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A Player»s Guide to the World of Do A Player»s ... - The Grey Elf's Lair

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Chapter One: <strong>The</strong> <strong>World</strong> <strong>of</strong> Bloodlands 2<br />

Cosmology and His<strong>to</strong>ry 2<br />

<strong>World</strong> Map 14<br />

Gazeteer 15<br />

Chapter Two: <strong>The</strong> People <strong>of</strong> <strong>Do</strong>maria 27<br />

Character Classes 27<br />

Bounty Hunter 27<br />

Druidic Avenger 29<br />

Duelist 31<br />

Psionicist 33<br />

Tavern Brawler 34<br />

Totem Warrior 36<br />

Races <strong>of</strong> <strong>Do</strong>maria 38<br />

Dirdraug 38<br />

Eru’el 39<br />

Morellon 40<br />

Goblins 41<br />

Orcs 42<br />

Rawdír 42<br />

Saurian 43<br />

Chapter Three: New Rules 45<br />

Animal Handling 45<br />

Fatigue and Exhaustion 47<br />

Fighting Defensively 47<br />

Literacy 47<br />

Reputation 47<br />

Psionic Powers 48<br />

Backgrounds 55<br />

Traits 57<br />

Fate Points 65<br />

High-Level Characters 67


In <strong>the</strong> Beginning, <strong>the</strong>re was <strong>the</strong> Pleroma, which is <strong>the</strong> Divine Light <strong>of</strong> Creation at <strong>the</strong> center <strong>of</strong> all things. Within <strong>the</strong> Pleroma<br />

resides <strong>the</strong> One, which is <strong>the</strong> consciousness upon which all reality depends. <strong>The</strong> One is perfect and all-seeing, but is not allknowing.<br />

<strong>The</strong> One knows all paths a being may take, but may not know what path a being will take. Such is <strong>the</strong> price <strong>of</strong> Free<br />

Will, that which is gifted <strong>to</strong> all creations <strong>of</strong> <strong>the</strong> One.<br />

In those early days, <strong>the</strong> Pleroma was surrounded by a formless, blackened Void. <strong>The</strong> One looked in<strong>to</strong> this Void and felt<br />

alone. <strong>The</strong> One desired company and companionship. So it turned its thoughts <strong>to</strong> creation, and <strong>the</strong> fruit <strong>of</strong> its labor was<br />

Sophia, <strong>the</strong> mo<strong>the</strong>r <strong>of</strong> Wisdom. <strong>The</strong> One loved Sophia with all its vast essence, but Sophia did not return its love: at least, not<br />

<strong>to</strong> <strong>the</strong> same degree. Sophia, being created from <strong>the</strong> One, was less perfect than <strong>the</strong> One. While still vastly powerful in and <strong>of</strong><br />

herself, she had not <strong>the</strong> capacity <strong>to</strong> love as did <strong>the</strong> One. She in turn became lonely and seduced <strong>the</strong> One in<strong>to</strong> joining with her.<br />

<strong>The</strong> Seed <strong>of</strong> <strong>the</strong> One within Sophia produced seven more Archons, all as powerful as Sophia and more powerful than any god<br />

we now know. But <strong>the</strong>se Archons, being a generation removed and created <strong>of</strong> <strong>the</strong> joining <strong>of</strong> <strong>the</strong> One with a Mo<strong>the</strong>r Archon<br />

ra<strong>the</strong>r than <strong>of</strong> <strong>the</strong> thoughts <strong>of</strong> <strong>the</strong> One, were less pure than Sophia. Within <strong>the</strong>ir breasts burned a hunger and lust for more<br />

than <strong>the</strong>ir existence granted <strong>the</strong>m.<br />

At first, <strong>the</strong> One was angry with Sophia, but as <strong>the</strong> One looked upon <strong>the</strong>se new children, it came <strong>to</strong> love <strong>the</strong>m as it did its<br />

consort. It saw within <strong>the</strong>m <strong>the</strong> fires <strong>of</strong> creation and destruction, and marveled at <strong>the</strong> chaotic beauty <strong>of</strong> <strong>the</strong>ir souls. At first,<br />

<strong>the</strong>ir mischief amused <strong>the</strong> One, and it looked on and laughed. Soon, however, this mischief brought darkness in<strong>to</strong> <strong>the</strong><br />

Pleroma, and <strong>the</strong> One was displeased. It created laws that bound <strong>the</strong> Archons, <strong>to</strong> keep <strong>the</strong> wonder <strong>of</strong> <strong>the</strong> Pleroma intact. And<br />

<strong>the</strong> Archons became jealous.<br />

!"<br />

It was <strong>the</strong> First <strong>of</strong> <strong>the</strong> second generation <strong>of</strong> Archons, Urizen, who rose <strong>to</strong><br />

prominence among his siblings, challenging <strong>the</strong> laws <strong>of</strong> <strong>The</strong> One. Why, he asked,<br />

should <strong>the</strong> Archons not be allowed <strong>to</strong> remain free as <strong>the</strong>ir spirits demanded? <strong>The</strong><br />

One responded that <strong>the</strong> Pleroma was <strong>to</strong> be free from corruption, and <strong>the</strong> mischief<br />

<strong>of</strong> <strong>the</strong> Archons risked destroying that purity.<br />

So it was that Urizen turned his sights on <strong>the</strong> Void. “Why, <strong>the</strong>n,” he said, “can we<br />

not go in<strong>to</strong> <strong>the</strong> Void <strong>to</strong> make our fun?”<br />

“<strong>The</strong>re is nothing in <strong>the</strong> Void,” replied <strong>the</strong> One. “It is naught but entropy. If you<br />

go <strong>the</strong>re, you risk bringing back decay, and this I cannot allow.”<br />

“<strong>The</strong>n we shall go, and not return,” said Urizen.<br />

<strong>The</strong> One was saddened by this declaration, and forbade its children <strong>to</strong> leave, but<br />

<strong>the</strong>ir hearts were set. <strong>The</strong>y s<strong>to</strong>le from <strong>the</strong> Crea<strong>to</strong>r pieces <strong>of</strong> <strong>the</strong> Pleroma, so that<br />

<strong>the</strong>y might create <strong>the</strong>ir own realms in <strong>the</strong> Void, constructing a universe as grand<br />

and chaotic as <strong>the</strong>ir own souls, and <strong>the</strong>y departed.<br />

So it was that Urizen <strong>to</strong>ok his siblings and departed <strong>the</strong> Pleroma, never <strong>to</strong> return.<br />

And <strong>the</strong>n <strong>the</strong> One turned <strong>to</strong> its consort, Sophia. “You, <strong>of</strong> all my creations, are <strong>the</strong><br />

most near and dear <strong>to</strong> my own nature,” it said. “Will you remain here, next <strong>to</strong> my<br />

heart?”<br />

A tear ran down Sophia’s cheek at this question, and her soul was split asunder.<br />

To keep sadness from poisoning <strong>the</strong> Pleroma, she cast <strong>the</strong> tear in<strong>to</strong> <strong>the</strong> Void, where it shattered as crystal, forming <strong>the</strong> stars<br />

we now see in <strong>the</strong> sky. <strong>The</strong>n she turned <strong>to</strong> <strong>the</strong> One and said, “I cannot stay. My children are chaotic and dark. <strong>The</strong>y will need<br />

my wisdom <strong>to</strong> temper that which <strong>the</strong>y form in <strong>the</strong> Void.”


With that, Sophia reached in<strong>to</strong> her belly and pulled forth <strong>the</strong> Seeds <strong>of</strong> Creation. <strong>The</strong>se she planted in <strong>the</strong> Pleroma, entreating<br />

<strong>the</strong> One <strong>to</strong> let <strong>the</strong>m grow and form on <strong>the</strong>ir own, that one day <strong>the</strong>y might come forth <strong>to</strong> res<strong>to</strong>re <strong>the</strong> balance that would be<br />

upset.<br />

And Sophia followed her children in<strong>to</strong> <strong>the</strong> Void. And <strong>the</strong> One, overwhelmed with sorrow and grief, sealed <strong>the</strong> borders <strong>of</strong> <strong>the</strong><br />

Pleroma so that none who leave that place may ever return, and fell in<strong>to</strong> a deep slumber, where it remains <strong>to</strong> this very day.<br />

$%<br />

And so <strong>the</strong> Archons came in<strong>to</strong> <strong>the</strong> Void. <strong>The</strong>y looked in<strong>to</strong> <strong>the</strong> vast, formless nothing<br />

and felt sorrow. Even with <strong>the</strong> beauty <strong>of</strong> Sophia’s teardrops scattered throughout <strong>the</strong><br />

heavens, it was still as <strong>the</strong> One had warned <strong>the</strong>m: entropy incarnate. This, Urizen<br />

declared, would not do. <strong>The</strong> Archons loved chaos, and change, and upheaval.<br />

Entropy is a slow, ordered decline in<strong>to</strong> nothingness. To balance this order, <strong>the</strong><br />

Archons brought chaos in<strong>to</strong> <strong>the</strong> Void. <strong>The</strong>y <strong>to</strong>ok many <strong>of</strong> <strong>the</strong> pieces <strong>of</strong> <strong>the</strong> Pleroma<br />

<strong>the</strong>y had s<strong>to</strong>len, and scattered <strong>the</strong>m amongst <strong>the</strong> stars created by Sophia’s tears, and<br />

as Creation met with Entropy, worlds sprang in<strong>to</strong> existence, and life evolved on <strong>the</strong>se<br />

worlds and <strong>the</strong> heavens became wondrous.<br />

Yet still Urizen was not satisfied. With <strong>the</strong> Archons in <strong>to</strong>w, he rampaged through <strong>the</strong><br />

Cosmos, driven mad with <strong>the</strong> feelings <strong>of</strong> emptiness, <strong>of</strong> incompleteness that he now<br />

suffered. Toge<strong>the</strong>r <strong>the</strong> Archons destroyed thousands <strong>of</strong> worlds and wiped countless<br />

young species from existence. Still, <strong>the</strong>y were not satisfied.<br />

It was <strong>the</strong>n Sophia came <strong>to</strong> her son and said, “My Son, might you not be more<br />

satisfied creating than destroying? <strong>The</strong>se creations you have made, none <strong>of</strong> <strong>the</strong>m<br />

share any part <strong>of</strong> you. <strong>The</strong>y are random, generated by a scattering <strong>of</strong> Pleromic<br />

essence. Why not put your thoughts <strong>to</strong> work, and use what tiny shard <strong>of</strong> <strong>the</strong> Pleroma<br />

you have left, and create a world <strong>of</strong> your own?”<br />

Urizen thought upon this suggestion and decided it was a good one. So it was that he called <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Archons <strong>to</strong>ge<strong>the</strong>r<br />

and said, “My bro<strong>the</strong>rs, I have had an idea. We are incomplete because we have not put any effort in<strong>to</strong> <strong>the</strong>se creations.<br />

Toge<strong>the</strong>r we shall create a world, and populate it, and use it <strong>to</strong> our own amusement. This world will be our Pleroma. It will be<br />

our home.”<br />

“What is it you wish?” Urizen said.<br />

<strong>The</strong> o<strong>the</strong>r Archons thought this a good idea, and Urizen sent <strong>to</strong> work.<br />

But try as he might, he could not deliberately fashion a world <strong>to</strong> his<br />

liking, for worlds require laws and systems, and Urizen’s soul was<br />

anarchy, <strong>the</strong> fire <strong>of</strong> creation without order. So again he turned <strong>to</strong> his<br />

mo<strong>the</strong>r. “You,” he said, “Know <strong>the</strong> ways <strong>of</strong> creation. Why can I not<br />

succeed in making a world <strong>of</strong> my own?”<br />

“You have not <strong>the</strong> means within you <strong>to</strong> nurture such,” she said. “You<br />

are anger and chaos. <strong>World</strong>s need caring, order, and systems. <strong>World</strong>s<br />

are born, not made.”<br />

“<strong>The</strong>n you must help me,” Urizen said. “You alone <strong>of</strong> all <strong>the</strong> Archons<br />

have <strong>the</strong> ability <strong>to</strong> give birth. You must be <strong>the</strong> mo<strong>the</strong>r <strong>to</strong> my world.”<br />

“If I do this for you,” Sophia said, “You will grant me something in<br />

return.”<br />

“Whatever you and your bro<strong>the</strong>rs set about <strong>to</strong> create upon this world,” Sophia said, “I am <strong>to</strong> be given half <strong>to</strong> mold in my own<br />

image.”<br />

“I agree,” Urizen agreed.<br />

#


“Think on your decision before you agree,” Sophia said. “For you will be bound by this promise, else I will reveal your<br />

treachery <strong>to</strong> your siblings, and it will be your unmaking.”<br />

“And who, dear mo<strong>the</strong>r, would believe you? My siblings are loyal <strong>to</strong> me.”<br />

“All would believe me, for I am Wisdom and I can not lie.”<br />

Urizen thought upon this, and said, “So be it. I accept your terms.”<br />

“Bring me all <strong>the</strong> pieces <strong>of</strong> <strong>the</strong> Pleroma that your siblings still have,” Sophia said. “and <strong>to</strong>ge<strong>the</strong>r we will make a world.”<br />

And Urizen went un<strong>to</strong> o<strong>the</strong>r Archons, demanding that <strong>the</strong>y turn over <strong>the</strong> pieces <strong>of</strong> <strong>the</strong> Pleroma that <strong>the</strong>y had s<strong>to</strong>len. <strong>The</strong><br />

Archons were not pleased with this demand, and at first refused. <strong>The</strong>y asked why Urizen wanted <strong>the</strong>ir pieces. “Because you<br />

have squandered yours,” <strong>the</strong>y said, “does not give you <strong>the</strong> right <strong>to</strong> take ours.”<br />

&<br />

“With your pieces,” Urizen said, “I will<br />

make a world for us all <strong>to</strong> share. Mine alone<br />

is not enough. It was I who guided you from<br />

<strong>the</strong> thumb <strong>of</strong> <strong>the</strong> One. Without my bravery<br />

and pride, we would still be enslaved within<br />

that realm, ra<strong>the</strong>r than masters <strong>of</strong> <strong>the</strong><br />

universe. Go, and bring me your pieces <strong>of</strong><br />

Creation.”<br />

But <strong>the</strong> Archons were treacherous, and in<br />

secret <strong>the</strong>y agreed that each would keep a<br />

piece <strong>of</strong> a piece, enough <strong>to</strong> create beings <strong>to</strong><br />

serve <strong>the</strong>m alone. Unaware <strong>of</strong> <strong>the</strong> agreement<br />

between Urizen and Sophia, <strong>the</strong>y presented<br />

Urizen with <strong>the</strong> pieces that he asked for and<br />

he in turn brought <strong>the</strong>m <strong>to</strong> Sophia, who<br />

recognized that <strong>the</strong> pieces were not<br />

complete, but knew <strong>the</strong> wisdom in keeping<br />

this information for herself.<br />

Sophia <strong>the</strong>n lay down and allowed Urizen <strong>to</strong> place <strong>the</strong> shards within her belly, where she had removed <strong>the</strong> Seeds <strong>of</strong> Creation<br />

before leaving <strong>the</strong> Pleroma, and <strong>the</strong>re <strong>the</strong>y grew over eons and eons as mortals reckon years, but mere days by <strong>the</strong> reckoning<br />

<strong>of</strong> <strong>the</strong> heavens, and during this time Urizen kept his mo<strong>the</strong>r hidden from <strong>the</strong> o<strong>the</strong>r Archons, that <strong>the</strong>y never know <strong>the</strong><br />

subterfuge he had performed. In time, Sophia gave birth, and <strong>Do</strong>maria was her child.<br />

And in <strong>the</strong> Pleroma, <strong>the</strong> One stirred in his fitful sleep, and from that stirring, <strong>the</strong> seeds Sophia had planted in <strong>the</strong> Pleroma<br />

began <strong>to</strong> grow.<br />

Thus was <strong>the</strong> world <strong>of</strong> <strong>Do</strong>maria created by <strong>the</strong> Demiurge Urizen and Sophia, mo<strong>the</strong>r <strong>of</strong> nature and Wisdom, in <strong>the</strong> days<br />

before days. <strong>The</strong> earliest days <strong>of</strong> <strong>the</strong> world were dark ones, as Sophia set about teaching her child <strong>the</strong> means <strong>to</strong> shape <strong>the</strong><br />

world, <strong>to</strong> separate night from day and <strong>the</strong> growing season from that <strong>of</strong> death. In time, <strong>the</strong> world set in<strong>to</strong> a pattern, one <strong>of</strong><br />

organized chaos. While <strong>the</strong> world worked upon reliable systems, within those systems were vast, uncounted random events<br />

such as earthquakes, tidal waves, and o<strong>the</strong>r natural phenomena. <strong>The</strong> Archons were pleased, but knew that simply watching<br />

such a world unfold would become boring in time.<br />

'!(<br />

!(<br />

Thus, it came time <strong>to</strong> introduce life <strong>to</strong> <strong>the</strong> world. Alas, <strong>the</strong> shining shards from <strong>the</strong> realm <strong>of</strong> <strong>the</strong> One had been spent in <strong>the</strong><br />

creation <strong>of</strong> <strong>the</strong> world, and <strong>the</strong> Archons lamented, going <strong>to</strong> <strong>the</strong>ir mo<strong>the</strong>r Wisdom <strong>to</strong> ask, “What shall we do? We have nothing<br />

<strong>of</strong> <strong>the</strong> Pleroma left with which <strong>to</strong> create life on this world.”<br />

Sophia saw <strong>the</strong> lie in <strong>the</strong> declaration, for she knew each <strong>of</strong> <strong>the</strong> Archons had kept some tiny shard <strong>of</strong> Creation when <strong>the</strong>y<br />

turned it over <strong>to</strong> Urizen, but she smiled <strong>to</strong> herself and did not contest <strong>the</strong>m. “Go un<strong>to</strong> <strong>the</strong> world,” she <strong>to</strong>ld her children.<br />

“<strong>The</strong>re you will find all <strong>the</strong> materials you need <strong>to</strong> build life from <strong>the</strong> world your bro<strong>the</strong>r has made.”


And each <strong>of</strong> <strong>the</strong> Archons went forth in<strong>to</strong> <strong>the</strong> world and saw that Sophia was right. From <strong>the</strong> building blocks <strong>of</strong> life <strong>the</strong>y began<br />

<strong>to</strong> experiment with creation, building animals resembling <strong>the</strong>ir own faces. Thus <strong>the</strong> first creatures set foot in <strong>the</strong> world:<br />

felines, serpents, reptiles, fish, equines and bovines, canines, and apes. And with each fierce and vicious creature <strong>the</strong> Archons<br />

created, <strong>the</strong>y marveled at <strong>the</strong> mysterious appearance <strong>of</strong> docile and beautiful creatures that bore resemblance <strong>of</strong> those creatures<br />

<strong>the</strong>y made, for <strong>the</strong>y were still unaware <strong>of</strong> <strong>the</strong> price Sophia had demanded in exchange for birthing <strong>the</strong> world.<br />

Of all <strong>the</strong> Archons, two failed at <strong>the</strong>se early attempts <strong>to</strong> create. Try as he might, <strong>the</strong> flame-headed Sabaoth could not create a<br />

creature <strong>to</strong> match his own visage, and succeeded only in introducing <strong>the</strong> purity and destruction <strong>of</strong> fire in<strong>to</strong> <strong>the</strong> world.<br />

Saddened and enraged at his failure <strong>to</strong> make life, he went <strong>to</strong> his mo<strong>the</strong>r, who had already claimed <strong>the</strong> warmth and lightness <strong>of</strong><br />

fire and began work on her own version <strong>of</strong> his efforts. She instructed him <strong>to</strong> use <strong>the</strong> air currents created by fire, its ability <strong>to</strong><br />

lighten <strong>the</strong> air and cause it <strong>to</strong> rise above <strong>the</strong> world. She instructed him <strong>to</strong> combine that power with <strong>the</strong> s<strong>of</strong>tness <strong>of</strong> <strong>the</strong> clouds<br />

and <strong>the</strong> sharpness <strong>of</strong> shale, and go <strong>to</strong> work. Thus were <strong>the</strong> first birds introduced <strong>to</strong> <strong>the</strong> world.<br />

Unlike his bro<strong>the</strong>r Sabaoth, <strong>the</strong> Archon called Eloeus found affinity only with decay and <strong>the</strong> realms <strong>of</strong> shadow, and, <strong>to</strong>o<br />

prideful <strong>to</strong> approach his mo<strong>the</strong>r for help, sat brooding in <strong>the</strong> dark places <strong>of</strong> <strong>the</strong> world, dreaming <strong>of</strong> <strong>the</strong> day when his own<br />

powers might be useful in <strong>the</strong> corruption <strong>of</strong> <strong>the</strong> races <strong>of</strong> <strong>Do</strong>maria.<br />

*+<br />

As <strong>the</strong>se animals were fruitful and multiplied, <strong>the</strong> Archons marveled at <strong>the</strong> ordered chaos below. But <strong>the</strong>re was little longterm<br />

enjoyment <strong>to</strong> be had in creatures ruled by instinct and survival. <strong>The</strong> Archons desired creatures <strong>the</strong>y could manipulate<br />

and use <strong>to</strong> <strong>the</strong>ir amusement. So <strong>the</strong>y returned <strong>to</strong> <strong>the</strong> world and began again <strong>to</strong> dabble in creation. And with each idea <strong>the</strong>y<br />

tried, Sophia deftly claimed half <strong>of</strong> <strong>the</strong> material <strong>to</strong> form her own pure versions <strong>of</strong> <strong>the</strong> Archons corrupt vision. And since<br />

Sophia was <strong>the</strong> mo<strong>the</strong>r <strong>of</strong> <strong>the</strong> world, her knowledge outstripped that <strong>of</strong> <strong>the</strong> Archons, enabling her <strong>of</strong>ten <strong>to</strong> create her own<br />

children before <strong>the</strong> Archons completed <strong>the</strong>irs.<br />

<strong>The</strong> first race, it is <strong>to</strong>ld, created by Sophia was <strong>the</strong> gnomes. An industrious race, who loved nature and beauty and who had<br />

<strong>the</strong>ir mo<strong>the</strong>r’s lust for creation burning in <strong>the</strong>ir breasts, <strong>the</strong>y exist <strong>to</strong> this day, a wise and cursed race who alone remember <strong>the</strong><br />

beginning <strong>of</strong> days. Alas, knowledge without true wisdom is <strong>the</strong> first <strong>of</strong> <strong>the</strong> gnomes’ curses. <strong>The</strong>y know <strong>the</strong> truth <strong>of</strong> creation.<br />

<strong>The</strong>y know <strong>the</strong> secrets <strong>of</strong> making and unmaking life. But <strong>the</strong>y have not <strong>the</strong> wisdom <strong>to</strong> apply <strong>the</strong>se secrets, being not <strong>of</strong> <strong>the</strong><br />

celestial realms. If <strong>the</strong>y could share this knowledge with a wiser race, like <strong>the</strong> elves or <strong>the</strong> dwarves, may hap mortals could<br />

ascend <strong>to</strong> greater things than even <strong>the</strong> gods. Alas, <strong>the</strong> second curse <strong>of</strong> <strong>the</strong> gnomes prevents this from happening. It is said that<br />

any gnome <strong>to</strong> this day who speaks <strong>the</strong> secrets <strong>of</strong> creation will immediately return <strong>to</strong> <strong>the</strong> s<strong>to</strong>ne from which he was crafted,<br />

along with <strong>the</strong> one <strong>to</strong> whom he speaks this forbidden knowledge. Why this curse was<br />

levied upon <strong>the</strong> gnomes, none know, but Sophia is Wisdom, and must have had a<br />

reason.<br />

From <strong>the</strong> gnomes, Sophia began experiments <strong>to</strong> amuse herself. She separated <strong>the</strong><br />

gnomes in<strong>to</strong> <strong>the</strong>ir three aspects, creating a race from each. <strong>The</strong> love <strong>of</strong> nature and<br />

beautiful things, Sophia combined with <strong>the</strong> spirit <strong>of</strong> <strong>the</strong> forest <strong>to</strong> craft <strong>the</strong> elves, <strong>to</strong><br />

whom she gifted her great wisdom and a lesser knowledge <strong>of</strong> creation, <strong>the</strong> secrets <strong>of</strong><br />

magic. From <strong>the</strong> industrious, hard working nature <strong>of</strong> <strong>the</strong> gnomes combined with <strong>the</strong><br />

rock <strong>of</strong> <strong>the</strong> mountains, Sophia crafted <strong>the</strong> s<strong>to</strong>ut and hardy dwarves, whose brews and<br />

crafts are coveted <strong>the</strong> world over <strong>to</strong> this very day. And from <strong>the</strong> innocence and joy <strong>of</strong><br />

<strong>the</strong> gnomes, Sophia created halflings, gifting <strong>to</strong> <strong>the</strong>se small folk an innocent wonder,<br />

and <strong>the</strong> desire <strong>to</strong> experience <strong>the</strong> world, which is why halflings are possessed <strong>of</strong> such<br />

wanderlust <strong>to</strong> this day.<br />

<strong>The</strong> Archons, seeing <strong>the</strong>se goodly races come in<strong>to</strong> <strong>the</strong> world, began <strong>to</strong> suspect <strong>the</strong>ir<br />

mo<strong>the</strong>r’s treachery, but Sophia, unable <strong>to</strong> lie, merely sat quietly and nei<strong>the</strong>r<br />

acknowledged nor denied <strong>the</strong>ir accusations, pointing out merely that many <strong>of</strong> <strong>the</strong><br />

creations <strong>of</strong> <strong>the</strong> Archons had evolved on <strong>the</strong>ir own since <strong>the</strong> earliest days. And <strong>the</strong><br />

Archons returned <strong>to</strong> work. <strong>The</strong> first <strong>to</strong> be successful in his endeavors was Oreus, who<br />

s<strong>to</strong>le and corrupted <strong>the</strong> dwarves’ affinity with <strong>the</strong> halls <strong>of</strong> <strong>the</strong> underworld <strong>to</strong> twist and<br />

corrupt <strong>the</strong>m in<strong>to</strong> <strong>the</strong> orcs. Next, Oreus s<strong>to</strong>le from <strong>the</strong> elves <strong>the</strong>ir affinity with nature,<br />

and a corruption <strong>of</strong> <strong>the</strong> halfling wanderlust, creating a mockery <strong>of</strong> <strong>the</strong>ir purity in <strong>the</strong><br />

goblins. He spread orcs and goblins across <strong>the</strong> world, where <strong>the</strong>y became <strong>the</strong> scourge<br />

<strong>of</strong> <strong>the</strong> elves, dwarves, and o<strong>the</strong>r goodly races, and proclaimed himself supreme among<br />

)


his bro<strong>the</strong>rs for his creations.<br />

Urizen and Astaphaeus would not have such bold claims made; <strong>the</strong> two <strong>of</strong> <strong>the</strong>m thought long and hard and decided <strong>to</strong> make a<br />

contest <strong>of</strong> winning <strong>the</strong> race <strong>of</strong> creation. Each went <strong>to</strong> his own creation and raised <strong>the</strong>m up on two legs. Urizen’s creatures<br />

were <strong>the</strong> Rawdîr, who still roam <strong>the</strong> plains <strong>to</strong> this day. Sophia looked upon <strong>the</strong> Rawdîr and was <strong>to</strong>uched that her son could<br />

create something so beautiful, and so she gifted <strong>to</strong> <strong>the</strong>m Free Will, <strong>to</strong> choose between light and darkness.<br />

For his part, Astaphaeus created <strong>the</strong> gnolls, twisted, humanoid versions <strong>of</strong> his prize creation <strong>the</strong> hyena. This, Sophia did not<br />

like and so she <strong>to</strong>ok half <strong>the</strong> gnolls and re-crafted <strong>the</strong>m in<strong>to</strong> <strong>the</strong> Dirdraug, <strong>to</strong> whom she also gave Free Will. As she looked<br />

upon <strong>the</strong> Rawdîr and Dirdraug, she saw that Free Will was good, and gifted it <strong>to</strong> all <strong>the</strong> races <strong>of</strong> <strong>the</strong> world, even those created<br />

by her sons <strong>to</strong> be evil and dark. She laughed quietly, knowing that she was using <strong>the</strong> very chaos her children loved so much<br />

against <strong>the</strong>m.<br />

<strong>The</strong> o<strong>the</strong>r Archons, <strong>to</strong>o, dabbled in creation, and each <strong>of</strong> <strong>the</strong>ir<br />

creations Sophia gifted Free Will and created her own mirrors<br />

that would share and compete for <strong>the</strong> fate <strong>of</strong> <strong>the</strong> world. From<br />

Iao came <strong>the</strong> hydras and sea serpents, which Sophia turned<br />

in<strong>to</strong> all <strong>the</strong> great serpentine creatures <strong>of</strong> <strong>the</strong> world. From<br />

Adoneus came <strong>the</strong> dragons, great creatures with <strong>the</strong> power <strong>to</strong><br />

rule <strong>the</strong> world, which Sophia forced balance through <strong>the</strong> split<br />

in<strong>to</strong> metallic and chromatic, and from whom she created <strong>the</strong><br />

Saurians.<br />

Thus it was that <strong>The</strong> Archons gave life <strong>to</strong> all beings in <strong>the</strong><br />

world, and taught magic, art, and science, but also brought evil<br />

in<strong>to</strong> <strong>the</strong> world, <strong>to</strong> <strong>to</strong>rment <strong>the</strong> goodly races for no o<strong>the</strong>r reason<br />

than <strong>the</strong>ir masters’ cruel amusement. <strong>The</strong> two exceptions were<br />

Sabaoth and Eloeus, who failed <strong>to</strong> create life like that <strong>of</strong> <strong>the</strong><br />

o<strong>the</strong>r Archons and turned <strong>the</strong>ir sights <strong>to</strong> darker pursuits.<br />

Sabaoth went about teaching elves, dwarves, orcs, and o<strong>the</strong>rs<br />

more powerful and darker magic, streng<strong>the</strong>ning <strong>the</strong>ir<br />

connection with fire and darkness, until <strong>the</strong>y rose above<br />

mortals and became demons, <strong>to</strong>rmenters and tempters <strong>of</strong> <strong>the</strong><br />

goodly races. In this manner, Sabaoth spread his influence<br />

throughout <strong>the</strong> world. Taking a cue from his bro<strong>the</strong>r, Eloeus,<br />

who also failed <strong>to</strong> create sentient life <strong>of</strong> his own, taught <strong>to</strong> <strong>the</strong><br />

races <strong>of</strong> <strong>the</strong> world <strong>the</strong> secrets <strong>of</strong> necromancy, that <strong>the</strong>y might<br />

live on beyond death and serve him for all eternity. Thus did<br />

<strong>the</strong> first liches and zombies enter <strong>the</strong> world.<br />

- <br />

For eons, <strong>the</strong> Archons ruled over all sentient life on <strong>the</strong> world, taking worship and tribute as <strong>the</strong>y desired, and accepted<br />

sacrifices constantly. <strong>The</strong> sole exception <strong>to</strong> this is <strong>the</strong> lady Sophia, <strong>the</strong> matron <strong>of</strong> wisdom and sad virgin mo<strong>the</strong>r <strong>of</strong> Urizen.<br />

Eventually, Sophia tired <strong>of</strong> this constant game <strong>of</strong> war and constantly changing rules, and tired <strong>of</strong> having <strong>to</strong> make her own<br />

races in secret, never able <strong>to</strong> take open pride in her creations, and she came forward, challenging her children that she could<br />

create a race that would come <strong>to</strong> rule over all o<strong>the</strong>rs in <strong>the</strong> world. Laughing at her presumption, <strong>the</strong> Archons agreed, and<br />

Sophia set <strong>to</strong> work. But this time Sophia did not begin with <strong>the</strong> blocks <strong>of</strong> creation contained within <strong>the</strong> world. This time she<br />

began with what she considered her greatest accomplishment: <strong>the</strong>se new creatures would be made from Free Will itself. From<br />

Free Will Sophia molded <strong>the</strong> essence <strong>of</strong> what would be her masterpiece. But she needed a shell for this essence. So she<br />

looked down on<strong>to</strong> <strong>the</strong> world and found a creature that was strong, agile, and adaptable, with a higher intelligence than many<br />

<strong>of</strong> <strong>the</strong> lower animals. She looked <strong>to</strong> <strong>the</strong> apes, and began <strong>to</strong> mold <strong>the</strong>m, raising <strong>the</strong>m <strong>to</strong> stand on two legs, stripping <strong>the</strong>ir fur<br />

and replacing it with skin that had <strong>the</strong> strength <strong>of</strong> dwarven skin and <strong>the</strong> supple s<strong>of</strong>tness <strong>of</strong> <strong>the</strong> elves, and altered <strong>the</strong>ir facial<br />

features <strong>to</strong> look more like those <strong>of</strong> <strong>the</strong> First Races. In<strong>to</strong> this primate shell she placed her essence matrix, and humanity was<br />

born.<br />

To humanity, Sophia gave a shortened life span, so that mankind would always strive <strong>to</strong> better himself, having so few years<br />

<strong>to</strong> leave his mark upon <strong>the</strong> world. She <strong>to</strong>ok fire from Sabaoth and placed it in <strong>the</strong> souls <strong>of</strong> man, that <strong>the</strong>y would ever be<br />

driven <strong>to</strong> greater conquests and vic<strong>to</strong>ries, and so that <strong>the</strong> more adversity <strong>the</strong>y faced, <strong>the</strong> hotter and faster <strong>the</strong>y would burn,<br />

,


until <strong>the</strong>y consumed this adversity and s<strong>to</strong>od above all o<strong>the</strong>r races. From every race, she <strong>to</strong>ok qualities, and placed <strong>the</strong>m in<strong>to</strong><br />

humanity. <strong>The</strong> dwarves’ skill, <strong>the</strong> elves’ wisdom and power, <strong>the</strong> gnomes’ diplomatic skill, and <strong>the</strong> halflings’ lust for<br />

adventure; all <strong>of</strong> <strong>the</strong>se were placed in<strong>to</strong> man. Unlike <strong>the</strong> early races, though, Sophia did not give <strong>the</strong>se <strong>to</strong> man as gifts, but as<br />

potential. Each human was <strong>to</strong> find <strong>the</strong>ir own path in <strong>the</strong> world, which would guide <strong>the</strong>m <strong>to</strong> spread across <strong>the</strong> world and<br />

achieve greatness in <strong>the</strong>ir individual fields, becoming masters <strong>of</strong> <strong>the</strong> very tasks that were so innate <strong>to</strong> <strong>the</strong> o<strong>the</strong>r races.<br />

<strong>The</strong> o<strong>the</strong>r Archons looked on in fear as Sophia accomplished exactly what she claimed she could, and <strong>the</strong>n became enraged<br />

when she did <strong>the</strong> one thing that <strong>the</strong> o<strong>the</strong>rs could not abide. Sophia had been fashioned <strong>of</strong> <strong>the</strong> Pleroma, and so maintained a<br />

connection with that place even in exile. Thus, she called out and those shards <strong>of</strong> Pleromic essence that <strong>the</strong> Archons had kept<br />

back from Urizen flew <strong>to</strong> her. Sophia in turn placed a tiny spark from <strong>the</strong> purity <strong>of</strong> <strong>the</strong> Pleroma itself in<strong>to</strong> <strong>the</strong> soul <strong>of</strong> every<br />

man. Within mankind, this spark had <strong>the</strong> ability <strong>to</strong> propagate itself, passing from generation <strong>to</strong> generation. This meant that<br />

every last member <strong>of</strong> humankind had <strong>the</strong> potential <strong>to</strong> not only conquer <strong>the</strong> world, but <strong>to</strong> transcend it. Within each human is<br />

<strong>the</strong> potential <strong>to</strong> return <strong>to</strong> <strong>the</strong> Pleroma after death, and <strong>to</strong> join with <strong>the</strong> One at <strong>the</strong> perfect center <strong>of</strong> creation. No o<strong>the</strong>r creature<br />

in <strong>the</strong> universe has this potential, not even <strong>the</strong> Archons.<br />

