NeoExodus Lexicon Chronicles - Realm of Kaga.pdf

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Lexicon Chronicles: Realm of Kaga
Lexicon Chronicles:
realm of kaga
LPJ9982
Written By Owen K.C. Stephens
and CHris M C Coy
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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lexicon Chronicles: Realm of Kaga
They are servants of a force known to all, but under-
stood fully by none: The Children of Kaga, spell-
casters who dedicate themselves to the service and
exploitation of the Kaga, are the only ones who have
any inkling into what the Realm of Kaga actually
is. To know who and what they are, you must know
what they serve, an arcane secret even they haven’t
plumbed the depths of.
First Ones. Instead they were being recreated, over
and over, by the races of Exodus. The Kaga realized
to overcome the ideas of might making right would
take eons, and subtle applications of power. The Kaga
had no desire to be a dictator itself, and thus eschewed
direct intervention wherever possible.
Instead it sought to learn as much as it could through
its servants, so to better understand what lead thinking
minds to turn so often to subjugation of neighbors.
The Kaga knew it was no longer mortal itself, and
thus it could not truly understand how mortals
thought. But it could learn, and where possible teach,
to spread civilization and tolerance of those who are
tolerant. The Kaga even gave its own servants, the
Children of Kaga, great leeway on when to intervene,
as they were themselves mortal and thus free to exer-
cise their own will even where the Kaga would not.
And on rare occasions, when a Child of Kaga discov-
ered a true threat to freedom on a vast scale, the Kaga
mobilized itself to end despotism by force, as it had in
the times of the First Ones.
Enter the Realm of Kaga, a living, arcane, sentient
plane of magic and knowledge created by the most
brilliant minds in all of Exodus.
The Kaga is a powerful force of magic, created in
ancient times to rescue the world of Exodus from the
First Ones. It is a sentient, arcan, artificial afterlife
originally formed by a cabal of wise men, wizards,
and mystics to fight the First Ones. Though the true
nature of the First Ones is long since lost, it is known
they enforced a tyrannical rule over all lesser races.
The Kaga hates tyrants and slavers as a result, and has
consistently acted against those who would implement
similar policies.
After leading the enslaved races to victory over the
First Ones, the Kaga removed itself from the sphere
of Exodus daily affairs. Its reason for doing so was
twofold. First, the Kaga was flooded with the souls,
and memories, of its faithful during the wars with
the First Ones. Originally formed of the soul stuff of
just 100 brave scholars and mages, the Kaga grew
exponentially during its first decades of life. Though
it could put off dealing with the memories and opin-
ions of thousands of new spirits during the war, once
hostilities turned to victory the Kaga knew it needed
time to stabilize itself. The Kaga needed to be a single
godlike influence, not hundreds of disjointed motiva-
tions fighting against one another.
Realm of Kaga
The Realm of Kaga has the following planar traits:
Subjective directional gravity: Inhabitants of the
Realm of Kaga determine their own “down” direc-
tion. Objects not under the motive force of others
do not move. See below for more information on
movement in the Realm of Kaga.
Mildly good-aligned: All evil creatures take a -2
circumstance penalty on all Charisma-based skills
while in the Realm of Kaga.
No dominant traits.
Normal time.
Normal magic.
Self-contained shape: The Realm of Kaga is
shaped similar to that of an egg and the borders
wrap in on themselves, depositing the traveler on
the other side of the plane. With each new indi-
vidual that Kaga fuses with, it grows by a 100 feet
in diameter. Currently, the Realm of Kaga is 160
miles in diameter.
• The Realm of Kaga is sentient and its characteris-
tics change only when the realm itself wishes it to.
Second, the Kaga feared it was too powerful for the
fledgling cult just freed from slavery to develop prop-
erly in its presence. Already the Kaga was worshiped
as a god by many tribes, and king and scholars alike
sought its wisdom for every serious problem. The
Kaga did not wish to form all cultures in its image,
or stifle their individual expressions and traditions.
Thus it withdrew, leaving just a handful of Children of
Kaga to carry on the tradition of service to the Kaga.
