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After a long absence, I have begun working again on my 3.5e homebrew world. I am in need of some PRCs which I saw listed on a Prestige Class Index online. These are vital for flavor for my world. I am on a very strict budget, so buying these books is out of the question for me, and I am not creative enough to be able to design my own without some sort of template or example to go by. I would love to find details of these PRCs online if anyone knows where to find them. The PRCs I need are:

Aerial Avenger (Best of the Dragon Compendium)
Aeromancer (Best of the Dragon Compendium)
Cloaked Dancer (Complete Scoundrel)
Elven High Mage (Races of Faerun)
Gnome Artificer (Magic of Faerun )
Great Rift Skyguard (Races of Faerun)
Justicar (Best of the Dragon Compendium)
Master Inquisitive (Eberron Campaign Setting)
Moonsea Skysentinel (Champions of Valor)
Night Cloak (Faiths and Pantheons)
Righteous Zealot (Dragonlance Campaign Setting)
Sharn Skymmage (Sharn: City of Towers)
Sky Lord (Book of Exalted Deeds)
Spelldancer (Magic of Faerun)
Spellsinger (Races of Faerun)
Steel Legionnaire (Dragonlance Campaign Setting)
Stormlord (Complete Warrior or Faiths and Pantheons)
Stormsinger (Frostburn)
Sword Dancer (Faiths and Patheons)
Thayan Gladiator (Champions of Ruin)
Warrior Skald (Races of Faerun)
Wayfarer Guide (Complete Arcane or Tome and Blood)
Windsinger (Best of the Dragon Compendium)

Any help anyone could offer would be greatly appreciated!!


I am interested in creating a new race for my homebrew setting. I want them to be based on spiders. However I have never created a race for 3e or 3.5 e, so I could use some help in this. There is only one unchangable rule: I need them to be LA 0, so that I can use them as a base race.

I've been thinking about racial traits, and here are some ideas I have come up with, but as I said these are only ideas. Nothing is written in stone yet.

Spider Climb as spell (possibly either constant or limited uses per day)
Paralytic poison bite
4 arms (2nd set half strength)
Possible visual bonuses because of multiple eyes (bonuses spotting secret doors like elves or spotting illusions like gnomes)
Web as spell (limited uses per day)

I'd love to hear your thoughts/ideas on this.


Any thoughts or opinions?


Does this look okay? How could I get them down to LA0?


What is the best way to deal with lycanthropes in a world without night? I am thinking that the alernate creature (wolf, rat, bear, whatever) wants out as much as the human does so there is a constant battle for control of the body. Perhaps whenever the lycnathrope is in a stressful situation, or experiences extreme emotion, he must make a will check. If he fails, the other creature comes out for a set amount of time. Each time he makes the save a cumulative -1 penalty is added to the check until the creature is released at last. Maybe in some cases, if the human form is evil, the lycanthorpe can willingly release control to the creature.

Thoughts? Ideas?


I've ben doing a lot of work over at the Shattered World Wiki! Has anyone stopped in to visit? What did you think? I'd love to hear your thoughts!

By the way, I have a question about my wiki. A friend on another wrote this:

My first question is - is your content OGC or closed? Do you have an OGL posted somewhere on the site?

Do I need an OGL posted on my wiki? If so, how do I go about doing this?


No comments? Come on, it's not that bad is it? :(


Note to the reader: This was pieced together from several posts and responses writen both on this site and others I subscribe to. I hope it doesn't ramble too much. I would be eternally grateful to anyone who wanted to rewrite in a more coherent fashion.

The dragons of Oramis are vastly different from those of other worlds. Loners by nature, dragons often have very little to do with others of their own kind, unless they share a common interest. Many of them enjoy meddling in human affairs and (since all Oramian dragons gain the ability to change shape into human form at will in the mature adult stage) often remain in human form for long periods of time.

