Mysteries of Andor (3.5e Campaign Setting)
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Andor is a mix Fantasy/Post-Modern Setting, where a world shaped and changed by progressive civilization and warfare has somewhat collapsed under the weight of its own greed, yet found what appears to be some kind of peace. Subtle empirical movements, however, have been made. The world is involved in a great bloodless war, or so it seems.
Many races are integrated in the major kingdoms, and the continent seems to be returning to a very natural state once again. Heavily developed cities glow like lanterns in otherwise rural settings from the view of airship passerby, while roads are few and direct. Orcs and Leonin, once bitter enemies of humankind, now settle with an easy peace in most lands, though the eastern Orc villages are still bitter.
Goblins remain one of the most common enemy humanoids, as do Gnolls and Lizardfolk. Giants are more neutral to humankind, while Dragons have been hunted to endangerment, considered little more than wild beasts. The once-great territories of these majestic and wise beings are now competed over for food and wealth. Most of these territories are ruled by the humanoid races, or by the few proud and dignified Dragon Lords, ancient mighty Wyrms of exceptional power who guard deep secrets of the past, historical treasures, and artifacts. Dragon Lords are often puppeteers behind rulers of kingdoms in Andor's Western Empire.
Spirituality is strong in Andor. The Gods and the Demigods are worshiped in every city by a growing populace. Arcane Spellcasters typically resent the Churches and Temples established in the more "civilized" nations, leading to a certain strife between practitioners. The Wytches of the Old-Ways scheme and plot to supplant the Clerics and Bishops of the New-Age.
Spirits of the Dead are worshiped and prayed to by the followers of the New Temples, and the clergy of this Faith typically use these beings to further their religion's goals. Necromancy has become the officially recognized practice in most of the continent of Andor.
The history of Andor and its tumultuous past has been buried and scattered; most know next to nothing about the world's history. This Aeon is one of great discovery, however, and the heroes that arise will be chosen by Fate itself. The truth will be more astonishing than one could ever imagine.
 Nations and Regions
Al-Vheda is a democratic nation on a large island.
Khelika is a land steeped in deep occult mysteries.
Nilyasevher is an underdark city-state.
Inilaraafin is an underdark city-state.
 Playable Races
High elves are normal surface elves. Their skin is fair, their hair ranges from red-brown to silver-blonde, and their eyes are any shade of blue, green, or purple, while pink is rare. They dress elegantly in simple yet beautiful clothing and intricate jewelry. Use moon elf height and weight from Player's Guide to Faerûn. They are usually good.
Wood elves are more reclusive, traditional "old-school" elves. Some are still nomadic. Their skin is fair and sometimes tan. Their hair ranges from red-brown to raven-black, with strawberry-blonde being more rare. Their eyes are green to brown. Use jungle elf traits. Use wood elf height and weight from Player's Guide to Faerûn.
Night elves are nocturnal elves who are suspicious of most outsiders. Their skin is grey-blue to deep blackish-indigo, their hair is silvery-black to silver or silver-blonde, and their eyes are blue, purple or pink, but rarely green or magenta. Use moon-elf height and weight from Player's Guide to Faerûn. They are usually chaotic. Night elf traits ability score adjustments are +2 Dex, +2 Int, and −2 Con. Their special abilities include Darkvision 60ft and their spell-like abilities include 1/day- dancing lights, faerie fire, and ghost sound. Their LA becomes 1 and their ECL becomes 2.
Dark elves are subterranean elves which are generally viewed as evil. Some, however, live above ground. Their skin is dark grey to jet black, their hair is white sometimes with hues of some other color and it becomes silvery with age, and their eyes are any shade of red with blue, green, and purple being rare. Use drow height and weight in Player's Guide to Faerûn.
Ice elves are arctic-dwelling elves. Use arctic elves. Their skin is pale bluish-grey to an ashy-hue, their hair is white becoming silver with age, and their eyes are blue, green or pink.
Sun elves are desert elves. Their skin is tan, their hair is copper-colored to brown with gold or golden-red hair sometimes showing up, and their eyes are brown, rarely hazel, green or yellowish-green.