In <strong>the</strong>ir rage and jealousy, <strong>the</strong> Archons turned on Sophia, who was weakened from her efforts, and bound and chained her in<br />

a deep cavern in <strong>the</strong> highest mountain in <strong>the</strong> world. <strong>The</strong>y <strong>the</strong>n turned <strong>the</strong>ir fury on mankind, making humans slaves<br />

subjugated <strong>to</strong> all o<strong>the</strong>r races, and issuing a decree that <strong>the</strong> races <strong>of</strong> <strong>the</strong> world were <strong>to</strong> treat humankind with cruelty and malice<br />

for all eternity. It is said that many <strong>the</strong> dwarves and elves s<strong>to</strong>od against <strong>the</strong> Archons in this decree, and were in turn<br />

subjugated along with humankind. O<strong>the</strong>rs among <strong>the</strong> First Races, <strong>the</strong> remaining elves and dwarves, and <strong>the</strong> gnomes and<br />

halflings, simply ignored <strong>the</strong> proclamation and <strong>to</strong>ok no human servants. But <strong>the</strong> dark races <strong>of</strong> <strong>the</strong> world, <strong>the</strong> orcs and goblins<br />

.


and gnolls, and <strong>the</strong> saurians, who had long ago turned from <strong>the</strong>ir mo<strong>the</strong>r Sophia <strong>to</strong> worship Adoneus, <strong>to</strong>ok humans as work<br />

animals, cattle, and <strong>to</strong>ols <strong>of</strong> pleasure.<br />

0<br />

No one knows exactly how long humankind lived in suffering and squalor. For perhaps thousands <strong>of</strong> years <strong>the</strong>y cried out <strong>to</strong><br />

<strong>the</strong>ir helpless mo<strong>the</strong>r, Sophia, <strong>to</strong> save <strong>the</strong>m and deliver <strong>the</strong>m from <strong>the</strong>ir pain. And while Sophia was bound and helpless in <strong>the</strong><br />

caves <strong>of</strong> <strong>the</strong> world, <strong>the</strong> cries <strong>of</strong> humans did not go unheard. In <strong>the</strong> Pleroma, <strong>the</strong> cries <strong>of</strong> humanity stirred <strong>the</strong> One once again,<br />

and his disturbed sleep caused <strong>the</strong> seeds <strong>of</strong> Sophia <strong>to</strong> leap <strong>to</strong> glorious life. <strong>The</strong> first gods <strong>to</strong> come <strong>to</strong> <strong>the</strong> world were <strong>the</strong> twins,<br />

Ormazd and Ahriman, who looked down on <strong>the</strong> suffering <strong>of</strong> humanity and puzzled. Ormazd was saddened by <strong>the</strong> plight <strong>of</strong><br />

mankind, while Ahriman simply desired rule <strong>of</strong> <strong>the</strong> world for himself. <strong>The</strong> two set <strong>to</strong> debating while <strong>the</strong>ir bro<strong>the</strong>rs and sisters<br />

were born <strong>of</strong> <strong>the</strong> Pleroma, and as <strong>the</strong>ir debates continued, so did new gods and goddesses join <strong>the</strong> debate with each new<br />

generation born from <strong>the</strong> light <strong>of</strong> creation. In <strong>the</strong> end, it was decided that <strong>the</strong> two polarized sides agreed on one thing: <strong>the</strong><br />

Archons had <strong>to</strong> be driven from <strong>the</strong> world, and <strong>to</strong> do that, one <strong>of</strong> <strong>the</strong> gods had <strong>to</strong> be elected as general. This duty fell <strong>to</strong><br />

Ormazd, for while Ahriman was just as powerful as his bro<strong>the</strong>r, he was less ordered <strong>of</strong> mind and thought, and less able <strong>to</strong><br />

lead an organized effort. Ahriman knew this, and for <strong>the</strong> time being subjugated himself <strong>to</strong> Ormazd.<br />

Thus, <strong>the</strong> gods came from out <strong>of</strong> <strong>the</strong> light <strong>of</strong> <strong>the</strong> Pleroma, <strong>the</strong> divine e<strong>the</strong>r <strong>to</strong> which all humans seek <strong>to</strong> enter when <strong>the</strong>y depart<br />

this world, and made war upon <strong>the</strong> Archons with powerful magic and weaponry. Still, <strong>the</strong> Archons with <strong>the</strong>ir vaunted might<br />

were more powerful than <strong>the</strong> gods, and <strong>the</strong> war went badly. Just when it looked as though <strong>the</strong> gods were <strong>to</strong> be defeated and<br />

banished <strong>to</strong> <strong>the</strong> heavens, it was Aka Manah, god <strong>of</strong> secrets and deceit, who learned <strong>of</strong> <strong>the</strong> solution. <strong>The</strong> god looked in<strong>to</strong> <strong>the</strong><br />

hearts <strong>of</strong> <strong>the</strong> Archons and saw <strong>the</strong> truth <strong>of</strong> what <strong>the</strong>y had done <strong>to</strong> <strong>the</strong>ir mo<strong>the</strong>r. He brought this knowledge <strong>to</strong> Saurva, and <strong>the</strong>y<br />

in turn recruited from amongst <strong>the</strong> races <strong>of</strong> <strong>the</strong> world a devious and stealthy party <strong>to</strong> go <strong>to</strong> Sophia and release her from<br />

imprisonment.<br />

<strong>The</strong> details <strong>of</strong> this quest are lost <strong>to</strong> <strong>the</strong> annals <strong>of</strong> his<strong>to</strong>ry, but what is<br />

known are <strong>the</strong> names <strong>of</strong> <strong>the</strong>se heroes, and <strong>the</strong> reward bes<strong>to</strong>wed upon<br />

<strong>the</strong>m by Sophia upon her release. <strong>The</strong> heroes who rescued Sophia<br />

were Eleggua <strong>the</strong> elf, Orunmila <strong>the</strong> gnome, Babalu <strong>the</strong> dwarf,<br />

Chango <strong>the</strong> half-orc, Oggun <strong>the</strong> Dirdraug, Yemaya <strong>the</strong> halfling, and<br />

Oshun <strong>the</strong> Rawdîr. <strong>The</strong>ir reward, bes<strong>to</strong>wed upon <strong>the</strong>m by <strong>the</strong> First<br />

Archon was <strong>to</strong> be granted <strong>the</strong> powers <strong>of</strong> <strong>the</strong> gods, and a portfolio<br />

over which each could preside. In exchange for this reward, Sophia<br />

<strong>to</strong>ok from <strong>the</strong>m <strong>the</strong>ir natural racial forms, and gave un<strong>to</strong> <strong>the</strong>m <strong>the</strong><br />

forms <strong>of</strong> her favorite race: humans, though each retained <strong>the</strong> power<br />

<strong>to</strong> assume whatever form <strong>the</strong>y wished when <strong>the</strong>y walked <strong>the</strong> world.<br />

After granting this boon un<strong>to</strong> her rescuers, Sophia sent <strong>the</strong>m in<strong>to</strong> <strong>the</strong><br />

cosmos, <strong>to</strong> learn <strong>to</strong> use and harness <strong>the</strong>ir powers responsibly, and <strong>to</strong><br />

wait <strong>the</strong> time when <strong>the</strong>y would be needed, as <strong>the</strong> o<strong>the</strong>r gods were<br />

needed now.<br />

After her escape, Sophia came <strong>to</strong> Ormazd and lay with him in his<br />

tent. During <strong>the</strong>ir time <strong>to</strong>ge<strong>the</strong>r, she gave <strong>to</strong> Ormazd all <strong>the</strong> secrets<br />

necessary <strong>to</strong> defeat her son and his lieutenants. Through <strong>the</strong> wisdom<br />

<strong>of</strong> Sophia, <strong>the</strong> gods harnessed <strong>the</strong> magic <strong>of</strong> <strong>the</strong> world <strong>to</strong> call upon a<br />

powerful incantation that imprisoned <strong>the</strong> Archons deep within <strong>the</strong><br />

earth, where <strong>the</strong>y remain in enchanted slumber even <strong>to</strong> this day,<br />

dreaming <strong>the</strong>ir revenge through <strong>the</strong> destruction <strong>of</strong> that which <strong>the</strong>y<br />

have wrought, <strong>the</strong> world <strong>of</strong> <strong>Do</strong>maria.<br />

As part <strong>of</strong> <strong>the</strong> bargain, Sophia sacrificed herself <strong>to</strong> <strong>the</strong> incantation, knowing that her own power would be required <strong>to</strong> hold at<br />

bay <strong>the</strong> rest <strong>of</strong> <strong>the</strong> Archons, and wise enough <strong>to</strong> know that <strong>the</strong> temptation <strong>to</strong> create ano<strong>the</strong>r <strong>of</strong>fspring would be <strong>to</strong>o much for<br />

her <strong>to</strong> bear, once her first child was defeated. She kept this knowledge <strong>to</strong> herself, however, aware that Ormazd would not<br />

allow her <strong>to</strong> fall victim <strong>to</strong> this incantation. When she, <strong>to</strong>o, was imprisoned with her children, Ormazd was heartbroken and<br />

withdrew in<strong>to</strong> his great mountain <strong>to</strong> mourn. It was during this time that Ahriman ga<strong>the</strong>red un<strong>to</strong> him <strong>the</strong> Daevas, <strong>the</strong> gods <strong>of</strong><br />

darkness and <strong>the</strong>y moved against <strong>the</strong> goodly gods for control <strong>of</strong> <strong>the</strong> world. <strong>The</strong> goodly gods fought back, but Ahriman was<br />

strong, and beat <strong>the</strong>m back time and again, for <strong>the</strong>y were lost without Ormazd’s leadership.<br />

/


But all was not lost: deep within <strong>the</strong> bowels <strong>of</strong> <strong>the</strong> world, Sophia’s duty was not done. <strong>The</strong> time she had spent laying with<br />

Ormazd had borne fruit with in her, and her slumbering body gave birth <strong>to</strong> Vohu Manah, <strong>the</strong> god <strong>of</strong> enlightenment and<br />

animals, who sprang fully grown from her loins. Vohu Manah clawed his way up through <strong>the</strong> earth <strong>to</strong> <strong>the</strong> surface and came <strong>to</strong><br />

his fa<strong>the</strong>r in his tent.<br />

“Fa<strong>the</strong>r,” he said, “I am Vohu Manah, <strong>the</strong> fruits <strong>of</strong> your love for Sophia. I come <strong>to</strong> beg you on mo<strong>the</strong>r’s behalf <strong>to</strong> stand with<br />

your bro<strong>the</strong>rs against <strong>the</strong> dark gods, who even now sow destruction throughout <strong>the</strong> world.”<br />

Ormazd <strong>to</strong>ok his son in<strong>to</strong> his arms and said, “My son, you have brought a piece <strong>of</strong> your mo<strong>the</strong>r back <strong>to</strong> me. I can now return<br />

<strong>to</strong> <strong>the</strong> world.”<br />

So it was that Ormazd returned and at <strong>the</strong> head <strong>of</strong> <strong>the</strong> Spentas, <strong>the</strong> gods <strong>of</strong> light, and s<strong>to</strong>od against <strong>the</strong> Daevas. <strong>The</strong> two<br />

pan<strong>the</strong>ons <strong>of</strong> gods battled fiercely throughout <strong>the</strong> heavens, until at last <strong>the</strong>y fought one ano<strong>the</strong>r <strong>to</strong> a standstill, with nei<strong>the</strong>r<br />

side emerging vic<strong>to</strong>rious. Ormazd and Ahriman met in treaty on <strong>the</strong> field <strong>of</strong> battle and agreed that this vic<strong>to</strong>ry would not be<br />

settled by contest <strong>of</strong> arms in <strong>the</strong> heavens, but through <strong>the</strong> acts <strong>of</strong> mortals. Until <strong>the</strong> end <strong>of</strong> days, <strong>the</strong> gods agreed <strong>to</strong> cease <strong>the</strong>ir<br />

eternal war and allow <strong>the</strong> tides <strong>of</strong> light and darkness <strong>to</strong> play out among mortals. As part <strong>of</strong> <strong>the</strong> agreement, <strong>the</strong> gods were<br />

forbidden <strong>to</strong> directly control <strong>the</strong> affairs <strong>of</strong> mortals, though <strong>the</strong>y could influence <strong>the</strong>m through certain individuals. Finally,<br />

<strong>the</strong>y agreed that humankind, Sophia’s favored <strong>of</strong> all <strong>the</strong> races, was <strong>to</strong> be free from <strong>the</strong> oppression <strong>of</strong> <strong>the</strong> o<strong>the</strong>r races, and was<br />

<strong>to</strong> take its place alongside <strong>the</strong> great races <strong>of</strong> <strong>the</strong> world. To this end <strong>the</strong>y chose a great man from <strong>the</strong> bowels <strong>of</strong> slavery named<br />

Zarathustra, and <strong>to</strong> him <strong>the</strong>y gave <strong>the</strong>ir message <strong>of</strong> light and darkness, and <strong>the</strong> battle between good and evil. Zarathustra was<br />

<strong>to</strong> take nei<strong>the</strong>r side in <strong>the</strong> war, but <strong>to</strong> present both sides <strong>to</strong> all races, that each might choose his own path. Zarathustra was <strong>to</strong><br />

live a hard and short life, but his message would spread, and in reward for his service <strong>to</strong> <strong>the</strong> gods, <strong>the</strong>ir pan<strong>the</strong>on and faith<br />

would be named for this great prophet.<br />

Zarathustra went forth among <strong>the</strong> races <strong>of</strong> <strong>the</strong> world and <strong>to</strong>ld <strong>of</strong> <strong>the</strong> coming <strong>of</strong> <strong>the</strong> gods and <strong>the</strong> fall <strong>of</strong> <strong>the</strong> Archons. At first,<br />

<strong>the</strong> races <strong>of</strong> <strong>the</strong> world welcomed <strong>the</strong> gods, who <strong>to</strong>ok a much more hands-<strong>of</strong>f approach <strong>to</strong> governing <strong>the</strong> world, demanding<br />

worship and tribute, but remaining largely in <strong>the</strong>ir o<strong>the</strong>rworldly realms, supporting <strong>the</strong>ir followers through clerics and <strong>the</strong><br />

divinely-<strong>to</strong>uched. It eventually became evident, however, that not all <strong>the</strong> gods were goodly. Some were as dark and power<br />

mad as <strong>the</strong> Archons <strong>the</strong>y’d usurped, and <strong>the</strong>se were deadlocked in an eternal struggle with <strong>the</strong> gods <strong>of</strong> light. Human, elf, and<br />

dwarfkind were invariably drawn in<strong>to</strong> this struggle as well, and champions <strong>of</strong> both light and darkness have risen and fallen<br />

throughout <strong>the</strong> ages, until <strong>the</strong> day comes when Ormazd faces and defeats Ahriman in <strong>the</strong> final battle.<br />

For decades Zarathustra traveled <strong>the</strong> world, spreading his message <strong>of</strong> light and darkness, until one day, he simply<br />

disappeared. No one knows what happened <strong>to</strong> <strong>the</strong> great prophet; some whisper that he ascended <strong>to</strong> godhood. O<strong>the</strong>rs believe<br />

that he entered <strong>the</strong> Pleroma and resides with <strong>the</strong> One at <strong>the</strong> center <strong>of</strong> Creation. Still o<strong>the</strong>rs believe that he sleeps, and will rise<br />

again one day <strong>to</strong> pass final judgment on <strong>the</strong> gods when <strong>the</strong>ir battles at last reach <strong>the</strong>ir climax.<br />

Known collectively as <strong>the</strong> Zarathustrian Pan<strong>the</strong>on, or simply Zarathustra, <strong>the</strong> gods <strong>of</strong> good are <strong>the</strong> Spentas, while <strong>the</strong> evil<br />

gods are <strong>the</strong> Daevas. Zarathustra recognizes no neutral gods, save <strong>the</strong> spirit <strong>of</strong> Zarathustra himself. While Zarathustra has<br />

never appeared or granted power <strong>to</strong> followers since his mysterious disappearance so many thousands <strong>of</strong> years ago, <strong>the</strong>re still<br />

exist never<strong>the</strong>less cults dedicated <strong>to</strong> his worship, <strong>to</strong> spreading <strong>the</strong> message <strong>of</strong> all <strong>the</strong> gods and <strong>to</strong> maintaining <strong>the</strong> balance<br />

between light and dark, for all eternity.<br />

Thus ended <strong>the</strong> First Age <strong>of</strong> <strong>the</strong> <strong>World</strong>.<br />

+ (<br />

<strong>The</strong> Second Age <strong>of</strong> <strong>Do</strong>maria was a period <strong>of</strong> enlightenment and progress for all <strong>the</strong> races <strong>of</strong> <strong>the</strong> world, lasting for tens <strong>of</strong><br />

thousands <strong>of</strong> years. Kingdoms and empires rose and fell, as did heroes and villains. <strong>The</strong>se days were <strong>the</strong> stuff <strong>of</strong> legends;<br />

<strong>the</strong>re were no great ruins <strong>to</strong> explore in <strong>the</strong> early days, no underground dungeons or hidden treasures, for it was in <strong>the</strong>se days<br />

that <strong>the</strong> secrets <strong>of</strong> <strong>the</strong> Old <strong>World</strong> were made and lost. Wizards wielded great and powerful arcane magic rose in those days,<br />

and some say that <strong>the</strong>re were sorcerers who held sway over <strong>the</strong> very forces <strong>of</strong> life and death, and that <strong>the</strong> necromancers <strong>of</strong><br />

<strong>to</strong>day are <strong>the</strong> shadowy mirrors that hearken back <strong>to</strong> <strong>the</strong>se great men and women. Individuals <strong>to</strong>ok <strong>to</strong> <strong>the</strong> gods or goddesses<br />

that best suited <strong>the</strong>ir own outlooks, though some became patrons <strong>of</strong> entire races. Vohu Manah and Armaiti became patrons <strong>of</strong><br />

<strong>the</strong> elves, while Asha and Ameretat <strong>to</strong>ok a liking <strong>to</strong> gnomes and halflings. Haurvatat became beloved <strong>of</strong> <strong>the</strong> dwarves, while<br />

Khshathra Vairya was beloved <strong>of</strong> humankind. Ormazd watched over all <strong>the</strong> goodly gods.<br />

1


<strong>The</strong> gods <strong>of</strong> darkness, on <strong>the</strong> o<strong>the</strong>r hand, were drawn <strong>to</strong> <strong>the</strong> darker races, with Aka Manah guiding <strong>the</strong> goblins, and Saurva<br />

being worshipped widely by <strong>the</strong> orcs. Many <strong>of</strong> <strong>the</strong> evil gods found followers and entire cults among mankind, who are born<br />

<strong>of</strong> free will and rebellion, and seek <strong>the</strong> power <strong>to</strong> better <strong>the</strong>mselves by any means.<br />

As is inevitable with such things, <strong>the</strong> great achievements <strong>of</strong><br />

<strong>the</strong> day were turned <strong>to</strong> instruments <strong>of</strong> war, and <strong>the</strong> day<br />

arrived when <strong>the</strong> dwarves and elves banded <strong>to</strong>ge<strong>the</strong>r <strong>to</strong> make<br />

war against <strong>the</strong> orcs and half-orcs. Humans, saurians, rawdîr<br />

and dirdraug were widely divided among <strong>the</strong> battles, with<br />

armies showing up on both sides, as best suited <strong>the</strong><br />

mercenary tendencies <strong>of</strong> <strong>the</strong>se races, and <strong>the</strong> halflings and<br />

gnomes went in<strong>to</strong> hiding <strong>to</strong> await <strong>the</strong> outcome. This was<br />

known as <strong>the</strong> Blood War, and nearly <strong>to</strong>re <strong>the</strong> world asunder.<br />

In <strong>the</strong>ir eternal, fitful sleep, <strong>the</strong> Archons stirred, and mortals<br />

first heard <strong>the</strong> seductive call <strong>of</strong> <strong>the</strong>ir evil dreams.<br />

Of <strong>the</strong> great kingdoms that rose and were destroyed in those<br />

days, only two names remain. <strong>The</strong> great dwarven paladin<br />

Lord Dunnebar, and <strong>the</strong> Elven lord Azteroth both were<br />

seduced by evil in those days, Dunnebar falling prey <strong>to</strong> <strong>the</strong><br />

temptations <strong>of</strong> <strong>the</strong> god Saurva, and Azteroth being seduced<br />

by <strong>the</strong> calls <strong>of</strong> <strong>the</strong> Archon Eleous in his fitful sleep. <strong>The</strong> two<br />

both became cursed with undeath through <strong>the</strong>ir black<br />

worship, Dunnebar becoming <strong>the</strong> first <strong>of</strong> <strong>the</strong> dread knights,<br />

and Azteroth finding immortality as a lich. <strong>The</strong> two<br />

kingdoms turned on each o<strong>the</strong>r with a vengeance, Azteroth<br />

seeking <strong>to</strong> conquer <strong>the</strong> world, and Dunnebar looking <strong>to</strong> crush<br />

this manifestation <strong>of</strong> <strong>the</strong> Archons.<br />

It was during this vast global conflict that <strong>the</strong> Orishas, <strong>the</strong><br />

mortals-turned-gods and beloved <strong>of</strong> Sophia, felt <strong>the</strong> stirring<br />

<strong>of</strong> <strong>the</strong> Archons, and heard <strong>the</strong> sounds <strong>of</strong> destruction coming<br />

from <strong>the</strong> world, and knew that <strong>the</strong> gods had overstepped <strong>the</strong>ir bounds. This Blood War would awaken <strong>the</strong> Archons if allowed<br />

<strong>to</strong> continue unchecked, and Sophia’s sacrifice would be in vain. <strong>The</strong> time <strong>of</strong> <strong>the</strong> Orishas, as prophesied by Sophia, had come.<br />

So <strong>the</strong>y came <strong>to</strong> <strong>the</strong> world and intervened, s<strong>to</strong>pping <strong>the</strong> conflict and wiping away much <strong>of</strong> <strong>the</strong> powerful and destructive magic<br />

used in <strong>the</strong> wars. <strong>The</strong> gods <strong>of</strong> Zarathustra tried <strong>to</strong> destroy <strong>the</strong> Orishas, but since <strong>the</strong> Orishas were beloved <strong>of</strong> Sophia, <strong>the</strong><br />

Zarathustrans found <strong>the</strong>y had no power over <strong>the</strong>se newcomers.<br />

So <strong>the</strong> end <strong>of</strong> days was delayed, and a new religion rose in <strong>the</strong> world. <strong>The</strong> Orishas represent a wild card faction in <strong>the</strong><br />

struggles <strong>of</strong> <strong>the</strong> gods. <strong>The</strong> dogma <strong>of</strong> Orisha says that mortals should not be tied up in <strong>the</strong> struggles <strong>of</strong> some great heavenly<br />

war, and should use <strong>the</strong> free will and independence granted <strong>to</strong> <strong>the</strong>m by Sophia <strong>to</strong> make <strong>the</strong>ir own path in <strong>the</strong> cosmos. To that<br />

end <strong>the</strong> Orisha deities guide and help all mortals who wish <strong>to</strong> break free <strong>of</strong> <strong>the</strong> struggles <strong>of</strong> <strong>the</strong> Blood War between Ahriman<br />

and Ormazd. <strong>The</strong> Orisha faith quickly spread among mortal kingdoms, and both <strong>the</strong> good and evil gods <strong>of</strong> Zarathustra<br />

became concerned, for deities depend upon followers. If <strong>the</strong>ir followers turn from <strong>the</strong>m, <strong>the</strong> gods will quickly find<br />

<strong>the</strong>mselves decreasing in power and exiled <strong>to</strong> <strong>the</strong> cosmos, deities without followers and without a home. And yet, <strong>the</strong> innate<br />

neutrality <strong>of</strong> Orisha’s stance in <strong>the</strong> Blood War, and <strong>the</strong>ir status as beloved <strong>of</strong> Sophia has somehow held <strong>the</strong> Zarathustrian<br />

gods at bay, rendering <strong>the</strong>m mystically unable <strong>to</strong> move against <strong>the</strong> Orishan pan<strong>the</strong>on. <strong>The</strong> Orisha gods represent a strong<br />

middle-ground and balancing force between <strong>the</strong> good <strong>of</strong> <strong>the</strong> Spentas and <strong>the</strong> evil <strong>of</strong> <strong>the</strong> Daevas.<br />

As <strong>the</strong> Blood War came <strong>to</strong> a stalemate once again, <strong>the</strong> Orishas sent <strong>the</strong>ir followers forth <strong>to</strong> destroy <strong>the</strong> great and destructive<br />

magic and technologies used, <strong>the</strong>ir existence <strong>to</strong> be wiped from <strong>the</strong> annals <strong>of</strong> his<strong>to</strong>ry. This, <strong>the</strong>y decreed, would res<strong>to</strong>re <strong>the</strong><br />

balance between <strong>the</strong> races and allow <strong>the</strong> world a fresh start. <strong>The</strong> greatest <strong>of</strong> <strong>the</strong>se artifacts, however, <strong>the</strong> Godslayer Sword,<br />

could not be destroyed. This weapon, it is said, had <strong>the</strong> power <strong>to</strong> slay gods, and transfer <strong>the</strong>ir powers <strong>to</strong> <strong>the</strong> wielder, but<br />

would drive <strong>the</strong> wielder mad in <strong>the</strong> process. Using this blade, a mad dwarven smith sought <strong>to</strong> wipe out <strong>the</strong> gods and take <strong>the</strong>ir<br />

place as <strong>the</strong> One God. Legend has it that he succeeded in using <strong>the</strong> blade, once, and that <strong>the</strong> sword’s effect was so powerful<br />

that <strong>the</strong> sword erased <strong>the</strong> god from existence. <strong>The</strong> Mad Dwarf, unable <strong>to</strong> cope with <strong>the</strong> sudden influx <strong>of</strong> <strong>the</strong> powers <strong>of</strong> <strong>the</strong><br />

god, went utterly mad and sat quietly gibbering in a cave, where <strong>the</strong> Purifiers <strong>of</strong> Orisha found him and simply removed <strong>the</strong><br />

sword from his lap.<br />

2


So it came <strong>to</strong> pass that <strong>the</strong> greatest priest <strong>of</strong> <strong>the</strong> Orishas came <strong>to</strong> <strong>the</strong>ir temple and presented <strong>the</strong> Godslayer Sword on <strong>the</strong> altar<br />

and <strong>the</strong> Orishas <strong>to</strong>ok notice. <strong>The</strong>n a thing happened that has never happened since: all three pan<strong>the</strong>ons <strong>of</strong> gods came <strong>to</strong>ge<strong>the</strong>r<br />

<strong>to</strong> debate what should be <strong>the</strong> fate <strong>of</strong> this artifact. All agreed that it could not be entrusted <strong>to</strong> any deity, for <strong>the</strong> power contained<br />

in <strong>the</strong> blade was <strong>to</strong>o dangerous <strong>to</strong> be entrusted <strong>to</strong> any one god, or group <strong>of</strong> gods, who would quickly fall <strong>to</strong> warring amongst<br />

<strong>the</strong>mselves for possession <strong>of</strong> <strong>the</strong> sword. Yet, for all <strong>the</strong>ir vaunted power, <strong>the</strong> gods could not destroy <strong>the</strong> sword. It was Vohu<br />

Manah, <strong>the</strong> Son <strong>of</strong> Wisdom, who suggested <strong>the</strong> solution. <strong>The</strong> sword could not be destroyed, but it could be broken in<strong>to</strong> its<br />

four pieces, cast <strong>to</strong> <strong>the</strong> four winds, and a powerful enchantment cast so that even <strong>the</strong> gods would be unaware <strong>of</strong> <strong>the</strong> locations<br />

<strong>of</strong> <strong>the</strong> blade. Thus it would remain hidden for all eternity. <strong>The</strong> gods agreed, and <strong>the</strong> sword was cast away.<br />

Alas, <strong>the</strong> gibbering Mad Dwarf in his cave heard <strong>the</strong> council <strong>of</strong> deities, and <strong>the</strong> power dripping from him in his ravings<br />

became a book, chronicling <strong>the</strong> early days <strong>of</strong> <strong>the</strong> Blood War and <strong>the</strong> breaking and hiding <strong>of</strong> <strong>the</strong> sword. This book had <strong>the</strong><br />

power <strong>to</strong> unmake <strong>the</strong> spell and reveal <strong>the</strong> blade <strong>to</strong> <strong>the</strong> world once again. <strong>The</strong> o<strong>the</strong>r gods, unaware <strong>of</strong> <strong>the</strong> book’s existence, cast<br />

a spell <strong>to</strong> turn <strong>the</strong> Mad Dwarf <strong>to</strong> s<strong>to</strong>ne, and caused his cave <strong>to</strong> be sealed from <strong>the</strong> eyes <strong>of</strong> mortals. <strong>The</strong>y <strong>the</strong>n turned <strong>the</strong>ir<br />

vengeance upon Dunneland and Azteroth, and caused <strong>the</strong>se two great kingdoms <strong>to</strong> sink deep in<strong>to</strong> <strong>the</strong> world, <strong>to</strong> be forever<br />

hidden from mortals. Even Saurva could not protect his servant Dunnebar, but he promised <strong>the</strong> dread knight that one day <strong>the</strong><br />

kingdom <strong>of</strong> Dunneland would rise again and take its rightful place within <strong>the</strong> world.<br />

And mortals began <strong>to</strong> pick up <strong>the</strong> pieces and rebuild <strong>the</strong> world. Thus ended <strong>the</strong> Second Age <strong>of</strong> <strong>Do</strong>maria.<br />

(((( %34<br />

<strong>The</strong> Third Age <strong>of</strong> <strong>Do</strong>maria, lasting from approximately 20,000 years ago until a single millennia ago, was an age <strong>of</strong> high<br />

adventure, where intrepid members <strong>of</strong> every race banded <strong>to</strong>ge<strong>the</strong>r <strong>to</strong> delve in<strong>to</strong> <strong>the</strong> lost ruins <strong>of</strong> <strong>the</strong> Second Age, uncovering<br />

great treasures, lost magic, and ancient secrets. It is said that many an elf, dwarf, and human in those days became renowned<br />

after venturing in<strong>to</strong> lost temples and returning with riches and un<strong>to</strong>ld secrets. Alas, <strong>the</strong> great sins that brought about <strong>the</strong><br />

Scourge wiped <strong>the</strong> memory <strong>of</strong> much <strong>of</strong> <strong>the</strong> Third Age from <strong>the</strong> world, and even <strong>to</strong>day adventurers seek lost books and scrolls<br />

that will tell <strong>the</strong> tale <strong>of</strong> <strong>the</strong>se days.<br />

+3<br />

1,000 years ago, legend has it that <strong>the</strong> Godslayer Sword resurfaced when a<br />

halfling found <strong>the</strong> book <strong>of</strong> <strong>the</strong> Mad Dwarf, and a group <strong>of</strong> heroes under<strong>to</strong>ok a<br />

powerful quest <strong>to</strong> s<strong>to</strong>p <strong>the</strong> Archons from awakening and devouring <strong>the</strong> world.<br />

It is said that <strong>the</strong> finding <strong>of</strong> <strong>the</strong> book awoke <strong>the</strong> spirit <strong>of</strong> <strong>the</strong> Mad Dwarf, who<br />

sent forth his mind <strong>to</strong> possess a mortal. Along with Druj, <strong>the</strong> goddess <strong>of</strong> deceit<br />

and betrayal, <strong>the</strong> two built an army <strong>to</strong> recover <strong>the</strong> Dwarf’s lost blade, and so <strong>to</strong><br />

rule <strong>the</strong> world as King and Queen <strong>of</strong> <strong>the</strong> Heavens. <strong>The</strong> struggles half-awakened<br />

<strong>the</strong> Archons, who sent forth <strong>the</strong>ir own cults <strong>to</strong> retrieve <strong>the</strong> blade first, that it<br />

might be used <strong>to</strong> awaken <strong>the</strong> Dark Ones and bring forth <strong>the</strong> End <strong>of</strong> Days.<br />

During <strong>the</strong> Godslayer Wars, agents <strong>of</strong> <strong>the</strong> Archons and Daevas were<br />

everywhere, and corrupted <strong>the</strong> minds and hearts <strong>of</strong> many. It was during this<br />

period that <strong>the</strong> North was re-shaped, and <strong>the</strong> kingdoms <strong>of</strong> Dunneland and<br />

Azteroth leapt from beneath <strong>the</strong> Earth. <strong>The</strong> seeds <strong>of</strong> ancient enmities were<br />

sown, and <strong>the</strong> elves became envious <strong>of</strong> <strong>the</strong> riches <strong>of</strong> <strong>the</strong> dwarves. A war<br />

erupted between <strong>the</strong> dwarves and elves. It is said that <strong>the</strong> elves invoked<br />

powerful and dark magic rediscovered in deep caverns in an attempt <strong>to</strong><br />

overcome <strong>the</strong>ir foes, just as <strong>the</strong> heroes completed <strong>the</strong>ir quest. No one knows<br />

what <strong>the</strong> completion <strong>of</strong> this quest was, but some say <strong>the</strong> heroes destroyed <strong>the</strong><br />

artifact by sacrificing <strong>the</strong>ir own souls. O<strong>the</strong>rs say <strong>the</strong>y merely succeeded in<br />

breaking and hiding <strong>the</strong> blade once again, and that <strong>the</strong>y, like <strong>the</strong> Orishas before<br />

<strong>the</strong>m, were rewarded with godhood for <strong>the</strong>ir efforts. No one knows for sure,<br />

but <strong>the</strong>re are small sects <strong>to</strong>day that worship a mysterious pan<strong>the</strong>on known as<br />

<strong>the</strong> Gods <strong>of</strong> <strong>the</strong> Blade, and claim <strong>the</strong>se gods are <strong>the</strong> very heroes who saved<br />

<strong>Do</strong>maria from destruction.<br />

<strong>The</strong> magical energies released by <strong>the</strong>se two forces altered <strong>the</strong> entire world, and <strong>the</strong> elves were forever corrupted by its<br />

energies. This was <strong>the</strong> Scourge. Because <strong>of</strong> <strong>the</strong> Scourge, <strong>the</strong> energies <strong>of</strong> creation that infuse <strong>Do</strong>maria were unleashed and<br />

corrupted, and undead roam freely over much <strong>of</strong> <strong>the</strong> world, a plague upon <strong>the</strong> living. Unfortunately, most <strong>of</strong> <strong>the</strong> records <strong>of</strong><br />

those days were destroyed in <strong>the</strong> chaos that followed, and none now live who remember <strong>the</strong> dark times before and just after


<strong>the</strong> Scourge. It was in those days that our fair continent was named Vérfold, which means “land <strong>of</strong> blood” in <strong>the</strong> ancient<br />

<strong>to</strong>ngue <strong>of</strong> <strong>the</strong> North, and <strong>the</strong> name seems apt. <strong>The</strong> Scourge marked <strong>the</strong> end <strong>of</strong> <strong>the</strong> Third Age, and a millennia-long darkness<br />

that heralded <strong>the</strong> beginning <strong>of</strong> <strong>the</strong> Fourth Age <strong>of</strong> <strong>Do</strong>maria, in which we now live.<br />

5+<br />

5+<br />

No one knows how long <strong>the</strong> Fourth Age will last, but it is prophesied that at<br />

<strong>the</strong> end <strong>of</strong> this age, <strong>the</strong> gods <strong>of</strong> Zarathustra are destined <strong>to</strong> clash in a final<br />

battle. On this day, some claim, Ormazd will finally defeat Ahriman once<br />

and for all, but that <strong>the</strong>ir cosmic battle on <strong>the</strong> material plane will free <strong>the</strong><br />

Archons, who will rise up and renew <strong>the</strong>ir war upon <strong>the</strong> gods who defeated<br />

<strong>the</strong>m. How this final battle will end is uncertain. Some sages insist that it will<br />

spell <strong>the</strong> end <strong>of</strong> <strong>the</strong> world; o<strong>the</strong>rs say that great cataclysms have shaken <strong>the</strong><br />

world in <strong>the</strong> past, and humanity and her allies and enemies have always<br />

survived. <strong>The</strong> world, <strong>the</strong>se sages say, will be irrevocably altered as it has<br />

been before, but that a new age <strong>of</strong> peace and prosperity will arise, where<br />

men, elves, dwarves, and <strong>the</strong>ir allies will at last be free <strong>of</strong> <strong>the</strong> rule <strong>of</strong> <strong>the</strong> gods<br />

for all eternity. <strong>The</strong> only thing that all agree upon is that a great reckoning<br />

approaches, one which will in some way be <strong>the</strong> End <strong>of</strong> Days, at least as we<br />

currently reckon <strong>the</strong>m.<br />

Until that day, <strong>the</strong> Archons speak <strong>to</strong> <strong>the</strong>ir followers in dreams, granting <strong>the</strong>m power and corrupting <strong>the</strong>ir minds and souls in<br />

ways that even Ahriman cannot comprehend. <strong>The</strong>se cults <strong>of</strong> <strong>the</strong> Archons are perhaps <strong>the</strong> deadliest threat <strong>to</strong> <strong>the</strong> world <strong>to</strong>day,<br />

for if a worshipper <strong>of</strong> <strong>the</strong> Demiurge or one <strong>of</strong> his followers becomes corrupt enough, <strong>the</strong> Archon can create within <strong>the</strong> cultist<br />

a near-godlike avatar <strong>to</strong> sow chaos and destruction throughout <strong>the</strong> world.<br />

