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ADJACENT MAPS:
Southeeast
(Chin)
South
(India)
Northwest
(Norse)
ALPHABETICAL LIST OF PLACE
NAMES USED
Amazon Burial Grounds:
A spiritual nexus of the culture.
Amazons:
The territory of the Turangi Amazons varies widely with the power of the
tribe.
Argippaeans:
Bald, peaceful and spiritual, these people have manage to avoid the constant
wars and feuds of their neighbours.
Arimaspians (Arimaspi):
This tribe is known for ritually blinding one eye as a rite of passage.
Arkaim:
The main settlement of the Arimaspians.
Bashkir:
The members of this warrior tribe are known to be both hospitable and suspicious.
Biarmaland:
Civilized traders, by Turangi standards.
Cannibals: I placed
the bestial brutes of The Abyss in the area Herodotus might have meant
when writing about the Androphagians.
Chudes:
A warlike tribe who don't use horses.
Court
of Alti: The brief magocracy of the Black Shamaness
dominates much beyond the old Amazon lands during season 1-4.
Dingling:
The Wolf Clans with huge-wheeled wagons.
Gelonos:
A cosmopolitan city with great wooden walls.
Hsiung-nu:
Traditional enemies of the kingdoms of Chin.
Hyrcanian Ocean:
The Caspian Sea, which had a much cooler name in antiquity.
Hålogaland:
Little known and (reputed to be) ruled by a giant.
Ivolga:
A fortified town, a rarity in this land of nomads.
Iyrcae:
Clever hunters and archers, with horses trained for unusual stealth.
Khuzebar:
This tribe greatly values humour and laughter.
Lake Baikal:
Deep and stormy, this huge lake has numerous places of spiritual power
around it and on its islands.
Land of the Rising Sun:
Caught between influences from Chin and Turangi, fragmented and dynamic.
Pekshevo:
A small trading town where various tribes converge.
Pohjola:
Savage and dour, the first tribe to follow Alti.
Sarmatia:
This wild tribe has been turned from raiders to ferocious terrors by Alti.
Scythia: Land of
the evil raiders from In Sickness and In Hell.
Selkup:
Cave-dwellers who keep reindeer.
Stone Belt:
The Urals, as they were known in ancient times.
Thyssagetae:
A tribe of consummate hunters.
Tretomlec: The original
Amazon tribe, long gone by the time of the series.
WHERE
ARE THE AMAZON BURIAL GROUNDS?
This is perhaps the hardest
geographical mystery to solve in the whole series. The few hints we get
are vague and contradictory, and the potential search area includes Siberia,
Central Asia, even Anatolia. This is a huge area to consider.
The hints then:
- Forested and hilly terrain.
- Just west of a steppe.
- Personal names derived
from place names: Yakut and (maybe) Alti.
- Antlered headdresses.
- Black and “light” shamanism.
- The Northern Amazons (coined
Turangi Amazons in my campaigns) are traditional enemies of the centaurs.
PREVIOUS THEORIES
In the Whoosh
episode guide to Adventures in the Sin Trade 1, Simahoyo suggests that
the episode (and presumably the sequel) takes place in Turkey. Simahoyo
mentions the Altai tribe of Korea as having migrated to Turkey, bringing
shamanism to the area.
In Whoosh
#40, CR places it in the Semipalatinsk area in north-eastern Kazakhstan.
This is just west of the Altai mountains (satisfying the need for the hilly
terrain seen in the episodes) and at the south-western border of forests
(satisfying the forest criterium too). He also mentions the possible Alti-Altai
connection. In addition there are volcanoes not that far away.
Simahoyo’s
theory has little basis in facts (and I realize the irony of that statement
on a site like this). While there is a theory or legend that the present
Koreans once came from the Altai mountains, they certainly didn’t then
leave for Turkey. The area now belonging to Turkey seems to be mostly Persian
and Greek in the series – Troy lies there, after all – decidedly lacking
in the shamanistic tribal tone of the Sin Trade episodes. Once, later,
Xena mentions having sought wisdom in Anatolia, among other places, but
this statement alone isn’t enough to invalidate at least four other episodes.