Once the nascent civilizations had developed into
unique cultural identities, and the Kaga had ordered
the energy within itself into the realm of Kaga, the
vast group-mind looked into the world once more. It
found, much to its disappointment, that the ideas of
tyranny and oppression had not gone away with the
The Kaga is a force no less vast and powerful than a
god, but it does not consider itself a divinity. It is, if
anything mortals can understand, a place. Thought not
of as a physical place, but a metaphysical one, which
some considered an after life. The Realm of Kaga is
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lexicon Chronicles: Realm of Kaga
not heaven or hell, but it is the final resting place of
the Children of Kaga, thousands of which have served
it over the centuries. Magics able to take mortals to
different Realms can carry them to the Realm of Kaga
if one of three requirements is met. The traveler must
have been there before, be a Child of Kaga, or be able
to make a DC 30 Knowledge ( arcana ) or Knowledge
( the planes ) skill check to know of the location of the
Realm of Kaga and use plane shift or similar magic to
reach it.
materialize out of the liquid stuff of that pocket-
dimension to act as guards known as the Librex
Vardicar. These act like sorcerers or wizards of 9th-
18th level with the ghost template, good outsider type,
and one Arcus Omnex ( see the “Child of Kaga” pres-
tige class below ) for each spell level they are capable
of casting. A Librex Vardicar may be convinced to
help a polite petitioner seeking knowledge to help the
world, or to banish a lost traveler back to the mate-
rial plane. This banishing effect can be used at will
and negated with a successful Will save DC 24. If a
Librex Vardicar sees travelers in the Realm of Kaga
as a threat it attacks them. If it is destroyed, there is a
50% chance each hour than 1d4 more Librex Vardicar
appear and attack the offending party.
Because it is created of magic, knowledge and soul-
stuff, the Realm of Kaga has a very different envi-
ronment from the material plane. It is a vast space
of warm fluid, with neither a surface nor a bottom.
Movement through the Realm is accomplished by
force of will, with creatures gaining a fly move rate
equal to their Wisdom and Intelligence scores added
together with good maneuverability.
Fusing with the
Realm of Kaga
Any Child of Kaga or devote servant of Kaga who has
been heavily blessed by Kaga can elect to fuse with
the Realm of Kaga upon their death and some have
even been known to willingly do it before their natural
lifespan has ended. Fusing with the Realm of Kaga is
only possible for the Children of Kaga or those who
have sworn their lives to the ideals of the Kaga and
knowledge. It is left up to the GM’s discretion if a
character can or cannot fuse with and become a part
of the Realm of Kaga.
Magic works normally within the realm, but weapons
do not. Even magic weapons are completely unable to
do harm within the Realm of Kaga as the realm is one
of pure thought and magic. However, the very intent
to harm can deal damage. Any creature can make
a ranged touch attack against any target within 60
feet simply by focusing their desire to do harm. The
damage dealt on a successful touch attack is based on
the attacker’s Wisdom score, as determined below:
Damage By Wisdom
Wisdom Score Damage Dealt
1-4
1d4
The tenets of Kaga
The Realm of Kaga is sentient and places certain
beliefs and ideals before all others, expecting its
followers to lead by example and to honor the values
the realm promotes. The tenets of Kaga, as first
penned by the scholar and Child of Kaga, Varthas, are
as follows:
5-8
1d6
9-12
1d8
13-16
1d10
17-20
2d6
21-24
2d8
25-28
2d10
29+
2d12
• Love knowledge for the sake of knowledge and
understanding.
• Share all knowledge willingly and without
payment but do so only to those of goodly heart
and intent.
• Oppose slavery and tyranny at all costs. Use
force if necessary and cast out those who would
impede the freedom of others.
• All creatures have a right to knowledge and never
cloak the truth of lore behind the lies of deceit.
• Never squander magic for it is the lifeblood and
blessing of Kaga and should never be used trivi-
ally.
Any creature in the Realm of Kaga can attempt to
pluck knowledge from the raw stuff of the Realm.