Dragons may breed in either form but females must lay eggs in draconic form. A week before her due date, a female will seek out a shard root and build a nest there. A dragon female will give birth to a large clutch of eggs which she then abandons. As the young dragons begin to hatch from their eggs, those which are quicker and stronger begin to break the other eggs and eat their siblings. As the survivors grow, they leave the nest and begin to congregate with other immature grays (so-called because their hide has not yet developed a color and appears as a neutral gray) in flocks. Dragon coloration is much like bird or fish coloring, primarily a mating display, though a dragon who has come into its coloring is fully intelligent and self-aware. However some colors - white, blue, gold and silver in particular - are more rare than others and are highly prized and sought after. Flocks of grays are a common site. At this point they have no more than animal intelligence. Grays also can emit a damaging screech. When they reach adulthood, their hide begins to take on its color, intelligence begins to develop,and they become able to assume human form. Also at this time, the screech ability is lost and a breath weapon develops.

The dragons of Oramis do not follow the same patterns of those of other worlds. Skin color is NOT indicative of alignment or of breath weapon! It is entirely possible to have a chaotic evil gold dragon with a flame breath weapon! Each mature Oramian dragons is unique and, as such, these regal creatures will NEVER be found as random encounters!

One of the greatest secrets of Oramis is that dragons are the primary components used in the manufacture of windskiffs and windriggers - magical conveyances which resemble normal boats and ships but have the ability to fly, making travel from shard to shard possible. Dragons are heavily hunted for this purpose, and living specimens can command high profits on the black market. The Ship Builders’ Guild is the group which is responsible for the control and regulation of the creation and sale of windriggers. To achieve this end, it often employs dragon lancers - special windrigger crews who actively hunt down and capture living dragons to sell to the Ship Builders’ Guild. The Guild keeps this information secret in order to maintain a monopoly on inter-shard travel. They don't want others to know. If the means for creating windriggers was common knowledge, then others might try to devise their own ships. Rumor has it, however, that one of the mages who first learned how to create windriggers has gone rogue, and is helping the Sky Pirates of Gao-Den to create an armada of pirate windriggers. Also if it was common knowledge that these ships were living creatures who had been changed and enslaved to be used in this way, there might be a back-lash from some good-aligned factions. The Guild is rumored to be a branch of RASAMA. The Guild is completely neutral, and will sell windriggers to most anyone who has enough money to buy one.

Dragon lancers bring the captured creatures to the Guild's headquarters where mages magically shape the dragon's body into a ship (an extremely painful process), then capture its mind and shape it into a shipstone - a smaller, much less powerful version of a shard-key. It is this object which somehow provides a windrigger with gravity. The shipstone emits a Navigator illusion to which the ship's captain directs his orders. To the uninformed public, navigators appear as strange and mysterious beings who are present on all windriggers. No one seems to know exactly who or what they are. Rumors persist that navigators are diviners, using their magic to know exactly where any given shard is located at any given time. Navigators appear as faceless humanoids wearing midnight-blue hooded robes and have never been known to speak. The navigator, however, is not really there at all: it is merely an illusion projected by the ship itself. Windriggers are actually living sentient beings - young gray dragons - magically shaped by mages to look like ships. Somehow, possibly through a natural homing instinct or a natural magical ability, they are aware at all times of exactly where each shard is at any given moment and whether or not there are any other shards blocking a given route. Navigators recognize the holder of a shipstone as captain and will obey only the holder’ commands. The "navigator” illusion is used simply so that windrigger captains may have somewhere to direct their orders for destinations.

When a captain purchases a windrigger, the shipstone is magically bonded to him. The death of the captain is the only known way to end this bond. If this happens, however, the ship becomes uncontrolled (a rogue ship) and often rebels against those creatures which are currently inhabiting its body, intentionally trying to kill those aboard. A mage from the SBG will be needed to bring the ship back under control and bond it with a new captain. In order to prevent this, a captain may appoint up to two seconds - persons whom the ship recognizes as “next in command” and whose orders the ship will obey in the case of the captain’s death. Sometimes a ship captain will not appoint seconds - a very effective means of preventing mutiny.

