Melderyn

 

Mission Statement: A group of educated magical beings dedicated to the furtherance of magic through careful research.

 

Goals/Methods

I. To achieve a magically pure dimension without outer dimensional “contaminents”.

II. To focus power at Melderyn where it may be studied to benefit us and stopped if it will not

III. To place the art, above personal differences, when considering what is best. This does not preclude preference, but demands impartial and unbiased thinking.

IV. To destroy/ nullify any renegades, dangerous magics, or technology when decreed by the councils

V. Destroy/thwart Satan whenever possible

VI. Never to directly confront and Celtic god in magical combat.

 

Councils of Melderyn

Spheres of Control

 

3rd Council - Parliament

  1. controls day to day operation of cities and local ordinances (city mayors)
  2. Meet to decide nationwide policies (like senators)
  3. Seek out and destroy any renegades on Prime as they are found
  4. Follow directives of the second council

          Members

Leader of the White Robes – Lazarus

Leader of the Black Robes – Avish Foe

Leader of the Red Robes – Stormwarden

These mages are kept very busy being mayors/senators. They greatly respect and revere the upper councils but are not lackeys.

 

2nd Council – Circle of the Guardians

  1. Influences the 3rd Council in overall picture
  2. Guard inner/outer planes vs. renegades
  3. Stop any heavenly / diabolic influences with regard to magic
  4. Deal with outer /inner planar threats to the Prime

Members

Mallock the Dominator             LG       Wizard, ultra pure, may summon across dimensions

Thoth Amon                             LN       into knowledge

Par Salian                                 N         Sorcerer, Favored of the Gods

Steven Sagely                           LG       Sorcerer

Lord Kelsin                              CE       

1st Council – Archmagists

  1. Stop dimensional influences on magic
  2. Thwart Satan
  3. Stop deities from accidently or purposefully affecting magic
  4. Stop technology from encroaching
  5. Seek and destroy those who gain Archmagist powers

Members

Merlyn                                     LG       Led Zeppelin

Mandrake Mandragoran           NG      Korak Mandragoran

Math Mathonwy                       N         Amadeus Mozart

Ivanshu                         NE       Kevlar the Dissonant

Baba Yaga                               CE       Pell Ell (Deathsinger with Stiehl)

The First Council of Melderyn
The Prime Directives


Stop dimensional influences on magic
Thwart Satan
Stop deities from accidently or purposefully affecting magic
Stop technology from encroaching
Seek and destroy those who gain Archmagist powers


First Council Members:

 

Member                                 Align        Spellsinger

Merlyn                                     LG       Led Zeppelin

Mandrake Mandragoran           NG      Korak Mandragoran

Math Mathonwy                       N         Amadeus Mozart

Ivanshu                                     NE       Kevlar the Dissonant

Baba Yaga                               CE       Pell Ell (Deathsinger with Stiehl)

 

As per an agreement between Genin and the Celts, there may only be 5 Archmagists at any time. Each represents a different alignment and the transfer of power is worked out differently for each one.

 

Merlyn

            Stopped magical/druid combination

            Worships Bahamut

            Favored by Silvanus, he has been granted 14th lvl druid powers

            Archmagist special power on charm of illusions (gives powers of archenemy)

            Owes me one for taking over a mission for him for Draco Paladine

Math

            Checking into gods, their usurping on magic

            Traveled with Allanon and Kairn Evael

            Archmagist special: Anything said in the wind is heard by Math

            Stops deities from affecting magic

Ivanshu

            Created several life forms/races (some book of life) (Azers)

            Lives on Harn in Misyn, thought of as a God

            Stopped new breed of hordlings

            Stops interdimensional encroachments

            Sent Azers after the Legion of Gold after the Great Migration

Baba Yaga

            Will not act against children

            Worked against Satan by eliminating the purpose behind a table

            Has a “neice” named Natasha, “watching over” Alexia

            To get into tesseract go ito the fireplace, under rug, refuse pile

Mandrake

            Stop technology from encroaching, Priests of Syrinx

            Stop the merge,

 

