seven hundred and two people worked on the weapons they provided to Ofuli. The weapons they commonly made, was made of platinum, and they had the Dark Elves make them. It was rumored that Dark Elves make decent scimitars, rapiers, and well, any weapons with the ability to be used in war. They were also ordered to make Boots, as Boots of Elvenkind were ideally from the Dark Elves, but what the residents of Fearettysman don't realize, is that the Boots of Elvenkind are actually made up.

Cridhg
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Cridhg, the Capital City, who of which left their Capital Building in Ofuli as a meeting point, or place, for all leaders to meet. The land is predominantly covered in cavernous mountains, with deciduous forest to the North, fertile grassland to the East, and coniferous forest to the West. The weather is usually cold and cloudy. Rainy days outnumber sunny ones. The residents there add up to seven hundred fourteen million five hundred thirty four thousand eight hundred fifty four. The military there only selects the best of the best, just to make them the claiming leader, as they hold five million seven hundred sixty one thousand three hundred seventy four militants. The majority of the inhabitants that stay in Cridhg are your bugbears, beholders, and halflings. Of course, there are speckles of other races, and the ruling leader over all of Narjarhat is Gvaotryggicvnvt, a Dark Elf Sorcerer, who is angered at Fearettysman for enslaving the Dark Elves. Ohasukofuhivib was the son of Gvaotryggicvnvt, and he had a desire to leave Cridhg and explore. To do so, he needed adventurers to join him.

The Laws and Punishments
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The laws that the cities in Narjarhat have to follow, are quite serious as the criminals, or rulebreakers, have to deal with, are torture, the mysterious disappearance of the accused (permanent), and/or a large fine. Truly, you will never want to break rules ever again. Crucio doesn't exist, but there are horrifying tales of the tortured events that the villains seem to love using, that is, if they don't kill the adventurers. Some of the legal laws include treason, breaking curfew, piracy, and bribery. What was corrupting this country, was their ridiculous amount of illegal activities.
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Last edited by Cody Stevenson on 27 Nov 2021, 01:29, edited 6 times in total.

Ancient Mage NaNoWriMo prep
Prince Marigold | Drow | Illusionist | 1st | AC: 11

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Drowish | Elvish | #9441a4

Strength- 11 (+0) | Dexterity- 13 (+1) | Constitution- 13 (+1) | Wisdom- 13 (+1) | Intelligence- 14 (+2) | Charisma- 14 (+2)

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Illusionist Spellbank-
1) Red Coloratum lux- Red Colored Light- red light orb 12 inches in diameter
2) Lumen caeruleum- Blue Colored Light- blue light orb 10 inches in diameter
3) Green Coloratum lux- Green Colored Light- green light orb 4 inches in diameter
4) Lumen Coloratum- Yellow Colored Light- yellow light orb 8 inches in diameter
5) Dim- Dimming spell- (30 feet)
6) Obducto- Haze spell- creates a haze that obscures your vision partially so you don't see the whole thing
7) obtestor larva- masking spell- creates a mask to put on face (can't be removed unless the same spell is cast again
8) imago- mirage spell- 30 feet
9) sonitus- noise amplifier- can be heard up to 400 feet
10) vittae arcus- rainbow ribbon- 12 inches in length
11) Duo-D'lusion- double illusion- causes 2 illusions at once- if nat 20 then 4 illusion

1) Change Self- changing appearance (disguise) for up to 6 hours
1
Jester
2
Astronaut
3
Soldier
4
King
5
Bunny
6
Worm
2) Color Spray- sprays red (1-2) blue (3-4) green (5) or yellow (6) paint up to 5 feet (1d8 damage)
3) Dancing Lights- levitating lights that could move at the caster's direction
4) Darkness- circle of darkness to blind people- works with darkvision
5) Faerie Fire- 2d20 feet, harmless flames (red, 1-2, blue, 3, yellow, 4, green, 5, all four, 6)

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weapons/items
Grum | Goblin | Thief | 1st | AC: 13

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Goblin | #058f4c

Strength- 10 (+0) | Dexterity- 15 (+2) | Constitution- 12 (+1) | Wisdom- 11 (+0) | Intelligence- 7 (-2) | Charisma- 17 (+3)

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1) Royal Dagger- 2d4+wis mod
Clumsy | Goblin | Cavalier | 1st | AC: 18

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Goblin | #585a9d

Strength- 16 (+3) | Dexterity- 12 (+1) | Constitution- 17 (+3) | Wisdom- 8 (-1) | Intelligence- 11 (+0) | Charisma- 15 (+2)

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1) Drow-made Scimitar- 1d10+2 or 2d6
Thalia Kriskian | Wood Elf | Cleric | 20th | AC: 16

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Elvish | #4169e1

Strength- 9 (-1) | Dexterity- 14 (+2) | Constitution- 16 (+3) | Wisdom- 15 (+2) | Intelligence- 14 (+2) | Charisma- 11 (+0)

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Cure Light Wounds | Detect Magic | Light | Protection from Evil | Purify Food and Water | Resist Cold | Bless | Find Traps | Hold Person | Resist Fire | Speak With Animals | Cure Blindness | Cure Disease | Growth of Animals | Remove Curse | Speak with Dead | Create Water | Cure Serious Wounds | Dispel Magic | Neutralize Poisons | Insect Plague | Wall of Fire | Create Food | Heal | Regenerate | Dispel Evil

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weapons/items