The process that transforms a gray into a windrigger is so horrible that sometimes the gray does not survive the experience. When this happens, the gray’s corpse is used to make a windskiff - a small flying boat designed to accommodate no more than six people. Because it was created from the corpse of a dead dragon, a windskiff has no navigator, and therefore the pilot is on his own when determining direction, routes, etc.


I have not yet had a chance to write up the gnome and halfling in a nice format the way I did the elves and dwarves. So I am just going to post my thoughts on these races for your perusal. As always, let me know what you think!

Gnomes:

The gnomes of Oramis are very similar to those of the Dragonlance setting... loving mechanical things and such. They have created the strongest competition for windriggers - the Gnomish Clockwork Ship. A Gnomish Tinker class/prestige class will definitely be available for gnomes. One concept that I am considering... Gnomes are actually the result of crossbreeding attempts between dwarves and elves! As a dying race, the dwarves are desparately trying to find a way to produce more of there kind. They ahve already discovered that they can crossbreed with humans, so it was inevitable that they would try the same with elves. Well, it didn't work as well with elves. In fact it was the foundation of the race of gnomes.

Halflings:

I have always hated the name Halfling. The Halflings of Oramis consider it a derogatory and very insulting name. They prefer to be called by their own racial name for themselves.. the Twyll. They have a new ability: Twyll have a natural homing sense and know by instinct exactly where any shard is that they know the know the name of, unless the shard has been magically hidden from divination. A new class/prestige calls is available for Twyll - the Twyll Wayfinder.


I have made some alterations in elves as a result of reccomendations made at other sites. Here is the new version of the Oramian elf.

Elves: The elves of Oramis, like dwarves, are similar to, yet different from the elves of other worlds. They are a very secretive race, and seem always to be preoccupied with thoughts of other things. At an early age most elves experience a wanderlust which draws them out into the world at large. The length of time this lust may last varies from elf to elf. It can last only a few years or it could last indefinitely. Because of this lust, young elves are never let in on the secrets which occupy an elder’s thoughts. Once the lust ends, however, that quickly changes.

Oramian elves are not just long-lived, they are true immortals who never die unless slain by weapon or mischance. They also cannot be affected by aging attacks. In addition, they receive one other ability: the elven death rede. When an elf dies, any elf who has shared communion with him will receive a death rede. That is, when dying an elf can by some means project his or her final thoughts unto another elf. It is a traumatic blow unto the recipient, for elves are immortal, and for one to die means that a virtually unthinkable event has occurred to a loved one. A death rede is the final message of the dying elf, and it often contains visions as well as the elf's last words.

Elves of one of the royal houses have one other ability: Asperii have forged a special bond with those of royal lineage. If an elven royal whistles loudly with the intent to summon an asperii, one will arrive within 2 rounds. This is because asperii have one additional ability not common to those of other worlds: they somehow know weeks ahead of time when an elf will summon them, and will begin heading toward them as soon they become aware of this need. This foresight is so exact that the asperii will even know exactly how many asperii will be needed to outfit the royal's entire party and enough asperii will arrive to make sure that all elves in the party will have a mount.

The slightly haughty elves live in tree homes. All elves have platinum white hair, ice blue eyes, and pale skin. They are taller than elves of other worlds, taller even than the average human, standing around 6'0", though they are still very thin. They tend to dress in leathers while on duty, but for formal occasions dress in brightly colored almost gaudy robes decorated with feathers from their bond birds.

All elves begin play with a bond bird (treat as a Wizard familiar). The elf can see through the bird’s eyes, communicate telepathically with the bird, and knows health and location at all times. Bond birds are larger than normal birds of the same species.

Please note also that there are no drow in the Shattered World, only the fey - elves every bit as evil as the drow, but not restricted to darkness. (See also: Fey.)

Fey: There are no drow in the Shattered World, only the fey - elves every bit as evil as the drow, but not restricted to darkness. The fey have powerful necromancers, and seek to conquer the world. Fey elves do not have the black skin and white hair common among the drow of other worlds. A fey is indistinguishable from other elves - at least by non-elven eyes. An elf can easily spot a fey.