2nd Council

Mallock the Dominator LG       Wizard, ultra pure, may summon across dimensions

Thoth Amon                             LN       into knowledge

Par Salian                                 N         Sorcerer, Favored of the Gods

Steven Sagely                           LG       Sorcerer

Lord Kelsin                              CE      

 

3rd Council Members

Leader of White Robes – Lazarus

Leader of Black Robes – Avish Foe

Leader of Red Robes – Stormwarden



Members of Parliament

By Decree of Paliament, We Do Hereby Enact the Following Laws....

 

The government of Melderyn is a magocracy ruled by the highest level mage, King Genin Fateshaper. Serving him are his various councilors and advisors and the Council of Parliament. Parliamentary leaders represent the cities within Melderyn to the overall government and in many cases they are the defacto leaders of their cities. Parliamentary appointment varies for each position but all members must have a region of land they represent. Some members have been appointed to their post by their King or by the regent who holds the most power in the region of interest - in many cases this is the Parliamentarian himself. Parliament meets three months out of the year in most years and is responsible for the day to day managing of the kingdom. They enact laws, policies, and even foreign policy when the King deigns to keep silent. All members are given the honorific of Par to their name, i.e. Par Salien. Par Salien is the Chair of Parliament and thus rules it much as the Speaker of the House. House members are divided into three factions denoted by the color of robes that they wear. The highest level MU of the group is the nominal leader of those Robes. Leadership of one of the Robes puts that person in charge of certain parliamentary procedures but does not entail complete rulership over the votes or actions of its members. A member may not be expelled from his Robes but may be expelled from Parliament by a vote.

 

3rd Council Members

Leader of White Robes – Lazarus

Leader of Black Robes – Avish Foe

Leader of Red Robes – Stormwarden

The White Robed

Steven Sagely

Sorcerer

Yalein

 

Leto the Just

Sorcerer

Thay

 Center of Healing/Diancecht

Duncan Lawyer

Sorcerer/Fighter

Ontur

Paladin Training

Jacob of Water

Magician

Zulios

Fishing/Shipbuilding

Selep Delpro

Illusionist

Chyrefall

Center of Illusion training (g/n)

 Thaum

 Thaumaturge

 Wharro

Center of Thaumaturgical training

 Paul Eleb

 Alchemist

 Shenep

Center of Alchemical Training

 

 Magician

Ridow

 Naval base, center of dragonstudy, underwater, democracy.

 

 

 Laket*

 

 

 

The Red Robed

Stormwarden

Sorcerer/Thaumaturge

Lyf

Sailors/Shipbuilding

Payar Slom

Thamaturge/Sorcerer

Menio

Farm Center/horses

S. Carolinus

Alchemist/Thaumaturge/sorcerer/magician

Cosyuh

FarmCenter/horses

 

 

Harden

Military leaders here

 

 

Parnam

Sailors/Fishing

Marco Lugh Leigh

Cleric/Thaumaturge

Gythrun

Macnananmaclir Temple

 

 

Genoth

Center of Illusion Training (non-good)

Fistandantilus Pang

Magician/Thaumaturge

Gosus

Center of Magician Training

 

Sorcerer

Jetust

Center of Sorcery Training

Kaliel

Wizard?