As <strong>the</strong> races <strong>of</strong> <strong>the</strong> world slowly crawl forth from <strong>the</strong> Millennia <strong>of</strong> Darkness and rebuild civilization once again, <strong>the</strong>se<br />

Archonic cults are perhaps <strong>the</strong> greatest threat <strong>to</strong> <strong>the</strong> world at large, made worse by <strong>the</strong> plots <strong>of</strong> <strong>the</strong> Daevas cults, who<br />

occasionally are used as pawns <strong>of</strong> <strong>the</strong> Archons, and whose own selfish ends <strong>of</strong>ten threaten <strong>to</strong> reawaken <strong>the</strong> demiurge and his<br />

lot.<br />

673<br />

In <strong>the</strong> early days <strong>of</strong> this new Fourth Age, several new and quite notable cults have been gaining prominence among <strong>the</strong> youth<br />

<strong>of</strong> <strong>the</strong> world. <strong>The</strong>se cults are dedicated <strong>to</strong> <strong>the</strong> Archon Sophia, and <strong>to</strong> <strong>the</strong> One, <strong>the</strong> Crea<strong>to</strong>r itself, at <strong>the</strong> center <strong>of</strong> all things.<br />

Most cults choose <strong>to</strong> worship one or <strong>the</strong> o<strong>the</strong>r <strong>of</strong> <strong>the</strong>se two powerful, divine figures, but <strong>the</strong>re are those who worship <strong>the</strong> pair<br />

as <strong>the</strong> King and Queen <strong>of</strong> Creation; hence, cults <strong>to</strong> Sophia, cults <strong>to</strong> <strong>the</strong> One, and cults <strong>of</strong> <strong>the</strong> Mo<strong>the</strong>r and Fa<strong>the</strong>r exist<br />

throughout <strong>the</strong> world. Followers <strong>of</strong> <strong>the</strong>se religions claim that Sophia, <strong>the</strong> One, or both, have awakened from <strong>the</strong>ir eternal<br />

slumber since <strong>the</strong> Millennium <strong>of</strong> Darkness and have decided <strong>to</strong> take a direct hand in <strong>the</strong> affairs <strong>of</strong> <strong>the</strong> world. For <strong>the</strong> most<br />

part, members <strong>of</strong> <strong>the</strong>se faiths thus far seem concerned with helping people, healing, justice, and <strong>the</strong> spreading <strong>of</strong> <strong>the</strong> good<br />

word, and are viewed as mostly harmless by <strong>the</strong> majority <strong>of</strong> people in <strong>the</strong> world. However, <strong>the</strong>ir message is spreading<br />

quickly, <strong>to</strong> <strong>the</strong> point where several <strong>of</strong> <strong>the</strong> larger cities in <strong>the</strong> world have allowed small temples <strong>to</strong> be erected <strong>to</strong> one or both <strong>of</strong><br />

<strong>the</strong>se figures, and more than a few villages and hamlets have been dedicated <strong>to</strong> <strong>the</strong> Lady <strong>of</strong> Wisdom, or <strong>the</strong> Lord <strong>of</strong> <strong>the</strong> Earth,<br />

Sea and Sky. <strong>The</strong> deities are referred <strong>to</strong> colloquially as <strong>the</strong> All-Mo<strong>the</strong>r and All-Fa<strong>the</strong>r by <strong>the</strong>ir followers, denoting <strong>the</strong>ir<br />

proper place as <strong>the</strong> two responsible for <strong>the</strong> creation <strong>of</strong> all things.<br />

For <strong>the</strong> past several decades since <strong>the</strong>se cults first appeared, <strong>the</strong>y seemed harmless and ineffectual; <strong>the</strong>ir clerics were skilled<br />

healers without real mystical power, who traveled from place <strong>to</strong> place, spreading <strong>the</strong>ir message <strong>of</strong> justice, faith, and order <strong>to</strong><br />

<strong>the</strong> world, and rarely causing any real sort <strong>of</strong> stir. Recently, however, reports have filtered in that clerics <strong>of</strong> <strong>the</strong> All-Fa<strong>the</strong>r and<br />

All-Mo<strong>the</strong>r have begun <strong>to</strong> exhibit magical power, akin <strong>to</strong> clerics <strong>of</strong> <strong>the</strong> o<strong>the</strong>r deities. This means that some force, be it <strong>the</strong><br />

real Sophia and One, or some o<strong>the</strong>r deity, has begun paying attention <strong>to</strong> <strong>the</strong>se clerics. In addition, <strong>the</strong> cults <strong>of</strong> <strong>the</strong> All-Fa<strong>the</strong>r<br />

have revealed what <strong>the</strong>y claim <strong>to</strong> be <strong>the</strong> name <strong>of</strong> <strong>the</strong> One: Panádar. Is this a clue <strong>to</strong> <strong>the</strong> true identity <strong>of</strong> <strong>the</strong> deity granting <strong>the</strong>se<br />

powers, or has <strong>the</strong> One truly taken on a name and a hand in <strong>the</strong> affairs <strong>of</strong> <strong>the</strong> world? Such questions are <strong>of</strong> great concern <strong>to</strong><br />

<strong>the</strong> clerics <strong>of</strong> <strong>the</strong> Great Faiths <strong>of</strong> <strong>the</strong> world, as ei<strong>the</strong>r option is troubling <strong>to</strong> <strong>the</strong> gods. If this Panádar and his consort are in fact<br />

<strong>the</strong> true Sophia and One, what does this mean for <strong>the</strong> behavior <strong>of</strong> <strong>the</strong> gods? Have <strong>the</strong>y failed in <strong>the</strong>ir appointed task, or have<br />

<strong>the</strong> All-Fa<strong>the</strong>r and All-Mo<strong>the</strong>r simply decided <strong>to</strong> take delight in <strong>the</strong>ir creation? If <strong>the</strong>y have failed, does that mean that terrible<br />

retribution is on its way?<br />

Perhaps most troubled by this development are clerics <strong>to</strong> Ormazd, who have for time immemorial presumed that one day<br />

Sophia would return <strong>to</strong> <strong>the</strong> world, <strong>to</strong> be reunited with her true love, Ormazd. If Sophia has returned at <strong>the</strong> side <strong>of</strong> this


Panádar, what could that mean for <strong>the</strong>ir own beloved fa<strong>the</strong>r? Will he,<br />

heartbroken, again leave <strong>the</strong> world <strong>to</strong> <strong>the</strong> mercies <strong>of</strong> <strong>the</strong> Daevas?<br />

Some clerics <strong>of</strong> Ormazd simply presume (and in fact preach) that<br />

Ormazd and Panádar are one and <strong>the</strong> same deity, and that eventually<br />

<strong>the</strong> followers <strong>of</strong> <strong>the</strong> All-Mo<strong>the</strong>r and All-Fa<strong>the</strong>r will enter <strong>the</strong> fold <strong>of</strong><br />

Zarathustra, under <strong>the</strong> umbrella <strong>of</strong> <strong>the</strong> Spentas.<br />

Regardless <strong>of</strong> <strong>the</strong> truth, this new faith clearly has a role <strong>to</strong> play in <strong>the</strong><br />

developments <strong>of</strong> <strong>the</strong> world. Time will tell exactly what that role is.<br />

Besides <strong>the</strong>se cults <strong>to</strong> Sophia and Panádar, a new faith that is gaining<br />

fast prominence and acceptance among young adventurers are <strong>the</strong><br />

Gods <strong>of</strong> <strong>the</strong> Blade. Those who follow <strong>the</strong> tenets <strong>of</strong> this warriororiented<br />

religion believe that <strong>the</strong> deities in <strong>the</strong> pan<strong>the</strong>on are none<br />

o<strong>the</strong>r than <strong>the</strong> Seekers <strong>of</strong> <strong>the</strong> Blade, those great heroes whose many<br />

exploits resulted in <strong>the</strong> Scourge, but saved <strong>the</strong> world from <strong>to</strong>tal<br />

destruction in days past. As <strong>the</strong>y tell it, <strong>the</strong>re was ano<strong>the</strong>r great<br />

pan<strong>the</strong>on <strong>of</strong> gods involved in that war, gods <strong>of</strong> dragons raised <strong>to</strong><br />

deific status who were destroyed in <strong>the</strong> final battle <strong>to</strong> destroy <strong>the</strong><br />

Godslayer Sword, and that <strong>the</strong> Gods <strong>of</strong> <strong>the</strong> Blade were raised <strong>to</strong> <strong>the</strong><br />

heavens in <strong>the</strong> place <strong>of</strong> this noble pan<strong>the</strong>on. As with most his<strong>to</strong>ries <strong>of</strong><br />

<strong>the</strong> Third Age, <strong>the</strong> Faith <strong>of</strong> <strong>the</strong> Blade is unable <strong>to</strong> provide concrete<br />

details, as <strong>the</strong>se have been lost <strong>to</strong> his<strong>to</strong>ry. <strong>The</strong>y claim that <strong>the</strong> Gods<br />

<strong>of</strong> <strong>the</strong> Blade speak <strong>to</strong> <strong>the</strong>m in dreams and portents, and that <strong>the</strong>y<br />

represent <strong>the</strong> courage, pluck, ambition, and nobility <strong>of</strong> adventurers.<br />

<strong>The</strong> Pan<strong>the</strong>on <strong>of</strong> <strong>the</strong> Blade contains no evil gods, and <strong>the</strong>ir followers claim that <strong>the</strong>y stand against <strong>the</strong> Archons, and <strong>the</strong> evil<br />

goddess Druj <strong>of</strong> <strong>the</strong> Daevas. More recently, in an effort <strong>to</strong> present a more balanced view <strong>of</strong> <strong>the</strong> cosmos, some sects <strong>of</strong> <strong>the</strong><br />

Faith <strong>of</strong> <strong>the</strong> Blade have incorporated Saurva and Aha Manah in<strong>to</strong> <strong>the</strong>ir ranks. Without fail, all view <strong>the</strong> Archons (save<br />

Sophia) and <strong>the</strong> goddess Druj as enemies <strong>of</strong> <strong>the</strong> faith, and seek <strong>to</strong> destroy <strong>the</strong>ir followers wherever <strong>the</strong>y may be encountered.<br />

Generally speaking, <strong>the</strong> Faith <strong>of</strong> <strong>the</strong> Blade has good relations with <strong>the</strong> Orishan faith, but views <strong>the</strong> Zarathustrian faith with<br />

antipathy or even outright contempt; citing that <strong>the</strong> gods <strong>of</strong> <strong>the</strong>se faiths simply use mortals as pawns, when <strong>the</strong> fate <strong>of</strong> <strong>the</strong><br />

universe will one day rest in <strong>the</strong> very hands <strong>of</strong> those pawns.<br />

Table: <strong>The</strong> Spentas<br />

Deity AL Portfolio<br />

Ormazd LG Crea<strong>to</strong>r <strong>of</strong> all that is good and fa<strong>the</strong>r <strong>of</strong> <strong>the</strong> gods<br />

Vohu Manah NG Son <strong>of</strong> Ormazd and Sophia, god <strong>of</strong> enlightenment and<br />

animals<br />

Asha LG Spiritual wealth, healing, keeper <strong>of</strong> divine law<br />

Khshathra Vairya CG Promoter <strong>of</strong> <strong>the</strong> Divine on earth, god <strong>of</strong> wealth<br />

Armaiti CG Goddess <strong>of</strong> love, goodness, and reverence<br />

Haurvatat NG Strength on earth and spiritual perfection<br />

Ameretat NG Immortality in <strong>the</strong> afterlife, growth and wholeness<br />

Table: <strong>The</strong> Daevas<br />

Deity AL Portfolio<br />

Ahriman CE Crea<strong>to</strong>r <strong>of</strong> death and all evil beings<br />

Aka Manah NE God <strong>of</strong> secrets and decay<br />

Druj CE Goddess <strong>of</strong> deceit, wickedness, betrayal<br />

Saurva LE God <strong>of</strong> darkness, destruction, power, and inevitability<br />

Taromaiti LE Goddess <strong>of</strong> heresy, hatred, in<strong>to</strong>lerance, and cruelty<br />

Taurvi NE God <strong>of</strong> plague, famine, and pestilence<br />

Zairicha NE God <strong>of</strong> entropy, drought, despair<br />

#


Table: <strong>The</strong> Orishas<br />

Deity AL Portfolio<br />

Eleggua LN God <strong>of</strong> Justice and Fate<br />

Orunmila N God <strong>of</strong> Wisdom and Divination<br />

Babalu N God <strong>of</strong> Disease and Healing<br />

Chango CN God <strong>of</strong> Power, Glory, and Battle<br />

Oggun LN God <strong>of</strong> work and warfare, strategy and tactics<br />

Yemaya N Goddess <strong>of</strong> Life, Death, and <strong>the</strong> Sea<br />

Oshun CN Goddess <strong>of</strong> Wealth, Love, and Ambition<br />

Table: <strong>The</strong> Gods <strong>of</strong> <strong>the</strong> Blade<br />

Deity AL Portfolio<br />

Eibon LG God <strong>of</strong> dwarves, honor, strategy and paladins<br />

Xaron CN God <strong>of</strong> fire, air, sorcery, and elves<br />

Karlo NG God <strong>of</strong> warriors, sailors, <strong>the</strong> sea<br />

Klieg LN God <strong>of</strong> minotaurs, gladia<strong>to</strong>rs, battle<br />

Rasha N Goddess <strong>of</strong> nature, druids, earth<br />

Trillian CN Goddess <strong>of</strong> rogues, shadow<br />

Table: <strong>The</strong> Archons<br />

Archon AL Portfolio<br />

Urizen CE Lion-headed, Crea<strong>to</strong>r and King <strong>of</strong> Cats<br />

Iao CE Seven serpent heads, Lord <strong>of</strong> Hydras<br />

Sabaoth CE Flame-headed Fa<strong>the</strong>r <strong>of</strong> Demons<br />

Adoneus CN Dragon-faced Fa<strong>the</strong>r <strong>of</strong> Dragons<br />

Eloeus CE Mule-headed Lord <strong>of</strong> Undead<br />

Oreus CN Ape-faced Fa<strong>the</strong>r <strong>of</strong> orcs and goblinoids<br />

Astaphaeus CE Hyena-faced Lord <strong>of</strong> carrion-eaters<br />

Sophia LN Crowned with a halo, Mo<strong>the</strong>r <strong>of</strong> Nature and Wisdom<br />

<br />

<br />

&


(08<br />

(8<br />

<br />

Description: This realm is one <strong>of</strong> volcanic ash and evil. Overrun by demons and<br />

undead, and named for <strong>the</strong> powerful and ancient Lich who rules <strong>the</strong> land,<br />

Azteroth’s armies are held at bay by <strong>the</strong> waters surrounding <strong>the</strong>m and <strong>the</strong> tenacity<br />

<strong>of</strong> <strong>the</strong>ir enemies. Most civilized beings avoid this place at all costs. Time and again<br />

great heroes have ventured in<strong>to</strong> Azteroth with <strong>the</strong> intent <strong>of</strong> assassinating its lord<br />

and pacifying <strong>the</strong> region. Nobody has yet returned from such a mission intact.<br />

In <strong>the</strong> Second Age <strong>of</strong> <strong>Do</strong>maria, <strong>the</strong> great elven wizard Azteroth fell pray <strong>to</strong> <strong>the</strong><br />

dream-whisperings <strong>of</strong> <strong>the</strong> Archon Eloeus and fell in<strong>to</strong> darkness. He spent decades<br />

in his dank labora<strong>to</strong>ries, conducting <strong>the</strong> worst kinds <strong>of</strong> necromantic experiments on<br />

orc and goblin slaves, under <strong>the</strong> guidance <strong>of</strong> his unholy master, until finally he<br />

emerged, an immortal lich with <strong>the</strong> powers <strong>to</strong> call upon <strong>the</strong> legions <strong>of</strong> <strong>the</strong> Abyss <strong>to</strong><br />

bolster his vaunted might. With this massive army at his command, Azteroth made war upon <strong>the</strong> world. His forces swept over<br />

much <strong>of</strong> <strong>the</strong> world, an earthly mirror <strong>to</strong> <strong>the</strong> Blood War in <strong>the</strong> heavens amongst <strong>the</strong> gods. In <strong>the</strong> end, <strong>the</strong> arrival <strong>of</strong> <strong>the</strong> Orishas<br />

and <strong>the</strong> end <strong>of</strong> <strong>the</strong> Blood War saw Azteroth and his entire kingdom break away from <strong>the</strong> continent proper and sink beneath<br />

<strong>the</strong> Blood Sea. Alas, during <strong>the</strong> Scourge, as <strong>the</strong> world was reshaped, Azteroth leapt forth from <strong>the</strong> oceans once again, but <strong>the</strong><br />

lich king found <strong>the</strong> world quite a different place than <strong>the</strong> one he had left behind. He has taken <strong>to</strong> his old ways again, sending<br />

his forces in <strong>the</strong> West <strong>to</strong> batter <strong>the</strong> eastern coast <strong>of</strong> Vérfold in an effort <strong>to</strong> take <strong>the</strong> human kingdom <strong>of</strong> Lightwolfe and again<br />

stage a campaign <strong>to</strong> conquer as much <strong>of</strong> <strong>the</strong> world as he can. To date Lightwolfe, bolstered by forces from Dwarfholme and<br />

Dunneland, has held strong against <strong>the</strong>se incursions.<br />

Azteroth is inhabited and boasts a population <strong>of</strong> roughly 8 million humans, orcs, goblins, dwarves, gnomes, and halflings.<br />

Most <strong>of</strong> <strong>the</strong>se were prisoners taken in Azteroth’s many raids upon Lightwolfe, or foolhardy adventurers unable <strong>to</strong> escape <strong>the</strong><br />

island kingdom. <strong>The</strong> humans, dwarves, gnomes, and halflings in Azteroth generally live in squalor and misery, as Azteroth is<br />

not a kind or benevolent ruler and in his corrupted state prefers <strong>the</strong> company <strong>of</strong> <strong>the</strong> less-civilized monster races and demons.<br />

Alas, in a society with very little social mobility, few have <strong>the</strong> option <strong>to</strong> leave. Those that attempt <strong>to</strong> leave <strong>of</strong>ten find<br />

<strong>the</strong>mselves at <strong>the</strong> hands <strong>of</strong> Azteroth’s border guards, who do not <strong>to</strong>lerate emigration. After all, without subjects, Azteroth<br />

becomes insignificant in <strong>the</strong> grand scheme <strong>of</strong> things. Even those who find a way <strong>to</strong> bypass Azteroth’s security forces face <strong>the</strong><br />

challenge <strong>of</strong> acquiring a ship <strong>to</strong> take <strong>the</strong>m <strong>of</strong>f <strong>the</strong> island.<br />

Since <strong>the</strong> soil <strong>of</strong> Azteroth is less than suitable for extensive crops, <strong>the</strong> country turns its resources <strong>to</strong> industry, mining <strong>the</strong><br />

precious ores that exist within <strong>the</strong> volcanoes <strong>of</strong> <strong>the</strong> region. <strong>The</strong>se resources Azteroth <strong>the</strong>n trades with <strong>the</strong> various independent<br />

city-states <strong>of</strong> <strong>the</strong> Coastland Collective in exchange for food, water, and o<strong>the</strong>r necessities. Added <strong>to</strong> this is a renowned<br />

wizards’ college that is open <strong>to</strong> any who wish <strong>to</strong> attend. This college teaches courses on all schools <strong>of</strong> wizardry, and in<br />

necromancy, with <strong>the</strong> latter being <strong>the</strong> most advanced, prized, and at <strong>the</strong> same time feared and despised school <strong>of</strong> study on<br />

<strong>Do</strong>maria. <strong>The</strong> price <strong>of</strong> tuition is seven years’ service using magic <strong>to</strong> provide <strong>the</strong> necessities <strong>of</strong> life <strong>to</strong> <strong>the</strong> inhabitants <strong>of</strong> <strong>the</strong><br />

kingdom. Magi are <strong>the</strong> only folk ostensibly allowed <strong>to</strong> come and go in Azteroth as <strong>the</strong>y please, for <strong>the</strong> lich has no desire <strong>to</strong><br />

propagate potential rivals <strong>to</strong> <strong>the</strong> throne; however, all magi in Azteroth are subject <strong>to</strong> wearing a special bracelet that allows <strong>the</strong><br />

lich king <strong>to</strong> remain continuously aware <strong>of</strong> <strong>the</strong>ir goings and dealings while within <strong>the</strong> borders. <strong>The</strong> penalty for failing <strong>to</strong> wear<br />

one <strong>of</strong> <strong>the</strong>se bracelets, or <strong>to</strong> obscuring its magic, is death by <strong>to</strong>rture. <strong>The</strong>re are, <strong>of</strong> course, rumors that many magi who risk<br />

studying at <strong>the</strong> college on Azteroth never returning <strong>to</strong> <strong>the</strong> mainland.<br />

As mentioned previously, for <strong>the</strong> last several decades, Azteroth has been engaged in a brutal war with <strong>the</strong> small human<br />

kingdom <strong>of</strong> Lightwolfe, in an effort <strong>to</strong> invade <strong>the</strong> continent <strong>of</strong> Vérfold from <strong>the</strong> east, and most <strong>of</strong> its resources are geared<br />

<strong>to</strong>wards this conflict. For this reason, combined with <strong>the</strong> number <strong>of</strong> demons that Azteroth has running rampant in his land’s<br />

borders and under his command, few nations have seriously contemplated any attempt <strong>to</strong> invade, conquer, or destroy <strong>the</strong><br />

country. Most feel it is best <strong>to</strong> leave Azteroth <strong>to</strong> his own devices, but <strong>to</strong> prepare defenses in case <strong>the</strong> day arrives when he<br />

defeats or treats with Lightwolfe and turns his sights <strong>to</strong> <strong>the</strong> rest <strong>of</strong> <strong>the</strong> world. Recently, however, <strong>the</strong>re have been secret talks<br />

between <strong>the</strong> peoples <strong>of</strong> <strong>the</strong> Coastland Collective and dark mystics from <strong>the</strong> desert kingdom <strong>of</strong> Khem, which point <strong>to</strong> a<br />

buildup <strong>of</strong> military along Azteroth’s own Eastern border. Rumor has it that Azteroth has decided it is no longer happy with<br />

trade agreements between it and <strong>the</strong> Coastland Collective and seeks <strong>to</strong> conquer that land and add its resources <strong>to</strong> Azteroth’s<br />

own. As <strong>of</strong> now, <strong>the</strong>se rumors are unconfirmed speculation. What effect this redirecting <strong>of</strong> Azteroth’s military will have on<br />

)


<strong>the</strong> world, from its attempts <strong>to</strong> send troops from its western border through Lightwolfe’s east, <strong>to</strong> massing troops along its own<br />

eastern border facing <strong>the</strong> Coastland Collective, remains <strong>to</strong> be seen.<br />

People <strong>of</strong> Azteroth<br />

Population by Age:<br />

0-14 years: 2 million<br />

15-64 years: 5 million<br />

65 years and over: 1 million<br />

Racial Breakdown: 80% human, 1% Dwarf, 5% drow, 5% morellon, 1% gnome, 5% goblin/orc, 1% halfling, 2% o<strong>the</strong>r<br />

Religions:<br />

Spentas: less than 1%<br />

Daevas: 20%<br />

Orishas: 50%<br />

Archon Cults: estimates are that at least 10% <strong>of</strong> <strong>the</strong> folk in Azteroth worship Eloeus, and an additional 5-10% worship<br />

ano<strong>the</strong>r Archon (including Sophia cults).<br />

O<strong>the</strong>r: 5-10%<br />

Languages: Tradespeak 95%, Ancient Elven 6%, Elven 10%, Dwarven 10%, Infernal/Abyssal 30%, Orcish 20%, o<strong>the</strong>r 5%<br />

Government Type: Tyrannical monarchy<br />

Capi<strong>to</strong>l: Azteroth<br />

Holidays: Resurrection Day, a festival celebrating <strong>the</strong> raising <strong>of</strong> Azteroth from <strong>the</strong> bowels <strong>of</strong> <strong>the</strong> earth, occurs at Midautumn.<br />

This holiday is celebrated with all manner <strong>of</strong> debaucheries, drunkenness, promiscuity, and human sacrifices (determined by<br />

lottery) <strong>to</strong> Eloeus, <strong>the</strong> Lord <strong>of</strong> Undead at <strong>the</strong> darkest hour <strong>of</strong> <strong>the</strong> night. All citizens are required <strong>to</strong> participate in <strong>the</strong> revelry,<br />

adding <strong>to</strong> <strong>the</strong> breakdown <strong>of</strong> moral compasses <strong>of</strong> <strong>the</strong> population.<br />

Legal System: Criminals are brought before Azteroth himself, who it is said looks directly in<strong>to</strong> <strong>the</strong> soul <strong>of</strong> <strong>the</strong> accused <strong>to</strong><br />

determine <strong>the</strong> truth <strong>of</strong> <strong>the</strong> claims. Azteroth <strong>the</strong>n ei<strong>the</strong>r releases <strong>the</strong> criminal (which is so rare as <strong>to</strong> be unheard <strong>of</strong>) or declares<br />

him a threat <strong>to</strong> society, <strong>to</strong> be eliminated.<br />

Crime and Punishment: <strong>The</strong> only crimes in Azteroth are treason, sedition, attempted flight from <strong>the</strong> country, and failure <strong>to</strong><br />

live up <strong>to</strong> civic duties (serving in <strong>the</strong> military, work <strong>the</strong> mines, provide food and necessities if a mage, participate in<br />

Resurrection Day festivities). Those evils that are considered criminal in o<strong>the</strong>r countries, such as murder, <strong>the</strong>ft, robbery, even<br />

rape are <strong>to</strong>lerated and encouraged in Azteroth. Such encouraged behavior breeds <strong>the</strong> kinds <strong>of</strong> social misfits who remain<br />

within <strong>the</strong> borders <strong>of</strong> Azteroth because <strong>the</strong>y are incapable <strong>of</strong> existing in o<strong>the</strong>r societies. <strong>The</strong> only punishment for any crime in<br />

Azteroth is death by slow <strong>to</strong>rture.<br />

Heraldry: A crimson flag with a scy<strong>the</strong> and black rose crossed, a medallion in <strong>the</strong> shape <strong>of</strong> a split heart wrapped around <strong>the</strong><br />

nexus <strong>of</strong> <strong>the</strong> scy<strong>the</strong> and rose crossing.<br />

Military: All men aged 14 and over are pressed in<strong>to</strong> service as part <strong>of</strong> Azteroth’s military. Most <strong>of</strong> <strong>the</strong> population that leaves<br />

<strong>the</strong> country comes from military deserters, though any who attempt <strong>to</strong> desert and are captured face a long and <strong>to</strong>rturous death.<br />

On <strong>the</strong> o<strong>the</strong>r hand, soldiers who distinguish <strong>the</strong>mselves with skill and cruelty in battle might well find <strong>the</strong>mselves landed by<br />

Azteroth, who rewards fealty as a means <strong>of</strong> keeping his most powerful supporters loyal. Women are not disdained, though<br />

<strong>the</strong>y are not required <strong>to</strong> serve. Any woman wishing <strong>to</strong> serve in Azteroth’s military (and who can withstand <strong>the</strong> abuse <strong>of</strong> her<br />

fellow male soldiers) is welcome <strong>to</strong> join, and some <strong>of</strong> Azteroth’s most brutal and feared military commanders (and landed<br />

gentry) are women. Azteroth holds drow and morellon in high regard, and many <strong>of</strong> his highest ranking warriors are from<br />

<strong>the</strong>se two races.<br />

<br />

Similar in size <strong>to</strong> Lightwolfe, Bartalaith is an elven kingdom that occupies a small continent across <strong>the</strong> Goddessmeet Seas<br />

from Dunneland, and a peninsula on <strong>the</strong> continent <strong>to</strong> <strong>the</strong> south <strong>of</strong> Bartalaith proper. It is a heavily forested area, and rumors<br />

abound <strong>of</strong> vast crystalline cities hidden by powerful glamours and illusions. Few enter <strong>the</strong> kingdom <strong>of</strong> Bartalaith, and most<br />

who do never find <strong>the</strong> legendary cities. <strong>The</strong> elves engage in trade relations with <strong>the</strong> humans <strong>of</strong> Lightwolfe, but always<br />

,


arrange meetings on a tiny island in <strong>the</strong> middle <strong>of</strong> <strong>the</strong> strip <strong>of</strong> ocean known as <strong>the</strong><br />

Pertalaf. This island is so small it does not appear on a world map, being less than<br />

a mile in diameter, but is a constantly open outdoor market and bazaar, where all<br />

manner <strong>of</strong> entertainments, goods, and supplies can be found. It is, in many ways, a<br />

deadly and violent no-man’s land; with no country claiming rulership <strong>of</strong> <strong>the</strong> island,<br />

no country sees <strong>the</strong> need <strong>to</strong> defend or police it. Still, those who commit crimes<br />

against Bartalaith can be brought up on charges by <strong>the</strong> elves, and those who<br />

commit crimes against Dunneland can be brought on charges by Dunneland, so<br />

generally folks endeavor <strong>to</strong> maintain some semblance <strong>of</strong> manners and behavior.<br />

<strong>The</strong> reclusive elves <strong>of</strong> Bartalaith also engage in trade relations with tribes <strong>of</strong><br />

humans, centaurs, and o<strong>the</strong>r races who inhabit <strong>the</strong> coastal regions <strong>of</strong> <strong>the</strong> Celbeneru<br />

continent. Such trade relations are held on <strong>the</strong> elves’ lands on <strong>the</strong> plateau known as Enurta’s hammer. Indeed, for those<br />

wishing <strong>to</strong> visit a real elf city, <strong>the</strong>re is an open city located on this plateau, though as any who have been fortunate enough <strong>to</strong><br />

spend time in <strong>the</strong> forests <strong>of</strong> Bartalaith and have been subject <strong>to</strong> <strong>the</strong> elves’ hospitality will testify, this city pales in comparison<br />

<strong>to</strong> <strong>the</strong> true communities hidden in <strong>the</strong> forests. As with Vérfold, Dirdraug, Rawdîr, and o<strong>the</strong>r wilderness races also roam freely<br />

through Bartalaith and act as dignitaries and intermediaries between <strong>the</strong> Morellon and human kingdoms. Alas, even those <strong>of</strong><br />

o<strong>the</strong>r races who emerge from Bartalaith <strong>to</strong> adventure in <strong>the</strong> outside world cannot claim <strong>to</strong> have visited one <strong>of</strong> <strong>the</strong> magnificent<br />

elven cities that lay hidden within <strong>the</strong> forests, and those who have speak <strong>of</strong> wonders and splendor unimagined, but could not<br />

find <strong>the</strong>ir way back no matter how hard <strong>the</strong>y tried, for <strong>the</strong> cities are protected by glamours that allow only those <strong>of</strong> elven<br />

blood <strong>to</strong> find <strong>the</strong>ir way home.<br />

Population: Unknown. Anywhere from 100,000 <strong>to</strong> several million.<br />

Racial Breakdown: It is estimated that <strong>the</strong> elven population <strong>of</strong> Bartalaith is roughly 60% high elf, 30% morellon, and 10%<br />

o<strong>the</strong>r subraces <strong>of</strong> elf, but no one save <strong>the</strong> elves <strong>the</strong>mselves know for certain.<br />

Religion: Most known elves from Bartalaith claim <strong>to</strong> worship <strong>the</strong> Mardukkian gods, and <strong>the</strong>se are as such assumed <strong>to</strong> be <strong>the</strong><br />

national patron religion <strong>of</strong> <strong>the</strong> kingdom, though <strong>the</strong>re are persistent rumors that <strong>the</strong> morellon in particular may worship <strong>the</strong><br />

Daevas or even <strong>the</strong> Archons. <strong>The</strong> drow, for <strong>the</strong>ir part, are well-known <strong>to</strong> be in league with <strong>the</strong> Daevas and Archons.<br />

In addition, elven druids have been known <strong>to</strong> worship mystery cults <strong>of</strong> Sophia and <strong>the</strong> One, <strong>to</strong> adopt earth and mo<strong>the</strong>r<br />

goddess figures from all pan<strong>the</strong>ons, and even <strong>to</strong> follow strange faiths no o<strong>the</strong>r country recognizes, with gods sporting names<br />

such as Danna, Morrigan, Branwen, Brighd, and o<strong>the</strong>rs, and collectively known as <strong>the</strong> Tuatha de Dannan. <strong>The</strong>se mysterious<br />

deities wouldn’t be much <strong>of</strong> a concern <strong>to</strong> <strong>the</strong> o<strong>the</strong>r races (and deities) <strong>of</strong> <strong>the</strong> world, except that <strong>the</strong>ir worship seems <strong>to</strong> be<br />

spreading among druidic communities throughout <strong>the</strong> world like wildfire. Indeed, <strong>the</strong> simple fact that <strong>the</strong>se mysterious deific<br />

figures seem <strong>to</strong> be actually granting spells and power <strong>to</strong> <strong>the</strong>ir followers speaks <strong>to</strong> <strong>the</strong> suspicion that <strong>the</strong>re might be more<br />

going on than meets <strong>the</strong> eye with <strong>the</strong> elves <strong>of</strong> Bartalaith…<br />

Languages: Tradespeak 70%, elven (various dialects) 100%, o<strong>the</strong>r 5%<br />

Government Type: Unknown<br />

Capi<strong>to</strong>l: Unknown. Trade relations are conducted on Enurta’s Hammer (population 20,000) and on <strong>the</strong> Pertalaf island market<br />

(Population approx. 2,500 at any given time).<br />

Holidays: Unknown. <strong>The</strong> druids celebrate <strong>the</strong> four major holidays <strong>of</strong> <strong>the</strong> Vernal and Autumnal Equinoxes, and <strong>the</strong> Summer<br />

and Winter Solstices.<br />

Legal System: Unknown.<br />

Crime and Punishment: Unknown<br />

Heraldry: No heraldry has been seen from <strong>the</strong> elves <strong>of</strong> Bartalaith<br />

Military: Unknown. No one ever sees <strong>the</strong>ir attacks coming.<br />

<br />

.


