Rules

In Thelanis, the Land of Magic and Fey, there are few changes to the “normal” realms of Man.

Arcane magic is terribly enhanced.

All ARCANE Spells and Spell-Like Abilities are Empowered OR Extended, chosen at the time of casting. That is, all variable numerical effects (damage based on level, number of targets per level, etc) is increased by 50% …OR… the duration of all ARCANE spells and Spell-like abilities is doubled. If a spell-like ability can be both divine or arcane, it is considered Arcane here.

Flight Ceiling: altitude rules are in effect.

Low Pass (lower than 5,000 feet)
Most travel in low mountains takes place in low passes, a zone consisting largely of alpine meadows and forests. Travelers may find the going difficult (which is reflected in the movement modifiers for traveling through mountains), but the altitude itself has no game effect.

Low Peak or High Pass (5,000 to 15,000 feet)

Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. All nonacclimated creatures labor to breathe in the thin air at this altitude. Characters must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or be fatigued. The fatigue ends when the character descends to an altitude with more air. Acclimated characters do not have to attempt the Fortitude save.

High Peak (more than 15,000 feet)

The highest mountains exceed 20,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they’re acclimated to high altitudes. Altitude sickness represents long-term oxygen deprivation, and it affects mental and physical ability scores. After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores. Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness, but eventually even seasoned mountaineers must abandon these dangerous elevations.

Wind and adverse flying conditions are also in effect.

Normally in Thelanis the wind is a gentle 1-10 mph, with brief moments up to 20 mph, and does not hinder flying or movement at all. This is not always so, especially in mountainous areas or the open plains.

Duels

Fey on Fey violence is not entirely unusual, but very rarely is it ever deadly. Most fey possess damage reduction to some extent, so duels are fought to first blood for lesser infractions, to incapacitation for greater ones. In the Feywild, duels are fought as stylishly as possible, as winning the duel is rarely as important as winning the crowd. In the Feydark, it is a direct affair with few rules.

Rules

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