Despite the obvious fact that the fey are brothers of the elves, elves will not tolerate anyone of any race remarking on the fact. Elves become angry, even violent, if the relationship is mentioned, even in a casual way. The fey are not even discussed amongst the elves themselves.

Also unlike the drow, the fey are not a separate race breeding only amongst themselves. All that is required for an elf to become fey is a change toward any evil alignment. Such a loss is mourned amongst the elves and is referred to only as “being lost to the darkness,” and the “lost” elf is mourned as though he had actually died. This means, however, that a fey may also repent of his evilness and become a normal elf. This rare event is referred to by the elves as being “brought over,” and is marked in elven society by great feasts.

Half-Elves: The half-elves of Oramis are identical to those of other worlds, though they tend toward fair hair and skin. They receive a +3 bonus to saves vs. attacks which cause aging.


Dwarves: The dwarves of Oramis are similar in most respects to the dwarves of other worlds, yet vastly different in others. As a result of the Shattering which resulted in the destruction of their underground kingdoms, the dwarves have been forced to live on the surface for the past 100 years. This has taken a toll on the stout folk. The dwarves have become a very dark, somber, and brooding folk who spend much of their time drinking and telling sad tales of the glories of their lost kingdoms, especially Ostoria which was considered to be the crown jewel of the dwarven race. Today the dwarves have taken to other means of finding their place in the world. Many have become prospectors, traveling the Wind Ways in windskiffs, searching the shards for traces of gold and other metals. Others have turned to commerce, and many have become members of the Sky Merchants’ Guild. (A popular Oramian saying is, “If you want the best, buy dwarven.”)

The life of an Oramian dwarf is very much tied up with the concept of honor. A dwarf must try to live as honorably as possible, and insults to a dwarf’s honor can have dire consequences to the offending party. If a dwarf somehow manages to dishonor himself, he becomes suicidal. Such dwarves often seek out their own deaths by hunting down and trying to slay powerful creatures. Their honor demands that they try to win such a fight, but in their hearts they are hoping to die. Such dwarves become Troll-Sayers. A dwarf who kills another dwarf without just cause is branded nithingr, a dwarven term implying shaming and disgrace, that is often associated with traitors. Such criminals can be slain on sight by any dwarf.

The tragic ‘secret’ of the dwarves is their low birthrate. The low dwarven birthrate is thought to be due to low fertility among dwarven women. To complicate matters even further, a devastating plague ran through the dwarven clans a few decades ago. Unfortunately the disease proved fatal. Even worse, it only affected females. Today only 1/4 of all dwarves are female. Males are VERY protective of their females (perhaps overly so). All dwarven adventurers will be male except in VERY rare cases (DM’s approval). Rumor among non-dwarves has it that female dwarves have “harems” of husbands, in the belief that the more husbands a female has, the better her chances of getting pregnant, and bolstering the waning number of dwarves. (DM’S NOTE: This rumor is true. Should a female get pregnant, all the males in a female’s “harem” of husbands act as fathers to the newborn child. The birth of a female child is especially celebrated.

Female dwarves are slender and ALWAYS wear veils. No non-dwarven male has ever seen a female dwarf unveiled. Rumor has it that dwarven females are bearded, but this has yet to be proven. And the males will neither deny nor confirm this rumor. (DM’S NOTE: This rumor is false. Female dwarves of Oramis have no beards despite persistent rumors to the contrary. It is common among other settings to have bearded female dwarves, but here such a thing is unheard of. Legends do tell of distant lands where the women have beards, but such a thought seems strange to the dwarves here.) Male dwarves consider it rude to discuss a female dwarf’s appearance, especially among non-dwarves.

Fear of clan extinction sometimes drives dwarves to raid human settlements for mates, or even to deal with slavers. The dwarves are usually in search of human women. The offspring of a human and a dwarf is usually (95%) dwarven enough to pass for a true dwarf (although it may be a foot taller than other dwarves). Any offspring it may in turn have with a dwarven mate will be fully dwarven reverting to usual dwarven height. A small percentage of human-dwarf pairings (5%) will result in a Mul, a sterile half-dwarf which inherits some traits from both parents. (See Mul in the Player's Rulebook the DM has prepared.) The taking of human mates is the “secret salvation of the race” referred to by some dwarven elders.

