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2 This book is a work of fiction. Names, characters, places, and incidents are the product of the authors' imagination or are used fictitiously. Any resemblance to actual events, locales, or persons, living or dead, is coincidental. The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at

3 SWIENALDEN Swienalden is the capital of the High Elvin civilization. The beautiful and magnificent city lies on an island almost in the middle of Maniput Sea. The council lead by the ancient High Elf Tarkant has kept order and peace with the Bavidirian Empire and Queen Silvernarion the leader of the Pixies of the Sacred Woods of Silvernarion. Here the wise and intelligent high elves live inside ancient oak trees and enjoy the luxuries within them. Those of not Elvin heritage are easily amazed at the cities beauty and usually stay longer then intended for its wonderful hospitality and fine foods and drinks accompanied by relaxing music his hypnotizing. The richer nobles of the Bavidirian Empire come here for a few weeks just to get much needed rest from the day to day mundane lifestyles back home and to acquire wisdom to live a more peaceful life leading to the desires of knowledge. If the adventurer is a high elf then he has the ability to receive an ancient oak tree as a resident. Upon receiving the oak tree as a gift from the council one is obligated to never leave it alone longer than 3 months or 12 command spreadsheets. One must visit the council to speak with the Tarkant for the possibility of receiving a tree. Important Note: One cannot use the command Explore when residing in Swienalden. To explore the lands one must cross Maniput Sea to Nortilim. If the roleplayer issues the command Explore when residing in Swienalden it will be a wasted command. The Council The Council is run by 8 ancient High Elvin Mages who wear white robes and live on the oldest and highest oak tree in the city. A magical platform levitates from the main city square to the council room several thousand feet high. The view is magnificent as one can see the entire island from every direction. The adventurer is asked a series of questions to see if he will be granted a tree. The command is Answer Tarkant s Questions and provide the answers to the questions below. If the answers to the questions are approved by the council an oak tree home is granted. Note: Some of the answers can be attained from reading the novel Darkness Awakens. 1. What is the oldest race in the Lands of Bavidirian?

4 2. From whom did the high elves learn magic from? 3. What is the name of the oldest tree in the Lands of Bavidirian? 4. How long can a high Elvin oak tree be left alone without its owner? The Merry Oak s Tavern The widest and one of the largest oak trees in Swienalden offers a tavern with designer chairs and tables. The spiraling stairs lead to an engraved grand entrance to allow customers to choose from elegant liquors to quality white wines to enjoy. The food is delectable even if the only available foods are vegetables, fruit, and bakery products. The owner is a beautiful high elf by the name of Sielena. She is by far one of the most beautiful living beings on the planet and is rumored to be over 2000 cyclone years old. Many travel to see her and wonder how such beauty and youth can be held at such an age. Purchase (name of item or service) at The Merry Oak s Tavern allows the adventurer to purchase a food, drink, or service. Availability Vegetable Platter 40 gold heals 12 hit points. Swienalden White Wine 50 gold adds +2 Magic for one spread sheet. Swienalden Honey Liquor 50 gold adds + 2 Stealth for one spread sheet. Bakery Delights 50 gold adds + 2 Physical for one spread sheet. Massage and Magical Therapy 300 gold have a beautiful high Elvin lady give the most wonderful treatment an adventurer could ever hope for. All hit points restored, all disadvantages erased including zestful followers, and an additional 1 hit point will be added to the character sheet permanently. Note: The additional 1 hit point added to the character sheet can only be done once throughout the lifetime of the adventurer when issuing this service.

5 Bard s College The Bard s College is the home to the greatest writers, philosophers, and of course storytellers the lands will ever know. The Inklings a special group of writers are also great storytellers as of musicians making them the elite of all Bards throughout the lands. Although they don t travel anymore they recruit younger applicants to go through an intensive training before setting out to explore the world. The cost to become a bard is 10,000 gold pieces. The vast knowledge the Inklings offer is of great benefit of those that want to learn more than the day to day adventures slaughtering monsters and reaping small gold rewards. Apply Bard at Bard s College in Swienalden This command will allow the adventurer to become a bard and receive + 6 added to Common Skill and + 7 to all attributes permanently. He will also receive a magical harp allowing him to charm animals (bears, panthers, snakes, apes, etc.) to aid them when needed. Ancient Library The Ancient Library has written works preserved since the beginning of the first civilizations. The well preserved history of the lands is protected by magic. The following books are available to read for free. The rewards are unknown but one can find out by simply studying the material of each subject genre. It is important to be QUIET at the library or the librarian is forced to wave her wand to teleport you quickly outside the 15 floor oak tree tumbling down the spiraling staircase to hit mud as a punishment! Note: Benefits can only be attained once from each book that the adventurer reads. Read (name of book title) at the Ancient Library This command allows the adventurer to read and study a subject to perhaps reap a reward.

