Regions:
The following are a cluster of all the regions in Utaemia:
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Arctics:
Desert:
Forest:
Mountains:
Seas:
Frigid: Not frozen, but very cold.
Frozen: Ice layer over the entire sea.
Wastelands:
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Badlands:
Bloodlands:
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Cliffs:
Common:
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Dead:
Deserts:
Black-sands:
Crystal:
Highland:
Red-sands:
White-sands:
Dimensions:
Acid:
Air:
Chaos:
Dream:
Earth:
Fire:
Forlorn:
Forsaken:
Water:
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Fear’Myst:
Forests:
Common:
Darkwood:
Dense:
Enchanted:
Mushroom:
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Grasslands:
Common:
Great Lakes:
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Hills:
Common:
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Jungles:
Common:
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Marshlands:
Common:
Mountains:
Earthen:
Forested:
Rocky:
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Nether:
Author's note: This is yet a non-active region. The "Nether`Plane" will be added due to the
Conjurer Spell, "Conjure Nether`Fiend". As of now, it is not an active region.
Nether`Lands:
Where all the souls go who are rejected of all the Jahthas
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Oceans:
Blood-Sea:
Darkwater:
Sylvanian:
Temperate:
Tropical:
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Planes:
Abyss:
Darkened: Terrible encounters, worse than Fear’Myst or the Abyss.
Forests:
Obscurity: Heavy mists, blackness, shadows, lost):
Land of Desolation: This world resets once per century (towers, massive canyons,
forests, seas and many other splendid sites in all their magnificence).
Monolith, Blackened: Blackened stone trees, living shadow and outcrop of stone.
Swamps:
Darkwater: All things amphibian, reptile, worm-like and poisonous.
Timestance: Time stands still, snares the weak into time-stop.
Vortex: Slowly be stripped of body and spirit until nothing.
Essence:
Seven Havens:
Forests:
Crystal: Excellent realm for mining crystals in all their splendor, as well as gems
(both common and special types).
Grasslands:
Hallowed Meadow:
Mountains:
Gemspire:
Seas:
Arminnin: The floating sea of air.
Crystal:
Living: Each sea is male or female, and holds a certain intelligence and awareness,
depending on the different areas you traverse.
Talc’Eerie: Home of the Good aligned Jahthas.
Spirit: The Ever`Dark (another term used for the Sprit World).
Underworld:
Badlands: Where battles and wars are fought, this massive world-setting is for the
purpose of large-scale battles and wars, in which, if you are slain, you are
banished back to your birth plane or dimension. A banished creature cannot
enter into the Badlands for one full Moon (30 days).
Blood`Fen: A dead marsh region.
Deserts:
Black Skull: All creatures are diabolic align, and are of a skeletal nature.
Desert of Bone: Vahkrin reptiles, dragon(men, etc.
Forests:
Vermilion: Red-auburn trees with roots that show.
Mountains:
Glimmer’Hale: Dark fairies, angels, etc.
Plains:
Sakilith: Open killing fields... battle torn. If you die in this plane, you become one
of the encounters therein. While you are an "encounter", if you are killed,
your soul will be judged, and your eternal placement will be decreed.
Seas:
Blood:
Dead:
Lava:
Tainted:
Undead: All undead are Vahkrin.
Plains:
Amroth:
Common:
Kedge`Noth:
Prehistoric: Prehistoric creatures go into each prehistoric era.
Jurassic: Tyrannosaurus Rex, Triceritops, .
Triassic:
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Rocky: The Shattered Lands.
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Sky: This encompasses 100', and higher in elevation, for all regions.
Swamps:
Common:
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Volcanic:
Common:
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Wastelands:
Common:
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The Silver Vale:
A legendary phenominom region of reagents and exotic game (the mundane, the sentient monsters, and all manner of creatures inbetween).
Silver Vales are mentioned within bardic lore as home to enchanted animals which give aspiring cooks the urgency to hunt therein.
The Silver Vale is THE REGION to hunt, for within the borders of a Silver Veil be set with many reagents, rare game hunting, as well as intermittent phenominom (some of which can be highly desirable to experience --- some phenominom can also be challenging).
There will be a 30% chance of a Silver Vale being watched and guarded by a Vale Guardian. Vale Guardians are solo creatures.