Dwarves of Oramis do not cut their beards. They find the mere thought of doing so to be repulsive. Tradition within the dwarven community states that the length of the beard is the measure of the dwarf. A dwarf with a short beard is either shunned or pitied.

(A Note: I am also considering using the Dwarven Foci from the Dark Sun setting.)

So, what do you think?


(A Note To Moderators: I was not sure whether to put this here or in the Spell section. If this is in the wrong place, please feel free to move it wherever you feel it would be more appropriate.)

Hello!

For those of you have not read my other threads, I am working on a Homebrew setting in which the world has been shattered into 1000 floating islands called shards. Transport from shard to shard is acheived by flying ships called windriggers.

I have some ideas for some new spells which would be unique to my world. I've never created any new spells before so I would like to get your advice on some these, as in what level they should be, duration, etc. Any help you could offer would be GREATLY appreciated!

Spells:

Forcebridge: This spell would allow the caster to create a bridge of magical force that would allow characters to walk/ride across to another shard. Shards are never closer that 1 mile to each other, so the forcebridge would have to last long enough to allow party to cross. It could possibly even disappear behind the party as they advance, thus preventing being followed.

Magic Boat: This would create a small magical flying boat which would carry caster and others from one shard to another.

Magic Ship: This would create a large ship capable of transporting many people as well as cargo.

Locate Shard: This would allow the caster to locate any shard he or she knows the name of, regarless of where it is.

Identify Shard: This would allow the caster to know the name of any shard he can see, unless the name has been magically hidden in some way.

Shard Lore: This would allow the caster to know the history and other interesting details of a shard he can see.

Hide/Obscure Shard: This would make a shard invisible to anyone who was not actually on the shard upon which it was cast.

Bind Shards: This would bind two shards so that they would remain within one mile of each other for the duration of the spell. Could create a "Permanent Binding" too.

Move Shard: This would allow the caster to actually steer the shard in a direction of his choosing for the duration of the spell.

Close Borders: This would allow a caster to close the borders of a shard, creating a sphere of force around the shard which would prevent anyone from entering or leaving the shard for the duration of the spell. This is similar to the Ravenloft power.

Tenser's Superior Disk: This advanced verson of Tenser's Floating Disk would create a disk of force capable of carrying the caster and others from one shard to another.

Winged Mount: This improved version of the Mount spell would summon a flying mount (pegasus/hippogriff/asperii).

Any other suggestions for new spells would also be welcomed. Thanks in advance for any help you can offer!


Doesn't anybody out there have any ideas? :(


Here is some more info on the Shattered World, this time concentrating mostly on mages in the Shards. Hope you enjoy!

(More Selections from) A DICTIONARY OF COMMON ORAMIAN TERMS AND PHRASES:

Cabal, The: A group of rogue wizards who study the art of necromancy. They have banded together for the sole purpose of self-preservation, and are believed to have a covert shard base hidden somewhere. The name of this shard and its location are kept secret by members of the Cabal. They believe that the Restoration is a hopeless goal, a fool's errand, and are more interested in their own studies and goals - primarily the destruction of RASAMA-TAS. (See also: RASAMA-TAS, Restoration, The; Rogue Wizard; Shard.)

Circle, The: A group of rogue wizards (mostly demon conjurers, wild mages, and necromancers) who believe in the goals of RASAMA-TAS, but believe that the solution to the problem of the Restoration lies within the forbidden schools of magic (since the Guild has obviously had no luck using the more widely accepted schools). This group desires a shard-key to study in order to unlock its secrets in the hope of achieving this goal, and will pay HANDSOMELY to get their hands on one. (See also: Demon Conjurer; RASAMA-TAS; Restoration, The; Rogue Wizard; Shard-Key.)