Solitude

 

 

 

Cupeth*

 

 

 

Huvos*

 

Draco Stormsailor

Thaumaturge/Fighter

Nurisel

Guards Melderynni Isle

 

 

The Black Robed

Avish Foe

Alchemist/ Magician

Ramere

Military Center/Defense of the North

Pug the Necromancer

Alchemist

Parios

Farmcenter/Keep of Undead

Saroth Delmorn

Wizard

Jothet

Farm Center

The Four Horsemen

Cleric/ Wizard

Cundras

(Hangout for all those that plot against isle, and

 

Anti-Paladin/

Fosumo

center for theives and assasin training, and

 

Assasin/ Alchemist

Yael

center for poisons, disease breakouts), and

 

Cleric/

Racyn

center for cursed and evil items

Gaemon Targeth

Wizard

Karveth

Center for Wizardry training

 

 

Moque*

 

 

 

 

 

 

 

 

Leto The Just

 

Almost master Sorcerer, Leto comes from a very rich and influential house. Long line of mages. Previous member of house developed the Telepathy Spell. House has many telepathy items to be used by house members only. house sumbol is seveven pairs of hands reaching in toward a circle. Mother was a powerful sorcerer who supposedly obsesively divined the future for her son.

Has many holy items of Diancecht that enact healing. Received great longevity from Diancecht. Spells gear around divination and abjuration. Many protective magics. Practices the layering of multiple spells. (top one must be dispelled before a lower one can be). Reputed to be able to heal using Sorcery (a blessing of Diancecht for healing Par Salien during the attack of the Lythyan-summoned Johrm-Gudur Demon). Has been cited by the Hierophant of Dagda (highest cleric) as a just and righteous man. His House is noted for giving generously to the poor and patroning many poets and druids.

Personality: Very kind hearted but has a stern & dour appearance. Speaks with a strong Lythian accent (his whole family has the same Lythian accent. purportedly they came from Lythia years ago). Leto takes strong actions to protect against perceived threats and to protect his friends, allies, and people he knows of to be lawful and good. In the pursuit of this he tends to be a bit paranoid. He demands perfection from his staff and has high standards for the legislation that comes across his desk. A stalwart defender of the idea that magic should be used for the common good.

His Senior Aid (and concubine) is Ben'acht Benai, a beautiful sorceress and student. She is very adept at clairvoyance and it is said she can see things more clearly than most. She helps rally votes behind the scenes. She also keeps track of current voting records for Leto.

Duncan Lawyer

A renowned paladin and veteran of several crusades, Duncan is known for his knowledge of the laws of most of the Harnic countries as well as an expert of those in his town, church, and Melderyn. He champions justice and fair laws. Refuses to vote for laws that do not reflect the spirit of the body of laws as a whole or for ones that are morally unjust. Concerned less with how laws affect an individual than how they affect society and the body of laws as a whole. Duncan is very charismatic and excellent at giving rousing speeches in parliament as well as spirited defenses or prosecutions in courts of law (he is recognized as a paladin of Birgit to be a lawful representative of the courts in all Celtic countries).

Duncan has learned Sorcery as a secondary class that is afforded him as on of his 'specialties' as a paladin of Brigitte. His other specialties are history, heraldry, religion, and the laws of several different Harnic nations. He is also the Head of Paladin Training in the sole training center for paladin training in Melderyn. The Orders of Brigitte is the order that directs and manages all the other Paladin Orders. They have the official Codes of Chivalry and keep the records of laws, codes, and traditions upheld by all the knightly orders. This Order also manages various events -i.e. jousts, etc within the city and between the various groups of knights. There are probably five separate paladin orders of various Celtic gods in this city.

Duncan is known for only a few low level spells - scribing & note taking spell, a Rules of Chivalry spell that puts negatives on to hits & damage for actions that don’t follow chivalry during a combat. He supposedly also has a nice 3rd lvl ESP spell that he uses in trials. A clerical spell allows him to make documents readable by someone without reading skills.

All of the Melderyni King's Royal Guard have trained for years in Ontur. The town itself is a little more than a huge Keep with a town built around it. Actually its is like three keeps built inside one keep (several separate defensible areas). Duncan has many friends and contact within the Royal Guard. He also has many military contacts.