3<br />

An arid bowl <strong>of</strong> little vegetation and less water, <strong>the</strong><br />

Celbeneru Desert is a harsh region never<strong>the</strong>less<br />

populated by minotaurs, reptilian races, nomadic<br />

humans and a savage breed <strong>of</strong> lea<strong>the</strong>ry-skinned,<br />

deserrt-dwelling Elves called <strong>the</strong> Eru’el. It is<br />

rumored that one or more Archons lie trapped<br />

beneath this desert, and that <strong>the</strong> desert was created<br />

when <strong>the</strong> Celebeneru Mountains sprang in<strong>to</strong><br />

existence after <strong>the</strong> Scourge. <strong>The</strong> mountains<br />

surrounding <strong>the</strong> Desert are <strong>the</strong> home <strong>of</strong> ano<strong>the</strong>r,<br />

smaller clan <strong>of</strong> dwarves, <strong>the</strong> Mountaincutter clan, a<br />

large population <strong>of</strong> gnomes, and a roving tribe <strong>of</strong><br />

minotaurs, as well as various monsters.<br />

As <strong>the</strong> Celbeneru continent is a wild and untamed<br />

place, and difficult <strong>to</strong> enter and exit <strong>to</strong> boot, due <strong>to</strong> <strong>the</strong> mountain ranges forming a barrier enclosing <strong>the</strong> entire region, <strong>the</strong> vast<br />

majority <strong>of</strong> its inhabitants are nomadic, and tribal conflicts and wars are continuous as <strong>the</strong> natives fight for food, water, and<br />

o<strong>the</strong>r resources. It is impossible <strong>to</strong> give a clear picture <strong>of</strong> <strong>the</strong> population or culture <strong>of</strong> this region, as it houses every type <strong>of</strong><br />

nomadic society from those resembling Arabic nomads in <strong>the</strong> north, <strong>to</strong> Cossacks on <strong>the</strong> steppes <strong>of</strong> Russia in <strong>the</strong> frigid south.<br />

<strong>The</strong> coastal areas are dotted by primitive fishing and hunter/ga<strong>the</strong>rer communities which <strong>of</strong>ten engage in trade relations with<br />

<strong>the</strong> elves that inhabit Enurta’s hammer.<br />

+%<br />

This is an arrangement <strong>of</strong> human, elvish, and even a few civilized orcish and goblin city-states who<br />

maintain trade, diplomatic, and military relations, coming <strong>to</strong> one ano<strong>the</strong>r in time <strong>of</strong> common need.<br />

<strong>The</strong>y defend each o<strong>the</strong>r from raids by “barbarians” from Khem (technically, an untamed area within<br />

Khem’s borders called “<strong>the</strong> Empty Space”) and non-allied <strong>to</strong>wns, and <strong>the</strong>ir navy is feared throughout<br />

<strong>the</strong> world. Each city-state is independent, but decisions for <strong>the</strong> Collective are made by a council <strong>of</strong><br />

elders from <strong>the</strong> various city-states involved. Currently, <strong>the</strong> Collective, which is largely an<br />

agricultural and fishing community, maintains important trade relations with Azteroth for industrial<br />

goods, and with Khem for crafts, clothing, and o<strong>the</strong>r goods. Unfortunately, <strong>the</strong>re have been signs<br />

recently that Azteroth, whose war with Lightwolfe has reached a long-standing stalemate, has turned<br />

its sights on <strong>the</strong> Collective. Azteroth has been diverting military forces, creating a buildup on its<br />

eastern shores, facing <strong>the</strong> Collective, which is quickly outfitting large fishing vessels with weaponry,<br />

as its engineers work on constructing powerful warships with advice from mysterious dark mystics<br />

from Khem. <strong>The</strong>re are also whispers <strong>of</strong> cults worshipping <strong>the</strong> Archons and <strong>the</strong> Daevas in secret<br />

black rituals throughout <strong>the</strong> Collective; <strong>the</strong>se cults may be in league with Azteroth, waiting <strong>to</strong> strike<br />

at <strong>the</strong> Collective from within. As <strong>of</strong> yet, no witch hunts have resulted from <strong>the</strong>se whisperings, but<br />

tensions grow as <strong>the</strong> citizens <strong>of</strong> <strong>the</strong> collective trust one ano<strong>the</strong>r less and less.<br />

Population by Age (Human Standards):<br />

0-14 years (infant <strong>to</strong> adolescent): 1 million<br />

15-64 years (young adult through middle age): 4 million<br />

65 years and over (elderly): 3 million<br />

Racial Breakdown: 50% human, 20% elf, 20% orc/goblin, 10% various o<strong>the</strong>r races<br />

Religions:*<br />

Spentas: 58%<br />

Daevas: 5%<br />

Orishas: 30% (broken down: 10% Lucumi, 10% Annunaki, 5% Mardukkians, 5% Saiva)<br />

Archon Cults: 5%<br />

O<strong>the</strong>r: <strong>The</strong> remaining 2% follow <strong>the</strong> Pan<strong>the</strong>on <strong>of</strong> <strong>the</strong> Blade, <strong>the</strong> Khemite pan<strong>the</strong>on, or a Mystery Cult<br />

*<strong>The</strong> high percentage <strong>of</strong> Daevas and Archon worship is due <strong>to</strong> <strong>the</strong> proximity <strong>of</strong> Azteroth and <strong>the</strong> Misty Isles.<br />

Languages: Tradespeak 98%, Westspeak 60%, Elven 40%, Orcish 40%, Goblin 30%<br />

/


Government Type: Independent city-states with a representative council<br />

Capi<strong>to</strong>l: None.<br />

Holidays: Planting and Harvest festivals take up a week in early spring and fall, respectively.<br />

Legal System: Representative council<br />

Crime and Punishment: Crime and punishment are simple and direct, with each <strong>to</strong>wn enforcing its laws individually, and<br />

penalties for crimes range from restitution for petty <strong>the</strong>ft, <strong>to</strong> <strong>the</strong> death penalty for murder, <strong>to</strong> exile in <strong>the</strong> deserts <strong>of</strong> Khem for<br />

conspiracy and sedition.<br />

Heraldry: <strong>The</strong> Coastland Collective has no identifiable heraldry<br />

Military: Each <strong>to</strong>wn maintains a standing militia, which can be combined as an army in time <strong>of</strong> war. <strong>The</strong>y also enjoy<br />

peaceful relations and a defense agreement with Khem, though it is feared that should <strong>the</strong> Colletive ever need <strong>to</strong> call upon its<br />

eastern neighbor for help, that Khem would quickly subjugate <strong>the</strong> city-states as part <strong>of</strong> its empire. Still, it would be a far more<br />

preferable fate than subjugation by Azteroth, in <strong>the</strong> end.<br />

<br />

- <br />

9<br />

For detailed information on Khem, please see Gary Gygax’s Necropolis, published by<br />

Necromancer Games / Sword and Sorcery Studios. Khem is a renamed version <strong>of</strong> <strong>the</strong> society<br />

presented in that work. For those unable or unwilling <strong>to</strong> acquire this book, Khem could be a<br />

mirror <strong>of</strong> <strong>the</strong> Hyborean Age Stygia, as presented in Mongoose Publishing’s Conan roleplaying<br />

game, or simply use ancient Egyptian his<strong>to</strong>ry as a guide <strong>to</strong> developing this region. <strong>The</strong> only<br />

accepted faith in Khem is <strong>the</strong> Khemite pan<strong>the</strong>on <strong>of</strong> Orishas, though Archon and Mystery Cults<br />

exist. Most civilized societies in Khem are situated along <strong>the</strong> wide river that cuts through <strong>the</strong><br />

continent along <strong>the</strong> western edge <strong>of</strong> <strong>the</strong> desert. This river creates something <strong>of</strong> a fertile area,<br />

where irrigated crops are possible, enabling civilized growth.<br />

Perhaps <strong>the</strong> most mysterious area <strong>of</strong> Khem is a large, untamed area in <strong>the</strong> mid-west portion <strong>of</strong><br />

<strong>the</strong> desert, known as <strong>the</strong> Empty Space. This area is rumored <strong>to</strong> be <strong>the</strong> sleeping place and<br />

prison <strong>of</strong> one <strong>of</strong> <strong>the</strong> Archons, and men who enter here seeking <strong>to</strong> learn its secrets <strong>of</strong>ten come<br />

out quite mad, or not at all.<br />

<strong>The</strong> rumored prison <strong>of</strong> yet ano<strong>the</strong>r Archon, <strong>the</strong>se islands are always shrouded<br />

in thick mists. <strong>The</strong>y are known <strong>to</strong> be overrun with undead and lycanthropes,<br />

and ruled by a coven <strong>of</strong> powerful dragons. It is also suspected that a band <strong>of</strong><br />

pirates makes <strong>the</strong>ir cove in this region. As <strong>the</strong> Misty Isles has no civilized<br />

society inhabiting it (at least, none that any have recorded) no demographic<br />

information is needed. It is suggested that if information about this island<br />

chain is needed, that <strong>the</strong> Archduchy <strong>of</strong> Spirosblaak as presented in Green<br />

Ronin’s Spirosblaak be located here, though take caution with introducing<br />

black powder weapons in<strong>to</strong> a standard fantasy world.<br />

:33<br />

Thick rainforest populated by exotic animals, barbaric pygmy humans, and<br />

savage goblins and orcs. Most civilized folk don’t venture here, though<br />

rumors persist <strong>of</strong> a kingdom <strong>of</strong> yet ano<strong>the</strong>r subrace <strong>of</strong> Elves lives within <strong>the</strong> forest, and indeed citizens <strong>of</strong> <strong>the</strong> small fertile<br />

coast on Celbeneru’s eastern side insist that <strong>the</strong>se jungle elves have come <strong>to</strong> <strong>the</strong>ir aid during minotaur, orcish and goblin raids<br />

on more than one occasion, sailing forth from Quar<strong>to</strong>th in magnificent green ships that move with impossible speed across<br />

<strong>the</strong> waters. Travelers in Quar<strong>to</strong>th have also insisted that <strong>the</strong>se strange elves with long ears and greenish skin have saved <strong>the</strong>m<br />

from assaults by cannibalistic pygmies, jungle goblins, trolls and o<strong>the</strong>r jungle-dwelling menaces. Unfortunately, no real<br />

contact has been established, because <strong>the</strong> elves always flee back across <strong>the</strong> ocean and/or in<strong>to</strong> <strong>the</strong> jungle immediately after <strong>the</strong><br />

battle is won.<br />

1


Population by Age: Unknown. <strong>The</strong> jungles are known <strong>to</strong> be densely populated<br />

by various creatures both friendly and hostile.<br />

Racial Breakdown: Unknown.<br />

Religions: Unknown. An Archon is rumored <strong>to</strong> be imprisoned beneath <strong>the</strong><br />

jungles <strong>of</strong> this small continent.<br />

Languages: Unknown<br />

Government Type: Presumably varies among different societies, but likely<br />

tribal.<br />

Capi<strong>to</strong>l: n/a<br />

Heraldry: None.<br />

Military: <strong>The</strong> jungle elves seem <strong>to</strong> use guerilla tactics when fighting.<br />

<br />

;<br />

<br />

<strong>The</strong> nations <strong>of</strong> Dunneland, Dwarfholme and Lightwolfe, and <strong>the</strong><br />

community <strong>of</strong> Hilldale are all positioned on <strong>the</strong> continent <strong>of</strong><br />

Vérfold. Vérfold is <strong>the</strong> largest continent on <strong>Do</strong>maria, and boasts<br />

three <strong>of</strong> <strong>the</strong> most powerful nations in <strong>the</strong> world, as well as <strong>the</strong><br />

largest organized community <strong>of</strong> halflings and gnomes anywhere.<br />

It is generally viewed by <strong>the</strong> rest <strong>of</strong> <strong>the</strong> world (sometimes with<br />

disgust) as <strong>the</strong> continent that defines <strong>the</strong> benchmark against<br />

which civilization is measured. <strong>The</strong> communities positioned on<br />

this continent share very close ties, and for a thousand years no<br />

nation on Vérfold has engaged in open warfare with ano<strong>the</strong>r.<br />

Certainly <strong>the</strong>re are minor skirmishes between individual nobles<br />

and landholders, but since <strong>the</strong> days <strong>of</strong> <strong>the</strong> Scourge, Vérfold has not known war within its borders. Even <strong>the</strong> constant assaults<br />

by Azteroth on Vérfold’s eastern coast are resisted by <strong>the</strong> combined might <strong>of</strong> all four major communities that live here.<br />

Money: Vérfold uses a universal monetary standard agreed upon by all <strong>the</strong> nations living here, though prices <strong>of</strong> items may<br />

vary from place <strong>to</strong> place depending upon local economy. This standard <strong>of</strong> coin is equivalent <strong>to</strong> that found in <strong>the</strong> core<br />

rulebook, where ten copper pieces (stamped with <strong>the</strong> image <strong>of</strong> a halfling or gnome) equals one silver piece (stamped with a<br />

gnome or dwarven visage), and ten silver pieces equals one gold piece (stamped with <strong>the</strong> face <strong>of</strong> a human), and ten gold<br />

pieces equals one platinum piece (stamped with <strong>the</strong> face <strong>of</strong> an elf). Higher denominations exist, <strong>the</strong>se being small platinum<br />

bars or mithral pieces, equaling ten standard platinum pieces and stamped with <strong>the</strong> faces <strong>of</strong> all <strong>the</strong> races <strong>of</strong> Vérfold, being<br />

overseen by Ormazd, but such large denominations are rare and many places simply cannot make change for such an amount<br />

<strong>of</strong> money.<br />

Calendar: <strong>The</strong> calendar year <strong>of</strong> <strong>Do</strong>maria is based upon <strong>the</strong> Vérfold standard, as this standard simply makes <strong>the</strong> most logical<br />

sense. <strong>The</strong> revolution <strong>of</strong> <strong>Do</strong>maria around its sun, and <strong>the</strong> revolution <strong>of</strong> its twin moons around <strong>the</strong> world, is regular. Thus, <strong>the</strong><br />

calendar year is one <strong>of</strong> twelve months, divided in<strong>to</strong> four seasons with each season spanning three months, and each month<br />

being divided in<strong>to</strong> four weeks <strong>of</strong> seven days each, with each week representing a single phase <strong>of</strong> <strong>the</strong> moons. <strong>The</strong> months <strong>of</strong><br />

<strong>the</strong> calendar, as defined by its Dunneland founders, are as follows. While most <strong>of</strong> <strong>the</strong> world uses <strong>the</strong> same calendar standard,<br />

many countries have varying names for <strong>the</strong> months, based on <strong>the</strong> dominant pan<strong>the</strong>on <strong>of</strong> gods in <strong>the</strong> region. In addition, <strong>the</strong><br />

seasons associated with varying months differ based on <strong>the</strong> hemisphere one currently occupies. Vérfold’s calendar remains<br />

named for <strong>the</strong> Zarathustran gods, despite <strong>the</strong> rise in popularity <strong>of</strong> Orisha faiths.<br />

2


Table: <strong>The</strong> <strong>Do</strong>marian Calendar<br />

Month Season Holidays or Festivals (Country)<br />

Ahura Spring Rebirth<br />

Haurva Spring n/a<br />

Asha Spring Founding Day (Dunneland)<br />

Meret Summer Longday<br />

Arma Summer n/a<br />

Vohu Summer Proclamation Day (Dunneland)<br />

Khsha Autumn Harvest<br />

Manah Autumn n/a<br />

Zairi Autumn n/a<br />

Saurv Winter Longnight<br />

Taur Winter n/a<br />

Zair Winter Year’s End<br />

3 <br />

Representing <strong>the</strong> largest human-dominated kingdom in <strong>the</strong> world,<br />

Dunneland was forged from an alliance <strong>of</strong> many free cities and <strong>to</strong>wns <strong>to</strong><br />

stand against <strong>the</strong> onslaught <strong>of</strong> orcs, goblins, and undead that ravaged <strong>the</strong><br />

world after <strong>the</strong> Scourge. Given its human population dominance, it is ironic<br />

that <strong>the</strong> founder <strong>of</strong> Dunneland as a kingdom was a great dwarven knight<br />

named Lord Dunnebar. As <strong>the</strong> community’s tradition holds, Dunnebar, once<br />

a great and noble hero, fell <strong>to</strong> temptation and darkness through <strong>the</strong><br />

machinations <strong>of</strong> a succubus named Eliriel, who seduced <strong>the</strong> dwarf in<strong>to</strong> deep<br />

love for <strong>the</strong> demon. When this happened, Dunnebar became a Dread Knight,<br />

an undead mockery <strong>of</strong> his former self. While his fall from grace was tragic,<br />

it did not, however, cost Dunnebar his honor, and he ruled over his realm<br />

for hundreds <strong>of</strong> years with an iron fist, his armies and police forces<br />

bolstered by devils from <strong>the</strong> Nine Hells, but none can say that Dunnebar<br />

was dishonorable or unfair. Indeed, his sense <strong>of</strong> justice was rigid and<br />

unflinching, and those who obeyed his laws <strong>to</strong> <strong>the</strong> letter were left largely<br />

alone. But <strong>to</strong>rture and death at <strong>the</strong> hands <strong>of</strong> Eliriel and her infernal servants<br />

awaited even <strong>the</strong> smallest infraction.<br />

Eventually, Dunnebar’s rule waned and passed away, though none know for<br />

certain what happened <strong>to</strong> Dunnebar himself. One day, his seneschal, a<br />

herald demon from <strong>the</strong> seventh level <strong>of</strong> Hell, held a public address where he read <strong>to</strong> <strong>the</strong> people from Dunnebar’s will, which<br />

<strong>of</strong>ficially renounced his lordship <strong>of</strong> <strong>the</strong> realm and passed it <strong>to</strong> <strong>the</strong> people, who were ordered <strong>to</strong> establish a democratic<br />

monarchy, which would cycle every seven years, <strong>the</strong> new monarch <strong>to</strong> be elected by representatives from every free <strong>to</strong>wn and<br />

city in <strong>the</strong> land. Following <strong>the</strong> reading <strong>of</strong> this will, all devils summarily departed Dunneland with no questions asked, and left<br />

<strong>the</strong> <strong>to</strong>wn in <strong>the</strong> hands <strong>of</strong> its shocked and joyous citizens.<br />

Elections were immediately called for, and a charismatic young paladin named Lord Falcor became <strong>the</strong> first ruler <strong>of</strong> <strong>the</strong> new<br />

Free Kingdom <strong>of</strong> Dunneland. Dunnebar City was renamed Dunfalcon, <strong>to</strong> represent <strong>the</strong> combination <strong>of</strong> <strong>the</strong> founder <strong>of</strong> <strong>the</strong><br />

kingdom, and its new ruler who represented a bright and hopeful future. Immediately Lord Falcor established a High Council<br />

made up <strong>of</strong> a single elected representative <strong>of</strong> every city within <strong>the</strong> kingdom’s borders that would both advise <strong>the</strong> monarch and<br />

be required <strong>to</strong> ratify his proclamations. In this way, it was hoped, it would be a long time before corruption would rear its<br />

ugly head and tear down <strong>the</strong> kingdom.<br />

Dunneland boasts large populations <strong>of</strong> almost every race, and has trade agreements with <strong>the</strong> dwarves <strong>of</strong> Dwarfholme, and has<br />

signed a mutual defense treaty with both Dwarfholme and <strong>the</strong> kingdom <strong>of</strong> Lightwolfe, ensuring that almost <strong>the</strong> entire<br />

continent <strong>of</strong> Vérfold is united in friendship and free <strong>of</strong> war. Much <strong>of</strong> Dunneland and Dwarfholme’s military is currently<br />

supporting Lightwolfe, as <strong>the</strong> small kingdom is engaged in a brutal war with <strong>the</strong> Lich-king Azteroth who seeks <strong>to</strong> invade <strong>the</strong><br />

continent from <strong>the</strong> East and expand his evil empire. Tribes <strong>of</strong> savage barbarians range through <strong>the</strong> wildernesses in <strong>the</strong> eastern<br />

buffer between Dunneland and Dwarfholme, and have posed problems for Dunneland’s outlying settlements from time <strong>to</strong><br />

time.


Population by Age (Human age equivalency):<br />

0-14 years (newborn through adolescent): 5 million<br />

15-64 years (young adult through middle age): 10 million<br />

65 years and over (elderly): 3 million<br />

Racial Breakdown: 75% human, 5% elf, 5% dwarf, 5% gnome, 5% halfling, 5% o<strong>the</strong>r<br />

Religions:<br />

Spentas: 55%<br />

Daevas: 2%<br />

Orishas: 35%<br />

Archon Cults: 1%<br />

O<strong>the</strong>r: 7% follow <strong>the</strong> Pan<strong>the</strong>on <strong>of</strong> <strong>the</strong> Blade or a Mystery Cult <strong>of</strong> Sophia and/or <strong>The</strong> One<br />

Languages: Tradespeak 99% (closer <strong>to</strong> 85% in <strong>the</strong> outlying thorps and hamlets); Westspeak 99%; Dwarf 60%; Elf 60%;<br />

Eastspeak 40%; o<strong>the</strong>r 20%<br />

Government Type: Representative Democratic Monarchy<br />

Capi<strong>to</strong>l: Dunfalcon (Population 70,000)<br />

Holidays: <strong>The</strong>re are seven major holiday festivals in Dunneland, five consisting <strong>of</strong> standard one-day feasts celebrating <strong>the</strong><br />

changes <strong>of</strong> <strong>the</strong> seasons, held at <strong>the</strong> solstices and equinoxes and celebrating Rebirth, Harvest, Longday and Longnight; a<br />

Year’s End celebration on <strong>the</strong> last day <strong>of</strong> <strong>the</strong> year; and two special week-long festivals celebrating <strong>the</strong> city itself. <strong>The</strong> first <strong>of</strong><br />

<strong>the</strong>se days is <strong>the</strong> Founding Day Festival, celebrating <strong>the</strong> day when Lord Dunnebar drove out <strong>the</strong> monsters plaguing <strong>the</strong><br />

country during <strong>the</strong> Scourge and united <strong>the</strong> lands under one banner, and <strong>the</strong> second is <strong>the</strong> Proclamation Day Festival, which<br />

celebrates both Dunnebar’s abdication and <strong>the</strong> election <strong>of</strong> <strong>the</strong> first Free Lord <strong>of</strong> Dunneland, Lord Falcor. Founding Day<br />

Festival is held during <strong>the</strong> first week <strong>of</strong> <strong>the</strong> third month <strong>of</strong> <strong>the</strong> year, and Proclamation day during <strong>the</strong> last week <strong>of</strong> <strong>the</strong> sixth<br />

month <strong>of</strong> <strong>the</strong> year.<br />

Legal System: Each <strong>to</strong>wn (over 1,000 citizens) in Dunneland has magistrates elected by <strong>the</strong> <strong>to</strong>wn or city council, who hear<br />

all claims <strong>of</strong> criminal activity or civil suits seeking damages. Each community keeps its own militia and <strong>to</strong>wn guard, charged<br />

with keeping <strong>the</strong> peace and enforcing <strong>the</strong> laws and statutes <strong>of</strong> <strong>the</strong> region. For more on legal systems, crime and punishment,<br />

see Castle Zagyg, Vol. 1, Appendix B: Crime and Punishment<br />

Crime and Punishment: see Castle Zagyg, Vol. 1, Appendix B: Crime and Punishment<br />

Heraldry: A gray phoenix rising from an anvil on a field <strong>of</strong> jewel blue<br />

Military: Dunneland maintains a standing army <strong>of</strong> nearly 100,000 loyal cavalry, archers, infantry, and specialists, including<br />

magi, spread throughout its various communities. This is in addition <strong>to</strong> local militia and guard patrols maintained by each<br />

individual city-state. Currently, military service is voluntary, but carries excellent benefits and pay. In times <strong>of</strong> war, however,<br />

conscriptions can be called in, requiring each community <strong>to</strong> contribute 10% <strong>of</strong> its able-bodied men <strong>to</strong> enter <strong>the</strong> armed service.<br />

7<br />

<strong>The</strong> expansive mountain range <strong>to</strong> <strong>the</strong> east <strong>of</strong> Dunneland, which ranges almost 1500<br />

miles across, is home <strong>to</strong> <strong>the</strong> largest Dwarven kingdom in <strong>Do</strong>maria. Dwarfholme<br />

traces its his<strong>to</strong>ry back tens <strong>of</strong> thousands <strong>of</strong> years, <strong>to</strong> <strong>the</strong> Second Age <strong>of</strong> <strong>the</strong> world,<br />

though most <strong>of</strong> <strong>the</strong> ancient his<strong>to</strong>rical records <strong>of</strong> <strong>the</strong> place were sadly lost during <strong>the</strong><br />

Scourge, when <strong>the</strong> vast majority <strong>of</strong> <strong>the</strong> original inhabitants were wiped out by <strong>the</strong><br />

dark elf magics that spawned <strong>the</strong> morellon. During <strong>the</strong> thousand years between <strong>the</strong><br />

Scourge and <strong>the</strong> dawning <strong>of</strong> <strong>the</strong> Fourth Age, representatives from <strong>the</strong> S<strong>to</strong>negrinder<br />

Clan <strong>of</strong> Dwarves came <strong>to</strong> <strong>the</strong> ruins <strong>of</strong> Dwarfholme and vowed <strong>to</strong> rebuild <strong>the</strong>ir race’s<br />

ancient homeland. It was from this clan that Lord Dunnebar, <strong>the</strong> eventual founder <strong>of</strong><br />

Dunneland, emerged with his knights <strong>to</strong> explore and cleanse <strong>the</strong> western regions <strong>of</strong> Vérfold from goblinoid threats while <strong>the</strong><br />

majority <strong>of</strong> his kin cleared <strong>the</strong> tunnels beneath <strong>the</strong> mountains <strong>of</strong> orcs, demons, goblins, trolls, ogres, undead, and various<br />

o<strong>the</strong>r threats arcane and mundane.


Clearing out <strong>the</strong> ruins <strong>of</strong> Dwarfholme <strong>to</strong>ok decades and cost thousands <strong>of</strong> dwarf lives; rebuilding <strong>the</strong> vast city beneath <strong>the</strong><br />

mountains <strong>to</strong>ok a generation, during which <strong>the</strong> doors <strong>of</strong> Dwarfholme were sealed tightly <strong>to</strong> <strong>the</strong> outside world. Many<br />

presumed <strong>the</strong> dwarves had failed in <strong>the</strong>ir task <strong>to</strong> rebuild; o<strong>the</strong>rs put forth <strong>the</strong> <strong>the</strong>ory that <strong>the</strong> S<strong>to</strong>negrinders had simply<br />

withdrawn from society, being tired <strong>of</strong> <strong>the</strong> politics <strong>of</strong> o<strong>the</strong>r races and content in <strong>the</strong>ir dark tunnels. Eventually, however, <strong>the</strong><br />

gates <strong>of</strong> Dwarfholme were thrown wide, revealing a megalithic underground complex unparalleled in <strong>the</strong> his<strong>to</strong>ry <strong>of</strong> <strong>the</strong><br />

world. <strong>The</strong> S<strong>to</strong>negrinders wasted no time in establishing trade and mutual defense treaties with <strong>the</strong>ir neighbors both <strong>to</strong> <strong>the</strong><br />

west and east, and inviting emissaries from all lands <strong>to</strong> visit <strong>the</strong>ir fine kingdom, which spans nearly 1,000 <strong>of</strong> <strong>the</strong> 1,500 miles<br />

<strong>of</strong> <strong>the</strong> mountain range. <strong>The</strong>y have been staunch supporters and allies <strong>of</strong> <strong>the</strong> o<strong>the</strong>r kingdoms on Vérfold ever since that day,<br />

and a dwarven face is a welcome one in any home on <strong>the</strong> continent. Unfortunately, <strong>the</strong> dwarves never were able <strong>to</strong><br />

completely drive <strong>the</strong>ir enemies from <strong>the</strong> mountains, and thus see <strong>the</strong>ir military resources taxed between support <strong>of</strong> Lightwolfe<br />

in keeping with <strong>the</strong> defense treaty, and from a long-standing and bloody war for control <strong>of</strong> <strong>the</strong> undermountains with a vast<br />

clan <strong>of</strong> savage orcs and goblinoids led by <strong>the</strong> orcish war chief Rothbau Ashkugrym. A wild card in this struggle is a clan <strong>of</strong><br />

minotaurs that range through <strong>the</strong> mountains above ground, and occasionally clash with both orcs and dwarves. Little contact<br />

has been made with <strong>the</strong> minotaur clan, though it is rumored that <strong>the</strong>y war with a society <strong>of</strong> centaurs that competes for <strong>the</strong>ir<br />

resources much as <strong>the</strong> orcs do with <strong>the</strong> dwarves beneath <strong>the</strong> surface.<br />

Population by Age (Dwarven standards):<br />

0-80 years (infant through adolescent): 2 million<br />

80-450 years (adult through middle age): 8 million<br />

450 years and over (elderly): 5 million<br />

Racial Breakdown (Dwarfholme proper): 94% dwarves, 5% gnomes, 1% humans and halflings<br />

Racial Breakdown (Dwarfholme + entire undermountain): 45% dwarves, 50% orcs and goblins, 5% o<strong>the</strong>rs<br />

Racial Breakdown (overmountain): 20% minotaurs, 20% centaurs, 10% dwarves, 10% humans, 40% o<strong>the</strong>r demihumans<br />

and monsters<br />

Religions:<br />

Spentas: 20%<br />

Daevas: less than 1%<br />

Orishas: 30% <strong>of</strong> Dwarves worship <strong>the</strong> Lucumi, and 30% worship <strong>the</strong> Saiva<br />

Archon Cults: less than 1%<br />

O<strong>the</strong>r: 20% <strong>of</strong> Dwarves follow <strong>the</strong> Pan<strong>the</strong>on <strong>of</strong> <strong>the</strong> Blade or belong <strong>to</strong> Mystery Cults <strong>of</strong> <strong>the</strong> One and/or Sophia.<br />

Languages: Tradespeak 100%, Dwarven 100%, Westspeak 50%, Eastspeak 50%, Goblinese 40%, Orcish 50%, Gnomish<br />

50%, o<strong>the</strong>r 5%<br />

Government Type: a Council <strong>of</strong> Elders made up <strong>of</strong> <strong>the</strong> oldest 10% <strong>of</strong> <strong>the</strong> population makes decisions for <strong>the</strong> community.<br />

Capi<strong>to</strong>l: S<strong>to</strong>negrinder Hall (population 50,000)<br />

Holidays: <strong>The</strong> dwarves celebrate Opening Day, <strong>the</strong> anniversary <strong>of</strong> <strong>the</strong> day when Dwarfholme was re-opened <strong>to</strong> <strong>the</strong> world,<br />

on <strong>the</strong> 15 th day <strong>of</strong> Khsha. In addition, following this festival, many dwarves make <strong>the</strong>ir way in<strong>to</strong> Dunneland or Lightwolfe <strong>to</strong><br />

participate in those communities’ Harvest festivals. Besides this very special day, however, <strong>the</strong> Dwarfholme residents need<br />

no special holidays or excuses <strong>to</strong> celebrate life. Every day is a day <strong>of</strong> hard labor, and every night is a night <strong>of</strong> hard revelry.<br />

Legal System: <strong>The</strong> dwarven legal system is swift and sure. When an alleged crime is committed, <strong>the</strong> perpetra<strong>to</strong>r is arrested<br />

by <strong>the</strong> guard and brought before representatives from <strong>the</strong> Council <strong>of</strong> Elders (<strong>the</strong> entire Council need not be present, but at<br />

least three members must hear each case) along with all witnesses who can testify <strong>to</strong> <strong>the</strong> defense or prosecution <strong>of</strong> <strong>the</strong><br />

accused. Hearsay is not only accepted, but encouraged, as <strong>the</strong> dwarven code <strong>of</strong> honor and ethics forbids lying, and if a dwarf<br />

is caught lying in court, he can be exiled from <strong>the</strong> halls <strong>of</strong> Dwarfholme forever. Fortunately, most dwarves are honorable, so<br />

true crimes are rare here, and <strong>of</strong>ten involve outsiders. Most civil disputes are adjudicated with a good old-fashioned fist fight,<br />

which is seen as fair and proper, so long as <strong>the</strong> arguing parties remove <strong>the</strong>mselves from any area where monetary or physical<br />

damage could occur from <strong>the</strong>ir scuffle. As such, every community in Dwarfholme has a number <strong>of</strong> “Debt Rings,” which are<br />

little more than cordoned-<strong>of</strong>f areas where dwarves may go <strong>to</strong> settle disputes. Weapons, naturally, are forbidden in <strong>the</strong>se minor<br />

disputes, and any duels <strong>of</strong> honor involving <strong>the</strong> possible loss <strong>of</strong> a life must be approved by <strong>the</strong> Council <strong>of</strong> Elders.<br />

Crime and Punishment: <strong>The</strong> Council <strong>of</strong> Elders tailors every punishment <strong>to</strong> exactly fit <strong>the</strong> crime. That is <strong>to</strong> say, thieves <strong>of</strong>ten<br />

find <strong>the</strong>mselves stripped not only <strong>of</strong> <strong>the</strong> s<strong>to</strong>len property, but <strong>of</strong> an equal value <strong>of</strong> <strong>the</strong>ir own property or money, which is <strong>the</strong>n<br />

auctioned or sold <strong>to</strong> benefit <strong>the</strong> <strong>to</strong>wn c<strong>of</strong>fers. Murderers are, <strong>of</strong> course, executed, and rapists castrated. In any given situation,<br />

#


<strong>the</strong> Council makes its decision based on <strong>the</strong> accused and <strong>the</strong> circumstances. A poor beggar caught stealing a loaf <strong>of</strong> bread <strong>to</strong><br />

feed his family, for example, might find himself jailed for a month while <strong>the</strong> council seeks a means <strong>to</strong> get his family <strong>of</strong>f <strong>the</strong><br />

streets so that such <strong>the</strong>ft won’t be necessary in <strong>the</strong> future. Repeat <strong>of</strong>fenses, as one might expect, carry escalating penalties,<br />

and it is not unheard <strong>of</strong> for a habitual thief <strong>to</strong> have his hands removed as a final punishment.<br />

Heraldry: A dwarven smith at an anvil, with a mug <strong>of</strong> ale in one hand and a hammer in <strong>the</strong> o<strong>the</strong>r, on a field <strong>of</strong> deep green.<br />

Military: All dwarves in Dwarfholme undergo military training from <strong>the</strong> time <strong>the</strong>y are able <strong>to</strong> hold a weapon, and <strong>the</strong> entire<br />

kingdom can be mobilized in case <strong>of</strong> a great threat. <strong>The</strong> current standing, volunteer army numbers 150,000 sturdy dwarven<br />

men and women, mostly infantry bolstered by clerics.<br />

<br />

Hilldale really consists <strong>of</strong> <strong>the</strong> foothills at <strong>the</strong> south <strong>of</strong> Dwarfholme. It is <strong>the</strong> largest organized<br />

community <strong>of</strong> gnomes and halflings in <strong>the</strong> entire world. Led by a governing council <strong>of</strong> nine<br />

elected by <strong>the</strong> rest <strong>of</strong> <strong>the</strong> community, <strong>the</strong> gnomes herein are said <strong>to</strong> be fascinated with<br />

mechanics and clockworks, and some s<strong>to</strong>ries claim that every so <strong>of</strong>ten, <strong>the</strong> lid blows <strong>of</strong>f <strong>of</strong> a<br />

foothill from a massive explosion deep within. O<strong>the</strong>rwise, it is a peaceful community. <strong>The</strong><br />

gnomes leave everyone alone, and ask only that <strong>the</strong>y be left alone in return. <strong>The</strong>y are hospitable and friendly <strong>to</strong> visi<strong>to</strong>rs, so<br />

long as <strong>the</strong> visi<strong>to</strong>rs display common courtesy in return. Often, gnomes and halflings from Hilldale travel <strong>to</strong> <strong>the</strong> nearby<br />

settlements <strong>of</strong> Dwarfholme and Lightwolfe <strong>to</strong> engage in trade and exchange news <strong>of</strong> <strong>the</strong> world outside.<br />

Population by Age (gnomish standards):<br />

0-50 years (birth <strong>to</strong> adolescence): 150,000<br />

50-150 years (adult through middle age): 300,000<br />

150 years and over (elderly): 100,000<br />

Racial Breakdown: Roughly 50% gnomes and 50% halflings. Less than 1% <strong>of</strong> <strong>the</strong> inherent population <strong>of</strong> Hilldale is<br />

comprised <strong>of</strong> o<strong>the</strong>r races, though dwarven and human visi<strong>to</strong>rs are fairly common.<br />

Religions:<br />

Spentas: 50%<br />

Daevas: >1%<br />

Orishas: 35%<br />

Archon Cults: >1%<br />

O<strong>the</strong>r: 20% <strong>of</strong> <strong>the</strong> population (<strong>of</strong> this 15%, roughly 80% are halflings) worship Sophia, <strong>the</strong> lady <strong>of</strong> Wisdom, who is believed<br />

<strong>to</strong> smile upon <strong>the</strong> halfling race.<br />

Languages: Tradespeak 100%, Gnomish 90%, Halfling 90%, Dwarven 60%, Eastspeak 75%, o<strong>the</strong>r 10%<br />

Government Type: Democratic Bureaucracy<br />

Capi<strong>to</strong>l: Hilldale is a single community.<br />

Holidays: <strong>The</strong> residents <strong>of</strong> Hilldale celebrate <strong>the</strong> four standard holidays at <strong>the</strong> equinoxes and solstices, and also take any<br />

opportunity for celebration and festivity. Birthdays, weddings, even wakes are cause for a party among <strong>the</strong> halflings in<br />

particular.<br />

Legal System/ Crime and Punishment: <strong>The</strong>re is little crime in Hilldale; <strong>the</strong> <strong>to</strong>wn jail consists <strong>of</strong> a few drunk tanks and<br />

holding cells, where miscreants can “cool <strong>the</strong>ir heels” until <strong>the</strong>y’re ready <strong>to</strong> go home. Violent crimes are punished severely,<br />

with a trial before <strong>the</strong> Council <strong>of</strong> Nine and death by hanging being <strong>the</strong> penalty for murder, or long-term jail sentences for<br />

assault or varied o<strong>the</strong>r criminal activities. <strong>The</strong>re hasn’t been a hanging in Hilldale in decades, and even if <strong>the</strong>re were one,<br />

hangings are conducted inside a small building and are private affairs, with only <strong>the</strong> affected parties being permitted <strong>to</strong> bear<br />

witness.<br />

Heraldry: An unidentifiable gadget with lots <strong>of</strong> gears and springs, with a smoking pipe laid over<strong>to</strong>p, this on a field <strong>of</strong><br />

yellow.<br />

&


Military: <strong>The</strong> gnomes in particular in Hilldale are capable warriors, and <strong>the</strong> community demands that all able-bodied males<br />

be trained in <strong>the</strong> military. Generally, gnomes train as infantry or cavalry warriors (<strong>the</strong> gnomish cavalry rides rams in<strong>to</strong> battle),<br />

while halfling members <strong>of</strong> <strong>the</strong> military <strong>of</strong>ten form special forces units that rely upon stealth attacks and reconnaissance,<br />

though <strong>the</strong>re are exceptions <strong>to</strong> both rules.<br />