6 Available Books History of the First High Elvin Council of the First Age History of the Dwanen Mountain Dwarves History of Emperor Bavidirian the First History of the Wood Elves and Laws of Isolation History of the Halflings 6 Meal Happiness Meditation The Monsters of the Lands of Bavidirian Encyclopedia The Bavidirian Ways of Living good in a Short Lifetime The Magic and its Properties in Physics The Psychological Life of Harpies The Burden of Responsibility of Brombear the Wise The History of the Academy of Amazonians Understanding Immortal Status of Dragons How to Woo what you Want with Chocolate Imagination is the Greatest Asset Lessons

7 Magical Air Tower The Air Tower is the only structure that is not an oak tree. Instead it is a mixture of various minerals and materials of the core of the planet shapeshifted into a faintly glowing tower high above the grounds. A magical portal allows entrance into the tower. As one walks through it one enters the towers foyer 4000 feet above ground. Upon entering 4 High Elvin Alchemists who are also wizards greet the newcomer and urge them to take a look around. s Purchase (name of item) at the Magical Air Tower This command allows the adventurer to purchase an item if he has enough gold pieces. Sell (name of item) at the Magical Air Tower This command allows the adventurer to sell a magical item for half the price it is worth. Available Items Magical Elixir of Strength 600 gold Adds + 3 Physical permanently. Caution this elixir is potent and can have advert effects if bought and drunken too much. Magical Elixir of Agility 600 gold Adds + 3 Stealth permanently. Caution this elixir is potent and can have advert effects if bought and drunken too much. Magical Elixir of Spellcasting 600 gold Adds + 3 Magic permanently. Caution this elixir is potent and can have advert effects if bought and drunken too much. Magical Vial of Might 1200 gold Adds + 5 Physical permanently. Magical Vial of Speed 1200 gold Adds + 5 Stealth permanently. Magical Vial of Power 1200 gold Adds + 5 Magic permanently. Glowing Stalagmite Shaft for Staffs 3000 gold Adds light when needed (no need to own torches or lanterns anymore) and + 10 to Magic. Magical Tome of Knowledge 1000 gold Adds + 4 to Magic permanently. Magical Tome of Flexing 1000 gold Adds + 4 to Physical permanently. Magical Tome of Running 1000 gold Adds + 4 to Stealth permanently.

8 Invisibility Potion Allows the bearer to be invisible for one full spread sheet forcing any opponent to not be able to roll their attack roll. Large Healing Potion 200 gold Restores all of the lost hit points. Very Large Healing Potion 300 gold Restores all of the lost hit points plus adds 5 hit points for the entire spread sheet for the week the potion was used. Apprentice Mage Robes 2000 gold Adds + 2 to all attributes. Master Mage Robes 3000 gold Adds + 3 to all attributes. White Robes of the Wizard 4000 gold Adds + 4 to all attributes. Master Wizard Staff of Wonders 10,000 gold The adventurer is immune to curse, disease, vampirism, werewolf, and frightened. The staff also allows the adventurer to lose 2 hit points instead of the usual 4 when losing in a battle against an opponent. Infused Wand of Teleportation 5000 gold Allows the adventurer to travel to any destination in one turn in the Lands of Bavidirian except for Kort, Swienalden, and the Sacred Woods of Silvernarion. This wand also doesn t work for traveling merchants with huge purchased orders of goods. Shifting times Scroll 2000 gold - Allows the adventurer to trade a day on the spread sheet if it provides additional bonus or reward in doing so. The DM will constantly look each week to see if anything arises where the scroll could be used to gain advantage for the adventurer. Summon Phoenix Scroll 2000 gold A giant Phoenix becomes a follower adding + 7 to Stealth. Summon Grizzly Bear Scroll 2000 gold A giant Grizzly Bear becomes a follower adding + 7 to Physical. Summon Air Elemental 2000 gold A giant Air Elemental becomes a follower adding + 7 to Magic.