Jacob of Water

Jacob of Water is a magician who focuses on the creation of water related items. He and his underlings have created many magical sails to fly on both fishing and warships. He has also created a few rings of water elemental command and has negotiated a few pacts with the elemental water mage and Melderyn to make the seas around the Melderynni Isle "safe".. He spends a great deal of time in Parliament trying to help his small fishing village and its people prosper. Few of the people in his city of Zulious actually practice magic. Most are fishermen and sailors. There is one small magician group there which does aid in the small shipbuilding industry in Zulious. Jacob noteworthy spells deal with meta-magician specifics and tend to be only understood by magicians. Jacob of water has lots of respect among magicians but is sometimes considered frustrating by many of the others of parliament due to his constant desires for pork barrel projects focusing on the needs of his small town.

Selep Delpro

Selep Delpro is a powerful Illusionist and he directs Chyrefall, the city which boasts the center of illusionistry training. Selep is a pacifist in that he will not kill anyone with a spell - that’s not to say that he is not combative in parliament (he often is) and that he's not voted in the past to go to war (often on that count as well). His illusions, what Selep refers to as White Magic , are often very strong, with tactile components and usually disbelieving in them has little effect. He is fond of using his illusions to beat the shit out of those who do evil. Additionally, he is known for many illusions that can keep creatures, mages, and others bound and imprisoned. Chyrefal boasts many Cathedrals of Illusionary Art that offer entertainment and enlightenment as well as perfect for carrying out many of the personality and character tests for other organizations. One of these organizations is the Royal Guard who sends its paladins from Ontur to Chyrefal when they complete their training. Chyrefal has been an instrumental starting point for many of the famous quests taken on by people in Melderyn.

Selep is adamantly opposed to the death penalty and believes that all killing is wrong. His usual approach to war is through misdirection.

Thaum

Thaum rules Wharo with a council of five other master thaumaturges. Thaum is the one most respected and revered to protect the interests of Wharro and Melderyn proper. He is a very good natured man who is often very stubborn. His voting record has been very independent. As Wharo is the main center of thaumaturgical training,

Paul Eleb

Paul was born to subsistence level farmers and was recognized for his keen intellect and creativity at a late age. His training was fully sponsored by Ingarion Goldfingers and Ingarion has done much of his training personally. Now Paul is the Director of Shenep, the center for Alchemical training in Melderyn. The city itself is one big Alchemy lab with walls built around it. More correctly it could be described as a great fort with an alchemy school at its heart. Similar to….. the city is devoted to this one main enterprise. The entire economy of this city is based on Alchemy with all of its job in some way related to this industry. Gardeners tend various herbs and plants used as components for potions. Herbalists select proper trimmings from the plants and prepare them for their use in the alchemical school. Glassworkers supply the endless amount of vials, beakers, and test tubes the labs consume. Foresters forage to feed the many stoves and burners employed in the city. Even an adventurers guild is maintained by the city proper for a source of people to go get specialized components that cant be bought by trade. The Adventurers Guild in this city is quite unique and boasts some of the most famous 5th-8th lvl heroes. Paul Eleb recently replaced a Governor - from the Red Robes. As the Executive Director of the city he is the man in charge of all the laws and policies of Shenep - and thus control over the entire alchemical industry is Melderyn. This has given him much leeway in the Parliament as most concede, that at least in maters related to alchemy he has the last say. Eleb is a good man, if not a bit innocent and naïve. He has tried to take the city in new directions since resting the Directorship from a member of the Red Robes. He has changed employment rules and pay scales to more favor the peasantry. He has tried to shift the sales of many potions to other markets - such as potions of sweet water to fisherman, potions of fertilizer to farmers, and even cheap potions of dexterity to craftsmen. Paul shows a healthy love for the common classes and desires to promote the common wheal through the industry of alchemy. In Parliament he is a vociferous actor in matters of alchemy or the poor. As a mage, Eleb is extremely adept. He is considered a genius by many geniuses - able to calculate complex formulae nearly instantaneously and brilliantly capable of seeing how things interact with each other - weather that’s potions ingredients or economic complexities. Eleb still remains very loyal and well supported by his Patron, Ingarin Goldfingers.