Al-vhedan humans are descendents from the natives of the island of Al-Vheda. Al-vhedans have blue or green eyes. Hazel or brown eyes are less common. Their skin is fair, and their hair ranges from black to blond. Use tethyrian height and weight from the Player's Guide to Faerûn.
Futhron humans are descendents from the immigrants who settled in Futhros and spread southward. They typically have green, hazel, or brown eyes; blue eyes are a tremendous rarity. Their skin is dusky or fair, and their hair is black or blonde. Use chondathan height and weight from Player's Guide to Faerûn.
Iclarian humans are descendents from the natives of the frozen highlands of Iclaria. Their skin is fair and complements their green or blue eyes. Iclarians usually have blonde to light brown hair, though a few have darker shades. Use illuskan height and weight from Player's Guide to Faerûn. Add Arctic Traits, −1 Spot.
Khelik humans are descendents from the khalikipa, who traveled east and north and settled in Khelika. Most kheliks have dark or tan skin with hair black or brown hair. All kheliks' eyes are brown. Use calishite height and weight from Player's Guide to Faerûn. Add Desert Traits, +1 Spot, −2 Swim.
Dajeeti humans are descendents from an ancient race who lived far to the east, the ancestors of the dajeeti were technological geniuses, and migrated to many lands, and even to the Floating Islands in the sky. They have dark brown to black skin, and brown eyes. Their hair is black. Some dajeeti have hazel or green eyes, and blonde to brown hair. Add +2 Constitution and −2 Strength, +2 Craft (Mechanical) and Drive (Aircraft), and −2 Climb and Swim.
Udori humans have dark tan to dark brown skin, with black hair and blue, purple or red eyes. The udori have −2 Strength and +2 Intelligence, +1 Spell Power and +2 Saves vs Spells and Spell-like Abilities (instead of +4 Skill Points and 1st level and +1 Skill Point per level after first) and Favored Class Wizard (instead of any favored class).
Half-Elves half-drow have darkvision 60ft instead of low-light-vision. use Arctic and Desert versions where appropriate.
i have a few dwarven subraces as well.
Mountain Dwarves typical dwarves.
Arctic Dwarves Arctic Dwarves.
Gold Dwarves Desert Dwarves.
Green Dwarves Jungle Dwarves.
Duergar/Deep Dwarves Subterrainean dwarves.
i have several Halfling subraces. they call themselves the Kith.
Lightfoot Kith typical Halflings. blonde to brown hair. brown, to green eyes. pale to dusky skin.
Strongheart Kith Arctic Halflings.
Sandwalker Kith Desert Halflings.
Ghostwise Kith Jungle Halflings.
Seadrifter Kith a subrace of Halflings that live on the ocean, almost never coming onto land. they have Blue, Green or Turquoise eyes, Blonde or Brown hair, and Dark Brown skin. Seadrifter Traits: +2 Dexterity, -2 Intelligence (instead of -2 Strength, +2 Dexterity). +2 Survival in aquatic environments, Swim and Search (instead of +2 Climb, Jump and Listen). +1 attacks with Spears and Nets (instead of +1 attacks with Slings and Thrown Weapons). Favoured Class: Ranger (instead of Rogue).
i have only a few couple Gnome subraces.
Rock Gnomes typical Gnomes.
Svirfneblin subterrainean Gnomes.
Ice Gnomes Arctic Gnomes.
i have a few Ork subraces.
Brown Orks typical Orks. they do not have a -2 racial penalty to Wisdom.
Arctic Orks do not have a -2 penalty to Wisdom.
Desert Orks do not have a -2 penalty to Wisdom.
Jungle Orks do not have -2 penalty to Wisdom.
Half-Orks use Arctic, Desert and Jungle versions where appropriate.
i have a few Leonin subraces.
Mountain Leonin hair and fur platinum-blonde. eyes blue. they have a horn on their foreheads, and men have long manes and beards. women may grow short beards. men base hight 8ft +2d10 inches. women base hight 7ft +2d10 inches. men base weight 150 lbs +1d10x(number of bonus inches). women base weight 125 lbs +1d10x(number of bonus inches).