Demon Conjurer: A type of conjurer specialty mage who specializes in the summoning of demons. Demon conjuring is considered a forbidden art, and all such conjurers are considered rogue mages. (See also: Rogue Mage.)

Guild, The: See Wizards’ Guild.

Guild Mages: Because of the Wizard War, which resulted in the Shattering of the world of Oramis, the general public is fearful of mages. As a result, the Wizards’ Guild has had to become an underground organization. Even so, the Wizards’ Guild is a powerful organization.

One of the main purposes of the Guild is to seek out new mages and try to convince them to join the Guild. There are two main reasons for this. First and foremost, it allows the Guild to keep tabs on all Guild mages. If these mages do anything to jeopardize the Guild or any of its members or goals (by the open use of magic, following forbidden schools of magic, etc.), they may be dealt with by the Guild. Second, in return for joining the Guild, a mage gets certain benefits. He has a place to go to get supplies and training if they become needed. He may recruit other mages to help in an adventure or other endeavor. He is welcome to use the Guild’s laboratories and libraries to further his own studies (as long as these do not interfere with the Guild’s objectives).

One of the conditions of joining the Wizards' Guild is that the mage must agree under a binding oath that he will not create any new spells or magic items without the expressed approval of the Guild. Also, any magic items found by the mage must be viewed and approved by the Guild before they may become anyone's personal property (thus the Guild may weed out any items deemed too powerful or dangerous for use). Any mage who refuses to join the Guild is branded a rogue mage, and is actively hunted by Guild mages.

The term “The Wizards’ Guild” is somewhat misleading. It is actually just another name for RASAMA-TAS. (See also: Oramis; RASAMA-TAS; Rogue Wizard; Shattering, The; Wizard War; Wizards’ Guild.)

High Magus: The leader of RASAMA-TAS. The current High Magus is a female human named Salandra Norfressa. (See Who’s Who in the Shattered World: Salandra Norfressa. See also: RASAMA-TAS)

Holy Order of the Skywyrm Riders: An order of paladins who are dedicated to the protection of the mages of RASAMA-TAS. These men and women believe in the possibility of the Restoration and have dedicated their lives to ensuring that the mages have the opportunity to continue work that they believe is vital to the survival of Oramis. Each Skywyrm Rider is chosen at dedication by a dragon and spends all of his or her training time with that wyrm. By the time the Rider is ready to join the Order, the two have developed a telepathic bond. The greatest threats facing RASAMA-TAS today include (but are not limited to): The Cabal, The Children of the Light, The Circle, the Sky-Pirates of Gao-Den, and the Witch-Hunters. (See also: Cabal, The; Children of the Light; Circle, The; Oramis; RASAMA-TAS; Restoration, The; Sky-Pirates of Gao-Den; Skywyrm; Witch-Hunters.)

Kusaran Alliance: An alliance of four shards: Kusara, Carbuncle, Sheranda, and Tartassos. Guild mages from RASAMA-TAS have found a way to magically tie the four shards together so that they are always near each other. The four shards that make up the alliance are probably the most accepting of mages of all of the shards. (See Lexicon of Shards: Carbuncle, Kusara, Sheranda, Tartassos. See also: Guild Mages; RASAMA-TAS; Shard.)

Library at Tartassos, The: The legendary Library at Tartassos is a mysterious place. It is large beyond belief and so old that it is believed to predate even the Dragon Lords. (See Lexicon of Shards: Tartassos. See also: Dragon Lords.)

Mageslayers: See Witch Hunters.

Mundane: Wizard slang for anyone who is unable to harness the power of magic.

Pirates of Gao-Den: Plague of the Wind Ways, they are known to harry caravans of the Sky Merchants. (See Lexicon of Shards: Gao Den. See also: Sky Merchants’ Guild; Wind Ways, The.)