This requires a Will save with the same DC as the
Knowledge check it would take to gain the sought
knowledge. On a failed check, the creature takes 1d4
Wisdom damage. This Wisdom loss may not be cured
by any means short of a wish or miracle spell while
the creature is in the Realm of Kaga, although it can
be cured through normal means once the creature has
left the Realm of Kaga.
Though no creature is “native” to the Realm of Kaga,
the spirits of past Children of Kaga do sometimes
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lexicon Chronicles: Realm of Kaga
• Explore new realms and seek out new knowledge.
Never give up the opportunity to learn and experi-
ence something new.
• Aid those who are servants of the greater good for
they are the leaders of a better Exodus.
• Never forget the destruction and tyranny of the
First Ones for in the hearts of mortals, such
cruelty still lurks and only by learning from the
past can such selfish hatred be vanquished forever.
between two distance points. In this process, the
traveler will enter the corresponding arcane marking
by touching them in correct order then the gateway
entrance will open up a portal way to the location
accessed. If the traveler has the knowledge of the
correct gateway sequence and how to operate it, then
no skill check is required. If the traveler does not,
they must succeed on a Knowledge ( arcana ) check
( DC 25 ) to understand how the gateway works and
what locations it can transport them to. The traveler
must then succeed at a Use Magic Device check ( DC
25 ) to properly access the gateway. The gateway
entrance that is open will normally stay active for
10+D6 rounds or unless it is turn off by the gateway
entrance on either side of the travel location. Only
an object that can fit with in the space allotted in the
gateway entrance can pass through the entrance.
The Nexus Gateway:
Road Ways of Kaga
The Nexus Gateway is a network of teleportation
devices that exist over the world of Exodus to permit
individuals to travel great distances in a blink of an
eye and is tied directly to the Realm of Kaga. It is
Kaga’s gift to the world and it was first created and
instituted by the Children of Kaga after the war with
the First Ones.
Individual who enter into the gateway entrance are
immediately transporter to their desired location.
Individual can not “peek” their head through the
portal to observe what is going on before they step
through. The effect of the Nexus Gateway and the
gateway entrance are equal to a Greater Teleport spell
by a 19th level caster. Though normally not used for
interplanar travel, the gateway entrance can be modi-
fied with a Use Magic Device check ( DC 35 ) to be
used for planar travel.
The gateway entrances are uniformly an arch shaped
doorway with roughly a 15 to 20 foot diameter,
marked with various arcane marking equally spaced
on the outside of the entrances. The only real differ-
ence between the gateway entrances is the amount
of arcane symbols that are on them, which serve the
purpose of identifying each specific Nexus Gateway
and destination.
Anyone who uses a detect magic on a gateway
entrance will see that it radiates a strong transmuta-
tion aura strength which never seems to dissipate no
matter the length of time or the activity of the gateway
entrance.
Number of Gateways
In the world of Exodus there is an unknown amount
of gateway entrances that can access the Nexus
Gateway. Only the the Kaga truly knows how many
Nexus Gateways exist as they are all intimately
connected to the Realm but even the Children of
Kaga do not have access to this knowledge as there
are “unauthorized” gateways being created without
their blessing. Most “authorized” Gateway Entrances
are located in the larger cities and capital cities in the
world of Exodus.
Travel by the Nexus Gateway is only possible by
a gateway entrance. It is possible for a gateway to
“lock its gateway entrance”, preventing individuals for
entering or exiting from the chosen gateway entrance.
Normally there is no limit to the amount of individual
that can pass through a portal at any given time,
save by the amount of people that may physically fit
through the gate.
Gateway Operation
The operation of the Nexus Gateway and the gateway
entrance are built on the concept that the destination is
not fixed, but singled out when one gateway entrance
contacts another one. Each location on the Nexus
Gateway has a corresponding sequence of arcane
markings that determine the gateway entrance’s loca-
tion. The arcane symbols are the mechanics that the
gateway entrances use to make is possible to travel
Individual can bring through any object they can carry
through, but non-attended items, like an arrow fired
through the gateway entrance will just bounce off the
entrance. Constructs are unaffected by this effect and
not tried as “non-attended items”.
