From: cbnorman@cayley.uwaterloo.ca
Subject: CAMPAIGN: Forbidden Campaign (Intro)
Followup-To: rec.games.frp.misc
Organization: University of Waterloo
Date: Tue, 10 Nov 1992 18:50:52 GMT


                            The Forbidden Campaign
                             (c)1992, Bruce Norman

                               The Constalations 

    Brief Overvew: The position of the constalations at the time of a child's 
birth determines its race, not its genetic heritage.  Certain races have 
ceratin abilities, and a person's race, in part, defines the occupation he 
will hold.
 
    Conjunction (term): An occurence in which two or more astrological symbols 
intersect in the sky.
    Sword: inspires warlike qualities 
    Sun: considered good fortune in most cases.  
    Midday Sun (term, sun at noon): Considered to be the sign of war.  
When in conjunction with the sword it infuses children with the powers of 
war.  
    Moon: The source of magic in the realm.  Considered to be Shayda's 
face [Sheyda is goddess of magic].  The moon is often visible during the day, 
though it is not easy to see. 
    Bear: follows the moon closely.  Can be used to predict the sex of a 
child before birth by an Astrologer (Moldan).  If the bear is visible in the 
sky, the child will be male.
    Lumnos Moon (term, moon at its hightest point): Sign of potent magic 
being infused in a child.  
    Wheel: Omvar's wheel of servitude and loyalty.  A child born under 
this sign is destined to serve in one way or another, including service to 
the people as a leader.  In any way, they are destined to act for the best 
interest of others.  The sign of self saccrifice. 
    Blood Moon (term): the conjunction of the Midday Sun, the Bear and 
the moon.  A sign of evil and undesired magic.  
    Blood Sword (term): A conjunction of the Midday Sun, the Sword, and 
the moon.  A symbol of misplaced warrior tallent.  
    Omnvar's Face (term): A perfect conjunction of the Sun and a Lumnos 
moon.  A symobol of Law and order.  A symbol of peace.  Brings forth 
knights and Paladins.  
    Moon/Sun cycles: Moon rotates the planet in a roughly eight hour 
cycle.  The Sun has a 24 hour cycle.  Conjunctions are rare. 

    Kodal: Male Warriors.  Regeneration, Strong, Brutal.  Blond hair.
    Sign: Conjunction of Sword and Midday Sun.  

    Str:(d6) 1=18.01 2=18.51 3=18.76 4=18.91 5=18.00 6=19 
    Dex:3d6 
    Con:d6+13 
    Int:3d4 
    Wis:3d6
    Chr:3d4 

    Regeneration: 1hp per turn.

    Racial Notes: Stubborn hot headed and none too bright the Kodal are the 
last survivors of a race of deadly mages.  Their spell powers were stripped by 
Omnvar, and he warped their bodies into those of the Kodal of today.  Kodal 
stand six foot six, with huge gnarled muscles like those of a troll.  A kodal 
never forgets a grudge.

    Elkarde: Female, Blonde hair.  Female kodal.  Always lawful.
    Sign: Conjunction of Sword and Midday Sun.

    Str: (d6) 1=18.01 2=18.51 3=18.76 4=18.91 5=18.00 6=19 
    Dex: 3d6 
    Con: 2d4+10 
    Int: 3d6 (max 16) 
    Wis: 3d6 (max 16) 
    Chr: 3d4

    Notes: Have same powers as Kodal.  Elkarde are frowned on by the church, 
and as a result Elkarde leave the Citadel to seek fortune.  Very ugly (like 
Kodal).


    Solni: Female Only.  Mages (Solni-Magus), Priests (Solni-Medos).  Black 
Hair.  Beautiful.
    Sign: Lumnos Moon

    Str: 3d6
    Dex: 3d6
    Con: 3d6
    Int: 2d6+6
    Wis: 2d6+6
    Chr: d4+15

    Mages: All spheres but Invocation and Illusion/Phantasm.  Specialist 
bonus in Enchantment/Charm and Altetation spheres.
    Priests: Have access to all spheres.  May not cast necromantic (church 
law).
    Spells: When selecting spells use common sense.  The Solni church frowns 
on all necromantic, and any "evil" spells from any other sphere. 

    Wareth: Female fighters.  Red hair.
    Sign: Sword and Setting Sun.

    Str: 3d4+6 (max 18)
    Dex: 2d6+6
    Con: 3d4+6
    Int: 3d6
    Wis: 3d6
    Chr: 3d6

    Bonuses: +4 on any tactics NWP roll.

    Welren/Welnos: Female.  Brown hair.  Mages/clerics max level 5.  Must 
chose one spell sphere (that Solni can access) and gain spells from only that 
sphere.  Experience penalty of 50%. 
    
    Str: 3d6
    Dex: 3d6
    Con: 3d6
    Int: 3d6
    Wis: 3d6
    Chr: 3d6

    Moldan: Male.  Brown hair.  Sages, alchemists, scholars.  Can gain mage 
level 5, but are forbidden to do so.  Spells as a Welren (but Elreth spheres 
only).