Leonin Traits: +4 Str, +4 Con, +2 Wis. Large-Sized. 2d8 Monstrous Humanoid HD. (4 + Int Mod)x5 Skill Points. Class Skills: Climb, Jump, Balance, Hide, Move Silently, Spot, Listen, Survival. Natural Speed 40ft. Bite 1d8 + Strength Mod, 2 Claws 1d6 + Strength Mod. +2 Climb, Jump and Listen. Low-Light Vision and Scent. Roar (EX): functions as Kiai Shout feat. Favoured Class Paladin or Ranger (ignore only one of these classes). ECL+2 (total ECL+4).
Snow Leonin Arctic Leonin. hair and fur bluish-white. eyes blue.
Snow Leonin Traits: same as Mountain Leonin except Cold Endurance and +2 to Balance instead of Listen.
Valley Leonin Desert Leonin. hair and fur golden-brown to light brown. eyes brown to green.
Valley Leonin Traits: as Mountain Leonin except Heat Endurance and +2 to Spot and Survival instead of Climb and Jump.
i have Planetouched as well, including the option of having non-human types of Aasimar, Tiefling and Genasi.
i also have Vierah.
Vierah thin and wiry, with tight, lean thighs, long rabbit-ears, and sensitive rodent-noses. they have soft fur, from White, to Bay, to Brown. males stand between 5'6 and 7'1, weighing 112-190 lbs. and females stand 5'1 and 6'8, weighing 102-180 lbs. Monstrous Humanoid. -2 Strength and Constitution, +2 Dexterity, Wisdom and Charisma. +2 Jump, Listen, Knowledge (Nature) and Spellcraft. Low-Light Vision, Scent. Myst Sense (EX): Detects Magic (as the spell) using Scent. Nature Sense: as the Druid Ability (if you already have this ability, or gain it from another source, gain a Feat instead). Favoured Class: Druid. ECL +1.
and finally, Warforged.
Warforged as in Eberron Campaign Setting (3.5ed).
 Monstrous Race Regions
the races below are not nessasarilly playable. this list details regions where monstrous races have established structured settlements.
Frost Giants East of Iclaria
Fire Giants Northeast region
Titans Southeast Region (desert oasis)
Goblins Any Mountain, Forest, Swamp or Hill areas
Orcs Any Mountain, Desert, Plains, Forest or Hill areas.
Minataurs Northeast and Southcentral Regions (but not in between).
Merfolk Region between Nightfall Kingdom and Al-Vheda.
Merrow Region North of Merfolk Region and East of Locathah Region.
Locathah Region North of Al'Vheda and West of Merrow Region.
Sea Elves Region South and East of Tol Quendi and to the South of Halfling Nation.
Kuo-Toa one group East of Sea Elf Region and South of Gnome and Southern Dwarf Regions. one group East of Khelika.
Dark Elves one group East of Kuo-toa Region and below Titan Region. one group Below Iclaria. one group Below Halfling Region one group Below Ghaza one group Below Mt. Shido (Central Region).
Grimlocks one group Below Mt. Shido (North Region). one group Below Region between Crystalwood and Ghaza. one group Below Al-Vheda.
Deep Dwarves one group Below Mt. Shido (South Region). one group Below Crystalwood. one group Below Nightfall Kingdom.
Svirfneblin one group Below Mt. Shido (Northeast Region). one group Below The Shimmering Fields (region between Nightfall Kingdom and Ghaza). one group Below Mistveil Forest.
 Games and Sports of Andor
many games and sports exist in Andor, including all the non-game sports of the real world, such as Ice-Skating and Bicycling and Racing. a few games are specific to this world.
Fieldball is played on a special terrain designed by the home team of the stadium it is played on. Each half of the court is identicle in setup, ensuring a fair game. The point is to get the ball into the goal on he opposite team. Whichever team ha sthe most goals at the end of 10 minutes wins the game.
The Field is a circle 360 feet in diameter, with obstacles and features specific to the stadium.