Stormwarden

Leader of the Red Robes Of Parliament

He is an accomplished sorcerer who has passed the test of the tower of High Sorcery . Additionally, his powers over thaumaturgy has somehow given him access to weather control and wind manipulation. The secret of this thaumaturgical technique has been within the Stormwarden family for several generations. Several Stormwardens have played prominent roles in Parliament - as robe leader in some cases or as hero or influential backroom manipulator for others. In all cases, Stormwardens have been traditionally of the red robes. The shores of Lyf and the waters around are well warded by new and ancient spells cast by this famous family. Beyond spells that control weather, this mage is known for some spells that cause/release emotions in those who deal with him (or perhaps, some say, its just his personality). In either case he has been a surprisingly adept leader for someone who comes from a small provincial town. He is incredibly good at wheeling and dealing to get votes passed within parliament and his voting record reflects one who still wants to make a mark on this world (likes to take risks). He is strongly allied with S. Cornelius (gets best info)

S. Carolinus

 

Chiefly an alchemist, S. Cornelius has also studied sorcery, magic, and thaumaturgy. He is knowledgeable about a great many things and is the current best living scholar on the subject o Yishanna or incantatrix. His specialty is in divinations and in meta-magics. S. Cornelius is very studious and tends to miss many votes in parliament. He has been known to get a few things done for the red robes on occasion and tends to be a great source of hard to get information for the red robes.

 

 

Marco Lugh Leigh

 

A powerful and influential high priest in the churches of Mananmaclir, Marco Lugh Leigh is the Melderynni isle's chief liaison with the forces of the sea god. Marco quite often negotiates favors from Melderyn for other churches of mananmaclir…items etc in exchange the priest has always been able to marshal surprising effects of foreign diplomacy using the seas and their troubled storms. This thaumaturge, in some ways similar to the Stormwardens, has been able to employ his mastery of thaumaturgy to control large scale weather effects - in this case the oceans and the seas. Many believe this is done with the miraculous aid of Manananmaclir. Unlike house Stormwarden, Marco's accomplishments are his own and no others seam to be able to accomplish the feats.

Fistandantilus Pang

Known for the creation of some magical flames that are items not spells. Specializes in fire spells - start fires, summon fire creatures, fireballs, fire attacks, Fistandantilus’s Ever Returning Flame - a flame that keeps coming back, a faery fire that highlights all fire protection items, elementals that come to take fire protection items or demand payment, teleportation traps that teleport a person into a volcano. Specialized invisibilities & illusions that make fires and flames invisible, transmute liquid to potion of explosions spell...etc. Pang rules the largest Magician Factory in all of Melderyn. Because of the dominance of this factory in a city that is the center of magician work, Pang has risen to the highest part of the food chain and King Fateshaper had him appointed to Govern the city

 

 

 

 

          The Mandragoran Reader shuffles a Deck of Many Things, or a Tarot Deck, and the deck is layed in front of the target creature. The target creature may choose to make a normal will save to resist cutting the deck. If their save succeeds and they choose not to touch the cards, the spell ends with no other effect. If they touch the cards, they must cut the deck, at which point for the next minute (10 rounds) they can do nothing but await the rest of the reading. Any attacks made on the target will immediately end the spell and free him of his transfixation. The spell does provide a minimal protection from external attacks for both the reader and the target. An invisible forcefield, similar to a wall of force but taken down only by a remove curse (or similar fate canceling magic) surounds the two in a five foot radius while the reading takes place. The target creature draws 5 cards and places them face down as directed by the Mandragoran Reader. As soon as the cards ar
e drawn, but not before, the Reader is aware of their identity even though the target (now called the "Subject") does not. When all five cards are on the table the Reader tells the Subject in which of the five positions to place each card. The five positions are: The Past, The Past in the Present, The Card that is the Subject, the Card that Crosses, and the Future and they are layed as such:
                                                    "The Mandragoran Lay"