9 Magical Training Grounds The ancient high elf Tarusk ar (also one of the council members) trains magic users (except necromancers) to harness magic more effectively. He charges a hefty price of 1000 gold pieces for his knowledge in magic but also increases the learner s staff ability by adding powerful magic of + 5 for one time only. Train (the level) at the Magical Training Grounds The adventurer gains attributes when attaining a new level. Experience Points List Level 02: 501 to 2,000 Level 03: 2,001 to 5,000 Level 04: 5,001 to 9,000 Level 05: 9,001 to 14,000 Level 06: 14,001 to 20,000 Level 07: 20,001 to 27,000 Level 08: 27,001 to 35,000 Level 09: 35,001 to 44,000 Level 10: 44,001 to 54,000 Level 11: 54,001 to 65,000 Level 12: 65,001 to 77,000 Level 13: 77,001 to 90,000 Level 14: 90,001 to 104,000 Level 15: 104,001 to 119,000 Level 16: to 135,000 Level 17: 135,001 to 152,000 Level 18: 152,001 to 170,000 Level 19: 170,001 to 190,000 Level 20: 190,001 (reached highest level)

10 Ancient Druid s Circle Here is a welcoming home to the ancient cousins of wood elves who wish to visit Swienalden. High Elves believe that they were all one race at one time before evolution has changed their skin and shape to live elsewhere on the planet. Therefore the high elves welcome Wood Elf Druids to visit Swienalden. Although it is rare that such occurrences happen they keep the Druid Circle blessed with love and care. Here a Wood Elf Druid can meditate and gain the favor of the earth elemental goddess Eartinya. By visiting the Ancient Druid s Circle the Wood Elf gains + 2 on all of his attributes permanently. Note: One can only reap this reward once per entire lifetime. s Donate (amount of gold pieces) at the Ancient Druid s Circle This command offers tidings to the Druid s Circle. If the Druid s Circle in comparison to other guilds has the most gold piece offerings the Goddess Eartinya grants + 10 attributes as long as the Circle has the most gold piece offerings. Apply Offerings at the Ancient Druid Circle This command allows the adventurer to apply for the goddesses offering to see if he gets the reward of + 10 in each attribute category. Visit the Ancient Druid Circle This command allows the adventurer to visit the Ancient Druid Circle to gain + 2 attributes permanently. This blessing can only be done once per lifetime.

11 Enchanted Smithy The High Elf Hal sar the Elegant has been creating the finest designed swords in the lands. His skill in forging great magical swords is known amongst every race. His prices are also known to be very high also. s Purchase (name of item) at the Enchanted Smithy This command allows the adventurer to purchase an item if he has enough gold pieces. Sell (name of item) at the Enchanted Smithy This command allows the adventurer to sell a magical item for half the price it is worth. Available Items Rare Obsidian High Elvin Fine Sword 1000 gold Physical and forces the opponent to deduct 2 on their attack roll. Finest High Elvin Steel Sword 2000 gold Physical and forces the opponent to deduct 3 on attack roll. Finest High Elvin Jeweled Steel Claymore 3000 gold Physical and forces the opponent to deduct 4 on attack roll. If one equips this weapon then a shield cannot be used. Faintly Enchanted High Elvin Jeweled Steel Claymore 6000 gold Physical, + 4 Stealth, and forces the opponent to deduct 6 on attack roll. Twisting Scimitar of Wonders 12,000 gold in all attributes and forces the opponent to deduct 8 on attack roll. Shield of Swienalden 5000 gold Deducts 5 on opponents attack roll. The shield is indestructible (stays at 100%) and never loses its value meaning it can be sold for the same price it was bought for.

12 High Mage s Guild The High Mage Guild is the oldest in the lands. It predates before the first Harpy Wars. The leader is Mil star a leading member of Swienalden s Council who issues contracts to any willing to adventure and resolve the problems the people of the lands want. His obligations are to not only keep the Mage s Guild active in Swienalden, yet he also foresees the other Mage Guilds throughout the lands. s Join Mage s Guild If the adventurer is a high elf mage then he can become a member of the Mage s Guild and earn 500 experience points. Work Mage s Guild The Adventurer must be a Mage to be able to issue this command. When the command is issued the adventurer will be working for the Mage s Guild in Swienalden. The High Elf Mage must first join the guild before being able to work for the organization. Sparkling Fountain A new attribute is given Luck 3 / 3. This luck allows the adventurer to escape death each time he may have died in a situation. One can return to the fountain to offer a tribute of 5000 gold pieces to regain 1 lost luck point. Drink Water at the Sparkling Fountain This command will grant the adventurer a new attribute. Offer Tribute at the Sparkling Fountain This command will allow the adventurer to gain 1 luck point added to the character sheet.