Each team has 7 players; 1 Goalie and 6 Fielders. They can be arranged in any formation before the game starts, but the Goalie must never leave the goal area, which is a hemisphere 5 feet in radius, and the no player can start less than 30 feet from the ball.
The ball starts off on a platform in the center of the field, and when the signal to begin sounds the players race from their starting positions for it. Tackling, intercepting, tripping, and grappling are all excepted, but hits below the belt, and excessive force get you a warning once, and then a personal foul. For each foul the offended player can make a Foul Shot from 30 feet away, and after 3 personal fouls a player must sit out teh rest of the game.
The game is 10 minutes long, divided into 2 5-minute halves.
Team uniforms are specially designed to neither hinder nor help any player. they must pass scrutiny before being excepted by the Official Fieldball League. They grant a +2 armor bonus to AC, have a +8 max dexterity, 10% arcane spell fail chance, no check penalty, are enchanted with an ability to cast Water Breathing 1/day as a 5th-level wizard, and they weigh 3 lbs. they cost 6015gp.
Nightfall Kingdom Stadium This stadium is designed with 18 pillars spaced 5 feet apart in a line on either side of the center platform. another pillar stands in the center of each quarter-court point, and a pool of water 60 feet in diameter and 30 feet deep surrounds both.
Al-Vheda Stadium The Al-Vhedan Stadium is on of the most interesting ones. the platform in teh center is 30 feet up a staircase encircling a gazebo, and the base of the platform is 30 feet wide. knotted roppes dangle from magnetic platforms hovering 30 feet above the ground and evenly spaced throughout the field. the goals are placed diagonally 60 feet up facing downwards at a 30 degree angle, and the goalie's platform is an elevator that reaches the goal.
Stadium of Iclaria The center platform rests on top of a 60 foot tall icey precipice that is 60 feet wide at the base. two trees flank the area 20 feet from each goal, and a 10 foot deep, 5 foot wide trench with rope ladders on the inside span edge to edge another 30 feet from them. the area on teh goal side of the trench is covered in slippery ice.
Stadium of Ghaza The Ghaza Stadium is mostly a flat grassy expanse, but outcroppings and ledges surround the 15 foot wide straight path through the middle on either side.
(halfling nation) Stadium The goals are each up a hill and the platform is in a sinkhole in the center, surrounded by trees, three to a side.
(gnome nation) Stadium this stadium is a flat expanse, but is covered in trees with only 5 feet of distance between each one. only the area 30 feet from each goal is clear.
Templatyalie is an elvish game, meaning "Game of Magic", though it is also a common game among the Viera. It is a match of magical prowess and physical/mental reflexes. Two players at a time, each on teams of 12, create balls of magical or psionic energy in their hands and must concentrate on it while attempting to shoot missle-type spells at a target facing towards the players right. one point is earned for each strike, but the other player can counter his opponents blasts and even attempt to break his opponent's concentration on his energy ball. the round ends when either players' energy ball ends, which causes that player a loss of 4 points. whoever has the most points at the end of the round wins. At the end of the game the team with the most total points wins the game, and awards are given out for each winning player and also the top scorer as well. Templatyalie is often played for lots or ante.
 Notable NPCs
King Twilight (CN male Futhron Human Sorcerer20/Incubus Tainted Spellcaster10/Shadow Adept10): King of Nightfall Kingdom.
Aiyydummgrmm, AKA Queen Aiy (CG female Song Dragon Bard12/Fighter8/Barbarian1): Queen of Nightfall Kingdom.
Khar'Grim Glacierheart (CN male Arctic Ork Druid9/Barbarian1): Trail Guide to the Temple in Iclaria.