                                                                                                            
                               The Past                                                                        The Future
                          
                                                            ____________           
                                                            |    The Card     |
                                                ---------|--------------------|-----------
                                               |            |     That Is         |              | <------- The Card That Crosses
                                               |            |                          |              |
                                                ---------|-The Subject -|-----------
                                                            |___________|





                                                       The Past In The Present


    The Past, this is the first card that is revealed.   It represents the past of the subject character and will become a point of focus for the spell. The card that is revealed must be related to some past event in the subjects history - if it is the Dungeon, it relates to some time that the subject was imprissoned, if the Comet, it relates to some past enemy that the subject defeated and grew stronger by, if the gem, a particular magical item that was a part of the creatures past. The casting of this spell allows the Mandragoran Reader to learn enough knowledge about the subject to select an appropriate event. Once this card is Interpreted the rest of the reading is keyed to that event.
     The Past In The Present: When this card is turned it becomes connected to the specified past event and represents the status of that event (those enemies, that item, etc) in this time.  For example, in lorocus's reading, if the first card that was turned was the Dungeon, and it was related to Lorocus having been imprissoned by the Githyanky, this card could be interpreted to represent the githyanky at this time. Thus, if the "key" (gain a powerful weapon) was in this possition, it might be Interpreted that a powerful weapon was created or aquired by the githyanky.  This spell is a manifestation of Observer (or Interpreter) Created Reality, and similar to an Alter Reality spell, it may contain a experience point cost. While the Mandragoran Reader may Interpret the card, the DM can apply an experience point cost as appropriate.
    The Card That Is The Subject. Uncovering this card has no immediate effect, it simply represents the character. If this card is ever drawn from another deck randomly by the subject, the subject gains either double the effect or his choice of another card effect in that deck. i.e. for Lorocus, if the Card that is the Subject is the "Hierophant" in this reading, it becomes 'his card' and at some point in the future he comes across a deck of many things and happens to randomly draw the Heirophant, he could choose to gain a level after defeating his next monster. Good luck! For the Mandragoran Reading, however, the card that is placed here is interpreted to relate to some skill or power that the subject has and that relationship is read from the flavor of the card. For example, if the card is the "Moon" (granted 1-4 wishes) it could be related to an at will power the character posseses, if the Idiot (lose intelligence) it could be related to the characters intelligence or an
 intelligence based skill such as spellcraft, etc.
    The Card that Crosses: This is a very special possition. The card in this position is what links the Past In The Present with the character himself. It can represent a new fate strand that has crossed the the Subject's own. The Mandragoran Reader may either choose to visit the card effect on the subject at the end of the reading or just use the card to interpret the link. The Card That Crosses must represent an item, place, or entity that is already in existence. Again, the Mandragoran Reader has access to a legend Lore for purposes of gaining details.  Only a minimal amount of reality shaping may be done here with the appropriate experience point cost. For example, in Lorocus's reading, if the card is the "Rogue", (a friend turns against you) the Mandragoran reader could say that Grak Demontooth has betrayed you to them and it is his machinations that will bring the githyanky and you together. At the end of the reading, the Deck of Many Things card effect would take pla
ce and Grak turns against him. For experience point cost the Reader may loose 500 experience points for specifying that the henchmen in question was Grak (the reality creating effect). Note that there should be no experience point cost for the bare minimal interpretation, i.e. the Reader could simply say that a henchmen who turns on you will bring you two together. The Card That Crosses is also the Card That Hangs in the Balance. It may represent what is at stake. Success in the endevour may mean that the hechmen is not turned or is turned, or perhaps the Reader does not specify which - Grak connects you two and he may or may not turn or have turned on you. The Card that Crosses also affects The Future.