CR makes a
much stronger case, with solid evidence and logical reasoning. Before I
explain why I don’t agree with his placement, I must stress that many of
the other conclusions in the impressively large, erudite, and very well
thought out article are spot on.
However. Semipalatinsk
lies east of a large steppe, not west, and the volcano wanted in the article
is the one existing in the Amazon Land of the Dead, in the Spiritual Realm,
and thus not really related to earthly geography at all.
MY SUGGESTION
It’s easier said than done
to pinpoint an alternative location. Black and white (“light”) shamans
are widespread phenomena, as are female practitioners of either sort. Antlered
headdresses for shamans seem to have existed mainly in the area east of
the Yenisei river and Lake Baikal, though. This is also the location of
the Yakut people, before they migrated further north. There are certainly
hills and forests around that huge lake, and a great steppe to the east.
The Baikal
area seems to fit reasonably well. Is there a catch?
Yes, the distance.
Xena makes
a habit of travelling long distances between (or even during) episodes.
But this time it’s more than simple travel times that complicates matters.
The enmity between Amazons in east Asia and centaurs in southern Europe
becomes hard to believe when the Scythians are in the way, and in all likelihood
many other nations too. The problem is in essence the same with the Semipalatinsk
solution, but that doesn’t make it any less serious.
What we must
solve, then, becomes: why would these otherwise quite noble Amazons nurture
a feud with a nation so very far away?
In one word:
loyalty. A vital element of the Amazon nation is the sense of community.
While the Turangi Amazons might not have any personal quarrels with centaurs,
they certainly know of the feud that their Greek sisters are involved in.
And, being the honourable group they appear to be in the Sin Trade flashbacks,
they would probably soon declare their support for their warring sisters
in Greece, maybe sending troops to help with specific campaigns.
Would outsiders
know of this? If they were interested and perceptive, yes. It seems to
be fairly well known that Greek Amazons hate centaurs, and vice versa.
Whether there are different kinds of Amazons isn’t clear until season 4,
and even then there continues to be some ambivalence on which Amazons belong
to what tribe (and indeed what tribes that exists). Borias statement that
the Amazons are the traditional enemies of the centaurs need not stem from
deep insights in the inter-tribal obligations of various Amazon realms,
but could simply be an uninitiated view that these northern Amazons were
exactly the same as their Hellenic cousins. Of course, Borias is portrayed
as both shrewd and wise and could well know both that there are different
tribes and that they help each other in times of war. For her part, Cyane
would be foolish not to consider an alliance with this commander of several
armies who appears at her doorstep offering help. Telling Borias up front
that these Amazons only name centaurs their enemies to honour their bonds
with the Greek Amazons would also be a strange move under the circumstances,
even for a lawful good character.
CONCLUSION
We grasp at straws here,
and reconsidering even a single one can have profound effects on the probable
location(s). Nevertheless, I propose the area south of Lake Baikal as the
most likely site for the Turangi Amazon’s burial grounds.
Such is the
house I construct of these straws. ;-)
D&D 3.5
Magic: Amazon sorcerers
and wizards, both called shamanesses. The wizards have a special costume
in lieu of a spell book, but it functions in the same way. Chanting and
dancing instead of reading. Another wizard of the Turangi culture can use
the costume to learn the spells contained therein. In addition, there are
some bards, rangers and even paladins. Clerics are extremely rare.
The cost of
creating magic items and adding spells to a shamaness costume is payed
for with Shamanistic gold pieces.
Forbidden
School: No evocation spells can be cast in the Turangi culture, unless
cast by a god.
NPCs
Acestus
Alti
Amarice
The
Berzerker
Borias
Cannibals
Chi'ah
Cyane
Otere
Turangi
Amazon
Turangi
Raider
Yakut
Xena
Burdok
Drufion
Kullervo
Yukagir
SPIRITUAL
DUEL [Special action]
Who can do it: Turangi
Amazons, spell-casters of any culture, clerics, priests and monks can
challenge someone to a spiritual duel.