Damisera CE goddess of Destruction. Domains: Chaos, Evil, Darkness, Destruction, Death, Madness
Genisa CG goddess of Creation, Music, Dancing and Poetry. Domains: Chaos, Good, Artifice, Creation, Knowledge, Rune
Lotgar LN god of Order and Continuity. Domains: Law, Community, Glory, Nobility, War, Protection
Remn CN goddess of Pleasure. Domains: Chaos, Charm, Travel, Healing, Luck, Water
Mundi N goddess of Nature. Domains: Plant, Animal, Fire, Water, Air, Earth, Weather, Sun, Moon, Travel
Yunalesce LG goddess of Light, the Sun and Chivalry. Domains: Law, Good, Community, Glory, Sun, Protection, Fire
Brund CN god of Strength. Domains: Chaos, Strength, Protection, War, Travel, Earth
Jenovi NE god of Darkness. Domains: Evil, Darkness, Charm, Luck, Trickery
Shimgli NG goddess of Charity and Luck. Domains: Good, Charm, Luck, Community, Protection
Anim N god of Peace and Mental Discipline. Domains: Community, Knowledge, Magic, Protection, Rune
Yevu NE god of Death and Shadow Magic. Domains: Evil, Death, Knowledge, Magic, Trickery, Rune
Seluva NG goddess of Protection, Healing, the Moon and Good Magic. Domains: Good, Moon, Air, Magic, Knowledge, Healing, Protection, Rune
Monthly Festival Correspondences
Alukolindo, The Bearer of Water Demigod (rank 5) Wizard20/Cleric20 CG. Domains: Air, Chaos, Good, Charm, Knowledge.
Lingwe, The Fish Demigod (rank 4) Druid20/Cleric20 CN. Domains: Water, Chaos, Charm, Healing, Strength.
Nyeene, The Goat Demigod (rank 5) Barbarian20/Ranger20 CE. Domains: Chaos, Evil, Fire, Destruction, Strength.
Karaar, The Cow Demigoddess (rank 5) Barbarian20/Fighter20 CE. Domains: Chaos, Evil, Earth, Darkness, Destruction.
Gurtha and Umbar, The Death Twins Demigoddess (rank 3) Rogue20/Bard20 (Gurtha) Demigod (rank 3) Sorcerer20/Cleric20 (Umbar) NE. Domains: Evil, Air, Death, Darkness, Trickery, Magic.
Rakkas, The Claws Demigoddess (rank 5) Barbarian1/Fighter10/Druid29 NE. Domains: Evil, Water, Death, Plant, Moon.
Raa, The Lion Demigod (rank 5) Ranger 20/Fighter20 N. Domains: Animal, Fire, Travel, Community, Protection.
Wen, The Maiden Demigoddess (rank 5) Monk20/Cleric20 LN. Domains: Law, Earth, Community, Nobility, Protection.
Meiva, The Measurer Demigoddess (rank 5) Paladin20/Monk20 LG. Domains: Law, Good, Air, Glory, Community.
Liante, The Stinger Demigod (rank 5) Ranger20/Rogue20 LG. Domains: Law, Good, Water, Luck, Charm.
Cuar, The Archer Demigod (rank 5) Ranger20/Bard20 NG. Domains: Good, Fire, Luck, Travel, Healing.
Rombas, The Horned Woman Demigoddess (rank 5) Barbarian1/Ranger10/Bard29 CG. Domains: Chaos, Good, Earth, Healing, Creation.
 the 12 Valarhini
Bahimiron Correspondence: Aquarius. Title: The Bestial One.
Nashimiron Correspondence: Pisces. Title: The Malignant Woman.
Beiriron Correspondence: Aries. Title: The Trampler.
Adimiron Correspondence: Taurus. Title: The Bloody One.
Tzelilimiron Correspondence: Gemini. Title: The Clangers.
Shichirion Correspondence: Cancer. Title: The Black One.
Shalhebiron Correspondence: Leo. Title: The Flaming One.
Tzaphiriron Correspondence: Virgo. Title: The Scratcher.
Abiriron Correspondence: Libra. Title: The Clayish One.
Necheshthiron Correspondence: Scorpio. Title: The Brazen One.
Nachashiron Correspondence: Sagittarius. Title: The Snakey One.