13 Wise High Elvin Sage The Wise High Elvin Sage is always sitting near his beloved oak tree eating an assortment of berries. One can ask him questions to help guide the adventurer in his travel experiences. Sometimes his answers are in riddles, yet if contemplated one can decipher the information to help the adventurer resolve the problem or curiosity he may have. Ask Question (and the question) to the Wise High Elvin Sage in Swienalden Each question asked counts as one action point. Note: Perform the question as if the adventurer is asking the question. Do not ask a question from you as the roleplayer directed to the DM to make this action work. Questions are only answered if they concern the adventurer s real problems or curiosities in the Lands of Bavidirian. Unicorn Garden Here the rare white unicorn stays protecting all those that live in and around Swienalden. These magical one horns are sacred to the high elves. If the adventurer is of good alignment he may see if a unicorn will become a follower. Watch for a Unicorn at the Unicorn Garden This command allows the adventurer to wait and see if a unicorn will appear. If he is lucky the unicorn will become a follower and help the adventurer in need. Note: Unicorns add + 1 Action Point per spreadsheet and + 3 Stealth as long as they remain a follower.

14 Blooming Grove Fairie Trees The Blooming Grove is the home of the Fairy s that are cousins to the Pixies. They sit joyfully on tree branches giggling and joking on consistent bases. If the adventurer is of good alignment he may get lucky to have a Fairy become a admirer of him and follow. Watch a Fairy at Blooming Grove This command allows the adventurer to enjoy the Grove s beauty. If he is lucky he will see a fairy. Note: A Fairy adds + 3 to Magic as long as she remains a follower. Treant Aclove Treant s are the keepers of forests throughout the lands. In Swienalden they are the biggest of their kind throughout the world. Occasionally a treeant reveals itself if the adventurer has the patience to wait. Here in this part of Swienalden the largest Bluewood Trees exist towering almost as high as the grand council of Swienalden. Wait in Bluewood This command allows the adventurer to enjoy the magnificent large and tall Bluewood trees. If he is lucky he might get the attention of a treeant and have it become a follower. Note: The Treeant offers + 6 Physical if it becomes a follower.

15 Green Dragon Monk s Shrine At level 5 the adventurer can join the Green Dragon Monk s Order to become a peaceful peacekeeper in the Lands of Bavidirian. There he will learn the essential wisdom and experience to become a leader for cyclone years to come. Warning: Dark Elf Assassins, Dark Cultist, and Gnome Necromancers cannot become Green Dragon Monks. Class: The Monk receives Enlightenment earning + 10 to all attributes upon change of class. Bonus: All weapons the adventurer may have owned will be of no use and can either be dropped or sold to a market. The Monk receives a magically infused polearm, which offers + 10 Stealth. The weapon is incorruptible (meaning Rust Monster, Green Slime, or Imp Tinkerer cannot ruin the weapon) to being lost or destroyed as it is created by Ingitium a rare mixture of rock and metal only found in remote areas of the world. Join Green Dragon Monk s order in Swienalden This command allows the adventurer to join the order to become a Green Dragon Monk. Mystic Pond The Mystic Pond allows the adventurer to be cured of such illnesses as Poison, Disease, Frightened, and Sickness. Swim in Mystic Pond This command allows the adventurer to heal almost any ailment he may have.

16 Elderscroll Mage Shop Talos has been creating enchanted scrolls for decades. His unusual taste has some of the interesting type of scrolls available in the lands. Purchase (name of Scroll) at Elderscroll Mage Shop This command allows the adventurer to purchase a scroll. Available Scrolls Blind Scroll 800 Gold Forces the opponent to deduct half of his attack roll when in battle do to a blinding light. Toad Scroll 500 Gold Forces a roleplayer that is playing this game also to be a toad for 3 action points. Name list will be given if the adventurer uses the scroll. Uncontrollable Laugh Scroll 600 gold Forces the opponent to drop his weapon during battle because of uncontrollable laughter. 20% of his attributes are deducted when this happens. Teleport Scroll 1000 gold Allows the adventurer to teleport to any of the following locations: Castle Bavidirian, Swienalden, Suranhill, Nortilim, Nurenhill. Invisible Scroll 1000 gold Allows the adventurer to turn invisible against an opponent in battle or for non combat use. If for battle the opponent cannot add his attack roll and the adventurer can add 6 to his attack roll. Levitate Scroll 400 gold Allows the adventurer to levitate to areas that are otherwise difficult to reach. Light Scroll 50 gold Allows the adventurer to have light in deep tunnels or caves when needed. Transformation Scroll 1600 gold Allows the adventurer to have the same attribute numbers as the opponent during battle. Note: This spell doesn t work on the Demon Overlord Morashitar. Healing Scroll 3000 gold Allows the adventurer to not lose any hit points throughout a spreadsheet result even if he was suppose to lose hit points during the day s events.