    The Future: (and final card to be turned). This card effect will visit the character in the future. It is usually the standard Card Effect (as played out through reality ...i.e. you learn you inheret a kepp rather than one just appears). If it is good, it is what is attainable, and what will happen if pitfalls are avoided.  If it is bad it, it is what is currently inevitable and must be battled against. The DM decides the place and time and manner of this card effect but it IS in the characters future. The Reader can say that for sure. It could strike at any time or it could be intrinsically related to the storyline (it does not have to be - it is often the mistake of subjects, and sometimes the Reader,  to assume that it does).
   Note on special cards: If the "Jester", the "Idiot", or any card that allows you to draw more cards is picked, the Reader specifies the position in which the card will be placed BEFORE the new cards are drawn. These new cards are placed face up to the upper right of the original card and modify/apply to that possition. Also, all Mandragorans have a card which can always symbolize them. For Mandrake, it is the Magican (tarot deck) or The Fates (DoMT). If Mandrake is the Reader and this card is drawn by the Subject, Mandrake can choose for the card to represent himself in the storyline (in whatever appropriate possition.
     The Reading: A reading has several basic componets. The first component is the thread or storyline. It is started by The Past,  developed and embelleshed upon in The Past in the Present (reality creating with experience point cost or use of actual card effect or combination thereof). The storyline is developed further by the introduction of a new element - The Card That Crosses. This is reality creating only in the sense that the Mandragoran Reader is linking two, perhaps previously unrelated, fate strands together. How it resolves or what will happen in the end is not of the readers choosing nor is it known. People, items, or places introduced this way must already be in existence and cannot be 'reality created' from this reading although  the Reader does have the benefits of a legend lore spell to learn needed information. Remember, there is always a positive side and a negative side to the card that crosses although perhaps even the Mandragoran Reader doesnt fully un
derstand it (or need to).
    The second component of a reading is the set up of a conflict of some sort, it may be physical, magical, or otherwise. It is related to what the cards are and the story is. The third component is the skill or power of the subject that could be beneficial to the Subject in this conflict - it is selected by the Reader but might only be vaguely communicated. In some cases the reader might choose it only generally during the reading ("i'm picking some charisma based skill") or he could opt to pick a specific skill and only hint at that skill to the Subject. In either case, when this item, skill, power, or ability is used by the character in the conflict it will be done with a bonus of +20 on any die roll and have double the normal effects. This bonus may or may not be enough for the character to succeed, nor is this the only way that  the character can succeed in the conflict resolution necessarily (determined by the DM).
   The fourth and final component to the Reading is the Choice. In some way, the reading represents a choice between reality shaping card effects and often there is a trade off. Seldom due Subjects gain beneficial effects from all the cards. Often it can be a choice between what hangs in the Balance versus The Future. Sometimes it is a choice between The Past In The Present and The Future. If what is in the Future is good, then what is lost in the balance might be hard to take. In reading a demonlord, they might be faced with gaining the answer to their next delema but they may have to change alignment in the process of getting it (their aligment was in the balance). 
    The Mandragoran Reading is as much reality shaping as it is card effects as it is prognostication as it is just blind guesswork. No one is sure just how much of these things would have occured if the Reading had not taken place. Some believe it is only with the Card that Crosses that the Mandragoran Reader plays with fate, the rest were just inevitable. In either case, experience point cost should be balanced against what can be generated from card effects. If the card effects themselves are responsible for most of the changes to reality, then experience point cost should be minimal.
  Finally, the Mandragoran Reader MUST make up a reading based on the cards that are drawn. If he fails to come up with a coherent reading, the spell ends and the Reader takes 10d6 in magical damage and gains a curse of -2 to all saves. (Cann only be removed by someone other than the Reader).
    At the option of the Subject, the Subject may elect to pay all or some portion  of the experience point cost of the Reading.