Cost of travel on the
Nexus Gateway
The cost to travel on the Nexus Gateway is expensive
and heavily regulated in each of the major cities of
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lexicon Chronicles: Realm of Kaga
Exodus. The average cost for traveling on the Nexus
Gateway is 5 gp per 100 miles of distance but this
can easily increase or decrease, depending on the city.
The exact price is left up to the GM.
tion has different and unusual effects. Roll a d6
on the following chart to determine the gateway’s
malfunction:
Gateway Malfunctions
Die Roll Gateway Malfunction
1 Traveler is teleported to a random
location. ( GM’s choice ).
2 The gateway discharges a blast of
arcane energy ( 6d6 points of force
damage, Reflex DC 17 for half
damage ).
3 All magical items that the traveler
is wearing are subject to a mage’s
disjunction spell.
4 Gateway ceases to function for 1d6
days.
5 The gateway polymorphs the trav-
eler into the last creature that passed
through the gate successfully.
6 Traveler is plane shifted to the Astral
Plane.
Creating a Gateway
Nexus Gateways can only be created by mages who
have access to the “Craft Nexus Gateway” feat (see
below) or the Children of Kaga who are petitioned
by the Kaga to craft the Gateways on its behalf.
Crafting a Nexus Gateway on behalf of the Kaga
only requires the “Craft Wondrous Item” feat and the
plane shift spell. Crafting the Gateway on behalf of
the Kaga costs 50,000 gold pieces, 1,000 experience
points (half of the normal 2,000 experience point
cost is paid by Kaga, as the realm is sanctioning the
gateway’s creation), and takes fifty days to complete.
Otherwise, the rules for creating new Nexus Gateways
are outlined in the “Craft Nexus Gateway” feat.
Destroying or Closing a
Gateway
A Gateway entrance, once established, cannot simply
be destroyed by any physical means. Only specific
spells can disrupt or destroy a Nexus Gateway. Mage’s
Disjunction can destroy a gateway entrance unless the
entrance can make a successful Will save ( The Nexus
Gateway has a Will save modifier of +10 ). The only
other spell that will directly affect a gateway entrance
is dispel magic. A dispel magic ( caster level check
against DC 35 ) will cause the gateway entrance to
stop functioning for 1d6 rounds.
Prestige Classes
For centuries, the followers of Kaga have developed
new abilities and professions that allow them to better
serve Kaga. Whether through lore, magic, or fist, the
servants of Kaga strive to better the world through
the spread of knowledge and the virtues of the Kaga.
Below are three new prestige classes that are designed
to give the players and the GM new options for
creating characters who have direct ties to the Realm
of Kaga.
A gateway entrance can be “locked” ( caster level
check against DC 30 ) by the individuals using that
entrance at that location.
Hidden Gateways
While there are large numbers of known and docu-
mented gateway entrances on Exodus, there are
several others that are what people would consider
to be “hidden” or not normally accessible. These
entrances at on time or another may have been stable
portals for the Nexus Gateway, but over time the loca-
tions have been lost, the gateway entrances at those
locations dismantled or just undiscovered.
Child of Kaga
A Child of Kaga is a scholar, mystic, spy, sage, and
when need arises a warrior, though their weapons
are cunning and magic, rather than shield and blade.
A master of powerful magic, a Child of Kaga’s
mastery comes from great flexibility and knowledge.
Constantly striving to learn as much as possible, the
Child of Kaga spreads his studies very widely. His
greatest power, the Arcus Omnes, gives him great
breadth of power but little depth. A Child of Kaga
must constantly pace himself, never allowing his
magic powers to run dry.
Malfunctioning Gateway
Entrances
On some rare occasions due to unknown reasons or
forces, a gateway entrance will malfunction and not
operate correctly. Using the entrance that is malfunc-
Children of Kaga are often court wizards and advi-
sors, traveling mystics, adventuring champions, and
revered sages. They are famous for being able to put
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