'7<br />

<strong>The</strong> largest human kingdom in <strong>the</strong> world, Lightwolfe is a fairly standard medieval kingdom, though<br />

very large by our his<strong>to</strong>rical standards. It is 500 miles across, and spanning approximately 1,000<br />

miles north <strong>to</strong> south. <strong>The</strong> men <strong>of</strong> Lightwolfe enjoy good relations and fast friendship with <strong>the</strong><br />

dwarves, gnomes, and halflings <strong>of</strong> Dwarfholme and Hilldale, and as <strong>the</strong> dwarves supply troops and<br />

supplies <strong>to</strong> assist Lightwolfe with <strong>the</strong> defense <strong>of</strong> its borders against Azteroth, so does Lightwolfe<br />

lend what aid it can (mostly in conscripted magi) <strong>to</strong> assisting <strong>the</strong> dwarves in <strong>the</strong>ir struggle against<br />

Ashkugrym.<br />

Lightwolfe was founded only a few hundred years after Dunneland, when a group <strong>of</strong> humans,<br />

refugees from a natural disaster whose exact origins are lost <strong>to</strong> time, found <strong>the</strong>mselves hopelessly<br />

lost in <strong>the</strong> wilderness, far from home. With <strong>the</strong> help <strong>of</strong> <strong>the</strong> kindly halflings and gnomes, and <strong>the</strong><br />

support <strong>of</strong> <strong>the</strong> local tribes <strong>of</strong> rawdîr and dirdraug, <strong>the</strong>y managed <strong>to</strong> survive a harsh winter in <strong>the</strong><br />

wilderness and build a community under <strong>the</strong> leadership <strong>of</strong> one Philip Alexius, who named <strong>the</strong><br />

community Lightwolfe, and was proclaimed king. For nearly a thousand years <strong>the</strong> community has<br />

not only thrived, but grown in<strong>to</strong> a large and prosperous kingdom, and <strong>the</strong> Alexius dynasty continues <strong>to</strong> this day and <strong>the</strong><br />

current ruler, Steven Alexius. Dirdraug and rawdîr still roam <strong>the</strong> sou<strong>the</strong>rn and western portions <strong>of</strong> Lightwolfe, but in honor <strong>of</strong><br />

<strong>the</strong>ir once helping <strong>the</strong> beleaguered founding fa<strong>the</strong>rs <strong>of</strong> <strong>the</strong> community, <strong>the</strong>se tribes are left <strong>to</strong> <strong>the</strong>ir own devices and are not<br />

considered subject <strong>to</strong> <strong>the</strong> laws <strong>of</strong> Lightwolfe, so long as <strong>the</strong>y do not harass or harm any citizens <strong>of</strong> <strong>the</strong> kingdom. <strong>The</strong> tribes<br />

have no problem with this arrangement, as <strong>the</strong> citizens <strong>of</strong> Lightwolfe have always been respectful and treated <strong>the</strong> rawdîr and<br />

dirdraug with honor.<br />

By far, <strong>the</strong> bulk <strong>of</strong> Lightwolfe’s current problems stem from <strong>the</strong> constant battering <strong>of</strong> <strong>the</strong>ir coastal regions by <strong>the</strong> forces <strong>of</strong><br />

Lord Azteroth. <strong>The</strong> beleaguered people <strong>of</strong> this kingdom have held out against <strong>the</strong>se attacks by undead, demons, and mundane<br />

troops for decades, but a war <strong>of</strong> attrition is going on behind <strong>the</strong> scenes, and Azteroth has a seemingly endless number <strong>of</strong><br />

demons <strong>to</strong> throw at his enemies. Something will have <strong>to</strong> give, and soon, or Lightwolfe may cease <strong>to</strong> exist, and Azteroth may<br />

once again have a foothold on <strong>the</strong> mainland….<br />

Population by Age (Human Standards):<br />

0-14 years (birth <strong>to</strong> adolescence): 4 million<br />

15-64 years (adult <strong>to</strong> middle age): 10 million<br />

65 years and over (elderly): 3 million<br />

Racial Breakdown: 85% human, 5% gnome, halfling, and dwarf, 4% rawdîr and dirdraug, 1% o<strong>the</strong>r<br />

Religions:<br />

Spentas: 80%<br />

Daevas: 5%<br />

Orishas: 3%<br />

Archon Cults: 5%<br />

O<strong>the</strong>r: 2% <strong>of</strong> <strong>the</strong> population belong <strong>to</strong> Mystery Cults or follow <strong>the</strong> Pan<strong>the</strong>on <strong>of</strong> <strong>the</strong> Blade<br />

Languages: Tradespeak 98%, Eastspeak 99%, Dwarvish 60%, Gnomish 60%, Rawdîr 40%, Dirdraug 40%, o<strong>the</strong>r 15%<br />

Government Type: Feudal Monarchy<br />

Capi<strong>to</strong>l: Lightwolfe City (Population 46,000)<br />

Holidays: Most people in Lightwolfe quietly celebrate <strong>the</strong> equinoxes and solstices, but times are <strong>to</strong>ugh <strong>the</strong>se days, so <strong>the</strong>re<br />

isn’t a great deal <strong>of</strong> celebration going on.<br />

Legal System: Local magistrates appointed by <strong>the</strong>ir feudal lords adjudicate disputes and enforce laws with <strong>the</strong> help <strong>of</strong> <strong>the</strong><br />

<strong>to</strong>wn guard.<br />

)


Crime and Punishment: Penalties for various crimes are similar <strong>to</strong> those in Dunneland<br />

Heraldry: Two crossed swords over a fleur-de-lis on a field <strong>of</strong> royal blue.<br />

Military: Currently <strong>the</strong> country boasts a military <strong>of</strong> 150,000 strong, divided equally amongst archers, infantry, cavalry, and<br />

magi, and has a strong navy. However, <strong>the</strong> war is taking its <strong>to</strong>ll and numbers are dwindling daily.<br />

,


67+<br />

"<br />

<br />

33<br />

<strong>The</strong> bounty hunter is a specialist in tracking down<br />

and capturing fugitives from <strong>the</strong> law. Part rogue, part<br />

ranger, <strong>the</strong> bounty hunter is as attuned <strong>to</strong> <strong>the</strong> alleys<br />

and shadows <strong>of</strong> <strong>the</strong> streets as <strong>the</strong> ranger is <strong>to</strong> <strong>the</strong><br />

wilds. Most bounty hunters tend <strong>to</strong> be lawful in<br />

alignment, seeking <strong>to</strong> bring fugitives and anarchists<br />

<strong>to</strong> justice. <strong>The</strong>re are a few, however, who are neutral<br />

or even chaotic, serving whoever pays <strong>the</strong> most and<br />

just as easily being bought <strong>of</strong>f by those <strong>the</strong>y seek <strong>to</strong><br />

bring in as those who hire <strong>the</strong>m <strong>to</strong> hunt criminals. For<br />

this reason, and <strong>the</strong> fact that <strong>the</strong>y <strong>of</strong>ten succeed<br />

where <strong>the</strong> local law enforcement does not, <strong>the</strong>se<br />

freebooters are <strong>of</strong>ten looked upon with disdain and<br />

sometimes outright contempt by legitimate legal<br />

authorities.<br />

Even still, <strong>the</strong> services <strong>of</strong> bounty hunters are in great<br />

demand, for <strong>the</strong> lawless are few and rarely bound by<br />

<strong>the</strong> restrictions that hamper legitimate authority.<br />

Thus, someone who is able <strong>to</strong> work for <strong>the</strong> law, but<br />

outside it, is <strong>of</strong>ten <strong>the</strong> only solution. In <strong>the</strong> end, if you<br />

want someone found, nobody has <strong>the</strong> skills <strong>to</strong> help<br />

like a bounty hunter. Just make sure you’re okay with<br />

<strong>the</strong> prey being delivered dead or alive.<br />

(<br />

Adversary: At sixth level, <strong>the</strong> bounty hunter has<br />

become famous (or infamous) enough <strong>to</strong> have drawn<br />

<strong>the</strong> ire <strong>of</strong> a specific organization whose members or<br />

affiliates he has plagued once <strong>to</strong>o <strong>of</strong>ten. However,<br />

this can work <strong>to</strong> <strong>the</strong> bounty hunter’s advantage, as he<br />

becomes intimately familiar with <strong>the</strong> signs, tactics,<br />

and operations <strong>of</strong> this organization. When combating<br />

or dealing with members <strong>of</strong> this organization, <strong>the</strong><br />

bounty hunter gains a +2 bonus <strong>to</strong> hit and <strong>to</strong> AC in<br />

combat. Fur<strong>the</strong>r, all attribute checks related <strong>to</strong><br />

dealings with this organization are made at a +2<br />

bonus. This includes all bounty hunter class abilities.<br />

<strong>The</strong> organization should be specific, but need not be<br />

world-spanning or infamous. For example, a bounty<br />

hunter could have “<strong>the</strong> thieves’ guild in <strong>the</strong> small<br />

<strong>to</strong>wn <strong>of</strong> lakeview,” just as easily as he has “<strong>the</strong> black<br />

wizards <strong>of</strong> <strong>the</strong> International Shadow Guild.” Castle<br />

Keepers should moni<strong>to</strong>r this choice <strong>to</strong> ensure that <strong>the</strong><br />

Adversary is appropriate <strong>to</strong> both <strong>the</strong> character and <strong>the</strong><br />

campaign.<br />

Climb (Dexterity): This ability allows a bounty<br />

hunter <strong>to</strong> climb up, down, or across a slope, wall,<br />

steep incline (even a ceiling with handholds) or<br />

unusually angled natural or man-made slope or<br />

incline that o<strong>the</strong>rs might find it difficult or impossible<br />

<strong>to</strong> climb. When doing so, <strong>the</strong> bounty hunter moves at<br />

.<br />

one half <strong>the</strong> character’s normal speed. A failed check<br />

means <strong>the</strong> bounty hunter makes no progress this<br />

round. A check that fails by 5 or more means that <strong>the</strong><br />

character falls and takes full falling damage. Nothing<br />

can be carried in <strong>the</strong> hands while climbing. Unlike a<br />

rogue, <strong>the</strong> bounty hunter must make climb checks<br />

even when climbing typical natural slopes and manmade<br />

inclines.<br />

Combat Marauder: Bounty Hunters possess an<br />

extraordinary ability <strong>to</strong> combat <strong>the</strong>ir most common<br />

foes, humanoids and criminals, due <strong>to</strong> intense<br />

training and study <strong>of</strong> <strong>the</strong> enemy’s fighting<br />

techniques. When fighting humanoids, rogues, or<br />

assassins, a bounty hunter inflicts extra damage. This<br />

damage bonus is +1 at first level, with an additional<br />

+1 gained at every level beyond first. For example, a<br />

fifth level bounty hunter would inflict an additional<br />

5hp <strong>of</strong> damage for each successful hit against<br />

humanoids, rogues, or assassins.<br />

Delay/Neutralize Poison (Wisdom): Bounty hunters<br />

<strong>of</strong>ten pursue prey that does not wish <strong>to</strong> be captured,<br />

sometimes <strong>to</strong> <strong>the</strong> point <strong>of</strong> committing suicide ra<strong>the</strong>r<br />

than being brought in for questioning. For this<br />

reason, bounty hunters find it useful <strong>to</strong> have a


working and thorough knowledge <strong>of</strong> <strong>to</strong>xins and how<br />

<strong>to</strong> slow or s<strong>to</strong>p <strong>the</strong>ir effects. Unlike rangers, bounty<br />

hunters undergo years <strong>of</strong> study and training <strong>to</strong> learn<br />

<strong>the</strong> signs, symp<strong>to</strong>ms, and makeup <strong>of</strong> poisons used <strong>the</strong><br />

world over, and so may actually have knowledge <strong>of</strong> a<br />

poison he has never seen before.<br />

Using this ability requires two Wisdom checks. <strong>The</strong><br />

first check lets <strong>the</strong> bounty hunter divine what kind <strong>of</strong><br />

poison has been used. <strong>The</strong> CC <strong>of</strong> this check can<br />

increase depending on how rare or foreign <strong>the</strong><br />

substance in question is, at <strong>the</strong> discretion <strong>of</strong> <strong>the</strong> CK.<br />

<strong>The</strong> second check is <strong>to</strong> actually delay or neutralize<br />

<strong>the</strong> <strong>to</strong>xin. <strong>The</strong> bounty hunter can, on a successful<br />

delay poison roll, temporarily halt <strong>the</strong> effect <strong>of</strong><br />

poisons. This ability allows <strong>the</strong> bounty hunter <strong>to</strong> s<strong>to</strong>p<br />

<strong>the</strong> poison from working for one hour per level <strong>of</strong> <strong>the</strong><br />

bounty hunter. It does not cure any damage <strong>the</strong><br />

poison has already caused. <strong>The</strong> process takes one<br />

round, and <strong>the</strong> bounty hunter must have an<br />

appropriate first-aid kit and <strong>the</strong> proper herbs and<br />

medicines <strong>to</strong> succeed at <strong>the</strong> attempt, which can be<br />

made only once per individual.<br />

If <strong>the</strong> delay poison roll exceeds <strong>the</strong> <strong>to</strong>tal needed for<br />

success by 6 or more, <strong>the</strong> bounty hunter has<br />

successfully neutralized <strong>the</strong> poison. <strong>The</strong> afflicted<br />

creature suffers no additional damage or effect from<br />

<strong>the</strong> poison, and any temporary effects end, but<br />

damage or effects that have already occurred are not<br />

reversed.<br />

Dexterous Fighting: In order <strong>to</strong> combat <strong>the</strong>ir<br />

deadliest foes, rogues and assassins, bounty hunters<br />

have developed a technique <strong>of</strong> “finesse fighting” that<br />

allows <strong>the</strong>m <strong>to</strong> fend <strong>of</strong>f some <strong>of</strong> <strong>the</strong> more deadly<br />

attacks by <strong>the</strong> criminals <strong>the</strong>y hunt. When using<br />

knives, daggers, hand axes, cat-o-nine-tails, spiked<br />

gauntlets, light hammers, sickles, short swords,<br />

rapiers, or similar one-handed, light melee weapons,<br />

bounty hunters may substitute <strong>the</strong>ir dexterity bonus<br />

for <strong>the</strong>ir strength bonus when determining if a <strong>to</strong> hit<br />

roll in combat is successful. <strong>The</strong> bounty hunter’s<br />

strength still determines <strong>the</strong> character’s bonus <strong>to</strong><br />

damage, however.<br />

Face in <strong>the</strong> Crowd (Charisma): Through quick<br />

changes <strong>of</strong> clothing and posture, <strong>the</strong> bounty hunter<br />

can disguise or impersonate <strong>to</strong> blend in<strong>to</strong> a crowd.<br />

This disguise is not nearly as complete as that <strong>of</strong> an<br />

assassin or an illusionist; it is used <strong>to</strong> throw <strong>of</strong>f a tail,<br />

stalk prey without being noticed, or o<strong>the</strong>r similar<br />

effects. Impersonating specific individuals is not<br />

possible with this ability, though affecting a change<br />

in gender, race, or even social class is possible. This<br />

effort requires 1d4 rounds <strong>to</strong> complete and can<br />

include an apparent change <strong>of</strong> height or weight no<br />

more than one-tenth <strong>the</strong> original (generally through<br />

standing straighter or on tip-<strong>to</strong>es, or slouching). <strong>The</strong><br />

Castle Keeper makes <strong>the</strong> character’s check secretly<br />

so that <strong>the</strong> character is not sure if it is successful. <strong>The</strong><br />

following modifiers are applied <strong>to</strong> a disguise check<br />

when appropriate.<br />

Sex difference -2<br />

Race difference -2<br />

Age difference -2 per 10 years<br />

Social class difference -2 <strong>to</strong> -10 (CK’s<br />

(higher)<br />

discretion)<br />

Social class difference<br />

(lower)<br />

+2 (it’s easier <strong>to</strong> be a<br />

pauper than a prince)<br />

Success indicates a disguise good enough <strong>to</strong> fool<br />

normal observers, though those actively looking for<br />

such a disguise are entitled <strong>to</strong> an opposed Intelligence<br />

check <strong>to</strong> spot <strong>the</strong> bounty hunter. As such, this ability<br />

is generally used <strong>to</strong> remain discreet and<br />

inconspicuous, ra<strong>the</strong>r than for any sort <strong>of</strong> actual<br />

impersonation.<br />

Hide (Dexterity): bounty hunters can conceal<br />

<strong>the</strong>mselves extremely well in urban environments.<br />

With a successful dexterity check, bounty hunters can<br />

conceal <strong>the</strong>mselves so well as <strong>to</strong> be unnoticeable by<br />

most passers-by. <strong>The</strong>y cannot move and hide at <strong>the</strong><br />

same time.<br />

Bounty hunters cannot hide <strong>the</strong>mselves if being<br />

observed, even casually, before <strong>the</strong> attempt is made.<br />

If <strong>the</strong> observer is momentarily distracted, he can<br />

attempt <strong>to</strong> use this ability. While <strong>the</strong> observer looks<br />

away, <strong>the</strong> bounty hunter can attempt <strong>to</strong> get <strong>to</strong> a hiding<br />

place <strong>of</strong> some kind. <strong>The</strong> attribute check, however, is<br />

at a -10 penalty because <strong>the</strong> bounty hunter has mere<br />

seconds <strong>to</strong> find a suitable hiding spot.<br />

Move Silently (Dexterity): <strong>The</strong> bounty hunter is able<br />

<strong>to</strong> move silently in urban areas with a successful<br />

dexterity check. <strong>The</strong> bounty hunter can move up <strong>to</strong><br />

one-half <strong>the</strong> character’s normal speed at no penalty.<br />

At more than one-half and up <strong>to</strong> <strong>the</strong> character’s full<br />

speed, <strong>the</strong> character suffers a -5 penalty. It’s<br />

practically impossible (-20 penalty) <strong>to</strong> move silently<br />

while running or charging. Bounty hunters may<br />

attempt <strong>to</strong> use this ability in wilderness environs, but<br />

at a -10 penalty.<br />

Urban Tracking (Wisdom): <strong>The</strong> bounty hunter can<br />

track down <strong>the</strong> location <strong>of</strong> missing persons or wanted<br />

individuals within a given community, or trail a mark<br />

through a city. A successful urban tracking check<br />

allows <strong>the</strong> bounty hunter <strong>to</strong> pick up a trail and follow<br />

/


it for one hour through a combination <strong>of</strong> physical<br />

evidence and asking <strong>the</strong> right questions <strong>of</strong> <strong>the</strong> right<br />

people. <strong>The</strong> CC <strong>of</strong> this check generally depends upon<br />

<strong>the</strong> size <strong>of</strong> <strong>the</strong> community in which <strong>the</strong> bounty hunter<br />

is searching, and its disposition <strong>to</strong>wards <strong>the</strong> missing<br />

or wanted individual.<br />

Condition<br />

CC<br />

modifier<br />

Small village or thorp +0<br />

Small or large <strong>to</strong>wn +2<br />

Small or large city +4<br />

Metropolis +6<br />

Per three creatures in group -1<br />

sought<br />

Per 24 hours prey has been +1<br />

missing<br />

Prey laying low +4<br />

Community friendly <strong>to</strong>wards prey +3<br />

or prey’s race, class, or affiliation<br />

Community hostile <strong>to</strong>wards prey -2<br />

or prey’s race, class, or affiliation<br />

<strong>The</strong> size <strong>of</strong> <strong>the</strong> community in which <strong>the</strong> bounty<br />

hunter seeks <strong>the</strong> prey also determines <strong>the</strong> number <strong>of</strong><br />

checks required <strong>to</strong> track down his quarry. A small<br />

village or thorp requires 1-2 checks. A small or large<br />

<strong>to</strong>wn requires 1d4+1 checks before <strong>the</strong> bounty hunter<br />

reaches <strong>the</strong> end <strong>of</strong> his search. A small or large city<br />

increases <strong>the</strong> number <strong>of</strong> checks required <strong>to</strong> 2d4, and a<br />

metropolis requires 2d6 checks. Even <strong>the</strong>n, “coming<br />

<strong>to</strong> <strong>the</strong> end <strong>of</strong> his search,” does not necessarily mean<br />

that <strong>the</strong> bounty hunter has captured his prey. It could<br />

possibly mean that <strong>the</strong> prey has fled <strong>to</strong> ano<strong>the</strong>r<br />

<br />

3+(%<br />

In <strong>the</strong> world <strong>of</strong> <strong>Do</strong>maria, nature has been savaged by<br />

<strong>the</strong> Scourge, and many druids no longer live in peace<br />

and harmony with <strong>the</strong> land as <strong>the</strong>y once did. Ra<strong>the</strong>r,<br />

<strong>the</strong>y have become a far more martial force, taking a<br />

proactive stance against those who would intrude<br />

upon <strong>the</strong>ir realms. Many Twilight Elves are <strong>of</strong> this<br />

mindset and become druidic avengers.<br />

<strong>The</strong> druidic avenger channels her inner fury <strong>to</strong> wreak<br />

vengeance upon those who injure <strong>the</strong> natural world.<br />

This comes at a price, however, since <strong>the</strong> druids have<br />

given up some <strong>of</strong> her own sensitivity <strong>to</strong> nature.<br />

Unlike standard druids, for example, Druidic<br />

community, though following a lead <strong>to</strong> its logical<br />

conclusion will always yield <strong>the</strong> most likely<br />

community <strong>to</strong> which <strong>the</strong> prey has fled, thus initiating<br />

a new round <strong>of</strong> checks when <strong>the</strong> bounty hunter<br />

reaches <strong>the</strong> new area.<br />

At sixth level, <strong>the</strong> bounty hunter becomes adept<br />

enough at his tracking abilities that each check<br />

requires only a half hour’s time, and at twelfth level,<br />

each check requires only fifteen minutes.<br />

Prime Attribute: Dexterity<br />

Alignment: Any<br />

Hit Dice: d8<br />

Weapons: Any<br />

Armor: Lea<strong>the</strong>r, lea<strong>the</strong>r coat, studded lea<strong>the</strong>r, hide,<br />

padded, chain shirt<br />

Abilities: Adversary, climb, combat marauder,<br />

delay/neutralize poison, dexterous fighting, face in<br />

<strong>the</strong> crowd, hide, move silently, urban tracking<br />

Level HD BtH EPP<br />

1 d8 +0 0<br />

2 d8 +1 1901<br />

3 d8 +2 3801<br />

4 d8 +3 7601<br />

5 d8 +4 15201<br />

6 d8 +5 30401<br />

7 d8 +6 60901<br />

8 d8 +7 121801<br />

9 d8 +8 243601<br />

10 d8 +9 487201<br />

11 +3 +10 974400<br />

12 +3 +11 1948801<br />

13+ +3 +1 +975000<br />

Avengers never au<strong>to</strong>matically succeed on a Nature<br />

Lore check.<br />

(<br />

Bonus Languages: Druids have a secret language<br />

used for communicating with one ano<strong>the</strong>r. <strong>The</strong>y are<br />

forbidden from teaching this language <strong>to</strong> any but<br />

ano<strong>the</strong>r druid. Additionally, if a druid has a high<br />

enough Intelligence <strong>to</strong> learn an additional language,<br />

<strong>the</strong> following languages are available: aquan, auran,<br />

elf, fey, giant, gnome, sylvan, terran, goblin, or orc.<br />

Druids find it useful <strong>to</strong> learn <strong>the</strong> languages <strong>of</strong><br />

enemies <strong>of</strong> <strong>the</strong> forest as well as allies.<br />

1


This identification allows <strong>the</strong> druid <strong>to</strong> determine <strong>the</strong><br />

species <strong>of</strong> plant or animal and <strong>the</strong> special qualities or<br />

abilities <strong>of</strong> <strong>the</strong> species. <strong>The</strong> druid can also determine<br />

whe<strong>the</strong>r water is safe <strong>to</strong> drink or dangerous, and find<br />

shelter and food in <strong>the</strong> wild. Ga<strong>the</strong>ring enough food<br />

for 2-8 people for 1-2 days, requires 5-8 hours <strong>of</strong><br />

hunting and ga<strong>the</strong>ring. This time doubles for a larger<br />

group <strong>of</strong> up <strong>to</strong> 16 people. Druids can only forage for<br />

a <strong>to</strong>tal <strong>of</strong> 12 hours per day.<br />

Resist Elements: At 2 nd level, druidic avengers gain<br />

a +2 bonus <strong>to</strong> saving throws against fire, earth, air,<br />

cold, and lightning attacks. This bonus increases <strong>to</strong><br />

+3 at 6 th level, and +4 at 12 th level.<br />

Spells: Druids cast divine spells. <strong>The</strong> spells available<br />

and spells per day are as listed in <strong>the</strong> Player’s<br />

Handbook for standard druids and clerics, except that<br />

druidic avengers gain one less spell per day <strong>of</strong> each<br />

level than do standard druids, and do not gain bonus<br />

spells for high attributes.<br />

Totem Shape: At 6 th level, druids gain <strong>the</strong> spell-like<br />

ability <strong>to</strong> assume <strong>the</strong> shape <strong>of</strong> a small or medium-size<br />

animal and back again once per day. This ability<br />

operates like Polymorph Self. Upon attaining this<br />

ability, a druid must choose a <strong>to</strong>tem shape. <strong>The</strong><br />

selection is permanent, and cannot be changed. Each<br />

time a druid uses this ability, he regains 1d4 hit<br />

points.<br />

Combat Marauder: Druidic Avengers gain <strong>the</strong><br />

combat marauder class ability, as Rangers (Player’s<br />

Handbook, p. 11)<br />

Conceal (Dexterity): Druidic avengers gain <strong>the</strong><br />

conceal class ability, as Rangers (Player’s Handbook,<br />

p. 11)<br />

Fast Movement: A druidic avenger's base land speed<br />

is faster than <strong>the</strong> norm for her race by 10 feet.<br />

Nature Lore (Wisdom): Druids are connected <strong>to</strong> <strong>the</strong><br />

forces <strong>of</strong> nature. <strong>The</strong>y mystically coexist with <strong>the</strong>ir<br />

environment, gradually becoming a larger part <strong>of</strong> it.<br />

This imparts a specialized knowledge <strong>of</strong> <strong>the</strong> wilds <strong>to</strong><br />

<strong>the</strong>m. A druid can identify plants and animals with<br />

perfect accuracy. To use this ability, <strong>the</strong> druid must<br />

succeed at a wisdom check.<br />

At 7 th and 8 th levels, <strong>the</strong> druidic avenger gains a new<br />

<strong>to</strong>tem shape. Each shape can be assumed once per<br />

day. At 12 th level, <strong>the</strong> druidic avenger gains <strong>the</strong><br />

ability <strong>to</strong> take <strong>the</strong> shape <strong>of</strong> a large version <strong>of</strong> one <strong>of</strong><br />

<strong>the</strong> previously chosen <strong>to</strong>tem forms. This large form<br />

can be assumed once per day and <strong>the</strong> druid can<br />

decide between <strong>the</strong> three forms each time <strong>the</strong> ability<br />

is used. When assuming <strong>the</strong> large version <strong>of</strong> a <strong>to</strong>tem<br />

form, <strong>the</strong> druid heals 5d8 hit points.<br />

Level HD BtH EPP<br />

1 d8 +0 0<br />

2 d8 +1 2251<br />

3 d8 +2 5001<br />

4 d8 +3 9001<br />

5 d8 +4 18001<br />

6 d8 +5 35001<br />

7 d8 +6 70001<br />

8 d8 +7 140001<br />

9 d8 +8 300001<br />

10 d8 +9 600001<br />

11 +3 +10 1200001<br />

12 +3 +11 2400001<br />

13+ +3 +1 +1200001<br />

#2


Prime Attribute: Wisdom<br />

Hit Dice: d8<br />

Alignment: Any<br />

Weapons: Club, dagger, dart, hand axe, hammer,<br />

scimitar, sling, sickle, spear, sword, staff.<br />

Armor: Padded, Lea<strong>the</strong>r, Hide, or Studded Lea<strong>the</strong>r<br />

Special: bonus languages, combat marauder,<br />

concealment, fast movement, nature lore, resist<br />

elements, spells, <strong>to</strong>tem shape<br />

3<br />

A swashbuckling fighter, a man whose wit is as quick as<br />

<strong>the</strong> flash <strong>of</strong> his razor-sharp blade, <strong>the</strong> duelist is<br />

somewhere between a rogue and a fighter.<br />

Concentrating mostly on dexterity, <strong>the</strong> Duelist is a<br />

master <strong>of</strong> <strong>the</strong> Florentine style <strong>of</strong> fighting, which is <strong>the</strong><br />

use <strong>of</strong> two blades simultaneously. Beyond that, <strong>the</strong><br />

Duelist is able <strong>to</strong> use his own sharp wit as a weapon.<br />

<strong>The</strong>y have a talent for getting <strong>the</strong>ir comrades in<strong>to</strong><br />

trouble with <strong>the</strong>ir sharp <strong>to</strong>ngue and reckless nature, but<br />

are <strong>of</strong>ten just as good at getting <strong>the</strong>ir friends out <strong>of</strong><br />

trouble.<br />

Typically, <strong>the</strong> duelist wields a rapier and long parrying<br />

dagger called a poniard (in game terms, a short sword).<br />

But <strong>the</strong>re have been instances in fiction and his<strong>to</strong>ry <strong>of</strong><br />

duelists using long swords and short swords, paired<br />

small axes, paired short swords, even sets <strong>of</strong> daisho<br />

(matched katana and wakizashi).<br />

3(<br />

Combat Expertise: <strong>The</strong> duelist is an expert at<br />

fighting defensively. Beginning at sixth level,<br />

he may choose <strong>to</strong> suffer a penalty <strong>of</strong> up <strong>to</strong> his<br />

BtH bonus <strong>to</strong> his attack rolls, and gain an equal<br />

bonus <strong>to</strong> his AC.<br />

Taunt (Cha): <strong>The</strong> duelist can use his razor wit<br />

and words <strong>to</strong> enrage an enemy. At first level,<br />

through jibes and insults, <strong>the</strong> duelist can cause<br />

enemies <strong>to</strong> focus <strong>the</strong>ir attacks upon him,<br />

ignoring all o<strong>the</strong>r potential threats. To<br />

accomplish this, <strong>the</strong> duelist insults his foe and<br />

makes a Charisma check, opposed by his<br />

victim’s Wisdom save. If <strong>the</strong> duelist wins, <strong>the</strong><br />

enemy must attack <strong>the</strong> duelist exclusively for a<br />

number <strong>of</strong> rounds equal <strong>to</strong> <strong>the</strong> Duelist’s BtH<br />

bonus. Using this ability requires an action.<br />

At first level, this ability can be used against one<br />

foe.<br />

At fourth level, <strong>the</strong> ability can be used against<br />

two enemies, or against one, and inflict a penalty<br />

<strong>of</strong> -2 <strong>to</strong> hit against a single enemy attacking <strong>the</strong><br />

duelist.<br />

At eighth level, <strong>the</strong> ability can be used against<br />

four enemies, or against up <strong>to</strong> two enemies<br />

inflicting a penalty <strong>of</strong> -3 <strong>to</strong> hit <strong>the</strong> duelist against<br />

each.<br />

At twelfth level, <strong>the</strong> ability can be used against<br />

up <strong>to</strong> eight enemies, or against up <strong>to</strong> four,<br />

inflicting a “<strong>to</strong> hit” penalty <strong>of</strong> -4 against each.<br />

Tumbling (Dex): At ninth level, <strong>the</strong> Duelist can<br />

use acrobatic maneuvers <strong>to</strong> confuse his enemies<br />

and make him harder <strong>to</strong> hit. By suffering a -4<br />

penalty <strong>to</strong> all his attacks in a given round, <strong>the</strong><br />

Duelist can replace his standard AC with a<br />

Dexterity check (armor and two weapon bonuses<br />

still apply). For example, Leon <strong>the</strong> Swift<br />

decides <strong>to</strong> suffer -4 <strong>to</strong> his attack roll for a round<br />

#


and makes a Dexterity check. <strong>The</strong> result <strong>of</strong> <strong>the</strong><br />

check comes up 18; adding his +3 bonus for<br />

studded lea<strong>the</strong>r armor and his +1 for Two<br />

Weapon Fighting (see below), his AC becomes<br />

22 for that round.<br />

Fur<strong>the</strong>rmore, <strong>the</strong> Duelist can use this ability <strong>to</strong><br />

reduce <strong>the</strong> damage from falls. By making a<br />

Dexterity check with a CC equal <strong>to</strong> 1 per 10 feet<br />

<strong>of</strong> falling distance, <strong>the</strong> Duelist suffers only half<br />

damage from a fall.<br />

Two Weapon Defense: At fourth level, <strong>the</strong><br />

Duelist, when fighting with two weapons, gains<br />

a +1 <strong>to</strong> AC due <strong>to</strong> his improving ability <strong>to</strong><br />

coordinate <strong>the</strong> weapons in a defensive manner.<br />

This bonus increases <strong>to</strong> +2 at seventh level, +3<br />

at tenth level, and increases by +1 for every<br />

three levels <strong>the</strong>reafter.<br />

Two Weapon Fighting: At first level, <strong>the</strong><br />

duelist gains an improved ability <strong>to</strong> fight with<br />

two weapons. This ability reduces <strong>the</strong> penalties<br />

for fighting with two weapons (PHB, page. 119)<br />

by two each, allowing <strong>the</strong> Duelist <strong>to</strong> fight at<br />

penalties <strong>of</strong> -1/-3. Dexterity bonus can also<br />

<strong>of</strong>fset <strong>the</strong>se penalties, but does not result in<br />

bonuses (penalties can only be reduced <strong>to</strong> zero).<br />

In order <strong>to</strong> use this ability, <strong>the</strong> Duelist must be<br />

wearing padded, lea<strong>the</strong>r, studded lea<strong>the</strong>r, or no<br />

armor at all. Any o<strong>the</strong>r armor negates <strong>the</strong><br />

ability. Also, <strong>the</strong> weapon in <strong>the</strong> duelist’s <strong>of</strong>fhand<br />

must be light and both weapons must be<br />

able <strong>to</strong> be wielded one-handed.<br />

At eleventh level, <strong>the</strong> Duelist gains an additional<br />

(third) attack with his <strong>of</strong>f-hand weapon, albeit at<br />

a -5 penalty.<br />

Weapon Finesse: <strong>The</strong> duelist is a flashy<br />

fighter, using precise strikes and lightning speed<br />

ra<strong>the</strong>r than brute force <strong>to</strong> inflict wounds. At<br />

second level, <strong>the</strong> duelist may substitute his<br />

dexterity bonus for his Strength bonus when<br />

determining his “To hit” bonus in combat (thus<br />

allowing Dexterity bonus <strong>to</strong> result in bonuses <strong>to</strong><br />

two-weapon fighting). At tenth level, <strong>the</strong> duelist<br />

has become so precise in his combat that he may<br />

substitute Dexterity bonus for Strength bonus<br />

when determining damage.<br />

Duelist<br />

Prime Attribute: Dexterity<br />

Hit Die: d6<br />

Weapons and Armor Allowed: One-handed<br />

melee weapons, light crossbows, padded,<br />

lea<strong>the</strong>r, or studded lea<strong>the</strong>r armor.<br />

Abilities: Combat Expertise, Taunt, Tumbling,<br />

Two-Weapon Defense, Two-Weapon Fighting,<br />

Weapon Finesse<br />

Level Hd BtH EPP<br />

1 d6 0 0<br />

2 d6 +1 1401<br />

3 d6 +1 3451<br />

4 d6 +1 7801<br />

5 d6 +2 14,801<br />

6 d6 +2 29,801<br />

7 d6 +2 59,601<br />

8 d6 +3 119,201<br />

9 d6 +3 238,501<br />

10 d6 +3 477,101<br />

11 +2 +4 954,201<br />

12 +2 +4 1,908,401<br />

13+ +2 +1/4 +500,000<br />

#


"+<br />

Not all mystical power arises from <strong>the</strong> gods or from <strong>the</strong><br />

arcane energies that permeate <strong>the</strong> lands. Some men and<br />

women have <strong>the</strong> ability <strong>to</strong> call upon special inner<br />

reserves <strong>of</strong> strength and ability, reserves that manifest<br />

as a power commonly known as psionics.<br />

With a colorful assortment <strong>of</strong> psychic abilities at his<br />

disposal, <strong>the</strong> psychic leads <strong>the</strong> way in matters <strong>of</strong> <strong>the</strong><br />

occult, but this power comes with an exacting <strong>to</strong>ll.<br />

Mainstream magicians, both arcane and divine, distance<br />

<strong>the</strong>mselves from <strong>the</strong> psionicist, as <strong>the</strong>y fear and mistrust<br />

a type <strong>of</strong> power <strong>the</strong>y nei<strong>the</strong>r have nor can understand.<br />