%Roll: Creatures of the Silver Vales:
01-10: Sandival Hair
01-10: Reagent found (random).
01-10: Silver Warjin
01-10: Silver Warkin
01-10: Hollow`Entrance: Large circular cave entrance, always leading into a Labyrinth.
01-10:
01-10:
01-10:
01-10:
01-10:
There are different Vale Guardians as follows:
Vale Serpent:
30', silver scales (each scale is about the size of a common silver piece, and is pure silver. An adult Vale Serpent will have a fire scale coat of silver which can be smelted (about 9,000 silver scales - each worth 1 silver for 1 scale), or crafted (Silver Vale Armor, Silver Vale Cape-Guard, Silver Vale Shield). Level: 32, Bites: 3
Oggrishar:
Cross between an ape and a Silver Wolf.
Shi Wolf:
Black as a starless, moonless night, the Shi (death) Wolf is a sport hunter.
Silver Mist:
::shrug:: sounds like an intense instance.
Silver Wisp: Silver Dreams, Silver Thoughts, Silver Betrayal, Silver Black...
Note: Each has an effect.
Fel`Cat:
1/8 reptile, 1/8 snake, 3/4 feline.
Hydris:
The creator of the Widow`Maker, an ancient enchanted dagger, blessed by the *Piercing **Gaze of Hydris, The Ancient One.
When unsheathed the living eye of a Tyrixis fuzed within the blade, and set with an Arcane Bone Sigil, will become aware, instantly casting the powers of:
1. Mergence: +8 Mental-Strenth (added to character's stat, but only when the blade is unsheathed and in hand).
2. Hark`Web: +8 Awareness (Touch) (added to character's stat, but only when the blade is unsheathed and in hand).
Piercing:
A glance so intense, the targeted who sees this Piercing stare of Hydris must make the following Avoidance-roll: Pit your Mental-Strength vs. Hydris's Mental-Strength (single roll check). If you win: Nothing. If you lose: Target will be smitten in 1-D8 areas of the body for 1-D6 (x 1-D6 per 2 levels advanced).
Gaze of Hydris:
A glance so intense, all who see the Piercing stare of Hadris herself must make the following Avoidance-roll: Pit your Mental-Strength vs. Hydris's Mental-Strength (single roll check). If you win: Nothing. If you lose: Stasis, until woken up. 1-D6 targets Area of Effect.
Enchanted Dagger -------------- : Widow`Maker
Attacks / turn --------------------- : 2 / 1
Damage ---------------------------- : 1-D8 +1
+ 1-D6 per Necromancer level (pure Necro. only).
Death'Knell: An advanced Necromancer (will be added later).
Handed ---------------------------- : 1-Hand
Notes ------------------------------- : 1 one-of-a-kind creation. There is no other like it, unless Hydris makes another. This is something a Game Master will create just for fun. Only Hydris can craft this type of blade, for she is not only a L12 Mastery Blacksmith, but is as the great ones of old in reguards to her power. Hydris is an Enchanter, among other classes not yet listed. She crafted this weapon and enchanted it.
Hydris is not one to simply approach. It might end up in a hunt. Still, if one can find favor in the eyes of Hydris, she can be a powerful ally.
Range ------------------------------- : 3 spaces (15').
Size ---------------------------------- : Small
Special ------------------------------ : None.
Strength to wield proficiently -- : 5
Type ---------------------------------- : Sharp + Needle
Value --------------------------------- : To be determined during game-play.
Weapon Measurement:
Length ------------------------------- : 16"
Width --------------------------------- : 5mm
Weight ------------------------------- : 1lb.
I drew this one up and know well what it is. I'll just share it right here as an example of creating a one-of-a-kind item for the game, and the games you weave within the company you host. Enjoy and Happy Adventuring!
No one has yet discovered it. It is well hidden within the world of Utaemia, and it merely needs to be found. Warning: Before you decide to seek after this blade, which would make for a worthy endeavor!, keep in mind these words: This newly crafted dagger has never been lost, at least not in my world.
Silver`Leighen Mongoose:
Emperor Drygon: Silver scaled dragon
Silver`Djinn: 32 random spells (best of three rolls for each spell)
Secret in The Vale:
Sites:
Many strange and wondrous sites, some of which will be of great impact challenge.
Moon`Shade Lands