Dagdagiron Correspondence: Capricorn. Title: The Fishy One.
 the 20 Vakathule
The Vakhathule are guardian spirits with divine power that guard the most holy or most vile of places in Andor. 12 of them guard the Valarhini, the other 6 guard ancient tombs on the Khelika side of Mt. Shido. These tombs hide powerfull ancient artifacts that were put away for eternity. Each Vakhathule has divine rank 1, and even grants spells to worshipers, what little they have.
 the 16 Dragon Lords
Gold Dragon of Al'Vheda Ancient Cleric 10 of Yunalesce
Bronze Dragon of Tol Quendi Great Wyrm Kineticist 7
Black Dragon of Midnight Swamp (east of Nightfall Kingdom) Wyrm Rogue 5
White Dragon of Iclaria Great Wyrm Barbarian 1/ Fighter 4
Song Dragon of Mt. Shido (Leonin sacred mountain) Great Wyrm Bard 16
Blue Dragon of Khelika Wyrm Fighter 6
Brass Dragon of Mythril Mountain (southern dwarf region) Ancient Bard 8
Copper Dragon of southeastern desert Wyrm Barbarian 1/ Nomad 5
Red Dragon of Iron Mountain (east of Ghaza) Wyrm Barbarian 6
Green Dragon of Mistveil Forest (Vierah and wood-elven territory) Great Wyrm Sorcerer +7
Deep Dragon of Icesteam Sea (northwestern volcanic region of ocean) Great Wyrm Telepath 10
Shadow Dragon of Neiphlholme (underground Iclaria) Great Wyrm Cleric 7 of Damisera
Silver Dragon of Iclaria (between the red and white dragon regions) Great Wyrm Seer 12
Green Dragon of Crystalwood (forest south of Iclaria, home to Night Elves and High Elves) Ancient Telepath 10
Red Dragon of Mt. Shido (south end) Great Wyrm Sorcerer +12
Gold Dragon of Mt. Shido (north end) Great Wyrm Sorcerer +11
 Demon Lords in the Mysteries of Andor Setting
Order of Books in Storyline
Story of the King, book 1 detailing the story of a sorcerer prince of Nightfall Kingdom. his family was dedicated to the study of the mystic arts, but Prince Twilight developed an interest in darker magic. this frightened his father and mother, and denied him access to these dark studies. but he was an independant and crafty young man. he runs away from home and continues his studies, becoming possessed by an incubus. he thus spends his childhood in exile, furthering his dark studies while hiding from his royal family in shame. the royal family sends the knights on a quest to recovr him and return him home, but he continues to evade them, journeying the lands, afraid to face the judgement of his parents who forbade him learn the dangerous dark arts. along the way he finds that the temptations and cravings of the demon inside him grow stronger, and he succumbs to many things he regrets. our hero becomes a simultaneous victim and villain, as he struggles to control his own soul.
Story of The King, book 2 Twilight, the self-exiled, demon-possessed prince of nightfall Kingdom meets a woman whom he lusts after more than anyone. this mysterious and exotic woman is the most beautifull, skilled, artistic and intelligent person he has ever met. unbeknownst to him she is a song dragon in disguise. he attempts many times to woo her, all the while avoiding letting his identity slip, and avoiding being caught by the Knights. he finds himself also having to hide the fact that many of the crimes recently happening are his doing, while he is already a very suspicious person, being a newcomer and extremely concerned with his privacy. he quicly becomes a suspect. when the woman discovers that he is connected to the crimes, he overpowers and kidnaps her, then explains his possession by a demon. she promises to help him to maintain his self-control while tutoring him in magic. but it does not take her long to connect all the dots, when she also discovers that he is hiding from the Knights, that he is also the missing son of the King. she stays true to her promise however, realizing that it is not yet time for him to return to his home. she reveals her true form to him and they escape the town.
Story of The King, book 3 The two continue their quest for Twilight's freedom of soul, and it s decided that he should attempt to use the dark powers for purposes of good only. it proves to be difficult enough, with the cravings and hysterias, but the two quickly build a small reputation in a nearby town as vigilantes. also, Aiy, the dragon woman, finds herself falling for twilight, and even growing jealous of his flirtations with other girls.