How they do it: The
challenger simply looks the other one in the eyes. If the challenged part
belongs to any of the categories above, she can choose to accept or decline.
Otherwise, the challenge is resolved as an Intimidation check.
If she declines,
only she and the challenger knows for sure that she has done so, though
onlookers who make a Spellcraft check (DC:10) realise what has happened.
If she accepts,
both make a Will saving throw. The one who gets the highest result, wins.
The loser takes the difference between the saving throws in nonlethal damage.
The duel is
a full round action and appears to consist simply of two people trying
to stare each other down, wearing extremely tense expressions.
In the even
of a tie, one or both can choose to withdraw from the duel, with no damage.
If both wish to continue, they make new saving throws, one each round,
until someone wins or withdraws.
Bonuses: everything
that would normally affect a standard Will saving throw applies here. In
addition, friends in physical, telepathic or necromantic contact can choose
to use the aid another action, even though it isn't a mêlée
situation.
Using aid another
here requires a Will save, DC 10. If it succeeds, the spiritual duelist
gets a +2 bonus to her saving throw.
Example: An Amazon
queen with a Will save bonus of 15 is in necromantic contact with 18 members
of her tribe. She rolls a 7 and thus gets 7+15+18=40 as her Will save.
The black shamaness she challenged has a Will save bonus of 22 and rolled
a 10, for a total of 22+10=32. She looses, and is struck by 40-32=8 hp
of subudal damage. She’s not happy about it.
SPIRITUAL
DUELS IN THE SPIRITUAL REALM
Here, a spiritual duel becomes
a very physical thing. In fact: ALL COMBAT IN THE SPIRITUAL REALM FOLLOWS
THESE RULES: the duel is conducted just like a normal physical combat,
complete with spellcasting, skills, terrain, and so forth. There are the
following additions as well:
- You get the
same base attack bonus as a fighter of your class level.
- You exchange
your Str and Dex with your Int, Wis or Cha. Use the highest of the three
non-physical stats.
- You add your
Knowledge (the Planes) skill ranks to your AC and to your unarmed damage.
All damage is real (unless
nonlethal attacks are used). All conditions are real. If you die, you are
dead. If you are turned to stone, your body turns to stone.
Bystanders are free to interfere
as they wish.
TURANGI CLERIC SPELLS
0-LEVEL CLERIC SPELLS
Create Water: Creates
2 gallons/level of pure water.
Cure Minor Wounds:
Cures 1 point of damage.
Detect Magic: Detects
spells and magic items within 60 ft.
Detect Poison: Detects
poison in one creature or object.
Good
Lighting: For 10 minutes/level, artificial light sources within 25'+5'/2
levels are lit.
Guidance: +1 on one
attack roll, saving throw, or skill check.
Inflict Minor
Wounds: Touch attack, 1 point of damage.
Love
is a Weapon: Makes a weapon impossible to use.
Mending: Makes minor
repairs on an object.
Purify Food and
Drink: Purifies 1 cu. ft./level of food or water.
Read Magic:
Read scrolls and spellbooks.
Resistance: Subject
gains +1 on saving throws.
Virtue: Subject gains
1 temporary hp.
1st-LEVEL CLERIC SPELLS
Bane: Enemies take
–1 on attack rolls and saves against fear.
Bless: Allies gain
+1 on attack rolls and saves against fear.
Bless Water M:
Makes holy water.
Cause Fear: One creature
of 5 HD or less flees for 1d4 rounds.
Command: One subject
obeys selected command for 1 round.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Curse Water M:
Makes unholy water.
Deathwatch: Reveals
how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law:
Reveals creatures, spells, or objects of selected alignment.
Detect Undead:
Reveals undead within 60 ft.
Doom: One subject
takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements:
Exist comfortably in hot or cold environments.
Entropic Shield:
Ranged attacks against you have 20% miss chance.
Hide from Undead:
Undead can't perceive one subject/level.
Inflict Light Wounds:
Touch deals 1d8 damage +1/level (max +5).
Magic Stone:
Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon:
Weapon gains +1 bonus.
Obscuring Mist:
Fog surrounds you.