17 Cure Disease, Sickness, Poison, and Frighten Scroll 400 gold Instantly cures any ailment the adventurer may have. Remove Curse Scroll 600 gold Allows the adventurer to rid a cursed follower immediately. Double Gold Scroll 1000 gold Allows the adventurer to earn double the amount of gold pieces after each event for one spreadsheet result. Museum of Artifacts The Museum of Artifacts has three oak trees filled with magical as of very old items since the beginning of the first civilizations living in these lands. If it is from Gnome inventions to Wood Elf simplicity of quality items the collection of all races have been kept in special containers to ensure the quality of the item is always at its grandest state for visitors. If the adventurer wishes to visit the location use the command Visit Museum of Artifacts and pay 100 gold pieces. A reward is given when studying the history of these artifacts lead by an old high Elvin guide by the name of Sil Darsta. Visit Museum of Artifacts This command allows the adventurer to look at history for a day and perhaps even be granted a gift when leaving. Historical Items Billibon Strudeln Ruby Pendant of Hypnotize Glenadale Liptenkist Oak Bow of Speed Gloriana Pettybraun Blackwood Staff of Healing Thorsblade Obsidian Two Handed Stonehammer Ald Seran s Twin Magical Fused Scimitars Thunderfaust s Conundram Staff of Riddles

18 Gnaerschack s Steampowered Flyer Tarkant s Crossbow of Penetration Ancient Holy Amulet of Sharod Rocacresct Sturmin Axe of Fear Swienalden Harbor Swienalden s Harbor actually goes around the large tree of the town. There seems to be more spots for ships to dock then what the town seems to have each cyclone year. Perhaps there is a season when many of the inhabitants of the Lands of Bavidirian come to enjoy the many wonders the magical town has to offer. Tarkant is the harbor master and ensures that merchant ships coming in and out of the docks are protected. A few seafaring merchants are offering to take additional travelers. Action Commands Board Puck s Frigate This command allows the adventurer to travel to Nortilim. Board Tillendore s Sloop This command allows the adventurer to travel to Nortilim. Board the Bavidirian Galleon (costs 20 gold pieces) This command allows the adventurer to travel to Nortilim.

19 Garden of the Brownies Brownies enjoy their garden so much that the High Elves ensured that the rare species will stay in Swienalden forever. The small waterfalls and various flower assortments with a mystical magical aura is a dream to be seen. Many lovers come here for their romantic honeymoons. If lucky they encounter a Brownie and enjoy their innocent presence entertaining with dance and song. Visit Brownies at the Garden of Brownies This command allows the adventurer to spend time with the magical and playful brownies. Occasionally they offer a gift if the company is good. A 1d12 dice will be rolled to see what happens: 01: Small Sapphire worth 150 gold pieces if sold at a market. 02: No Gift 03: Small Emerald worth 150 gold pieces if sold at a market. 04: No Gift 05: Small Ruby worth 150 gold pieces if sold at a market. 06: No Gift 07: Small Diamond worth 300 gold pieces if sold at a market. 08: No Gift 09: Black Pearl worth 300 gold pieces if sold at a market. 10: No Gift 11: Purple Star Crystal worth 500 gold pieces if sold at a market. 12: No Gift

20 Additional s Drop (name of item) This command allows the adventurer to drop an item. Switch (name of weapon or armor) This command allows the adventurer to switch a weapon or armor. Equip (name of item, weapon, or armor) This command allows the adventurer to equip an item, weapon, or armor. Use (name of potion, scroll, or item) This command allows the adventurer to use a scroll, potion, or special item. Eat (name of food) This command allows the adventurer to eat when needed. Drink (name of drink) This command allows the adventurer to drink when needed. Steal Allows the adventurer to attempt to take an item that is not his own. This command can only be used when in a town. The DM first uses a 1d18 dice to determine if the adventurer has successfully stole something in town. The dice roll has to be below the adventurer s Common Skill to be successful. If successful, The DM uses a 1d150 dice for Halfling Rogues and a 1d20 dice for those that are not Rogues to determine how much gold is taken.

21 Join us for some adventure fun at I hope to hear from you soon! Yours truly, John GD

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