War of the Brothers Long after Prince Twilight becomes King, and Aiy becomes his Queen, he announces which of his sons will be heir to the throne. he chooses his second oldest son, Dawn, as heir. Prince Star, the oldest, becomes jealous and enraged, believing it his birthrite. he declares war on Dawn, and begins funding this war illegally. Dawn catches his brother taxing the people extra and taking the money for his own treasonous campaign and threatens to kill him in the name of justice. their sister Eve is caught in the middle, forced to mediate and prevent her brothers from killing eachother, she searches desperately for a peacefull solution. this story shows the struggle of conflicting opinions of good and evil, right and wrong.
Synopsis of the War of the Brothers
Prologue details the family arrangement, and the basic jyst of the characters' personalities. Star is oldest son, who is head of the Temple. he has a warped view of what is fair, and is self-absorbed. Dawn is second oldest son, and Captain of the Knights. he is naive, and has no tolerance for what he believes to be evil, which is anything that isn't in the code of the Knights of Nightfall Kingdom. Eve, the daughter, is a freedom-loving woman who seeks peace and liberty above all else. she is Captain of the Guard.
Chapter One the king names his second-oldest son, prince Dawn, his heir. Dawn's older brother Star becomes jealous, believing that it is his birthrite to be heir. he declares war on his brother. Eve overhear's her brothers' argument and falling out and worries, but keeps the knowledge to herself, as she wishes not to be a tattle-tail. she hopes to settle the dispute peacefully herself.
Chapter Two Star is raising funds for his Campaign via the Temple. Dawn discovers this and declares war back on his brother. The Clergy is now very confused about what to do. they do not know who to believe, their leader prince Star, who is respected and influential? or the Crusading Knight prince Dawn, who has a reputation for absolute honesty but also for naivety and rash judgement? this conflict causes a schism within the Temple, and also all out war between the two brothers, who begin rallying armies and agents.
Chapter Three Eve finally tells her parents, and the king and queen tell Eve that she must mediate the war and stop her brother's from killing eachother. the queen also secretly sends her personal agent, Silver, to guide Eve. she believes that this family crisis can be turned into an important lesson for everyone involved.
Chapter Four the king is angry and refuses to deal with it in any direct way. he decides only to reward or punish as he sees fit at the results. his wife attempts to console him, swearing that good will come out of this.
Chapter Five and on Eve attempts to seek a peacefull resolution, and enlists the help of a very colourfull bunch of people, mostly independant of eachother. meanwhile, her brothers begin their skirmishes and death threats, from assassination attempts to thefts. eventualy, plans for a battle on the fields are made, and a date for the showdown set. Eve's time is running out. she must convince her brothers not to fight, stop the suffering and warfare, and find some kind of peacefull compromise, all before a certain time. she seeks out her brother Dawn first, in hopes to make him see how rediculous he is being. at first he will not listen, and is appalled at how his sister would not stand up against evil. she introduces him to many of her own friends and allies, who were former criminals, or accused of evil or crimes, but who are good people. he insists that it is different. dawn later learns the full stories of many of Eve's friends and allies through their testimonies, and come sto understand better the motives behind many of the crimes he so naievely battled against. he realizes that not everything is as simple as it seems, and that nobody truely is evil because they think they are evil, but rather they think thy are doing the right thing. still, Star has yet to be reached, and it doesn't seem likely that he will give up his goal without a fight. as time runs thin and the battle draws near hope seems lost.
Last Chapter To stop Star's Treasonous Campaign Eve must place her brother under a strict arrest, and strip him of all his titles and rights. this is contrary to her own nature and beliefs in civil and human rights. Star is magically captured and bound, and arrested without a hearing. his army is subdued somehow....
Epilogue Dawn is undisputed heir to teh throne, and comes to understand his older brother's side of the story and point of view. he also understands how hard their actions were on the rest of th efamily, and how selfish they both acted. he appologizes to his sister, mother and father, and to all th epeople of Nightfall Kingdom. Eve comes to terms with her decisions, knowing that they were for the best. that she had to deny a person rights that he had abused in order to preserve the rights of others. a new head of the Temple is chosen.