RASAMA-TAS: An acronym which stands for The Royal Academy for the Study and Advancement of the Mystical Arts and Thaumaturgical Analysis School. This is the formal name of the Wizards’ Guild. The Guild formally and openly receives the endorsement of the shards comprising the Kusaran Alliance, since its main goal is the Restoration of the world to its former solid shape. Branches of RASAMA-TAS, also known less commonly as the Wizards’ Guild, are known (at least to mages) to exist on many shards, however most -except for the University on Tartassos - exist in secret owing to the paranoia most mundanes feel toward mages. (See Lexicon of Shards: Tartassos. See also: Kusaran Alliance; Mundane; Restoration, The; Shard; University on Tartassos; Wizards’ Guild.)

Restoration, The: The name applied by Guild Mages to the major goal of RASAMA-TAS - the restoration of Oramis into a solid whole. (See also: Guild Mages; Oramis; RASAMA-TAS.)

Rogue Wizard: A wizard who has refused to join the Wizards’ Guild. Such mages are hunted by Guild mages. It is rumored that the Wizards’ Guild sometimes sells information concerning known rogue wizards to the radical organization known as the Witch Hunters. (See also: Guild Mages; Witch Hunters; Wizards’ Guild.)

Sky Merchants' Guild: Guild of merchants responsible for most inter-shard commerce. (See also: Shard.)

Sky-Pirates of Gao-Den: Plague of the Wind Ways, they are known to harry caravans of the Sky Merchant’s Guild. It is believed that one of the Guild mages who first learned how to create windriggers has gone rogue, and is now helping the sky-pirates to create an armada of pirate windriggers. (See Lexicon of Shards: Gao-Den. See also: Guild Mages; Rogue Mage; Sky Merchants’ Guild; Wind Ways, The; Windrigger.)

University on Tartassos: Home of RASAMA-TAS. (See Lexicon of Shards: Tartassos. See also:
RASAMA-TAS.)

Wind Wraiths: It IS possible to fall off the edge of a shard. Doing this is a terrible way to die. Unless one is rescued by a windrigger or other benevolent inhabitant of the Wind Ways, crash-lands on a shard, is devoured by skywyrms, or meets his demise in some other way, one drifts aimlessly about the ‘Ways with no control over direction or speed. One simply floats about until one dies of thirst or starvation. Many of those who die in this fashion become Wind Wraiths. These horrid undead creatures have no fear of the sun. Being formless entities like ghosts or common wraiths, they are immaterial, and can pass through the walls of an windrigger. They are most often identified by their terrible moaning which is often mistaken for the sound of the wind blowing. Sometimes called “Lost Ones.” (See also: Shard; Skywyrm; Wind Ways, The; Windrigger.)

Witch Hunters: Because of the fear the general public has of wizards, Witch Hunters have become very popular. These men and women seek out and slay known mages, even Guild mages if they can do so without getting caught. Witch Hunters have an innate magic sense which they use to track down and slay wizards. It is known that the Wizards’ Guild often sells information about known rogue wizards to Witch Hunters. It is rumored that the Witch Hunters are a branch of the Children of the Light. Also referred to as Mageslayers. (See also: Children of the Light; Guild Mages; Rogue Wizard; Wizards’ Guild.)

Wizards’ Guild: Unlike the guilds of most worlds, the Wizards’ Guild is a secret organization. Because of the effect the Wizard War had on the world of Oramis, the general public is frightened of wizards. Because of this, all wizards MUST be Guild mages. Those who are not are branded rogues and are hunted down by Guild mages. The primary goal of the Guild is to find a way to reunite the shards back into a solid, whole world again, and thus regain the confidence of the general public (referred to as “the Restoration”). The term “Wizards’ Guild” is misleading. The Wizards’ Guilds are actually local branches of RASAMA-TAS, a magical university based on the shard Tartassos, a member-shard of the Kusaran Alliance. (See also: Guild Mages; Kusaran Alliance; Oramis; RASAMA-TAS; Restoration, The; Rogue Mage; Shard; University on Tartassos; Wizard War.)


I have the Dragon Magazine Archive Cds. Recently I bought a new Dell computer and installed the Archives on it. However it won't let me print the articles out! It says it doesn't recognize my printer (or something along those lines). I have a Dell Photo AIO Printer 922. Is there a patch or something that I can download that will allow me to print out articles on my new computer?