   
Example 2:
in Steven Sagely's Reading, the first card, The Past, is the "Sun" (gain a wonderous magic item). It is Interpreted as an item strogly associated with him that is tied to his past -his Flying Carpet. The second card, The Past in The Present, is "Ruin" (immediately loose all wealth and real property)and it is interpreted to say that  the flying carpet was about to be lost.
Sagely's Subject card is the "Star" (gain +2 to one inherent ability). The Mandragoran Reader chooses the 'inherent ability" to be charisma and tells Sagely that he is 'the Star'  - a charismatic person who can speak well yet sometimes fools people with his charm,. The reader secretly chooses bluff as the personal skill the card represents. The Card that Crosses is the Skull (defeat death of forever be destroyed). The Reader then can use this card to tie in a new fate line ot the character and say that what joins him (the Subject) with the Past in the Present (his carpet which is about to be destroyed) is this guy that is going to come and try to kill him. The reader could simply visit death upon Sagely at the end of the reading (who might end up destroying the carpet in the battle) or he could say that he will soon meet a stranger that will link him with the event that possibly causes his carpets destruction (and he will most likely do battle with this stranger). The card t
hat crosses is also the card that hangs in the balance, and thus something about it may be gained or beneficial (there is always something good and something bad about the card that crosses. Finally the future is revealed to be the Vizier. This card effect will visit Sagely i the futture - at some point he will know the answer to his next dilema.

Sagely rises from teh table ad walks out the door. In two days death comes for him (summoned by a powerful demon lord that doesnt like sagely) and attacks him. Attacking his carpet first. sagely thinks about the reading and remembers he was the Sun and chooses to try many charisma based skills, eventually he attempts to bluff Death into believing that he has been killed that round. Surprisingly, he finds he has a +30 on the skill check and it has double effect. Death believes Sagely to be dead but urns the carpet anyways.  Sagely screams and death looks back, schocked and amazed that he could actually be fooled ito thinking someone dead when they weren't. He is so amazed at this in fact, that he has a strongly positive reaction to the spunky Sorcerer and offers him friendship (remember Death hung in the balance). Death then offers to help sagely out by offering him a ride on his skiff to the bowels of the abyss, where Sagely learns the answer on how to convert the drow elves
 to good (although it might not be practical to do) hehehehe. Lesson here, fate doesnt turn out how you nescessarily imagined it would after hearing the reading. A good reading is only a guide. Subjects tend to hear more prediction than is actually said.
The fates of the subject are intertwined with this spell and the Reader may access all information as per legend lore spell to properly read the cards.

Mandragoran Runes
level 4th
range: 0
duration: permanent until understood
area of effect: 1 surface
components, V, S, M (1,000gp in magical inks)
This spell allows the mage to scribe a message that is unreadable to any creatures who do not posses certain pieces of information. The information that is 'key' to being able to decipher the message is specified by the caster when the spell is cast. If a creature learns the keying information or knows it at the time they read the runes, then all or a portion of the message becomes understandable. The keying information may be knowledge of certain events, understanding of a certain process or etc. Spells which divine writings or decode meanings fail to decipher Mandragoran Runes because a part if not all of the information is not actually written in the ruin, it is in the keyying information of the readers themselves. If the reader knows the caster of the Runes personally, then as they comprehend the meaning of the message, it will incorporate in the form of long forgotten memories of conversations with the caster. As the message is communicated in these disparate, half forg
otten and disjointed memories, it is near impossible for Detect Thoughts and similar mind reading or knowledge knowing magics to glean the message from the readers mind. Its not a secret, as a whole the information is just partially forgotten memories!

Dragon Overland Flying Speeds

 

Dragon’s Fly Speed

 

100 feet

150 feet

200 feet

250 feet

Hour

 

 

 

 

Normal

15 miles

20 miles

30 miles

40 miles

Hustle

24 miles

40 miles

60 miles

80 miles

Day

 

 

 

 

Normal

120 miles

160 miles

240 miles

320 miles