Origin:
Identifies the caster of a spell.
Passivity
Curse: Subject becomes passive.
Prolong
Stupor [Chin, Turangi]:
A stunned or similar condition is prolonged to last 1 hour/level.
Protection from Chaos/Evil/Good/Law:
+2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear:
Suppresses fear or gives +4 on saves against fear for one subject + one
per four levels.
Sacred
Bunya: Increases the bunya bonus
to +4.
Sanctuary: Opponents
can't attack you, and you can't attack.
Shield of Faith:
Aura grants +2 or higher deflection bonus.
Summon Monster I:
Calls extraplanar creature to fight for you.
2nd-LEVEL CLERIC SPELLS
Aid: +1 on attack
rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon
becomes good, evil, lawful, or chaotic.
Augury MF:
Learns whether an action will be good or bad.
Bear's Endurance:
Subject gains +4 to Con for 1 min./level.
Blood
Sacrifice: Boosts your casting level with the levels of a sacrificed
character.
Bull's Strength:
Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms
creatures, negating emotion effects.
Cry
Out For a Hero: Causes a hero to arrive within 1d10 days and offer
to help.
Cure Moderate
Wounds: Cures 2d8 damage +1/level (max +10).
Death Knell:
Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops
poison from harming subject for 1 hour/level.
Eagle's Splendor:
Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates
all within 100 ft. + 10 ft./level.
Find Traps:
Notice traps as a rogue does.
Gentle Repose: Preserves
one corpse.
Hold Person: Paralyzes
one humanoid for 1 round/level.
Inflict ModerateWounds:
Touch attack, 2d8 damage +1/level (max +10).
Inner
Journey M, F: Subject's soul
is sent to Purgatory.
Make Whole: Repairs
an object.
Owl's Wisdom: Subject
gains +4 to Wis for 1 min./level.
Remove Paralysis:
Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores
10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser:
Dispels magical ability penalty or repairs 1d4 ability damage.
Shield Other F:
You take half of subject's damage.
Silence: Negates
sound in 15-ft. radius.
Sister
Moon: Subject is immune to sleep, exhaustion and fatigue.
Status: Monitors
condition, position of allies.
Summon MonsterII:
Calls extraplanar creature to fight for you.
Undetectable Alignment:
Conceals alignment for 24 hours.
Zone of Truth: Subjects
within range cannot lie.
3rd-LEVEL CLERIC SPELLS
Animate Dead M:
Creates undead skeletons and zombies.
Bestow Curse: –6
to an ability score; –4 on attack rolls, saves, and checks; or 50% chance
of losing each action.
Blindness/Deafness:
Makes subject blinded or deafened.
Contagion: Infects
subject with chosen disease.
Create Food and Water:
Feeds three humans (or one horse)/level.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels
spells and magical effects.
Glyph of WardingM:
Inscription harms those who pass it.
Guest
List. Learn if anyone is travelling towards you through another plane.
Helping Hand: Ghostly
hand leads subject to you.
Inflict Serious Wounds:
Touch attack, 3d8 damage +1/level (max +15).
Locate Object: Senses
direction toward object (specific or type).
Magic Circle against
Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10
min./level.
Magic Vestment: Armor
or shield gains +1 enhancement per four levels.
Meld into Stone:
You and your gear merge with stone.
Obscure Object:
Masks object against scrying.
Prayer: Allies +1
bonus on most rolls, enemies –1 penalty.
Protection from Energy:
Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness:
Cures normal or magical conditions.
Remove Curse: Frees
object or person from curse.
Remove Disease: Cures
all diseases affecting subject.
Ritual
of Crossing Over [African, Turangi]
M:
Sends subject's soul to the
Spiritual Realm.
Speak with Dead:
Corpse answers one question/two levels.
Stone Shape: Sculpts
stone into any shape.
Subtext:
You learn the relationships within a group.
Summon Monster III:
Calls extraplanar creature to fight for you.
Water Breathing:
Subjects can breathe underwater.
Water Walk: Subject
treads on water as if solid.
4th-LEVEL CLERIC SPELLS
Air Walk: Subject
treads on air as if solid (climb at 45-degree angle).
