KHEMED

Born in Calimshan of a fairly wealthy family, Khemed offended his father and was cast out of his home. He continued to practice in the arts of war and worked as a mercenary, turning to banditry when times were rough. He has gathered a group of younger mercenaries about himself and hires his team out as “the Blades of Bhaelros.”

Khemed is a faithful worshipper of Talos and has contacts with clerics of Talos in most major cities across western and southern Faerûn. When he expects to stay in a city for a while, he rents an unfurnished home or small warehouse for himself and his team, but otherwise lives on the road in tents.

Khemed is of average height but very broad, sporting large tattoos of fire and symbols of Talos on his arms and chest. He enjoys using his spiked chain to disarm foes and employ attacks of opportunity against them when they try to reclaim their weapons. Against a superior foe, he fights defensively and has his employees set up flanking and give him opportunity attacks.

Khemed is likely to be encountered working as a mercenary, protecting people of interest or valuable shipments, regardless of the nature of their employer or goods. If not employed, his team might be acting as bandits on roads or outside of known dungeons.

Khemed may be cut off from his family’s fortune, but this human fighter intends to amass his own. A mercenary leader devoted to Bhaelros, Khemed and his Blades are efficient fighters you should keep your eyes on — best accomplished by never showing him your back.

THE AARAKOCRA, BIRDFOLK

aarakocra_by_christopherburdett

Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond—from the boundless vistas of the Elemental Plane of Air. They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien.

Aarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place for flying. Though the wing-hands cannot grasp during flight, they are nearly as useful as human hands when an aarakocra is on the ground and its wings are folded back. The wing muscles anchor in a bony chest plate that provides the aarakocra with extra protection. The powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands, also with three human-sized fingers and an opposable thumb. The hand bones, like the rest of an aarakocra’s skeleton, are hollow and fragile.

Aarakocra faces resemble crosses between parrots and eagles. They have gray-black beaks, and black eyes set frontally in their heads that provide keen binocular vision. Plumage color varies from tribe to tribe, but generally males are red, orange, and yellow while females are brown and gray.

Aarakocra speak their own language, the language of giant eagles, and, on occasion, the Common tongue.

In aerial combat, an aarakocra fights with either talons or the heavy fletched javelins that he clutches in his lower hands. An aarakocra typically carries a half dozen javelins strapped to his chest in individual sheaths.

Aarakocra live in small tribes. Each tribe has a hunting territory of about 10,000 square miles with colorful banners and pennants marking the boundaries.Each tribe lives in a communal nest made of woven vines with a soft lining of dried grass. The eldest male serves as the tribe’s leader. In tribes of more than twnety members, the second oldest male serves as the shaman, leading simple religious ceremonies involving the whistling of melodic hymns at sunset on the first day of a new month. Males spend most of their waking hours hunting for food and occasionally for treasure, such as gems and other shiny objects. Females spend eight months of the year incubating their eggs, passing the time by fabricating javelins and other tools from wood and stone. While resting on their backs, aarakocrafemales can use all four hands at the same time to weave boundary pennants, javelins sheaths, and other useful objects from vines and feathers.

Five aarakocra, including a shaman, can summon an air elemental by chanting and performing an intricate aerial dance. The summoned air elemental will comply with the aarakocras’ request for a favor, though it will not endanger its life on their behalf.

Aarakocra have little to do with other species, including neighboring aarakocra tribes, and leave their home territory only in extreme circumstances. They rarely encounter humans except for an occasional foray into a rural community to snatch a stray farm animal; this is not an intentionally malicious act, as aarakocra are unable to distinguish between domestic and wild animals. A human venturing into aarakocra territory may be able to convince one to serve as a guide or a scout in exchange for a shiny jewel or coin.

aarakocra_by_leesmith

THE CHURCH OF CYRIC

CYRIC

CYRIC

Cyric is a megalomaniacal deity with an immense following. One greater powers of Evil on Faerûn, he is petty and self centered, and enjoys misleading individuals of all inclinations so that they perform acts that ruin their lives or so that they make fatal mistakes. He drinks the tears of disillusioned dreamers and broken-hearted lovers. He is not above an alliance with another deity as long as he thinks he can betray the other deity and come out ahead.

The Church of Cyric is a large cult devoted to the Prince of Lies. They are a fanatical organization made up of the dregs of Faerûn society, willing to give their lives for their diety.  They organize in small groups and sleeper cells, working together to kill those devoted to good and ultimately take over the world.