    Str: 3d6
    Dex: 3d6
    Con: 3d6
    Int: 2d6+6 
    Wis: 3d6 
    Chr: 3d6

    Molros: Male.  Red hair.  Warriors.  Lower caste even than Moldan.

    Str: 3d4+6 (max 18)
    Dex: 3d6
    Con: 3d6
    Int: 3d6
    Wis: 3d6
    Chr: 3d6


    Pylen: Female, violet hair.  No character class.

    Str: 3d6
    Dex: 3d6
    Con: 3d6
    Int: 3d6
    Wis: 3d6
    Chr: 3d6
    
    Pylen get +2 on all animal and agricultural related skills.  

    Polarr: Male.  Purple hair.  Farmers, theives.
    
    Str: 3d6
    Dex: 3d6
    Con: 2d6+6
    Int: 3d6
    Wis: 3d6
    Chr: 3d6
    
    Power: Resistance to heat and cold.

    Elreth: Male, black hair, wizards.  Often Evil.  

    Str: 3d6
    Dex: 3d6
    Con: 3d6
    Int: 2d4+10
    Wis: 3d6
    Chr: 2d4+11
    
    Spells: All but Alteration and Necromantic.  Specialized in Invocation.

    Elkhan: Female.  White hair.  Warriors (Cavaliers)

    Str: [3d6]/(d6) 1=18.01 2=18.51 3=18.76 4=18.91 5=18.00 6=19 
    Dex: 3d6
    Con: [3d6]/2d4+11
    Int: 3d6
    Wis: 3d4+6
    Chr: 2d4+11

    Powers: Regeneration.  +2 save vs poison and disease.

    Must have faith in self or all powers are lost (stats in square brackets 
are taken).


    Elknos: Male.  White hair.  Warriors (Warriors)

    Str: [3d6]/(d6) 1=18.01 2=18.51 3=18.76 4=18.91 5=18.00 6=19 
    Dex: 3d6
    Con: [3d6]/2d4+11
    Int: 3d6
    Wis: 3d6
    Chr: 2d6+6

    Powers: Regeneration, Resistance to mind affecting spells, disease, and 
poison (+2).

    Must have faith in Omnvar or all powers are lost (as Elkarde).  Call 
themselves Paladins, but hold no Paladin powers.
    
------------------------------------------------------------------------------

    Citadel Statistics: Estimates population and race based on church surveys.

    Total estimated human population: 150,000

    Racial Breakdown           Estimated Population

    Pylen           40%        60,000
    Polarr          35%        52,500 
    Welren/Welnos   10%        15,000
    Moldan           5%         7,500
    Molros           5%         7,500
    Kodal            2%         3,000
    Solni            1%         1,500
    Elkarde         .5%           750
    Wareth          .5%           750
    Elreth         small           75(1)
    Elkhan         small           34(2)
    Elknos         small           28(3)

    (1): It is estimated that roughly 375 elreth have been born in the 
last generation.  The chuch has 298 confirmed Elreth deaths.  This could 
mean low Elreth birth, but is is more probable that 75+ Elreth have 
survived and fled human civilisation.
    (2): The population of Elkahn born in the past generation is a 
confirmed total of exactly 34.  All these Elkhan have left civilisation, 
and how many survive is unknown.
    (3): The confirmed total births of Elknos is 37 in the past 
generations.  Of these exactly five have died in the line of duty.  Four 
(Marquand Assumnous Blade, Ahmoras Draguin, Richard Tellegar, and Sequis 
D'antante) are missing and presumed dead (as they have been missing for 
3+ years).
    
------------------------------------------------------------------------------

                    Other Races (Unknown of by the Church)

              Based on the reports of Tesse, agent of the church


    Aesir: From my conversations with Drax Darkforge, he has stated that Aesir 
men and women hold a wide variety of different occupations.  Their is only one 
race within their society, and it is the race called Aesir, men and women of 
varrying hair color.  The constalations in their sky do not change position, 
the most dominant constalation is known as the Hammer.
           Drax has also spoken of a race of giants, known as Jotan.  No 
information on the Jotan is availible at this time.

    Str: 3d4+6 
    Dex: 3d6
    Con: 3d4+6
    Int: 3d6
    Wis: 3d6
    Chr: 3d6

    Powers: None.
    Restrictions: None.


    Were (Clan Oursis): The Weres are a race of shape shifting bear-men, as 
evidenced by my friend Kalen.  Currently, he is the only surviving Were, the 
rest of his race having been slaughtered by the Accursed Legion.  The Weres 
have an unchanging skyline, they do not name their constallations.  Kalen has 
spoken of other Weres of other clans.  Clan Lupos (shape shifting wolf-men), 
Clan Aves (shape shifting bird-men), and he claims there are many other tribes 
of such shape shifters accross the world.

    Str: 2d6+6
    Dex: 3d6
    Con: 2d6+6
    Int: 3d6
    Wis: 3d6
    Chr: 3d6

    Powers: Weres can transform themselves into bears apon command.  Powerful 
weres can transform into hybrid man-bears.
    Restrictions: All Were priests are clerics, all Were warriors are rangers, 
Were mages may only specialize in divination, Were can not be rogues.

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