Burial
Ritual For Restless Souls [African, Turangi]:
Confines an undead to its proper afterlife.
Come
Hither: Target tries its utmost to come near you.Control Water:
Raises or lowers bodies of water.
Cure Critical Wounds:
Cures 4d8 damage +1/level (max +20).
Death Ward: Grants
immunity to death spells and negative energy effects.
Dimensional Anchor:
Bars extradimensional movement.
Discern Lies: Reveals
deliberate falsehoods.
Dismissal: Forces
a creature to return to native plane.
Divination M:
Provides useful advice for specific proposed actions.
Freedom of Movement:
Subject moves normally despite impediments.
Giant Vermin: Turns
centipedes, scorpions, or spiders into giant vermin.
Gift:
Grants the use of another spell to someone entering the area.
Inflict Critical Wounds:
Touch attack, 4d8 damage +1/level (max +20).
Look
Into Your Heart: Reveals if the targets belong to the same category
as you.
Love
Bolt: Target falls in love with the first being he sees.
Magic Weapon, Greater:
+1 bonus/four levels (max +5).
Neutralize Poison:
Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, LesserX:
Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals
1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects,
spiders, and other vermin stay 10 ft. away.
Restoration M:
Restores level and ability score drains.
Spell Immunity:
Subject is immune to one spell per four levels.
Summon Monster IV:
Calls extraplanar creature to fight for you.
5th-LEVEL CLERIC SPELLS
Atonement F
X: Removes burden of misdeeds from subject.
Break Enchantment:
Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater:
As command, but affects one subject/level.
Commune X:
Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass:
Cures 1d8 damage +1/level for many creatures.
Dance
of the Spirits [Turangi]: A group of dancers
increases the caster's level.
Dead
Naked Heroes: Plane shifts a creature without its equipment.
Dispel Chaos/Evil/Good/Law:
+4 bonus against attacks.
Disrupting Weapon:
Melee weapon destroys undead.
Fathom
Dream Collective: Learns from the dreams of many within 3 miles.
Inflict Light Wounds,
Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust
swarms attack creatures.
Mark of Justice:
Designates action that will trigger curse on subject.
Plane Shift F:
As many as eight subjects travel to another plane.
Raise Dead M:
Restores life to subject who died as long as one day/level ago.
Righteous Might:
Your size increases, and you gain combat bonuses.
Scrying F:
Spies on subject from a distance.
Slay Living: Touch
attack kills subject.
Spell Resistance:
Subject gains SR 12 + level.
Summon Monster V:
Calls extraplanar creature to fight for you.
Symbol of Pain M:
Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M:
Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M:
Lets you see all things as they really are.
Vision
of Pain: Target relives painful memories, -2 to attack, damage and
saves, and additional random effects.
Wall of Stone: Creates
a stone wall that can be shaped.
6th-LEVEL CLERIC SPELLS
Animate Objects:
Objects attack your foes.
Antilife Shell: 10-ft.
field hedges out living creatures.
Banishment: Banishes
2 HD/level of extraplanar creatures.
Bear's Endurance, Mass:
As bear's endurance, affects one subject/ level.
Bull's Strength, Mass:
As bull's strength, affects one subject/level.
Create Undead: Create
ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds,
Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater:
As dispel magic, but up to +20 on check.
Eagle's Splendor, Mass:
As eagle's splendor, affects one subject/level.
Find the Path: Shows
most direct way to a location.
Forbiddance M:
Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser
geas, plus it affects any creature.
Glyph of Warding, Greater:
As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level
damage to target.
Heal: Cures 10 points/level
of damage, all diseases and mental conditions.
Heroes' Feast: Food
for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds,
Mass: Deals 2d8 damage +1/level to many creatures.
Owl's Wisdom, Mass:
As owl's wisdom, affects one subject/level.
Planar AllyX:
As lesser planar ally, but up to 12 HD.
Summon Monster VI:
Calls extraplanar creature to fight for you.
Symbol of Fear M:
Triggered rune panics nearby creatures.