Many psionicists revel in this image, using it <strong>to</strong><br />

reinforce <strong>the</strong>ir own mystique, while o<strong>the</strong>rs seek <strong>to</strong><br />

break down <strong>the</strong>se barriers and gain acceptance amongst<br />

mainstream society. It is difficult, however; few are<br />

likely <strong>to</strong> trust someone who can read your feelings or<br />

thoughts, or even control <strong>the</strong> same.<br />

Because <strong>of</strong> <strong>the</strong> fear and mistrust associated with <strong>the</strong>ir<br />

abilities, and because <strong>of</strong> <strong>the</strong> more focused nature <strong>of</strong><br />

<strong>the</strong>ir power, psychic adventurers must learn certain<br />

combat skills <strong>to</strong> survive in <strong>the</strong> wilds and dungeons <strong>of</strong><br />

<strong>the</strong> world. Thus, <strong>the</strong>y gain better weapons than o<strong>the</strong>r<br />

magic-using classes, and higher hit dice and a better<br />

BtH progression than do wizards.<br />

(<br />

Meditation (Wis): Psychics can, with a successful<br />

Wisdom check, enter a trancelike state that cleanses<br />

<strong>the</strong> mind and rests <strong>the</strong> body. Entering this trance<br />

requires 1d12 minutes, and <strong>the</strong> trance can be<br />

maintained by a number <strong>of</strong> hours equal <strong>to</strong> <strong>the</strong><br />

character’s level plus her wisdom bonus. One hour <strong>of</strong><br />

uninterrupted meditation is as good as two hours <strong>of</strong><br />

sleep. Also, while meditating, <strong>the</strong> character does not<br />

feel <strong>the</strong> effects <strong>of</strong> hunger, thirst, or discomfort,<br />

though he still suffers any damage resulting from<br />

<strong>the</strong>se conditions. While meditating, <strong>the</strong> character’s<br />

natural rate <strong>of</strong> healing doubles.<br />

Mental Resistance: At level five, psychics gain an<br />

extraordinary mental and emotional resilience. All<br />

saving throws based on Intelligence, Wisdom, and<br />

Charisma gain a +2 bonus. At level eight, this bonus<br />

increases <strong>to</strong> +3, and at level twelve, <strong>to</strong> +4. Beyond<br />

level twelve it increases by +1 per four levels <strong>of</strong><br />

experience.<br />

Psionic Powers: At levels one, three, five, and seven,<br />

<strong>the</strong> character may choose one new psychic power<br />

from <strong>the</strong> “basic” list. Beginning at level nine, <strong>the</strong><br />

character may choose new powers from ei<strong>the</strong>r <strong>the</strong><br />

“basic,” or “advanced” powers lists. Advanced<br />

powers have prerequisites that must be met before<br />

<strong>the</strong>y can be chosen. After Level 12, psionicists may<br />

continue <strong>to</strong> select new powers at every odd level.<br />

Descriptions <strong>of</strong> psionic powers can be found in a<br />

different file.<br />

Psychic Senses (Wis): Psychic senses are also<br />

known as “sixth sense” and “ESP.” <strong>The</strong> psychic can<br />

sense a few seconds in<strong>to</strong> <strong>the</strong> future, <strong>the</strong>reby detecting<br />

potential dangers before <strong>the</strong>y happen, can feel <strong>the</strong><br />

presence <strong>of</strong> o<strong>the</strong>r psychically or magically active<br />

people, can sense taint in a place where atrocities<br />

have been committed, etc. In practice, this ability<br />

functions much like a magic user’s various “Detect”<br />

spells, though not as specific. Ra<strong>the</strong>r than knowing<br />

an item is magic, or that a person has malicious<br />

intent, for example, <strong>the</strong> CK might inform <strong>the</strong> psychic<br />

that she has an odd feeling about this place, person,<br />

or thing. Psychic Senses can also lead a character <strong>to</strong><br />

discover clues or important items; with a successful<br />

Wisdom Check, this ability functions exactly like an<br />

Elf’s ability <strong>to</strong> spot secret or hidden doors, but grants<br />

a +2 bonus on any active search or perception-related<br />

task attempted by <strong>the</strong> psychic. Lastly, a psychic<br />

character always gets <strong>to</strong> make a Wisdom check <strong>to</strong><br />

avoid surprise.<br />

##


Level HD BtH EPP<br />

1 d6 +0 0<br />

2 d6 +1 1451<br />

3 d6 +1 3201<br />

4 d6 +2 6401<br />

5 d6 +2 12801<br />

6 d6 +3 25601<br />

7 d6 +3 51201<br />

8 d6 +4 102401<br />

9 d6 +4 204801<br />

10 d6 +5 409601<br />

11 +3 +5 819201<br />

12 +3 +6 1638401<br />

13+ +3 * +820000<br />

<br />

%7<br />

A Monk Variant<br />

Tavern brawlers are those rough-and-tumble men and<br />

women who love <strong>to</strong> mix it up in bar fights. <strong>The</strong>y<br />

eventually become so adept at fisticuffs and hand-<strong>to</strong>hand<br />

fighting that <strong>the</strong>y naturally develop many <strong>of</strong> <strong>the</strong><br />

monk’s fighting abilities, though stylized somewhat<br />

differently. While a monk may rely upon lightning-fast,<br />

graceful movements, <strong>the</strong> tavern brawler is all about<br />

“grab <strong>the</strong>m, slam <strong>the</strong>m down, and don’t let <strong>the</strong>m get<br />

back up.” Many tavern brawlers work as bouncers in<br />

local bars, and even hold wrestling matches for <strong>the</strong><br />

entertainment <strong>of</strong> <strong>the</strong> locals, in small <strong>to</strong>wns and villages<br />

throughout <strong>the</strong> world.<br />

* Continue BtH Progression<br />

Prime Attribute: Wisdom<br />

Hit Dice: d6<br />

Alignment: Any<br />

Weapons: club, dagger, dart, hand axe, hammer,<br />

scimitar, short bow, sling, sickle, spear, sword, staff.<br />

Armor: Cloth, padded, lea<strong>the</strong>r, Cuir Bouille, studded<br />

lea<strong>the</strong>r, chain shirt<br />

Special: Meditation, Psionic Powers, Psychic Senses<br />

<strong>The</strong> tavern brawler uses <strong>the</strong> monk advancement table<br />

and gets all monk abilities, except as follows:<br />

<strong>Do</strong>wn and Dirty: <strong>The</strong> Tavern Brawler likes <strong>to</strong> get in<br />

close, grab and pin. Thus, at level two he starts <strong>to</strong><br />

become quite adept at <strong>the</strong> process. At level 2, <strong>the</strong> tavern<br />

brawler gains a +1 on all attempts <strong>to</strong> initiate or break<br />

free from a grapple, as well as all opposed strength and<br />

dexterity checks. This bonus improves <strong>to</strong> +2 at level 5,<br />

<strong>to</strong> +3 at level 8, and <strong>to</strong> +4 at level 11.<br />

Choke Hold: Starting at level six, <strong>the</strong> tavern brawler<br />

can place a choke hold on an opponent, rendering <strong>the</strong>m<br />

unconscious. If <strong>the</strong> character is able <strong>to</strong> grapple <strong>the</strong><br />

opponent and maintain <strong>the</strong> hold for at least one round,<br />

<strong>the</strong> opponent must make a Constitution Save each<br />

round after <strong>the</strong> first (assuming he is unable <strong>to</strong> break<br />

free) at a CL equal <strong>to</strong> <strong>the</strong> brawler’s grapple check.<br />

Failure means <strong>the</strong> opponent is rendered unconscious for<br />

1d4 rounds. This unconsciousness is normal, though<br />

deep, and <strong>the</strong> opponent can be roused by vigorous<br />

efforts (if an ally spends an entire round shaking,<br />

slapping or o<strong>the</strong>rwise stimulating <strong>the</strong> unconscious<br />

character, allow a base Constitution Save <strong>to</strong> awaken) or<br />

taking damage.<br />

Death Choke: At level 12, <strong>the</strong> Tavern Brawler gains<br />

<strong>the</strong> most fearsome ability in his reper<strong>to</strong>ire. If he<br />

succeeds in performing a successful choke hold on an<br />

opponent (rendering his victim unconscious), <strong>the</strong> tavern<br />

brawler can attempt <strong>to</strong> quite literally choke <strong>the</strong> life from<br />

his victim. Starting on <strong>the</strong> third round after <strong>the</strong> victim<br />

falls unconscious, and for each additional round that <strong>the</strong><br />

tavern brawler maintains <strong>the</strong> hold after that, <strong>the</strong> victim<br />

must make an additional Constitution save with a CC<br />

equal <strong>to</strong> ½ <strong>the</strong> tavern brawler’s level or die from<br />

#&


suffocation or a broken neck. Each Constitution save<br />

after <strong>the</strong> first suffers a cumulative -1 penalty.<br />

In exchange for <strong>the</strong>se new abilities, <strong>the</strong> Tavern Brawler<br />

loses <strong>the</strong> standard Monk abilities <strong>of</strong> Stunning Attack,<br />

Still Mind, and Quivering Palm.<br />

*%03*3<br />

Ra<strong>the</strong>r than making an attack against an AC 15 plus<br />

modifiers, <strong>the</strong> grapple check is an opposed check<br />

between <strong>the</strong> attacker’s Strength and <strong>the</strong> victim’s<br />

Strength or Dexterity (<strong>the</strong> victim may choose which<br />

attribute <strong>to</strong> use <strong>to</strong> resist <strong>the</strong> grapple). When making a<br />

grappling check, if <strong>the</strong> attacker’s prime attribute is<br />

Strength, he gains an au<strong>to</strong>matic +6 <strong>to</strong> <strong>the</strong> check. When<br />

resisting a grapple, if <strong>the</strong> defender has Strength or<br />

Dexterity as a Prime, he gains an au<strong>to</strong>matic +6 <strong>to</strong> <strong>the</strong><br />

check when using <strong>the</strong> Prime attribute.<br />

*%3*3<br />

Monks and variants are added <strong>to</strong> <strong>the</strong> list <strong>of</strong> classes<br />

allowed <strong>to</strong> perform <strong>the</strong> Disarm combat maneuver.<br />

<br />

A barbarian variant<br />

In <strong>the</strong> less-civilized lands <strong>of</strong> <strong>the</strong> world, nomadic tribes<br />

<strong>of</strong> warriors roam free over <strong>the</strong> plains and through <strong>the</strong><br />

forests. In such tribes, each warrior dedicates himself <strong>to</strong><br />

a different <strong>to</strong>tem creature, such as <strong>the</strong> bear or <strong>the</strong><br />

jaguar. <strong>The</strong> choice <strong>of</strong> a <strong>to</strong>tem must be taken at 1st level,<br />

and cannot be changed later except under extreme<br />

circumstances, and always at <strong>the</strong> discretion <strong>of</strong> <strong>the</strong> CK.<br />

As a <strong>to</strong>tem warrior, <strong>the</strong> barbarian loses one or more <strong>of</strong><br />

<strong>the</strong> standard barbarian class features. In place <strong>of</strong> <strong>the</strong>se<br />

abilities, <strong>the</strong> barbarian gains class features determined<br />

by his <strong>to</strong>tem. All <strong>to</strong>tems do not necessarily grant<br />

abilities at <strong>the</strong> same levels, nor do <strong>the</strong>y all grant <strong>the</strong><br />

same number <strong>of</strong> abilities. <strong>The</strong>se class features are<br />

extraordinary abilities unless o<strong>the</strong>rwise indicated. In<br />

addition, <strong>the</strong> Prime Attribute for <strong>to</strong>tem warriors varies<br />

based on <strong>to</strong>tem, ra<strong>the</strong>r than all having <strong>the</strong> standard<br />

Barbarian Prime <strong>of</strong> Constitution. In all cases, <strong>the</strong>se<br />

variants use <strong>the</strong> Hit Die, BtH, and EPP progression <strong>of</strong><br />

standard barbarians.<br />

<strong>The</strong> list <strong>of</strong> <strong>to</strong>tems discussed here is by no means<br />

exhaustive. If you prefer <strong>to</strong> use o<strong>the</strong>r <strong>to</strong>tems, you can<br />

ei<strong>the</strong>r substitute <strong>the</strong> <strong>to</strong>tem name for that <strong>of</strong> a similar<br />

creature (such as changing <strong>the</strong> Lion Totem <strong>to</strong> <strong>the</strong> Tiger<br />

Totem) or create a new set <strong>of</strong> <strong>to</strong>tem abilities, using <strong>the</strong><br />

information here as a guide.<br />

(!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> ape <strong>to</strong>tem does not gain<br />

<strong>the</strong> standard Combat Sense, Primal Force, and Primal<br />

Will barbarian class features, and instead gains <strong>the</strong><br />

following abilities.<br />

Prime Attribute: Strength<br />

Brachiation: At 1st level, an ape-<strong>to</strong>tem warrior gains a<br />

climb speed equal <strong>to</strong> one-half his base land speed<br />

(round down <strong>to</strong> <strong>the</strong> nearest 5-foot interval). For<br />

instance, a human, elf, half-elf, or half-orc ape-<strong>to</strong>tem<br />

warrior has a climb speed <strong>of</strong> 15 feet, while a dwarf,<br />

gnome, or halfling ape-<strong>to</strong>tem warrior has a climb speed<br />

<strong>of</strong> 10 feet. At fifth level, <strong>the</strong> Totem Warrior’s climb<br />

speed equals his base land speed.<br />

Intimidation: With a successful Will Attribute Check,<br />

an ape-<strong>to</strong>tem warrior may attempt <strong>to</strong> use his presence <strong>to</strong><br />

weaken an opponent’s resolve in combat. This check is<br />

resisted by <strong>the</strong> opponent’s Will check. If <strong>the</strong> Ape Totem<br />

#)


Warrior wins, <strong>the</strong> target takes a -2 morale-based penalty<br />

on attack rolls, ability checks, and saving throws for<br />

one round. <strong>The</strong> Totem Warrior can intimidate only an<br />

opponent that he threatens in melee combat and that can<br />

see him. At fourth level, <strong>the</strong> Barbarian gains a +2 bonus<br />

on Intimidate checks. At eighth level, this bonus<br />

increases <strong>to</strong> +3, and at twelfth level <strong>the</strong> bonus increases<br />

<strong>to</strong> +4<br />

Primal Attack: A 3rd level ape-<strong>to</strong>tem warrior may<br />

voluntarily take a penalty on his attack rolls up <strong>to</strong> his<br />

maximum BtH bonus, and add this same amount as a<br />

bonus <strong>to</strong> damage. Thus, at third level <strong>the</strong> Totem<br />

Warrior may choose <strong>to</strong> take up <strong>to</strong> -2 <strong>to</strong> hit and apply it<br />

as a +2 <strong>to</strong> damage. A seventh-level Totem Warrior, by<br />

comparison, could take up <strong>to</strong> -6 <strong>to</strong> hit and apply it as +6<br />

<strong>to</strong> damage. Or he could take a -4 and gain a +4, or a -2<br />

<strong>to</strong> gain +2, etc.<br />

Bear’s Fortitude: A bear-<strong>to</strong>tem warrior gains +1 <strong>to</strong> all<br />

Constitution-based Saving Throws <strong>to</strong> resist disease,<br />

poison, and fatigue. This bonus increases <strong>to</strong> +2 at level<br />

four, <strong>to</strong> +3 at level eight, and <strong>to</strong> +4 at level twelve.<br />

Fast Healing: Bear is a healing <strong>to</strong>tem as well as a<br />

warrior, and as such, beginning at 5th level, a bear<strong>to</strong>tem<br />

warrior’s body heals faster than normal. Each<br />

day, <strong>the</strong> bear-<strong>to</strong>tem warrior heals 1d4+1 hit points per<br />

level as long as rest or sleep is possible. <strong>The</strong> bear-<strong>to</strong>tem<br />

warrior requires at least 12 hours <strong>of</strong> undisturbed rest or<br />

sleep for this ability <strong>to</strong> function. At level 12, <strong>the</strong> Bear<br />

Totem can impart this ability <strong>to</strong> o<strong>the</strong>rs, but if he does<br />

so, he loses its benefits so long as ano<strong>the</strong>r enjoys <strong>the</strong>m.<br />

!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> boar <strong>to</strong>tem does not gain<br />

<strong>the</strong> standard Combat Sense, Primal Might, and Primal<br />

Force barbarian class features, and instead gains <strong>the</strong><br />

following abilities.<br />

Prime Attribute: Strength<br />

Diehard: A boar-<strong>to</strong>tem warrior’s Primal Might<br />

increases as <strong>the</strong> warrior does. At level eight, <strong>the</strong> boar<strong>to</strong>tem<br />

warrior may continue <strong>to</strong> fight up <strong>to</strong> -8 hit points.<br />

At level twelve, he may continue <strong>to</strong> fight up <strong>to</strong> -10 hit<br />

points or <strong>to</strong> a negative <strong>to</strong>tal equal <strong>to</strong> his constitution<br />

score, whichever is greater. However, once he reaches<br />

this level <strong>of</strong> damage, he dies immediately and<br />

au<strong>to</strong>matically.<br />

Extended Fury: At 4th level and higher, a boar-<strong>to</strong>tem<br />

warrior's Primal Fury lasts for 2 rounds longer than<br />

normal.<br />

!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> bear <strong>to</strong>tem does not gain<br />

<strong>the</strong> standard Combat Sense, Primal Force, and Pirmal<br />

Will barbarian class features, and instead gains <strong>the</strong><br />

following abilities.<br />

Prime Attribute: Constitution<br />

Bear Hug: A bear-<strong>to</strong>tem warrior gains +2 <strong>to</strong> all<br />

attempts <strong>to</strong> grapple an opponent, or maintain a preexisting<br />

grapple. This bonus increases <strong>to</strong> +3 at level<br />

four, <strong>to</strong> +4 at level eight, and <strong>to</strong> +5 at level 12. So long<br />

as <strong>the</strong> bear-<strong>to</strong>tem warrior has an opponent grappled, he<br />

may au<strong>to</strong>matically deal 1d6 damage, plus his strength<br />

bonus, each round as he squeezes <strong>the</strong> opponent.<br />

Tenacious Will: Beginning at 8th level, a boar-<strong>to</strong>tem<br />

warrior's damage reduction is 1 point higher than <strong>the</strong><br />

normal value for <strong>the</strong> standard Primal Will Barbarian<br />

ability. Thus, at 8th level, a boar-<strong>to</strong>tem warrior's<br />

damage reduction is 2, and it rises by 1 point every four<br />

levels <strong>the</strong>reafter.<br />

!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> dragon <strong>to</strong>tem does not gain<br />

<strong>the</strong> standard Primal Force, Primal Fury, or Primal<br />

Might class abilities, and instead gains <strong>the</strong> following<br />

abilities.<br />

Prime Attribute: Wisdom<br />

Eyes <strong>of</strong> <strong>the</strong> Dragon: A dragon-<strong>to</strong>tem warrior gains<br />

Twilight Vision, even if his race does not normally<br />

have this ability. If he already has Twilight Vision or<br />

better, his vision increases by one step (from Twilight<br />

<strong>to</strong> Dark, from Dark <strong>to</strong> Deep). At Sixth level <strong>the</strong> <strong>to</strong>tem<br />

#,


warrior’s vision increases by one step if possible, and at<br />

twelfth level again increases one step, if possible.<br />

Regardless, by twelfth level, all dragon-<strong>to</strong>tem warriors<br />

possess Deepvision.<br />

Draconic Force: <strong>The</strong> dragon-<strong>to</strong>tem warrior’s Primal<br />

Force ability bonuses are 1 point higher than for a<br />

normal barbarian.<br />

Frightful Presence: This special quality makes a<br />

creature’s very presence unsettling <strong>to</strong> foes. It takes<br />

effect au<strong>to</strong>matically when <strong>the</strong> <strong>to</strong>tem warrior performs<br />

some sort <strong>of</strong> dramatic action (such as charging,<br />

attacking, or snarling). Opponents within range who<br />

witness <strong>the</strong> action may become frightened, and must<br />

flee if possible. If fleeing is not possible, <strong>the</strong> opponent<br />

suffers -2 <strong>to</strong> all actions while in <strong>the</strong> presence <strong>of</strong> <strong>the</strong><br />

<strong>to</strong>tem warrior. This ability functions with a range <strong>of</strong> 30<br />

feet, and <strong>the</strong> duration is equal <strong>to</strong> 1d6 rounds, plus <strong>the</strong><br />

<strong>to</strong>tem warrior’s barbarian class levels. This ability<br />

affects only opponents with fewer Hit Dice or levels<br />

than <strong>the</strong> creature has. An affected opponent can resist<br />

<strong>the</strong> effects with a successful Wisdom check (CC = ½<br />

<strong>the</strong> <strong>to</strong>tem warrior’s level). An opponent that succeeds<br />

on <strong>the</strong> saving throw is immune <strong>to</strong> that same <strong>to</strong>tem<br />

warrior’s frightful presence for 24 hours.<br />

Natural Horseman (Dexterity): A horse-<strong>to</strong>tem warrior<br />

has a natural affinity with horses and may perform<br />

Horsemanship abilities equal <strong>to</strong> those <strong>of</strong> <strong>the</strong> Knight<br />

class, but only when riding bareback (no saddle).<br />

Endurance: A horse-<strong>to</strong>tem warrior gains an additional<br />

+1 <strong>to</strong> all Constitution-based attribute checks. This<br />

bonus increases <strong>to</strong> +2 at third level, +3 at sixth level,<br />

and +4 at tenth level.<br />

5!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> eagle <strong>to</strong>tem does not gain<br />

<strong>the</strong> standard Primal Force and Primal Might barbarian<br />

class features, and instead gains <strong>the</strong> following abilities.<br />

Prime Attribute: Dexterity<br />

Eyes <strong>of</strong> <strong>the</strong> Eagle: An eagle-<strong>to</strong>tem warrior's keen<br />

vision grants him dusk vision if he does not already<br />

have it, and a +2 bonus on all attribute checks related <strong>to</strong><br />

sight. This bonus increases <strong>to</strong> +3 at fourth level, <strong>to</strong> +4<br />

at eighth level, and +5 at twelfth level.<br />

Grace <strong>of</strong> <strong>the</strong> Eagle: An eagle-<strong>to</strong>tem warrior gains +1<br />

<strong>to</strong> initiative and <strong>to</strong> all Dexterity-based saves. This<br />

bonus increases <strong>to</strong> +2 at third level, +3 at sixth level,<br />

and +4 at tenth level.<br />

!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> horse <strong>to</strong>tem does not gain<br />

<strong>the</strong> standard Primal Force, Primal Fury, and Primal Will<br />

barbarian class features, and instead gains <strong>the</strong> following<br />

abilities.<br />

Prime Attribute: Constitution<br />

Speed <strong>of</strong> <strong>the</strong> Horse: A horse-<strong>to</strong>tem warrior’s base<br />

speed increases by 10ft.<br />

3!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> jaguar <strong>to</strong>tem does not gain<br />

<strong>the</strong> standard fast movement, uncanny dodge, and<br />

improved uncanny dodge barbarian class features, and<br />

instead gains <strong>the</strong> following abilities.<br />

Speed <strong>of</strong> <strong>the</strong> Jaguar: At 1st level, a jaguar-<strong>to</strong>tem<br />

warrior’s base speed increases by 10ft.<br />

Stealth <strong>of</strong> <strong>the</strong> Jaguar: At 2nd-level, <strong>the</strong> jaguar-<strong>to</strong>tem<br />

warrior gains <strong>the</strong> ability <strong>to</strong> Hide and Move Silently, as a<br />

Rogue <strong>of</strong> <strong>the</strong> same level.<br />

Lightning Strike: At 3rd-level, <strong>the</strong> jaguar-<strong>to</strong>tem<br />

warrior gains a +2 bonus on damage rolls whenever he<br />

charges. This bonus increases <strong>to</strong> +3 at seventh level,<br />

and +4 at eleventh level.<br />

#.


'!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> lion <strong>to</strong>tem represents <strong>the</strong><br />

"standard" barbarian and gains <strong>the</strong> standard barbarian<br />

class features.<br />

!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> serpent <strong>to</strong>tem does not<br />

gain <strong>the</strong> standard Primal Force, Primal Might, or Primal<br />

Will barbarian class features, and instead gains <strong>the</strong><br />

following abilities.<br />

Prime Attribute: Dexterity<br />

Poison Affinity: A serpent-<strong>to</strong>tem warrior gains a +2<br />

bonus on Constitution saves against poison. This bonus<br />

increases <strong>to</strong> +3 at level 4, +4 at level eight, and +5 at<br />

level 12.<br />

Stealth <strong>of</strong> <strong>the</strong> Serpent: At 2nd-level a serpent-<strong>to</strong>tem<br />

warrior gains <strong>the</strong> ability <strong>to</strong> Hide and Move Silently as a<br />

Rogue.<br />

Serpent Strike: At 4th level, a serpent-<strong>to</strong>tem warrior<br />

gains an additional +4 <strong>to</strong> Initiative rolls, and +2 <strong>to</strong><br />

strike and damage on <strong>the</strong> first attack <strong>of</strong> any battle,<br />

provided that he has initiative over his opponent and is<br />

using a light, bladed weapon such as a knife, dagger,<br />

poniard, or short sword. This bonus <strong>to</strong> strike and<br />

damage increases <strong>to</strong> +3 at eighth level, and +4 at<br />

twelfth level.<br />

!3<br />

A barbarian dedicated <strong>to</strong> <strong>the</strong> wolf <strong>to</strong>tem does not gain<br />

<strong>the</strong> standard Primal Fury and Primal Will barbarian<br />

class features, and instead gains <strong>the</strong> following abilities.<br />

Prime Attribute: Strength<br />

Track (Wisdom): <strong>The</strong> wolf-<strong>to</strong>tem warrior gains <strong>the</strong><br />

Track ability, as a Ranger.<br />

Pack Tactics: At fourth level, <strong>the</strong> wolf-<strong>to</strong>tem warrior<br />

gains an additional attack per round whenever he and<br />

an ally are fighting a single opponent <strong>to</strong>ge<strong>the</strong>r. <strong>The</strong><br />

wolf-<strong>to</strong>tem warrior gains an additional attack in <strong>the</strong>se<br />

situations every four levels after fourth. So, at 8 th level,<br />

<strong>the</strong> <strong>to</strong>tem warrior is allowed a <strong>to</strong>tal <strong>of</strong> three attacks, and<br />

at twelfth, four attacks.<br />

*+<br />

Excepting standard elves, which do not exist in <strong>Do</strong>maria, in addition <strong>to</strong> <strong>the</strong> standard races from <strong>the</strong> Player’s Handbook,<br />

<strong>the</strong> following new races are available.<br />

3<br />

<strong>The</strong> Dirdraug are a canine race, standing anywhere from four <strong>to</strong> seven feet<br />

in height, and with fur in shades <strong>of</strong> black, red, silver, or brown. Like more<br />

common canines, <strong>the</strong> Dirdraug have a pack mentality and thrive on <strong>the</strong><br />

hunt, if not necessarily <strong>the</strong> kill. <strong>The</strong>y are fiercely loyal <strong>to</strong> <strong>the</strong>ir pack, be it<br />

<strong>the</strong> pack <strong>the</strong>y grew up with, or an adopted “pack” <strong>of</strong> friends, and casting out<br />

a Dirdraug from a social group is a sure way <strong>to</strong> destroy <strong>the</strong> creature’s selfesteem.<br />

<strong>The</strong>ir society resembles <strong>the</strong> society <strong>of</strong> wolves, a tribal hunterga<strong>the</strong>rer<br />

structure, led by <strong>the</strong> Alpha male who is advised by a council <strong>of</strong><br />

mostly female advisors. <strong>The</strong> Alpha reigns until overthrown by ano<strong>the</strong>r male<br />

in trial by combat. Rumors persist <strong>of</strong> “enlightened” tribes <strong>of</strong> Dirdraug who<br />

have thrown <strong>of</strong>f <strong>the</strong>ir primitive ways in favor <strong>of</strong> more democratic means <strong>of</strong><br />

governance, in which even female members <strong>of</strong> <strong>the</strong> race can rise <strong>to</strong><br />

leadership positions, but <strong>the</strong>se rumors are as yet unconfirmed.<br />

*+ (<br />

Enhanced Senses: Dirdraug have exceedingly good hearing. <strong>The</strong>y gain a<br />

+2 bonus <strong>to</strong> all checks involving this sense.<br />

Great Fortitude: Dirdraug are hardy creatures, and gain a +2 <strong>to</strong> all<br />

constitution-related saving throws. This bonus stacks with any class abilities.<br />

Twilight vision: a dirdraug can see exceedingly well even in <strong>to</strong>rchlight, candle light, moonlight, and o<strong>the</strong>r areas <strong>of</strong> low<br />

illumination. <strong>The</strong>y retain <strong>the</strong> ability <strong>to</strong> distinguish color and detail under <strong>the</strong>se circumstances.<br />

+1 natural armor bonus.<br />

Languages: Dirdraug, Draconic, Elven, Goblin, Orc, Tradespeak.<br />

Size: Medium<br />

#/


Movement: 30 feet.<br />

Typical Classes: Barbarian, Bounty Hunter, Druidic Avenger, Ranger<br />

Attribute Modifiers: Constitution +1, Wisdom –1<br />

Druidic Avenger Modifier: +2 Nature Lore, +1 Resist Elements (Stacks with standard bonuses)<br />

Ranger Modifier: +2 Track, +2 Survival.<br />

5%?<br />

When <strong>the</strong> Scourge swept over <strong>the</strong> world, <strong>the</strong> Celbeneru Mountains sprang up,<br />

destroying <strong>the</strong> forests <strong>of</strong> <strong>the</strong> area and creating a vast, arid bowl region known<br />

as <strong>the</strong> Celbeneru Desert. A kingdom <strong>of</strong> elves that lived in <strong>the</strong>se forests were<br />

cut <strong>of</strong>f from <strong>the</strong> rest <strong>of</strong> <strong>the</strong> world and nearly perished in <strong>the</strong> disaster; however,<br />

<strong>the</strong> creation <strong>of</strong> <strong>the</strong> desert also spared <strong>the</strong>m from <strong>the</strong> Tainted energies that<br />

created <strong>the</strong> Morellon. Those elves that survived <strong>the</strong> creation <strong>of</strong> <strong>the</strong> desert<br />

region adapted <strong>to</strong> <strong>the</strong> changes in <strong>the</strong>ir environment, and now, 1000 years later,<br />

<strong>the</strong>y are <strong>the</strong> Eru’el.<br />

While Eru’el are mostly found in <strong>the</strong> Celbeneru Desert, some <strong>of</strong> a more<br />

adventurous bent have left <strong>the</strong> deserts and crossed <strong>the</strong> oceans <strong>to</strong> explore <strong>the</strong><br />

lands <strong>of</strong> <strong>the</strong> north and seek out <strong>the</strong>ir more common cousins. Many <strong>of</strong> <strong>the</strong>se<br />

find <strong>the</strong> moist, temperate climates <strong>to</strong> be ill-suited <strong>to</strong> <strong>the</strong>ir tastes and seek out<br />

o<strong>the</strong>r arid climes <strong>to</strong> explore. Thus, while <strong>the</strong> majority <strong>of</strong> <strong>the</strong> race remains in<br />

Celbeneru, <strong>the</strong>re are small tribes <strong>of</strong> desert elves roaming <strong>the</strong> sands <strong>of</strong> Khem as<br />

well.<br />

In <strong>the</strong> desert, elves follow nomadic lifestyles. <strong>The</strong>y herd horses, cattle, and<br />

goats across <strong>the</strong> sands, sleeping during <strong>the</strong> day and working or traveling at<br />

night. <strong>The</strong>ir wandering takes <strong>the</strong>m many places and puts <strong>the</strong>m in contact with<br />

many cultures. As a result, <strong>the</strong>y are welcome everywhere for <strong>the</strong> news and<br />

exotic trade goods <strong>the</strong>y carry. Eru’el tend <strong>to</strong> have darkly tanned skin, black or brown hair, and brown, or black eyes.<br />

<strong>The</strong>y stand roughly 6.5 feet in height and weigh around 200 pounds.<br />

*+ (<br />

Eru’El have all <strong>the</strong> racial traits <strong>of</strong> standard Elves, except as follows:<br />

Heat Endurance: Eru’el gain a +4 racial bonus on Constitution Saves made <strong>to</strong> resist <strong>the</strong> effects <strong>of</strong> non-magical heat.<br />

<strong>Do</strong>wsing (Wisdom): By making a Wisdom check, an Eru’el can sense <strong>the</strong> distance and location <strong>of</strong> a supply <strong>of</strong> water. CC<br />

for this check is equal <strong>to</strong> 5 per mile <strong>of</strong> distance from <strong>the</strong> water supply <strong>the</strong> Eru’el is. <strong>The</strong>re is no guarantee that <strong>the</strong> water<br />

will be unpolluted and drinkable when found. Outside <strong>of</strong> a desert environment, <strong>the</strong> Eru’el suffers a -4 circumstance<br />

penalty <strong>to</strong> this check due <strong>to</strong> <strong>the</strong> fact that <strong>the</strong>re is more water in <strong>the</strong> air in areas with higher precipitation.<br />

Horsemanship: Desert elves are saddleborn, having an innate attachment <strong>to</strong> <strong>the</strong> mounts <strong>of</strong> <strong>the</strong> desert, <strong>the</strong>se being horses<br />

and camels. Thus, <strong>the</strong>y gain Horsemanship, identical <strong>to</strong> <strong>the</strong> Knight class ability, except as follows. For purposes <strong>of</strong><br />

Horsemanship checks, Eru’el always treat <strong>the</strong>ir Dexterity as though it were a favored attribute, even if it was not.<br />

However, <strong>the</strong>y do not add <strong>the</strong>ir class level <strong>to</strong> this check unless <strong>the</strong>y have levels in <strong>the</strong> Knight class.<br />

No Secret <strong>Do</strong>ors: Eru’el do not gain <strong>the</strong> standard elf ability <strong>to</strong> notice secret and hidden compartments.<br />

Languages: Elven, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan, Tradespeak<br />

Size: Medium<br />

Movement: 30 feet<br />

Typical Classes: Barbarian, Fighter, Ranger (Desert terrain)<br />

Attribute Modifiers: -1 Strength, +1 Constitution. <strong>The</strong>se replace <strong>the</strong> standard Elf modifiers.<br />

Barbarian Modifiers: +2 <strong>to</strong> Primal Force rolls (stacks with normal bonuses)<br />

Ranger Modifiers: +2 racial bonus on Handle Animal checks (see PHB Addendum PDF), +1 <strong>to</strong> Combat Marauder<br />

bonuses (stacks with normal bonuses), does not gain Scale ability.<br />

#1


5%


0<br />

Legend has it that <strong>the</strong> Gnomes were <strong>the</strong> only race that had no part in <strong>the</strong> events leading up<br />

<strong>to</strong> <strong>the</strong> Scourge that <strong>to</strong>ok place so long ago. Thus, as a blessing and a curse, <strong>the</strong> gods have<br />

deemed <strong>the</strong>m <strong>the</strong> keepers <strong>of</strong> all <strong>the</strong> lore and knowledge that has been lost. <strong>The</strong> day will<br />

come, <strong>the</strong>y believe that this knowledge will again be needed, and on that day <strong>the</strong> Gnomes<br />

will come forth and share <strong>the</strong> fruits <strong>of</strong> that wisdom with <strong>the</strong> world. Until <strong>the</strong>n, Gnomes<br />

suffer a terrible curse: any Gnome that tries <strong>to</strong> share forbidden knowledge with any non-<br />