The Church is pledged to spread strife and work murder everywhere in order to make folk believe in and fear the Dark Sun. It supports cruel rulers and indulges in intrigue in such a way that the world won’t be overrun by wars (and thus fall under the sway of Tempus). His church is often beset by internal feuds and backstabbing, but this conflict has decreased in recent years as Cyric has gained better control of himself and has consolidated the churches of deities whose portfolios he took over.

Cyric’s clerics pray for their spells at night, after moonrise. Cyric’s church has few holy days and does not even celebrate the date of his ascension to divinity. Whenever temple acquires something important enough to sacrifice to Cyric, its high priest declares a Day of the Dark Sun to signify the holiness of the event. Eclipses are considered holy. They are accompanied by feasts, fervent prayers, and bloody sacrifices. Cyric’s clerics often multiclass as rogues or assassins. Because it was the place that Cyric aschended to godhood, Mount Waterdeep is a holy site for the Church.

The Church draws its powers from the madness of their worshippers. They are unpredictable, zealous, and self-destructive. They believe that in giving their life for Cyric they will be granted immortality as a demi-god.

The dieities of Faerûn obtain their powers through the faith of their followers. Therefore, Cyric grants his worshippers powers in exchange for murder, treachery, and deception against Cyric’s foes. Some assassinate influential individuals who govern or lead communitities. Others begin armed conflicts against temples and holdings of the more righteous faiths. Other follows simply want to “see the world burn” and carry out terrorist strikes in towns and cities. In any case, Cyric is pleased as long as kidnapping, murder, and espionage is being done in his name.