Symbol of PersuasionM:
Triggered rune charms nearby creatures.
Undeath to DeathM:
Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and
your allies turn vaporous and travel fast.
Word of Recall: Teleports
you back to designated place.
7th-LEVEL CLERIC SPELLS
Control Weather:
Changes weather in local area.
Cure Serious Wounds,
Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F:
Kills subject and destroys remains.
Inflict Serious Wounds,
Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M:
Alters item to transport its possessor to you.
Regenerate: Subject's
severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures
can't approach you.
Restoration, GreaterX:
As restoration, plus restores all levels and ability scores.
Resurrection M:
Fully restore dead subject.
Scrying, Greater:
As scrying, but faster and longer.
Sin
Trade: Grants caster 1 or more bonus levels regarding spell effects,
when within 1 mile of a chosen evil being.
Summon Monster VII:
Calls extraplanar creature to fight for you.
Symbol of StunningM:
Triggered rune stuns nearby creatures.
Symbol of WeaknessM:
Triggered rune weakens nearby creatures.
Vision
of Death: A glimpse of the future kills the subject, or at least affects
her like a vision of pain.
8th-LEVEL CLERIC SPELLS
Antimagic Field:
Negates magic within 10 ft.
Cloak of Chaos F:
+4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater UndeadM:
Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds,
Mass: Cures 4d8 damage +1/level for many creatures.
Curse
of Time: Target becomes either an infant or venerable, until a set
condition is fulfilled.
Dimensional Lock:
Teleportation and interplanar travel blocked for one day/level.
Discern Location:
Reveals exact location of creature or object.
Holy Aura F:
+4 to AC, +4 resistance, and SR 25 against evil spells.
Planar Ally, GreaterX:
As lesser planar ally, but up to 18 HD.
Inflict Critical Wounds,
Mass: Deals 4d8 damage +1/level to many creatures.
Shield of LawF:
+4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater:
As spell immunity, but up to 8th-level spells.
Summon Monster VIII:
Calls extraplanar creature to fight for you.
Symbol of Death M:
Triggered rune slays nearby creatures.
Symbol of Insanity M:
Triggered rune renders nearby creatures insane.
Unholy Aura F:
+4 to AC, +4 resistance, and SR 25 against good spells.
9th-LEVEL CLERIC SPELLS
Energy Drain: Subject
gains 2d4 negative levels.
Gate X:
Connects two planes for travel or summoning.
Heal, Mass: As heal,
but with several subjects.
Soul Bind F:
Traps newly dead soul to prevent resurrection.
Spiritual
Bondage M: Captures a group
of dead souls.
Storm of Vengeance:
Storm rains acid, lightning, and hail.
Summon Monster IX:
Calls extraplanar creature to fight for you.
True ResurrectionM:
As resurrection, plus remains aren't needed.
TURANGI RANGER SPELLS
1st-LEVEL RANGER SPELLS
Alarm: Wards an area
for 2 hours/level.
Animal Messenger:
Sends a Tiny animal to a specific place.
Calm Animals: Calms
(2d4 + level) HD of animals.
Charm Animal: Makes
one animal your friend.
Delay Poison: Stops
poison from harming subject for 1 hour/level.
Detect Animals or Plants:
Detects kinds of animals or plants.
Detect Poison: Detects
poison in one creature or object.
Detect Snares and Pits:
Reveals natural or primitive traps.
Endure Elements:
Exist comfortably in hot or cold environment.
Entangle: Plants
entangle everyone in 40' radius circle.
Hidefrom Animals:
Animals can't perceive one subject/level.
Jump: Subject gets
bonus on Jump checks.
Longstrider: Increases
your speed.
Magic Fang: One natural
weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace:
One subject/level leaves no tracks.
Read Magic:
Read scrolls and spellbooks.
Resist Energy: Ignores
10 (or more) points of damage/attack from specified energy type.
Sacred
Bunya: Increases the bunya bonus
to +4.
Speak with Animals:
You can communicate with animals.
Summon Nature's Ally
I: Calls animal to fight for you.