Gnome immediately turns <strong>to</strong> s<strong>to</strong>ne and can never be turned back <strong>to</strong> flesh except by deific<br />

intervention. Gnomes always know when a bit <strong>of</strong> knowledge <strong>the</strong>y have is forbidden (<strong>the</strong><br />

GM should always inform Gnome characters when <strong>the</strong>y have access <strong>to</strong> forbidden<br />

knowledge). Gnomes generally despise goblins, which legend holds were once an <strong>of</strong>fshoot<br />

<strong>of</strong> <strong>the</strong> gnomish line that became Tainted due <strong>to</strong> some past sin. Gnomes stand 3 <strong>to</strong> 3-1/2 feet<br />

tall and weigh 40 <strong>to</strong> 45 pounds. <strong>The</strong>ir skin color ranges from dark tan <strong>to</strong> woody brown,<br />

<strong>the</strong>ir hair is fair, and <strong>the</strong>ir eyes can be any shade <strong>of</strong> blue. Gnome males prefer short,<br />

carefully trimmed beards. Gnomes generally wear lea<strong>the</strong>r or earth <strong>to</strong>nes, though <strong>the</strong>y<br />

decorate <strong>the</strong>ir clo<strong>the</strong>s with intricate stitching or fine jewelry. Gnomes reach adulthood at<br />

about age 40, and <strong>the</strong>y live about 350 years, though some can live almost 500 years.<br />

Gnomes in <strong>Do</strong>maria share all <strong>the</strong> standard gnome racial traits, but gain an addition bonus if <strong>the</strong>y take levels in <strong>the</strong> Bard<br />

character class.<br />

Bard Bonus: +2 <strong>to</strong> all Legend Lore checks.<br />

0<br />

Legend has it that goblins were once gnomes, who turned <strong>to</strong> darkness and in so doing,<br />

became tainted and corrupted. Thus, <strong>the</strong>se creatures that were once respected and adored<br />

by <strong>the</strong> o<strong>the</strong>r races became sniveling, feral creatures who sulk in <strong>the</strong> shadows and beg for<br />

coins in slums. Still, <strong>the</strong>re are those goblins who have sought <strong>to</strong> return <strong>to</strong> a civilized way<br />

<strong>of</strong> life, and heroes among <strong>the</strong> race are not unheard <strong>of</strong>. Many an adventuring party has<br />

considered <strong>the</strong>mselves lucky <strong>to</strong> have one <strong>of</strong> <strong>the</strong>se natural rogues along during delves<br />

in<strong>to</strong> unknown ruins. A goblin stands 3 <strong>to</strong> 3-1/2 feet tall and weigh 40 <strong>to</strong> 45 pounds. Its<br />

eyes are usually dull and glazed, varying in color from red <strong>to</strong> yellow. A goblin’s skin<br />

color ranges from yellow through any shade <strong>of</strong> orange <strong>to</strong> a deep red; usually all<br />

members <strong>of</strong> a single tribe are about <strong>the</strong> same color. Goblins wear clothing <strong>of</strong> dark<br />

lea<strong>the</strong>r, tending <strong>to</strong>ward drab, soiled-looking colors.<br />

*+ (<br />

Darkvision: As nocturnal creatures, goblins can see in absolute darkness out <strong>to</strong> 60 feet.<br />

Darkvision produces images that are in shades <strong>of</strong> gray, but o<strong>the</strong>rwise is like normal<br />

sight. Bright lights such as lantern or o<strong>the</strong>r light sources spoil darkvision. A creature<br />

requires one turn <strong>to</strong> shift from “normal” vision <strong>to</strong> darkvision, and vice-versa.<br />

Enhanced Senses: Goblins have sharp eyes and ears. <strong>The</strong>y gain a +2 racial bonus on all attribute checks related <strong>to</strong> vision<br />

or listening.<br />

Hide (Dexterity): Goblins are practiced at avoiding <strong>the</strong> prying eyes <strong>of</strong> o<strong>the</strong>rs. A successful check hides <strong>the</strong> goblin in<br />

most settings, making him or her almost invisible. If a goblin decides <strong>to</strong> move while attempting <strong>to</strong> remain concealed, he<br />

can still hide, but suffers a penalty <strong>to</strong> his check. If moving up <strong>to</strong> one-half normal movement rate, <strong>the</strong> goblin suffers a -5<br />

<strong>to</strong> <strong>the</strong> check. If moving one-half <strong>to</strong> full movement rate <strong>the</strong> goblin suffers a -10 <strong>to</strong> this check. If <strong>the</strong> goblin is being<br />

observed, even casually, he cannot hide. If observers are momentarily distracted, however, <strong>the</strong> goblin can attempt <strong>to</strong><br />

hide, but at a -10 penalty because he must do so quickly.<br />

Scrapper: As small creatures, goblins have learned <strong>to</strong> adapt <strong>to</strong> scrounging and living in <strong>the</strong> shadows. <strong>The</strong>y gain an<br />

additional +1 bonus <strong>to</strong> Armor Class, and +1 bonus on attack rolls, against characters <strong>of</strong> medium size or larger.<br />

Languages: Goblin, Draconic, Elven, Giant, Gnoll, Orc, Tradespeak<br />

Size: Small<br />

Movement: 20 feet<br />

Attribute Bonuses: –1 Strength, +2 Dexterity, -1 Constitution, –1 Charisma.<br />

Typical Class: Assassin, Bounty Hunter, Rogue<br />

Bounty Hunter Bonuses: +2 climb, face in <strong>the</strong> crowd, urban tracking<br />

Rogue Bonuses: +2 climb, traps, move silently.<br />

&


@+<br />

Orcs were once <strong>the</strong> bane <strong>of</strong> <strong>the</strong> civilized races; barbaric creatures who<br />

lived in caves and swarmed from <strong>the</strong>ir hideaways <strong>to</strong> sack villages, rape<br />

and plunder. Since <strong>the</strong> Scourge, however, this has changed. While Orcs<br />

are still crass and generally unpleasant creatures, <strong>the</strong>y have recognized<br />

<strong>the</strong> value <strong>of</strong> cohabitation with o<strong>the</strong>r races, and in <strong>the</strong> Coastland<br />

Collective, a number <strong>of</strong> civilized orcish settlements have popped up,<br />

which engage in trade relations with <strong>the</strong> human settlements <strong>the</strong>reabouts.<br />

Most inhabitants <strong>of</strong> <strong>the</strong>se civilized orc villages are orc paragons, and<br />

<strong>the</strong>ir services as mercenaries and soldiers are in high demand. An orc’s<br />

hair usually is black. It has lupine ears and reddish eyes. Orcs prefer<br />

wearing vivid colors that many humans would consider unpleasant, such<br />

as blood red, mustard yellow, yellow-green, and deep purple. <strong>The</strong>ir<br />

equipment is dirty and unkempt. An adult male orc is a little over 6 feet<br />

tall and weighs about 210 pounds. Females are slightly smaller.<br />

*+ (<br />

Darkvision: Orcs can see in absolute darkness out <strong>to</strong> 60 feet.<br />

Darkvision produces images that are in shades <strong>of</strong> gray, but o<strong>the</strong>rwise is<br />

like normal sight. Bright lights such as lantern or o<strong>the</strong>r light sources<br />

spoil darkvision. A creature requires one turn <strong>to</strong> shift from “normal”<br />

vision <strong>to</strong> darkvision, and vice-versa.<br />

Orcish Toughness: Orc characters gain +3 hit points at first level, and<br />

gain a +2 <strong>to</strong> all constitution-related saving throws. In addition, Orc characters gain Constitution or Strength (choose one)<br />

as a bonus Prime Attribute, giving <strong>the</strong>m a <strong>to</strong>tal <strong>of</strong> three Primes.<br />

Light Sensitivity: Orcs are dazzled in bright sunlight or within <strong>the</strong> radius <strong>of</strong> a daylight spell, suffering a -2 <strong>to</strong> all actions<br />

so long as <strong>the</strong> remain in <strong>the</strong> lit area.<br />

Languages: Orc, Dwarven, Giant, Gnoll, Goblin, Tradespeak, Undercommon.<br />

Size: Medium<br />

Movement: 30 feet<br />

Attribute Bonuses: +1 Strength, +1 Constitution, –1 Intelligence, –1 Wisdom, –2 Charisma.<br />

Typical Classes: Barbarian, Bounty Hunter, Fighter<br />

Bounty Hunter Bonuses: +2 climb, urban tracking<br />

Fighter Bonuses: +1 Weapon Specialization<br />

*7 A<br />

Rawdîr are a feline race that ranges from 4 feet (1.2m) <strong>to</strong> 7 feet (2.1m) in<br />

height and are covered with thick fur, which appears in an infinite variety <strong>of</strong><br />

patterns and color combinations, made up from many <strong>of</strong> <strong>the</strong> same colors as<br />

human hair. Rawdîr fur ranges from short <strong>to</strong> long, and some males sport<br />

manes <strong>of</strong> s<strong>of</strong>t hair. Rawdîr society is hedonistic and sensual; <strong>the</strong> Rawdîr love<br />

art, music, and games <strong>of</strong> love. <strong>The</strong>y consider <strong>the</strong>mselves an enlightened<br />

species, and many come <strong>to</strong> feel that <strong>the</strong>y are superior <strong>to</strong> all o<strong>the</strong>r races in this<br />

respect.<br />

*+ (<br />

Seduction (Charisma): Rawdîr are an extremely sensual and attractive race.<br />

Thus, <strong>the</strong>y can make a charisma roll <strong>to</strong> attempt <strong>to</strong> seduce or convince<br />

ano<strong>the</strong>r creature <strong>to</strong> do something <strong>the</strong>y want. This is not a magical effect, and<br />

thus <strong>the</strong> creature will never do something against its nature, but will behave<br />

as though charmed by <strong>the</strong> Rawdîr. Unwilling targets <strong>of</strong> this ability resist<br />

with a Wisdom check (assume difference <strong>of</strong> success <strong>to</strong> compare results).<br />

Natural Weapons: At level two, Rawdîr characters gain access <strong>to</strong> <strong>the</strong>ir<br />

race’s natural weapons, acquiring a claw attack dealing 1d6 damage.<br />

Twilight Vision: A Rawdîr has exceptional vision and can see up <strong>to</strong> a mile<br />

in starlight, moonlight, <strong>to</strong>rchlight, and similar conditions <strong>of</strong> poor<br />

&


illumination. She retains <strong>the</strong> ability <strong>to</strong> distinguish color and detail under <strong>the</strong>se conditions.<br />

Languages: Elven, Rawdîr, Dirdraug, Tradespeak<br />

Size: Medium<br />

Movement: 30 feet<br />

Attribute Bonuses: +1 Dexterity, +1 Charisma, -1 Strength, -1 Wisdom<br />

Typical Classes: Assassin, Bard, Monk, Rogue<br />

Assassin/Rogue Bonuses: +2 climb, hide and move silently<br />

Monk Bonuses: +1 mind over body, +1 unarmored defense, using claws with unarmed attack adds +2 <strong>to</strong> damage<br />

starting at second level.<br />

3<br />

Saurians are an amphibious reptilian race said <strong>to</strong> be descended from <strong>the</strong> dragons <strong>of</strong> old. <strong>The</strong>y are warlike and violent, but<br />

loyal allies <strong>to</strong> those who gain <strong>the</strong>ir trust. Saurians are looked upon with disdain by many <strong>of</strong> <strong>the</strong> civilized races, as <strong>the</strong>y<br />

have in <strong>the</strong> past swept over <strong>the</strong> known world like a tempest, seeking <strong>to</strong> carve out a vast empire for <strong>the</strong> lizard men. A<br />

Saurian’s entire life tends <strong>to</strong> be devoted <strong>to</strong> <strong>the</strong>ir war god Chango, though more recently it is rumored that an <strong>of</strong>fshoot sect<br />

<strong>of</strong> Saurians worshipping <strong>the</strong> Archon Adoneus begins <strong>to</strong> grow and fester in <strong>the</strong> shadows, and that <strong>the</strong>y will overrun <strong>the</strong><br />

world in a night <strong>of</strong> shadow and fire. Saurians are usually 6 <strong>to</strong> 7 feet tall with green, gray, or brown scales. <strong>The</strong>ir tail is<br />

used for balance and is 3 <strong>to</strong> 4 feet long. A Saurian can weigh from 200 <strong>to</strong> 250 pounds.<br />

*+ (<br />

Balance (Dexterity): Saurians have impeccable<br />

balance and can walk on precarious surfaces. A<br />

successful check lets <strong>the</strong> Saurian move at half its<br />

speed along <strong>the</strong> surface for 1 round. Moving faster,<br />

up <strong>to</strong> <strong>the</strong> saurian’s full speed, imposes a –5 penalty<br />

<strong>to</strong> <strong>the</strong> check. A failure by 4 or less means you can’t<br />

move for 1 round. A failure by 5 or more means<br />

you fall. <strong>The</strong> CC for this check is equal <strong>to</strong> 2 per 2<br />

inches below ten inches wide <strong>the</strong> surface being<br />

walked along is. Thus, a six-inch surface, which is<br />

four inches shy <strong>of</strong> ten, would have a CC <strong>of</strong> 4. In<br />

addition, obstructions or conditions increase <strong>the</strong><br />

difficulty as well, by two for an inclined surface, a<br />

surface with light obstructions or a lightly slippery<br />

surface, or by five for heavy obstructions or a<br />

severely slippery surface.<br />

If attacked while balancing, <strong>the</strong> Saurian can’t easily move <strong>to</strong> avoid a blow, and thus loses his Dexterity bonus <strong>to</strong> AC (if<br />

any). At fifth level, this penalty goes away, and <strong>the</strong> Saurian maintains his Dexterity bonus <strong>to</strong> AC while balancing. If <strong>the</strong><br />

character takes damage while balancing, he or she must make ano<strong>the</strong>r Balance check against <strong>the</strong> same DC <strong>to</strong> remain<br />

standing.<br />

Hold breath: A Saurian can hold its breath for a number <strong>of</strong> rounds equal <strong>to</strong> four times its Constitution score before it<br />

risks drowning. This is an extraordinary ability.<br />

Leap (Strength): Saurians are renowned for <strong>the</strong>ir ability <strong>to</strong> leap great distances from a standing position. Using <strong>the</strong>ir<br />

tails <strong>to</strong> boost <strong>the</strong>ir leap, <strong>the</strong>y can make a Strength check <strong>to</strong> jump far<strong>the</strong>r than one might expect. <strong>The</strong> CC <strong>of</strong> this check<br />

depends upon <strong>the</strong> distance <strong>of</strong> <strong>the</strong> long jump. For a long jump, <strong>the</strong> CC is equal <strong>to</strong> 5 per five feet <strong>of</strong> distance over ten.<br />

Thus, a fifteen-foot long jump has a CC <strong>of</strong> 5. Distance moved by jumping is counted against <strong>the</strong> saurian’s normal<br />

maximum movement in a round. If <strong>the</strong> saurian succeeds on a Jump check, he or she lands on <strong>the</strong>ir feet (when<br />

appropriate). At <strong>the</strong> midpoint <strong>of</strong> <strong>the</strong> jump, <strong>the</strong> saurian attains a vertical height equal <strong>to</strong> one-quarter <strong>of</strong> <strong>the</strong> horizontal<br />

distance. If <strong>the</strong> character fails <strong>the</strong> check by less than 5, he or she doesn’t clear <strong>the</strong> distance, but you make a Dexterity<br />

save <strong>to</strong> grab <strong>the</strong> far edge <strong>of</strong> <strong>the</strong> gap, ending movement grasping <strong>the</strong> far edge. If that leaves <strong>the</strong> character dangling over a<br />

chasm or gap, getting up requires a Climb check.<br />

A high jump is a vertical leap made <strong>to</strong> reach a ledge high above or <strong>to</strong> grasp something overhead. In this case, <strong>the</strong> CC is<br />

equal <strong>to</strong> <strong>the</strong> distance <strong>to</strong> be cleared. If <strong>the</strong> character jumps up <strong>to</strong> grab something, a successful check indicates that he or<br />

she reaches <strong>the</strong> desired height. Climbing up requires a successful Climb check. If <strong>the</strong> Jump check fails, <strong>the</strong> character<br />

does not reach <strong>the</strong> height, and lands on his or her feet in <strong>the</strong> same spot from which he or she jumped.<br />

&#


If <strong>the</strong> character intentionally jumps down from a height, he takes less damage than if he just fell. <strong>The</strong> CC <strong>to</strong> jump down<br />

from a height is 5. If <strong>the</strong> check succeeds, falling damage is determined as if <strong>the</strong> drop was 10 fewer feet than its actual<br />

distance.<br />

Languages: Draconic, Aquan, Goblin, Gnoll, Orc, Tradespeak<br />

Size: Medium<br />

Movement: 30 feet<br />

Attribute Bonuses: +1 Strength, +1 Constitution, +1 Dexterity, –1 Intelligence, -1 Wisdom, -1 Charisma.<br />

Typical Classes: Fighter, Monk, Ranger, Rogue<br />

Monk Bonuses: +1 unarmed defense, unarmed attack: at ninth level, saurians gain a third unarmed attack (tail swipe)<br />

dealing 1d4 damage. All o<strong>the</strong>r unarmed attack restrictions apply as standard.<br />

Ranger Bonuses: +1 favored enemy bonuses, +1 survival, +1 scale<br />

&&


Animal Handling is added <strong>to</strong> <strong>the</strong> list <strong>of</strong> basic class<br />

abilities for both Rangers and Druids, and both<br />

classes gain it at first level. It allows <strong>the</strong> character<br />

<strong>to</strong> get an animal <strong>to</strong> perform various tasks with a<br />

Charisma Attribute Check. <strong>The</strong> CL for this check<br />

depends on what you are trying <strong>to</strong> do.<br />

Task<br />

CL<br />

Handle an animal 1<br />

“Push” an animal 5<br />

Teach an animal a 2 <strong>to</strong> 5 1<br />

trick<br />

Train an animal for a 3 <strong>to</strong> 10 1<br />

general purpose<br />

Rear a wild animal 5 + animal’s HD<br />

1 See <strong>the</strong> specific trick or purpose below.<br />

#67*3<br />

67*3<br />

( <br />

Handle an Animal: This task involves<br />

commanding an animal <strong>to</strong> perform a task or trick<br />

that it knows. If <strong>the</strong> animal is wounded or has<br />

taken any nonlethal damage or ability score<br />

damage, <strong>the</strong> CL increases by 2. If your check<br />

succeeds, <strong>the</strong> animal performs <strong>the</strong> task or trick on<br />

its next action.<br />

“Push” an Animal: To push an animal means <strong>to</strong><br />

get it <strong>to</strong> perform a task or trick that it doesn’t<br />

know but is physically capable <strong>of</strong> performing. This<br />

category also covers making an animal perform a<br />

forced march or forcing it <strong>to</strong> hustle for more than 1<br />

hour between sleep cycles. If <strong>the</strong> animal is<br />

wounded or has taken any nonlethal damage or<br />

ability score damage, <strong>the</strong> CL increases by 2. If<br />

your check succeeds, <strong>the</strong> animal performs <strong>the</strong> task<br />

or trick on its next action.<br />

Teach an Animal a Trick: You can teach an<br />

animal a specific trick with one week <strong>of</strong> work and<br />

a successful Handle Animal check against <strong>the</strong><br />

indicated CL, which functions as a modifier <strong>to</strong> <strong>the</strong><br />

base difficulty (15) for <strong>the</strong> check. An animal with<br />

an Intelligence score <strong>of</strong> 1 can learn a maximum <strong>of</strong><br />

three tricks, while an animal with an Intelligence<br />

score <strong>of</strong> 2 can learn a maximum <strong>of</strong> six tricks.<br />

Possible tricks (and <strong>the</strong>ir associated CLs) include,<br />

but are not necessarily limited <strong>to</strong>, <strong>the</strong> following.<br />

• Attack (CL 5): <strong>The</strong> animal attacks<br />

apparent enemies. You may point <strong>to</strong> a<br />

particular creature that you wish <strong>the</strong><br />

animal <strong>to</strong> attack, and it will comply if<br />

able. Normally, an animal will attack only<br />

humanoids, monstrous humanoids, giants,<br />

or o<strong>the</strong>r animals. Teaching an animal <strong>to</strong><br />

attack all creatures (including such<br />

unnatural creatures as undead and<br />

aberrations) counts as two tricks.<br />

• Come (CL 2): <strong>The</strong> animal comes <strong>to</strong> you,<br />

even if it normally would not do so.<br />

• Defend (CL 5): <strong>The</strong> animal defends you<br />

(or is ready <strong>to</strong> defend you if no threat is<br />

present), even without any command<br />

being given. Alternatively, you can<br />

command <strong>the</strong> animal <strong>to</strong> defend a specific<br />

o<strong>the</strong>r character.<br />

• <strong>Do</strong>wn (CL 2): <strong>The</strong> animal breaks <strong>of</strong>f from<br />

combat or o<strong>the</strong>rwise backs down. An<br />

animal that doesn’t know this trick<br />

continues <strong>to</strong> fight until it must flee (due <strong>to</strong><br />

injury, a fear effect, or <strong>the</strong> like) or its<br />

opponent is defeated.<br />

• Fetch (CL 2): <strong>The</strong> animal goes and gets<br />

something. If you do not point out a<br />

specific item, <strong>the</strong> animal fetches some<br />

random object.<br />

• Guard (CL 5): <strong>The</strong> animal stays in place<br />

and prevents o<strong>the</strong>rs from approaching.<br />

&)


• Heel (CL 2): <strong>The</strong> animal follows you<br />

closely, even <strong>to</strong> places where it normally<br />

wouldn’t go.<br />

• Perform (CL 2): <strong>The</strong> animal performs a<br />

variety <strong>of</strong> simple tricks, such as sitting up,<br />

rolling over, roaring or barking, and so on.<br />

• Seek (CL 2): <strong>The</strong> animal moves in<strong>to</strong> an<br />

area and looks around for anything that is<br />

obviously alive or animate.<br />

• Stay (CL 2): <strong>The</strong> animal stays in place,<br />

waiting for you <strong>to</strong> return. It does not<br />

challenge o<strong>the</strong>r creatures that come by,<br />

• though it still defends itself if it needs <strong>to</strong>.<br />

• Track (CL 5): <strong>The</strong> animal tracks <strong>the</strong> scent<br />

presented <strong>to</strong> it. (This requires <strong>the</strong> animal<br />

<strong>to</strong> have <strong>the</strong> scent ability)<br />

• Work (CL 2): <strong>The</strong> animal pulls or pushes a<br />

medium or heavy load.<br />

Train an Animal for a Purpose: Ra<strong>the</strong>r than<br />

teaching an animal individual tricks, you can<br />

simply train it for a general purpose. Essentially,<br />

an animal’s purpose represents a preselected set <strong>of</strong><br />

known tricks that fit in<strong>to</strong> a common scheme, such<br />

as guarding or heavy labor. <strong>The</strong> animal must meet<br />

all <strong>the</strong> normal prerequisites for all tricks included<br />

in <strong>the</strong> training package. If <strong>the</strong> package includes<br />

more than three tricks, <strong>the</strong> animal must have an<br />

Intelligence score <strong>of</strong> 2.<br />

An animal can be trained for only one general<br />

purpose, though if <strong>the</strong> creature is capable <strong>of</strong><br />

learning additional tricks (above and beyond those<br />

included in its general purpose), it may do so.<br />

Training an animal for a purpose requires fewer<br />

checks than teaching individual tricks does, but no<br />

less time.<br />

• Combat Riding (CL 10): An animal<br />

trained <strong>to</strong> bear a rider in<strong>to</strong> combat knows<br />

<strong>the</strong> tricks attack, come, defend, down,<br />

guard, and heel. Training an animal for<br />

combat riding takes six weeks. You may<br />

also “upgrade” an animal trained for<br />

riding <strong>to</strong> one trained for combat riding by<br />

spending three weeks and making a<br />

successful CL 5 Handle Animal check.<br />

<strong>The</strong> new general purpose and tricks<br />

completely replace <strong>the</strong> animal’s previous<br />

purpose and any tricks it once knew.<br />

Warhorses and riding dogs are already<br />

trained <strong>to</strong> bear riders in<strong>to</strong> combat, and<br />

&,<br />

<strong>the</strong>y don’t require any additional training<br />

for this purpose.<br />

• Fighting (CL 5): An animal trained <strong>to</strong><br />

engage in combat knows <strong>the</strong> tricks attack,<br />

down, and stay. Training an animal for<br />

fighting takes three weeks.<br />

• Guarding (CL 10): An animal trained <strong>to</strong><br />

guard knows <strong>the</strong> tricks attack, defend,<br />

down, and guard. Training an animal for<br />

guarding takes four weeks.<br />

• Heavy Labor (CL 3): An animal trained<br />

for heavy labor knows <strong>the</strong> tricks come and<br />

work. Training an animal for heavy labor<br />

takes two weeks.<br />

• Hunting (CL 10): An animal trained for<br />

hunting knows <strong>the</strong> tricks attack, down,<br />

fetch, heel, seek, and track. Training an<br />

animal for hunting takes six weeks.<br />

• Performance (CL 5): An animal trained<br />

for performance knows <strong>the</strong> tricks come,<br />

fetch, heel, perform, and stay. Training an<br />

animal for performance takes five weeks.<br />

• Riding (CL 5): An animal trained <strong>to</strong> bear a<br />

rider knows <strong>the</strong> tricks come, heel, and<br />

stay. Training an animal for riding takes<br />

three weeks.<br />

Initial Attitude<br />

CL<br />

Friendly CL 1<br />

Indifferent CL 2<br />

Suspicious CL 5<br />

Antagonistic CL 7<br />

Hostile, Cornered, or Afraid CL 10<br />

Rear a Wild Animal: To rear an animal means <strong>to</strong><br />

raise a wild creature from infancy so that it<br />

becomes domesticated. A handler can rear as<br />

many as three creatures <strong>of</strong> <strong>the</strong> same kind at once.<br />

A successfully domesticated animal can be taught<br />

tricks at <strong>the</strong> same time it’s being raised, or it can<br />

be taught as a domesticated animal later.<br />

Taming an Animal: A Ranger or Druid can<br />

attempt, with a Charisma check, <strong>to</strong> calm or tame a<br />

wild animal so that it can be handled, or so that it<br />

does not feel threatened (i.e. s<strong>to</strong>p it from<br />

attacking). <strong>The</strong> CL for this check is dependent<br />

upon <strong>the</strong> beast’s attitude when encountered. <strong>The</strong><br />

CL listed is for a check <strong>to</strong> improve <strong>the</strong> animal’s<br />

attitude by one step; multiple Checks are allowed,<br />

but a failure downgrades <strong>the</strong> animal’s attitude by<br />

two steps. An animal downgraded beyond Hostile


immediately attacks and no fur<strong>the</strong>r checks are<br />

allowed.<br />

<br />

In general, a character becomes fatigued if he<br />

suffers 75% <strong>of</strong> his current hit points (round down)<br />

in damage, or if he fails a Constitution check for<br />

any reason related <strong>to</strong> pushing <strong>the</strong> body beyond its<br />

normal limits. Many diseases (CK’s discretion)<br />

and all Energy Drain attacks result in fatigue. <strong>The</strong><br />

exact effects <strong>of</strong> fatigue and exhaustion are<br />

explained below.<br />

Exhausted<br />

An exhausted character moves at half speed and<br />

takes a -4 penalty <strong>to</strong> Strength and Dexterity, and<br />

must make a Constitution check at <strong>the</strong> end <strong>of</strong> each<br />

round in which any sort <strong>of</strong> strenuous activity<br />

occurs, with a cumulative penalty <strong>of</strong> -1 per<br />

consecutive round <strong>of</strong> strenuous activity. Failure<br />

means <strong>the</strong> character passes out. After 1 hour <strong>of</strong><br />

Fighting Defensively is a new combat maneuver<br />

that allows a character <strong>to</strong> remain cautious while in<br />

combat, keeping his guard up and taking only <strong>the</strong><br />

most well-considered attempts <strong>to</strong> injure his<br />

opponent. Fighting Defensively normally provides<br />

<br />

<strong>The</strong>se rules assume that most player characters in<br />

a campaign are assumed <strong>to</strong> be literate. If this is <strong>the</strong><br />

case, characters <strong>of</strong> <strong>the</strong> Barbarian class should be<br />

<br />

As characters increase in level, <strong>the</strong>ir deeds tend <strong>to</strong><br />

precede <strong>the</strong>m as s<strong>to</strong>rytellers and bards spread tales<br />

<strong>of</strong> <strong>the</strong>ir exploits. Any time <strong>the</strong>re is a chance <strong>of</strong> a<br />

character being recognized, <strong>the</strong> CK makes a<br />

Reputation Check using <strong>the</strong> Intelligence bonus <strong>of</strong><br />

<strong>the</strong> NPC, plus <strong>the</strong> level <strong>of</strong> <strong>the</strong> character being<br />

recognized. A separate check should be made for<br />

each character, unless <strong>the</strong> party is more important<br />

(i.e. a legendary group such as <strong>the</strong> Knights <strong>of</strong> <strong>the</strong><br />

Round Table). In <strong>the</strong> case <strong>of</strong> a party Reputation<br />

!3 5B3<br />

<br />

!%<br />

'+<br />

*3<br />

&.<br />

complete rest, an exhausted character becomes<br />

fatigued. A fatigued character becomes exhausted<br />

by doing something else that would normally<br />

cause fatigue.<br />

Fatigued<br />

A fatigued character can nei<strong>the</strong>r run nor charge<br />

(can only move up <strong>to</strong> his base movement rate) and<br />

takes a -2 penalty <strong>to</strong> Strength and Dexterity. <strong>Do</strong>ing<br />

anything that would normally result in fatigue<br />

causes <strong>the</strong> fatigued character <strong>to</strong> become exhausted.<br />

After 8 hours <strong>of</strong> complete rest, fatigued characters<br />

are no longer fatigued. <strong>The</strong> only exception <strong>to</strong> this<br />

is in <strong>the</strong> case <strong>of</strong> diseases that cause fatigue. In such<br />

cases, diseased characters generally remain<br />

fatigued until <strong>the</strong> disease is treated or cured.<br />

+2 <strong>to</strong> <strong>the</strong> AC <strong>of</strong> <strong>the</strong> character, while inflicting a -4<br />

penalty <strong>to</strong> attacks <strong>the</strong> defensive character makes<br />

that round.<br />

assumed <strong>to</strong> be illiterate, a drawback that can be<br />

gotten rid <strong>of</strong> by multiclassing with any o<strong>the</strong>r class.<br />

Check, use <strong>the</strong> average level <strong>of</strong> all characters in<br />

<strong>the</strong> party, +1 per party member present.<br />

This Reputation check has a CL based on how far<br />

from <strong>the</strong>ir usual base <strong>of</strong> operations <strong>the</strong> party is,<br />

and whe<strong>the</strong>r or not <strong>the</strong> character(s) are actively<br />

trying <strong>to</strong> remain discreet. If <strong>the</strong> check succeeds,<br />

<strong>the</strong> character(s) is recognized, providing a +2 <strong>to</strong><br />

efforts <strong>to</strong> be diplomatic, intimidating, or social, or<br />

in <strong>the</strong> cases <strong>of</strong> infamy, may result in <strong>the</strong> immediate<br />

notification <strong>of</strong> <strong>the</strong> proper authorities, or may cause


all manner <strong>of</strong> o<strong>the</strong>r troubles for <strong>the</strong> group, at <strong>the</strong><br />

CK’s discretion.<br />

Castle Keepers may also assign bonuses <strong>to</strong><br />

reputation checks for characters who perform great<br />

Table: CL Modifiers for Reputation<br />

Circumstance<br />

CL Mod.<br />

Less than a mile from normal -5<br />

base <strong>of</strong> operations<br />

Less than 10 miles from normal -2<br />

base <strong>of</strong> operations<br />

10-15 miles away from normal +1<br />

base <strong>of</strong> operations<br />

16-30 miles away from normal +2<br />

base <strong>of</strong> operations<br />

31-50 miles away from normal +3<br />

base <strong>of</strong> operations<br />

50-100 miles away from normal +5<br />

base <strong>of</strong> operations<br />

Over 100 miles away from +10<br />

normal base <strong>of</strong> operations<br />

Over 500 miles away from +20<br />

normal base <strong>of</strong> operations<br />

Over 1000 miles away from +30<br />

normal base <strong>of</strong> operations<br />

Characters are trying <strong>to</strong> remain +1 <strong>to</strong> +5*<br />

discreet<br />

Characters are actively calling -1 <strong>to</strong> -10*<br />

attention <strong>to</strong> <strong>the</strong>mselves<br />

*depends on exactly what <strong>the</strong> characters are doing, at <strong>the</strong> CK’s discretion.<br />

or evil deeds. Players who receive <strong>the</strong>se bonuses<br />

should note <strong>the</strong>m on <strong>the</strong>ir character sheet, keeping<br />

track <strong>of</strong> bonuses for fame and bonuses for infamy.<br />

Psionic powers are abilities that impart great and broad<br />

power, but are far more focused than <strong>the</strong> magic<br />

wielded by that <strong>of</strong> wizards and clerics. Psionicists<br />

may have far more control over one or two areas <strong>of</strong><br />

power, but will never have <strong>the</strong> diversity <strong>of</strong> effects<br />

available <strong>to</strong> <strong>the</strong>m that <strong>the</strong>ir more traditional magicusing<br />

counterparts have. Even still, psionics is a<br />

gateway <strong>to</strong> vast power that creates suspicion and<br />

jealousy in more traditional magic users.<br />

Many games use psionics as not much more than<br />

ano<strong>the</strong>r form <strong>of</strong> magic; psionic power accomplishes<br />

many <strong>of</strong> <strong>the</strong> same things that magic does, is broken<br />

down in<strong>to</strong> spell-like lists <strong>of</strong> effects, and psionicists<br />

resemble little more than clerics or magi with a<br />

different flavor. Worse, systems that do this fail <strong>to</strong><br />

present psychic powers that ring true <strong>of</strong> those we read<br />

about in many science fiction novels, and those that<br />

fall in<strong>to</strong> <strong>the</strong> realm <strong>of</strong> what we grudgingly (and for lack<br />

<strong>of</strong> a better term) call “believability.” We’ve all heard<br />

"+"7<br />

<strong>of</strong> clairvoyance, <strong>of</strong> E.S.P., <strong>of</strong> telekinesis, even <strong>of</strong><br />

pyrokinesis. Outside <strong>of</strong> systems that are trying <strong>to</strong> do<br />

little more than simulate a different kind <strong>of</strong> magic,<br />

whoever heard <strong>of</strong> psychic teleportation, or psychic<br />

time travel? This system attempts <strong>to</strong> present a psychic<br />

powers system that not only is very different from<br />

magic, but that remains in <strong>the</strong> realm <strong>of</strong> “familiar”<br />

ins<strong>of</strong>ar as what psychic power is and what it can do.<br />

$"+"7<br />

Like all abilities in <strong>the</strong> system, psionic powers work<br />

<strong>of</strong>f <strong>of</strong> an attribute check and have a Challenge Base <strong>of</strong><br />

12 if <strong>the</strong> attribute upon which <strong>the</strong>y are based is Prime,<br />

and a Base <strong>of</strong> 18 if it is a non-prime Attribute. For this<br />

reason, Wisdom-based psionic powers are <strong>the</strong> most<br />

commonly encountered ones (given that Wisdom is <strong>the</strong><br />

Prime for <strong>the</strong> Psionicist class), though human<br />

psionicists <strong>of</strong>ten exhibit a range <strong>of</strong> powers dedicated<br />

across <strong>the</strong>ir three mental attributes. Unless o<strong>the</strong>rwise<br />

noted, any psychic powers that can be used on o<strong>the</strong>rs<br />

have a range <strong>of</strong> “line <strong>of</strong> sight.”<br />

&/


Since <strong>the</strong> range <strong>of</strong> effects possible with many psionic<br />

powers is broad and varied, CK’s and players are<br />

encouraged <strong>to</strong> invent new effects and manifestations <strong>of</strong><br />

<strong>the</strong>ir powers, using those listed as examples. <strong>The</strong> CC<br />

<strong>to</strong> use <strong>the</strong>se effects, as well as whe<strong>the</strong>r <strong>the</strong> power is<br />

activated by a simple Attribute check or a Psychic<br />

attack roll (see below) is always at <strong>the</strong> discretion <strong>of</strong> <strong>the</strong><br />