~

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~

ZOLTAR’S COMPREHENSIVE GUIDE TO D&D

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View Zoltar’s Original Post

This is Zoltar’s guide for D&D abbreviations and acronyms

1st  First edition D&D
2e  Second Edition D&D
3.5e 3.5  Edition D&D
3.X  refers to both or either of 3E, 3.5, above, Pathfinder, 13th Age, FantasyCraft or Mutants & Masterminds
3e  3rd Edition D&D
4e  4th Edition D&D
5e  5th Edition D&D
AC  Armor Class
AD&D, ADnD  Advanced Dungeons & Dragons
AD&D1  Advanced Dungeons & Dragons, 1st edition
AD&D2  Advanced Dungeons & Dragons, 2nd edition
AD&D2.5  Advanced Dungeons & Dragons, revised 2nd edition
AL  Adventure League
AMF  Anti-Magic Field
AoE  Area of effect
AoO  Attack of Opportunity
atk  Attack
BBEG  Big Bad Evil Guy
Bbn  Barbarian
BD&D, BDnD  Basic Dungeons & Dragons, as opposed to Advanced Dungeons & Dragons
BECMI  Basic, Expert, Companion, Master, and Immortals Dungeons & Dragons Sets
BG  Baldur’s Gate
Bg or Bckgrnd  Background
BM  Beast Master (Ranger)
BR  Birthright campaign setting
Brd  Bard
CdG  Coup de Grace
CE  Chaotic Evil
CG  Chaotic Good
Cha  Charisma
Char  Character
Charop  Character Optimization
Clr  Cleric
CN  Chaotic Neutral
Con  Constitution
CoS  Curse of Strahd adventure
cp  Copper pieces
CR  Challenge Rating
D&D, DnD  Any version of the D&D game
d% or d100  Two d10s die one as the 10s the other as the 1s
d10  A die of 10 sides
d12  A die of 12 sides
d20  A die of 20 sides
d20  System The system underlying 3e, v.3.5, Pathfinder and 4e
d4  A die of 4 sides
d6  A die of 6 sides
d8  A die of 8 sides
DC  Difficulty Class, the difficulty level of a skill check, ability check, or save
DDG  Deities & Demigods
Dex  Dexterity
DL  Dragonlance campaign setting
DM  Dungeon Master (see Game Master)
dmg  Damage
DMG  Dungeon Master Guide, any edition
DMS  Dungeon Master Screen
DnDNext  D&D Next 5e during it’s development/playtest, Codename Anduril
DoT  Damage over Time
DPR  Damage Per Round
DR  Damage Reduction
Drd  Druid
DS  Dark Sun campaign setting
ECL  Effective Character Level
EE  Elemental Evil
EK  Eldritch Knight
EL  Encounter Level
EP  Electrum Pieces
FF  Fiend Folio
FLGS  Friendly Local Game Store/Shop
FR  Forgotten Realms campaign setting
FRPG  Fantasy Role-Playing Game
Ftr  Fighter
FTW! or FTW  For the win!
FWIW  For what it’s worth
FYI  For your information
GH  Greyhawk campaign setting
GM  Game Master
GP  Gold pieces
Grognard  An older gamer feels that the “old days” of gaming were better
GSL  Gaming System License
HotDQ  Hoard of the Dragon Queen
HP  Hit Points
HW  Hollow World campaign setting
IIRC  If I Recall Correctly
IMHO  In My Humble Opinion
Int  Intelligence
L&L, LL  Legends & Lore
LA  Level Adjustment
LE  Lawful Evil
LG  Lawful Good
LMoP  Lost Mines of Phandelver starter set adventure
LN  Lawful Neutral
M:tG  Magic The Gathering
MC  Monstrous Compendium tome
Metagame  Using information you know as a player, but is unknown to your character
Mini  Plural minis; a miniature figurine
MM  Monster Manual
MMORPG  Massively Multiplayer Online Role Playing Game
Mnk  Monk
MoP  Manual of the Planes
MUD  Multiple-user dungeon
Munchkin  Sometimes a synonym for power gaming
N, NN, or TN  Neutral, or True Neutral
NE  Neutral Evil
Nerf  changing the rules in some way
NG  Neutral Good
NPC  Non-Player Character
OA  Oriental Adventures rulebook
OC  Original Content
OD&D, ODnD  Old/original D&D
OGC  Open Gaming Content
OGL  Open Game License
OotA  Out of the Abyss adventure
OP  Over-Powered
OSR  Old School Revival
Pal  Paladin
Pally  Paladin
PBeM  Play by email
PC  Player Character
PF  Pathfinder rule set
PH, PHB  Player’s Handbook, any edition
PM  Private Message
PO  Player’s Option books
PotA  Princes of the Apocalypse
pp  Platinum pieces
PP  Power Player
PrC  Prestige Class
PS  Planescape campaign setting
Psi  Psion/Psionic
PvP  Player versus Player
RAF  Rules as Fun.
RAI  Rules as Intended
RAW  Rules as Written
Rgr  Ranger
RL  Ravenloft campaign setting
RoD  Rage of Demons
Rog  Rogue
RoT  Rise of Tiamat
RP  Roleplay
RPG  Roleplaying Game
RPGA  Roleplaying Game Association network
SA  Sneak Attack
SCAG  Sword Coast Adventurer’s Guide
SJ  Spelljammer campaign setting
SKT  Storm King’s Thunder adventure
Sor  Sorcerer
sp  Silver Pieces
SR  Spell Resistance
SRD  System Reference Document
ST  Saving Throw
Stats  The statistical representation of a character
Str  Strength
TCG  Trading Card Game
THAC0 To Hit AC Zero (ref ad&d)
Thx  Thanks
ToD  Tyranny of Dragons adventure
ToH  Tomb of Horrors adventure
ToM  Tome of Magic
TPK  Total Party Kill
TRoT  The Rise of Tiamat adventure
TSR  Tactical Studies Rules. Original publishers of D&D
TWF  Two-Weapon Fighting
TY  Thank you
UA  Unearthed Arcana
UMD  Use Magic Device
UND  Underdark
VGtM  Volo’s Guide to Monsters
WH, WHF  Warhammer Fantasy
Wis  Wisdom
Wiz  Wizard
WoG  WG World of Greyhawk
WotC  Wizards of the Coast
Xbow  Crossbow
XP  Experience Points

BUNKER STORAGE ROOM

A bunker is a defensive military fortification designed to protect people or valued materials from falling bombs or other attacks. Bunkers are mostly underground, compared to blockhouses which are mostly above ground. They were used extensively in World War I, World War II, and the Cold War for weapons facilities, command and control centers, and storage facilities (for example, in the event of nuclear war). Bunkers can also be used as protection from tornadoes.

Trench bunkers are small concrete structures, partly dug into the ground. Many artillery installations, especially for coastal artillery, have historically been protected by extensive bunker systems. Typical industrial bunkers include mining sites, food storage areas, dumps for materials, data storage, and sometimes living quarters. When a house is purpose-built with a bunker, the normal location is a reinforced below-ground bathroom with fibre-reinforced plastic shells. Bunkers deflect the blast wave from nearby explosions to prevent ear and internal injuries to people sheltering in the bunker. Nuclear bunkers must also cope with the underpressure that lasts for several seconds after the shock wave passes, and block radiation.

A bunker’s door must be at least as strong as the walls. In bunkers inhabited for prolonged periods, large amounts of ventilation or air conditioning must be provided. Bunkers can be destroyed with powerful explosives and bunker-busting warheads.