2nd-LEVEL RANGER SPELLS
Barkskin: Grants
+2 (or higher) enhancement to natural armour.
Bear's Endurance:
Subject gains +4 to Con for 1 min/level.
Burst
of Speed: Target can move a great distance in 1 round.
Cat's Grace: Subject
gains +4 to Dex for 1 min/level.
Cure Light Wounds:
Cures 1d8 damage +1/level (max +5).
Hold Animal:
Paralyzes one animal for 1 round/level.
Owl's Wisdom:
Subject gains +4 to Wis for 1 min/level.
Prolong
Stupor [Chin, Turangi]:
A stunned or similar condition is prolonged to last 1 hour/level.
Protection from
Energy: Absorb 12 points/level of damage from one kind of energy.
Read
Sound: You can hear everything you can see.
Snare: Creates a
magic booby trap.
Speak with Plants:
You can talk to normal plants and plant creatures.
SpikeGrowth: Creatures
in area take 1d4 damage, may be slowed.
Summon Nature's Ally
II: Calls animal to fight for you.
3rd-LEVEL RANGER SPELLS
Command Plants:
Sway the actions of one or more plant creatures.
Cure Moderate
Wounds: Cures 2d8 damage +1/level (max +10)
Darkvision: See 60'
in total darkness.
Diminish Plants:
Reduces size or blights growth of normal plants.
NeutralizePoison:
Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth:
Grows vegetation, improves crops.
Reduce Animal:
Shrinks one willing animal.
Remove Disease:
Cures all diseases affecting subject.
Repel Vermin: Insects,
spiders, and other vermin stay 10' away.
Sister
Hawk: +2 on Dex, +10' on base move, +4 on Spot and Jump.
Sister
Moon: Subject is immune to sleep, exhaustion and fatigue.
Sister
Wolf: +2 on Str and Dex, +4 on Listen and Survival.
Summon Nature's Ally
III: Calls animal to fight for you.
Tree Shape:
You look exactly like a tree for 1 hour/level.
Water Walk:
Subject treads on water as if solid.
4th-LEVEL RANGER SPELLS
Animal Growth:
One animal/two levels doubles in size.
Commune with Nature:
Learn about terrain for 1 mile/level.
Cure Serious Wounds:
Cures 3d8 damage +1/level (max +15).
Freedom of Movement:
Subject moves normally despite impediments.
Nondetection M:
Hides subject form divination, scrying.
Summon Nature's Ally
IV: Calls animal to fight for you.
Tree Stride: Step
from one tree to another far away.
IVOLGA
WHERE: At the eastern shores
of Lake Bajkal
ORGANIZATION: Independent
town
POPULATION: 1500 adults
GOVERNMENT: Khan Simbel
rules by force of intellect and ruthless pragmatism when it comes to furthering
the goals of the town. He is especially adept at weakening potential foes
indirectly. There are no rules of succession - someone will probably kill
Simbel and become the new khan some day.
The Hsiung-nu,
Dingling, and Chin each have a representative to look after their interests.
Ao Deng of Chin aims to keep the various barbarian tribes weak, Ungra of
Hsiung-nu wants to preserve status quo, Pegef of Dingling has an unhealthy
fascination with the shamaness Alti.
DEFENCE: Earth ramparts
and walls of great logs are primitive but effective fortifications. There
are no guards as such, but at least 200 people around the town are prepared
and willing to report threats to Simbel and fight if need be. Dingling
and Hsiung-nu both are interested in keeping the town as a commercial locus.
This is well known and has kept invaders away for at least a century.
INNS: The Gold Rat is the
only facility with proper rooms for travellers. Most simply erect their
own tent or yurt in the aptly named Tent Town square.
TAVERNS: Far Jade (popular
with Chin merchants), Best In Life (for the Hsiung-nu), Empty Quiver (for
the Dingling).
SUPPLIES: Dengu's Smithy,
the Terge family (notorious looters, specializing in used armour), an unnamed
animal market is usually in progress outside the town walls.
TEMPLES: None as such. Various
spirits are revered in private homes.
DON’T: Cross Khan Simbel.
FIGHTING: If you want. |
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