CK.<br />

"+++C<br />

Any time a psionicists attempts an ability beyond <strong>the</strong>ir<br />

current expertise, <strong>the</strong>re is a chance <strong>of</strong> suffering psychic<br />

backlash, a sort <strong>of</strong> burnout for pushing <strong>the</strong>ir limits. If<br />

at any time a psionicist fails her roll <strong>to</strong> activate a<br />

psionic power, she suffers 1d4 points <strong>of</strong> subdual<br />

damage per CC <strong>of</strong> <strong>the</strong> power, and may not access that<br />

particular ability for 24 hours.<br />

Example: Clara, a third-level psionicist with 18<br />

Wisdom, attempts <strong>to</strong> activate her pyrokinesis power <strong>to</strong><br />

mimic a fireball spell. Since fireball is a damaging<br />

spell, 3 rd -level for wizards, it has a CC <strong>of</strong> 6 (see<br />

Psionics and Magic, below). Pyrokinesis is a<br />

Wisdom-based ability (p. 6), a Prime for psionicists.<br />

Hence, <strong>the</strong> CL for her <strong>to</strong> activate <strong>the</strong> power is 18. She<br />

rolls and gets a 10. She adds her Wisdom modifier<br />

(+3) and her level (3) and gets only a 16. <strong>The</strong> power<br />

fizzles. Clara suffers 6d4 points <strong>of</strong> subdual damage<br />

(CC 6 power; d4 per level) and may not use her<br />

pyrokinetic abilities for ano<strong>the</strong>r day. Perhaps she<br />

would’ve been better <strong>of</strong>f with Burning Hands…<br />

<br />

"+ - +<br />

Despite our earlier assertion that psionics and magic<br />

should be distinct and separate, <strong>the</strong>re are inevitably<br />

areas where <strong>the</strong> two will overlap (pyrokinesis, for<br />

example, will have <strong>the</strong> ability <strong>to</strong> create flame effects<br />

similar <strong>to</strong> Burning Hands and Fireball.) In general, a<br />

power that mimics an existing spell has a CC equal <strong>to</strong><br />

<strong>the</strong> spell level +2 for non-damaging spells, and spell<br />

level +3 for combat-oriented spells. <strong>The</strong> power’s effect<br />

<strong>the</strong>n functions identically <strong>to</strong> <strong>the</strong> spell it is mimicking.<br />

"++(+C*<br />

In some cases, usually when an ability causes direct,<br />

physical harm <strong>to</strong> an opponent (such as hurling an<br />

object with Telekinesis, or using Pyrokinesis against a<br />

living opponent) a power will indicate <strong>the</strong> necessity<br />

for a psychic attack roll. In this case, ra<strong>the</strong>r than a<br />

standard Attribute check, treat <strong>the</strong> power’s usage as an<br />

attack roll, substituting <strong>the</strong> power’s associate attribute<br />

for strength. Thus, if a power is based upon Wisdom,<br />

a psychic attack roll for that power would be Wis<br />

Bonus + BtH + d20.<br />

<strong>The</strong> AC <strong>of</strong> <strong>the</strong> target <strong>of</strong> a psionic attack, for attacks<br />

that create physical effects, such as telekinetic attacks,<br />

is standard, unless <strong>the</strong> effect mimics a spell, in which<br />

case <strong>the</strong> effect is subject <strong>to</strong> <strong>the</strong> same restrictions as <strong>the</strong><br />

spell it is mimicking (fireball, for example, doesn’t<br />

require a roll vs. AC <strong>to</strong> activate; it goes <strong>of</strong>f based on<br />

<strong>the</strong> spell CC and is <strong>the</strong>n subject <strong>to</strong> <strong>the</strong> same<br />

restrictions and effects as <strong>the</strong> spell). For effects such<br />

as Biokinetic Harm, which deals damage by<br />

manipulating <strong>the</strong> victim’s biological processes, AC is<br />

determined by adding <strong>the</strong> victim’s level and Wisdom<br />

bonus <strong>to</strong> 10; armor bonuses do not apply. As always,<br />

<strong>the</strong> CK is <strong>the</strong> final arbiter <strong>of</strong> <strong>the</strong> target’s AC.<br />

*"+"7<br />

In most cases, an unwilling victim <strong>of</strong> a psychic power<br />

resists using a resisted Wisdom check against <strong>the</strong><br />

result <strong>of</strong> <strong>the</strong> psionic’s roll <strong>to</strong> use <strong>the</strong> power. Generally,<br />

<strong>the</strong> CC for this save is equal <strong>to</strong> <strong>the</strong> psychic’s level +<br />

<strong>the</strong> modifier for <strong>the</strong> attribute used <strong>to</strong> activate <strong>the</strong><br />

power.<br />

In cases where a psionic power mimics a magic spell<br />

effect, <strong>the</strong> power (once successfully activated via <strong>the</strong><br />

appropriate Attribute check or Psychic Attack Roll) is<br />

subject <strong>to</strong> <strong>the</strong> same restrictions, limitations, and<br />

resistances as <strong>the</strong> spell.<br />

<br />

+"+"7<br />

Listed below are descriptions <strong>of</strong> <strong>the</strong> Basic Psionic<br />

Powers. <strong>The</strong>se abilities have no prerequisite, and a<br />

psionic character can select <strong>the</strong>m any time a new<br />

power is available.<br />

Biokinetic Healing (Cha)<br />

Biokinetic healing allows a psychic, with a successful<br />

Charisma check, <strong>to</strong> heal injury or disease in ano<strong>the</strong>r.<br />

So long as <strong>the</strong> patient is conscious and mobile (i.e. hit<br />

points are still above zero) this Charisma check is a<br />

standard Attribute check. <strong>The</strong> amount <strong>of</strong> damage that<br />

may be healed by this ability is 1d4 per every 2<br />

psionicist levels.<br />

For patients who have been reduced below zero hit<br />

points, two Charisma checks must be made; <strong>the</strong> first,<br />

modified by <strong>the</strong> number <strong>of</strong> hit points below zero <strong>the</strong><br />

patient is, stabilizes <strong>the</strong> patient. Thus, if <strong>the</strong> patient is<br />

currently at -5 hit points, <strong>the</strong> psychic suffers -5 on her<br />

Charisma check <strong>to</strong> stabilize. <strong>The</strong> second is a standard<br />

roll that res<strong>to</strong>res hit points as standard. Once a patient<br />

&1


is stabilized, no fur<strong>the</strong>r stabilization checks need be<br />

made <strong>to</strong> heal additional hit points; all checks heal hit<br />

points as standard.<br />

In addition, this ability can res<strong>to</strong>re 1d4 points <strong>of</strong><br />

attribute damage if <strong>the</strong> psychic makes a Charisma<br />

check with a penalty equal <strong>to</strong> <strong>the</strong> attribute damage<br />

suffered; if a patient has suffered 4 points <strong>of</strong> attribute<br />

damage, <strong>the</strong> Charisma check <strong>to</strong> attempt <strong>to</strong> res<strong>to</strong>re is at<br />

-4.<br />

Finally, Biokinetic Healing can cure diseases and<br />

purge <strong>the</strong> body <strong>of</strong> poisons in <strong>the</strong> same manner as <strong>the</strong><br />

Cure Disease and Remove Poison cleric spells, though<br />

<strong>the</strong> psionic version requires a Charisma check.<br />

This ability requires a “laying on <strong>of</strong> hands”; in o<strong>the</strong>r<br />

words, <strong>the</strong> psychic must <strong>to</strong>uch <strong>the</strong> patient <strong>to</strong> be healed.<br />

Note that Biokinetic healing only works on o<strong>the</strong>rs, not<br />

on <strong>the</strong> psychic. Also, unlike Clerical healing,<br />

biokinetic healing has no appreciable effect on undead.<br />

Clairaudience (Int)<br />

Clairaudience is an ability that allows <strong>the</strong> psychic <strong>to</strong><br />

hear things far away. Unlike most psychic powers,<br />

this ability and its cousin, clairvoyance, are designed<br />

<strong>to</strong> transcend normal senses and step outside <strong>of</strong> “line <strong>of</strong><br />

sight.” To use this ability, <strong>the</strong> psychic must know<br />

exactly where his target is, or be intimately familiar<br />

with <strong>the</strong> target (family member, lover, very close<br />

friend, etc.), or must have some personal item <strong>of</strong> <strong>the</strong><br />

target’s <strong>to</strong> use as a psychic focus. This ability is<br />

focused upon a living creature, not upon a place,<br />

unless used in conjunction with a successful<br />

Clairvoyance attempt (see below). Using this ability<br />

requires an Intelligence check with a CC equal <strong>to</strong> 1 per<br />

5 miles <strong>of</strong> <strong>the</strong> target. If successful, <strong>the</strong> psychic can<br />

hear as though she were in <strong>the</strong> room with <strong>the</strong> subject.<br />

Clairvoyance (Int)<br />

Also known as “remote viewing,” clairvoyance allows<br />

<strong>the</strong> psychic <strong>to</strong> see people, places, and things far from<br />

his current location. <strong>The</strong> Challenge Class <strong>to</strong> use this<br />

ability is <strong>the</strong> same as Clairaudience (see above) but<br />

Clairvoyance may be focused upon a location or object<br />

as well as a person; <strong>the</strong> rules <strong>of</strong> familiarity still apply<br />

just as with Clairaudience, however. If a psychic<br />

makes a successful clairvoyance roll, he may use any<br />

psychic powers he possesses as though his target were<br />

in direct line <strong>of</strong> sight (including clairaudience, which<br />

requires only a basic (CC 0) Intelligence check <strong>to</strong><br />

activate in this case).<br />

)2<br />

Clairvoyance has ano<strong>the</strong>r use as well, however; <strong>the</strong><br />

psychic can use it <strong>to</strong> gain visions <strong>of</strong> <strong>the</strong> future. This<br />

ability works exactly as a Cleric’s Divination or<br />

Communion spell, but <strong>the</strong> answers come from within<br />

<strong>the</strong> cleric, and require an Intelligence check <strong>to</strong><br />

activate; simulating a Divination spell is CC 5;<br />

simulating a Communion spell is CC 8.<br />

Combat Awareness (Int)<br />

In many ways, Combat Awareness is an extension <strong>of</strong><br />

<strong>the</strong> psychic’s basic psionic senses, but geared<br />

specifically <strong>to</strong>wards <strong>the</strong> dangers involved in battle.<br />

Activating <strong>the</strong> ability requires an Intelligence check<br />

with a Challenge Class equal <strong>to</strong> <strong>the</strong> average <strong>of</strong> all<br />

attackers currently threatening <strong>the</strong> psychic. While this<br />

power is active, <strong>the</strong> psychic may substitute<br />

Intelligence-based Psychic Attack rolls for normal<br />

attack rolls during combat. <strong>The</strong> psychic must make<br />

this check each round <strong>to</strong> maintain <strong>the</strong> power.<br />

Fur<strong>the</strong>r, while <strong>the</strong> power is active, <strong>the</strong> psychic gains a<br />

bonus <strong>to</strong> AC equal <strong>to</strong> his Intelligence Bonus. Finally,<br />

any time a Rogue attempts <strong>to</strong> Sneak Attack <strong>the</strong> psychic<br />

while this power is active, <strong>the</strong> psychic may make an<br />

Intelligence Check opposed by <strong>the</strong> Rogue’s Dexterity<br />

Check; if <strong>the</strong> psychic wins, he is immune <strong>to</strong> <strong>the</strong> effects<br />

<strong>of</strong> <strong>the</strong> Sneak Attack (but may still be struck as a<br />

regular attack, if <strong>the</strong> Rogue’s attack is successful).<br />

Empathic Transmission (Cha)<br />

Empathic Transmission lets you project an emotion at<br />

an opponent and cause <strong>the</strong>m <strong>to</strong> feel it. For example,<br />

you could cause someone <strong>to</strong> feel afraid or hopeless,<br />

giving you an advantage in combat; alternately, you<br />

could cause that hot bar maid <strong>to</strong> be consumed with<br />

desire <strong>to</strong> guarantee a fun night (at least, until her fa<strong>the</strong>r<br />

finds out).<br />

Use <strong>of</strong> this ability requires a full round; it cannot be<br />

used while <strong>the</strong> psychic engages in combat, as it<br />

requires focused concentration. Once successfully<br />

invoked, <strong>the</strong> power lasts as long as <strong>the</strong> psychic<br />

concentrates on <strong>the</strong> victim or for 1D4 rounds per level<br />

<strong>of</strong> <strong>the</strong> psychic after concentration s<strong>to</strong>ps. <strong>The</strong> opponent<br />

resists with a Wisdom check.<br />

Emotions that can be invoked with this power are<br />

divided in<strong>to</strong> <strong>the</strong> groupings <strong>of</strong> Easy, Medium, and<br />

Hard. Easy emotions have a CC <strong>of</strong> 1 <strong>to</strong> invoke;<br />

medium emotions have a CC <strong>of</strong> 6, and hard emotions<br />

have a CC <strong>of</strong> 12. Some possible emotions are listed<br />

below; o<strong>the</strong>rs may be devised by <strong>the</strong> player or CK as<br />

<strong>the</strong> game goes on. Note that <strong>the</strong> CK should always<br />

roll uses <strong>of</strong> this power in secret; unless he possesses


<strong>the</strong> Empathy power (see below) <strong>the</strong> psychic has no<br />

way <strong>of</strong> knowing if he was successful in <strong>the</strong> use <strong>of</strong> this<br />

power until he observes <strong>the</strong> target’s behavior.<br />

55:<br />

Antipathy: <strong>the</strong> target’s attitude is worsened by one<br />

step.<br />

Good Will: <strong>the</strong> target’s attitude is improved by one<br />

step.<br />

Trepidation: <strong>the</strong> target is shaken, suffering a -2 morale<br />

penalty on attack rolls, damage rolls, and saving<br />

throws.<br />

- 35:<br />

Amiability: <strong>the</strong> target’s attitude is improved by two<br />

steps.<br />

Discord: <strong>the</strong> target’s attitude is worsened by two steps.<br />

Fright: <strong>the</strong> target is frightened, fleeing as well as it<br />

can. If unable <strong>to</strong> flee, <strong>the</strong> target is shaken and will<br />

attempt <strong>to</strong> flee at <strong>the</strong> first opportunity.<br />

Love/Lust: <strong>the</strong> target is charmed.<br />

Rage: <strong>The</strong> target enters a blind rage and attacks <strong>the</strong><br />

nearest creature immediately.<br />

Weariness: <strong>the</strong> target feels fatigued.<br />

5<br />

Hopelessness: <strong>The</strong> target loses all hope and submits <strong>to</strong><br />

simple demands from opponents, sucha s <strong>to</strong> surrender<br />

or get out. If no foes are present <strong>to</strong> make demands,<br />

<strong>the</strong>re is a 25% chance that <strong>the</strong> hopless creature is<br />

unable <strong>to</strong> take any action except hold its ground. If <strong>the</strong><br />

creature remains free <strong>to</strong> act, <strong>the</strong>re is a 25% chance that<br />

it retreats at normal speed.<br />

Nausea: <strong>The</strong> target is unable <strong>to</strong> attack, cast spells,<br />

concentrate, or do anything else requiring attention or<br />

concentration. <strong>The</strong> target can do nothing on his turn<br />

except move at standard speed.<br />

Panic: <strong>The</strong> target becomes panicked and suffers a -2<br />

morale penalty on all attack rolls, damage rolls, and<br />

saving throws, and must flee at <strong>the</strong> first opportunity.<br />

If cornered, <strong>the</strong> victim will simply cower. Generally,<br />

panic involves crying, screaming, begging, and o<strong>the</strong>r<br />

noisy fac<strong>to</strong>rs.<br />

Empathy (Cha)<br />

Empathy allows you <strong>to</strong> detect <strong>the</strong> emotional state <strong>of</strong> a<br />

single creature, gaining insight in<strong>to</strong> <strong>the</strong> target’s mood<br />

and attitude. To perform this ability, you must spend<br />

an entire round concentrating on <strong>the</strong> target and make a<br />

Charisma Check with a CC equal <strong>to</strong> <strong>the</strong> target’s<br />

Wisdom bonus. <strong>The</strong>re is no way <strong>to</strong> actively resist this<br />

ability. If <strong>the</strong> roll succeeds, you receive a general<br />

description <strong>of</strong> <strong>the</strong> target’s emotional state. This ability<br />

grants <strong>the</strong> user a +4 bonus on all attempts <strong>to</strong> bluff,<br />

intimidate, charm, or o<strong>the</strong>rwise non-psychically<br />

influence <strong>the</strong> target (this bonus does not apply <strong>to</strong> <strong>the</strong><br />

use <strong>of</strong> Empathic Transmission.)<br />

Mental Stun (Cha)<br />

By making a Charisma-based psychic attack roll, <strong>the</strong><br />

character fires a blast <strong>of</strong> psychic energy at his<br />

opponent, causing nonlethal damage and potentially<br />

stunning his opponent. This ability deals 1d6 points <strong>of</strong><br />

nonlethal damage, and requires <strong>the</strong> opponent <strong>to</strong> make a<br />

Wisdom-based save (CC 1) or be stunned, suffering a -<br />

2 <strong>to</strong> AC, losing his dexterity bonus <strong>to</strong> AC, and being<br />

unable <strong>to</strong> take any actions for 1d4 rounds. At <strong>the</strong> end<br />

<strong>of</strong> this d4 rounds, <strong>the</strong> victim may attempt ano<strong>the</strong>r save;<br />

if successful, he shakes <strong>of</strong>f <strong>the</strong> effects <strong>of</strong> <strong>the</strong> stun. If<br />

unsuccessful, he remains shaken for an additional 1d6<br />

minutes, suffering -2 <strong>to</strong> all attack rolls, ability checks,<br />

and saving throws. Repeated uses <strong>of</strong> this ability<br />

against <strong>the</strong> same victim deal extra nonlethal damage,<br />

and require additional saving throws or <strong>the</strong> amount <strong>of</strong><br />

time <strong>the</strong> victim remains stunned increases.<br />

Mesmerism (Cha)<br />

Mesmerism requires a Charisma check resisted by <strong>the</strong><br />

target’s Wisdom check. If successful, <strong>the</strong> psychic can<br />

create <strong>the</strong> effect <strong>of</strong> any <strong>of</strong> <strong>the</strong> following spells:<br />

Command (CC 1), Sleep (CC 1 and affects one<br />

creature only, but is not restricted by HD), Suggestion<br />

(CC 5), or Confusion (CC 7). <strong>The</strong> difficulty for <strong>the</strong><br />

victim <strong>to</strong> resist this effect is equal <strong>to</strong> <strong>the</strong> result <strong>of</strong> <strong>the</strong><br />

psychic’s Wisdom Check, and <strong>the</strong> psychic must<br />

declare which effect he is trying <strong>to</strong> invoke before using<br />

this power.<br />

Metabolic Control (Wis)<br />

<strong>The</strong> basic use <strong>of</strong> Metabolic Control works in an<br />

identical fashion <strong>to</strong> Biokinetic Heal, but works on <strong>the</strong><br />

psychic ra<strong>the</strong>r than on ano<strong>the</strong>r.<br />

A secondary, albeit just as important, use <strong>of</strong> this power<br />

is <strong>the</strong> classic “mind over matter.” Any time a<br />

character with Metabolic Control fails a Constitutionbased<br />

Save, he may immediately roll a second,<br />

Wisdom-based save against <strong>the</strong> same CC or target as<br />

<strong>the</strong> failed Con-based save, though <strong>the</strong> Wisdom save<br />

suffers a -4 penalty. If this second save is successful,<br />

treat <strong>the</strong> situation as though <strong>the</strong> Constitution save had<br />

succeeded.<br />

)


Obfuscation (Cha)<br />

Obfuscation is an ability that allows a psychic <strong>to</strong> move<br />

undetected, even when in plain sight or in <strong>the</strong> middle<br />

<strong>of</strong> a crowd. <strong>The</strong> psychic makes a Charisma check; this<br />

check is opposed by <strong>the</strong> Wisdom check <strong>of</strong> any who<br />

might spot <strong>the</strong> psychic. If <strong>the</strong> psychic wins <strong>the</strong><br />

opposed roll, he is able <strong>to</strong> move completely undetected<br />

unless he does something <strong>to</strong> give himself away (such<br />

as attacking an opponent, moving an object in plain<br />

sight, etc.) It is possible <strong>to</strong> use this ability in combat,<br />

providing <strong>the</strong> psychic cover similar <strong>to</strong> that granted by<br />

an invisibility spell, though doing this after <strong>the</strong> first<br />

attack is made requires a Psychic Attack Roll based on<br />

Charisma each round in which <strong>the</strong> psychic remains in<br />

combat, and any attacks made while <strong>the</strong> psychic is<br />

obfuscated suffer a -4 penalty due <strong>to</strong> <strong>the</strong> concentration<br />

required <strong>to</strong> maintain <strong>the</strong> effect. Note that <strong>the</strong> psychic<br />

using this power is not actually invisible; she just<br />

telepathically convinces anyone looking at her that she<br />

isn’t, in fact, <strong>the</strong>re. Thus, she still may cast a shadow<br />

on a sunny day, giving herself away. On <strong>the</strong> o<strong>the</strong>r<br />

hand, since this invisibility is based on a form <strong>of</strong> mind<br />

control, successfully obfuscated psionicists are<br />

invisible even <strong>to</strong> abilities that normally allow one <strong>to</strong><br />

see <strong>the</strong> invisible.<br />

ways in which it has used, or even facts about its<br />

previous owners. <strong>The</strong> CC for this test is 1 per five<br />

years in <strong>the</strong> past <strong>the</strong> psionicist attempts <strong>to</strong> look. Thus,<br />

attempting <strong>to</strong> divine information about someone who<br />

owned <strong>the</strong> object a century ago is a CC 20 challenge.<br />

Each successful psychometry check will divine 1d4<br />

pieces <strong>of</strong> information about <strong>the</strong> item’s past or about a<br />

past owner.<br />

Pyrokinesis (Wis)<br />

Pyrokinesis is <strong>the</strong> destructive ability <strong>to</strong> control heat<br />

and fire. Using this ability requires a Wisdom check;<br />

<strong>the</strong> CC depends upon <strong>the</strong> effect <strong>the</strong> psionicist is trying<br />

<strong>to</strong> generate. Generally, an <strong>of</strong>fensive use <strong>of</strong> this power<br />

(causing direct damage <strong>to</strong> ano<strong>the</strong>r in combat) uses a<br />

Wisdom-based psychic attack roll and allows a<br />

Dexterity save for half damage by <strong>the</strong> opponent; <strong>the</strong><br />

CC <strong>of</strong> this save is equal <strong>to</strong> <strong>the</strong> level (or hit dice, in <strong>the</strong><br />

case <strong>of</strong> monsters) <strong>of</strong> <strong>the</strong> psionicist.<br />

Psychic Defense (Wis)<br />

Psychic Defense is a powerful psionic ability that<br />

builds a mental wall up <strong>to</strong> protect <strong>the</strong> psychic’s mind<br />

and emotions from intrusion. With this power, <strong>the</strong><br />

psychic may substitute a Wisdom check for any<br />

attribute saving throw that would normally require<br />

Intelligence, Charisma, or Wisdom. Note this ability<br />

only works for saving throws, not for o<strong>the</strong>r kinds <strong>of</strong><br />

attribute checks. This ability stacks with <strong>the</strong> standard<br />

Mental Resistance ability granted by <strong>the</strong> Psionicist<br />

character class.<br />

Psychometry (Int)<br />

Psychometry is also <strong>of</strong>ten known as Object Reading.<br />

This ability allows a psionic <strong>to</strong> detect properties,<br />

his<strong>to</strong>ry, and abilities (if any) <strong>of</strong> any inanimate,<br />

nonliving object she <strong>to</strong>uches. In a fantasy game, its<br />

most common use is <strong>to</strong> mimic <strong>the</strong> first-level Wizard<br />

spell identify. Identifying <strong>the</strong> properties <strong>of</strong> a magic<br />

item requires an Intelligence check at a CC <strong>of</strong> 3;<br />

success indicates <strong>the</strong> psionicist divines 1d4 properties<br />

<strong>of</strong> <strong>the</strong> object in question. <strong>The</strong> read can be repeated <strong>to</strong><br />

learn more, though each subsequent attempt adds 1 <strong>to</strong><br />

<strong>the</strong> CC <strong>of</strong> <strong>the</strong> test.<br />

Ano<strong>the</strong>r use <strong>of</strong> psychometry is <strong>to</strong> discover secrets<br />

about <strong>the</strong> item’s past. With an Intelligence check, <strong>the</strong><br />

psionicist can divine where <strong>the</strong> item has been, <strong>the</strong><br />

)<br />

<strong>The</strong> effects <strong>of</strong> any fire-based arcane magical spell can<br />

be duplicated by this ability; <strong>the</strong> CC <strong>of</strong> <strong>the</strong>se effects<br />

are equal <strong>to</strong> <strong>the</strong> spell’s level plus 3. Thus, <strong>to</strong> mimic<br />

Burning Hands, a first-level spell, has a CC <strong>of</strong> 4.<br />

Mimicking Fireball, a third-level spell, has a CC <strong>of</strong> 6.


In addition, both <strong>of</strong> <strong>the</strong>se effects, since <strong>the</strong>y are<br />

<strong>of</strong>fensive in nature, would use a Wisdom-based<br />

psychic attack roll instead <strong>of</strong> a standard Wisdom<br />

check.<br />

Controlling fire in o<strong>the</strong>r ways is also possible. Simple<br />

effects, such as creating a spark <strong>to</strong> ignite kindling for a<br />

campfire in dry conditions, or lighting a lamp or pipe,<br />

have a CC <strong>of</strong> 0. Moderately difficult effects (<strong>the</strong><br />

kindling is soaked; a small bonfire needs <strong>to</strong> be<br />

staunched) have a CC <strong>of</strong> 2. More difficult effects can<br />

have a CC <strong>of</strong> anywhere from 10 (engulfing a carriage<br />

in flames) <strong>to</strong> 50 (engulfing an entire building in<br />

flames) or greater, at <strong>the</strong> CK’s discretion.<br />

It gets worse; this power is as dangerous <strong>to</strong> <strong>the</strong><br />

psionicist as it is <strong>to</strong> <strong>the</strong> target. Any time a psionicist<br />

fails a roll <strong>to</strong> activate a power, <strong>the</strong> ability turns back<br />

upon him, dealing 1d6 damage per CC <strong>of</strong> <strong>the</strong> attempt<br />

(CC 0 effects deal no damage; <strong>the</strong>y just cause a minor,<br />

small, but painful burn). <strong>The</strong> psionicist may make a<br />

Constitution save against a CC equal <strong>to</strong> that <strong>of</strong> <strong>the</strong><br />

effect he tried <strong>to</strong> create, for half-damage.<br />

Telekinesis (Int)<br />

Telekinesis, as most everyone knows, is <strong>the</strong> ability <strong>to</strong><br />

move objects with <strong>the</strong> mind. <strong>The</strong> basic functionality<br />

<strong>of</strong> TK is one <strong>of</strong> <strong>the</strong> simpler psionic manifestations.<br />

<strong>The</strong> psionicist makes a standard Intelligence check; <strong>the</strong><br />

result is his telekinetic strength, functioning exactly as<br />

though it were <strong>the</strong> character’s Strength attribute for<br />

purposes <strong>of</strong> using his Telekinesis. Thus, a character<br />

who rolls d20 + Int bonus + level and achieves a result<br />

<strong>of</strong> 15 can with his TK move any object that could be<br />

moved by a character with a strength <strong>of</strong> 15. It is<br />

possible for a character <strong>to</strong> use Telekinesis <strong>to</strong> wield a<br />

weapon in combat; however, use <strong>of</strong> this ability<br />

requires constant concentration and doing so robs <strong>the</strong><br />

psionicist <strong>of</strong> his dexterity bonus <strong>to</strong> AC, as well as<br />

imposing an additional -2 penalty <strong>to</strong> AC. For this<br />

reason, telekinetic combat is generally performed from<br />

a distance.<br />

If <strong>the</strong> telekinetic character suffers damage or has his<br />

concentration interrupted in any way, <strong>the</strong> ability ends.<br />

Treat <strong>the</strong>se conditions exactly as <strong>the</strong> interruption <strong>of</strong> a<br />

wizard’s spell.<br />

Telepathic Communication (Int)<br />

This ability allows <strong>the</strong> psionicist <strong>to</strong> send messages via<br />

telepathy. It does not allow <strong>the</strong> reception <strong>of</strong> return<br />

messages. Sending a message requires nothing more<br />

than an Intelligence check; unwilling recipients resist<br />

with a Wisdom save having a CC equal <strong>to</strong> <strong>the</strong><br />

psionicist’s level (or hit dice, if a monster).<br />

Telepathic Probe (Wis)<br />

Telepathic Probe is, quite simply, mind reading. It is<br />

this ability, in conjunction with Telepathic<br />

Communication, that allows a psionicist <strong>to</strong> conduct<br />

two-way psychic conversations; using this ability <strong>to</strong><br />

receive thoughts projected from friends requires<br />

concentration and a Wisdom check with a CC <strong>of</strong> 1 per<br />

willing mind.<br />

It is also possible <strong>to</strong> read unwilling or unsuspecting<br />

minds with this power, though this is a bit more<br />

difficult. Gleaning immediate surface thoughts are <strong>the</strong><br />

easiest; this requires a Wisdom check with a CC equal<br />

<strong>to</strong> <strong>the</strong> level (or hit dice, if a monster) <strong>of</strong> <strong>the</strong> target.<br />

Attempting <strong>to</strong> go deeper is more difficult; attempting<br />

<strong>to</strong> read <strong>the</strong> mind <strong>of</strong> a target in order <strong>to</strong> learn secrets<br />

requires a Wisdom check as described above, but also<br />

grants <strong>the</strong> target a saving throw with a CC equal <strong>to</strong> <strong>the</strong><br />

psionicist’s level (or hit dice, if a monster). Going<br />

even deeper, <strong>to</strong> probe for <strong>the</strong> roots <strong>of</strong> phobias,<br />

childhood trauma, or similarly blocked memories<br />

might impose even greater CCs, at <strong>the</strong> CK’s<br />

discretion.<br />

( %+"+"7<br />

<strong>The</strong> abilities below may not be selected before <strong>the</strong><br />

psionicist reaches ninth level. In addition, each ability<br />

has prerequisite powers that must first be possessed<br />

before <strong>the</strong> advanced version is selected.<br />

Biokinetic Harm (Cha)<br />

Prerequisites: Mental Stun, Biokinetic Heal<br />

Biokinetic Harm is, quite simply, <strong>the</strong> ability <strong>to</strong> hurt<br />

someone through manipulating <strong>the</strong>ir body. Heart<br />

attacks, hemorrhages, lesions, contusions, all <strong>of</strong> <strong>the</strong>se<br />

can be accomplished by <strong>the</strong> psychic with this brutal<br />

power. All uses <strong>of</strong> this ability are performed with a<br />

Charisma-based psychic attack roll and resisted by <strong>the</strong><br />

target’s Constitution-based save. This psychic attack<br />

roll bypasses AC granted by armor, and <strong>the</strong> victim’s<br />

Dexterity is replaced with Wisdom. <strong>The</strong> basic game<br />

effects <strong>of</strong> this power cause <strong>the</strong> victim <strong>to</strong> suffer 1d6<br />

points <strong>of</strong> damage per level <strong>of</strong> <strong>the</strong> psionicist.<br />

Ano<strong>the</strong>r use <strong>of</strong> this power is <strong>to</strong> cause temporary ability<br />

damage <strong>to</strong> a victim. In this case, <strong>the</strong> victim’s AC is<br />

equal <strong>to</strong> 10 + level (or Hit Dice) + Wisdom bonus. A<br />

successful attack deals 1d4 damage <strong>to</strong> an attribute <strong>of</strong><br />

<strong>the</strong> psychic’s choosing.<br />

)#


More powerful effects may be possible, but <strong>the</strong><br />

consequences and CC <strong>of</strong> such uses are always at <strong>the</strong><br />

discretion <strong>of</strong> <strong>the</strong> CK.<br />

Empathic Bond (Cha)<br />

Prerequisites: Empathy, Empathic Transmission<br />

This ability allows you <strong>to</strong> establish an empathic<br />

rapport between yourself and ano<strong>the</strong>r thinking<br />

creature. Establishing this rapport requires ten minutes<br />

<strong>of</strong> <strong>to</strong>tal concentration from both <strong>the</strong> psychic and <strong>the</strong><br />

recipient <strong>of</strong> <strong>the</strong> bond. At <strong>the</strong> end <strong>of</strong> ten minutes, <strong>the</strong><br />

psychic makes a Charisma check with a CC <strong>of</strong> 10. If<br />

successful, <strong>the</strong> bond is created for a duration <strong>of</strong> 2d4 +<br />

<strong>the</strong> psychic’s Charisma modifier in hours. It has no<br />

maximum range; <strong>the</strong> shared bond can be felt across<br />

opposite ends <strong>of</strong> <strong>the</strong> world.<br />

It is possible <strong>to</strong> create a bond with more than one<br />

person simultaneously; for each person after <strong>the</strong> first<br />

added, <strong>the</strong> CC increases by 2.<br />

While <strong>the</strong> bond is in effect, <strong>the</strong> joined parties can sense<br />

each o<strong>the</strong>r’s emotional state, and general direction<br />

<strong>to</strong>wards one ano<strong>the</strong>r, as well as perceive <strong>the</strong> general<br />

distance separating you (very near, far, hundreds <strong>of</strong><br />

miles, thousands <strong>of</strong> miles, etc.).<br />

It is also possible <strong>to</strong> establish a permanent rapport<br />

between two individuals. This requires a full day’s<br />

concentration, a successful Wisdom check with CC 15,<br />

and <strong>the</strong> expenditure <strong>of</strong> 500 XP by both <strong>the</strong> psychic and<br />

<strong>the</strong> target.<br />

Mind Control (Cha)<br />

Prerequisites: Mesmerism, Empathic Transmission<br />

By making a Charisma-based Psychic Attack Roll, <strong>the</strong><br />

psionic can control <strong>the</strong> actions <strong>of</strong> any single<br />

intelligent, humanoid creature through a telepathic link<br />

that she establishes with <strong>the</strong> subject’s mind. If <strong>the</strong><br />

psionicist and <strong>the</strong> subject have a common language,<br />

<strong>the</strong> psionicist can generally force <strong>the</strong> subject <strong>to</strong><br />

perform as <strong>the</strong> psionicist desires, within <strong>the</strong> limits <strong>of</strong><br />

its abilities. If no common language exists, <strong>the</strong><br />

psionicist can communicate only basic commands,<br />

such as “Come here,” “Go <strong>the</strong>re,” “Fight,” and “Stand<br />

still.” <strong>The</strong> psionicist knows what <strong>the</strong> subject is<br />

experiencing, but does not receive direct sensory input<br />

from it, nor can it communicate with <strong>the</strong> psionicist<br />

telepathically (unless an empathic or telepathic bond<br />

has been established with <strong>the</strong> creature—see those<br />

abilities for details).<br />

Once <strong>the</strong> psionicist has given a dominated creature a<br />

command, it continues <strong>to</strong> attempt <strong>to</strong> carry out that<br />

)&<br />

command <strong>to</strong> <strong>the</strong> exclusion <strong>of</strong> all o<strong>the</strong>r activities except<br />

those necessary for day-<strong>to</strong>-day survival (such as<br />

sleeping, eating, and so forth). Because <strong>of</strong> this limited<br />

range <strong>of</strong> activity, an observer making a Wisdom check<br />

at CC 5 can determine that <strong>the</strong> subject’s behavior is<br />

being influenced by an enchantment effect.<br />

This ability lasts for one day per level <strong>of</strong> <strong>the</strong> psionicist,<br />

and is resisted by <strong>the</strong> creature’s Wisdom-based save.<br />

If <strong>the</strong> creature is ever mistreated or is routinely placed<br />

in danger or forced <strong>to</strong> do anything outside its nature, it<br />

is entitled <strong>to</strong> a new save. An order <strong>to</strong> commit suicide<br />

or engage in blatantly suicidal behavior entitles <strong>the</strong><br />

victim <strong>to</strong> a new save at +10.<br />

Telepathic Bond (Wis)<br />

Prerequisites: Telepathic Communication, Telepathic<br />

Probe<br />

As Empathic Bond is with emotions, this ability is<br />

with thoughts. <strong>The</strong> requirements are identical, but all<br />

rolls are based on Wisdom, ra<strong>the</strong>r than Charisma, and<br />

as long as <strong>the</strong> characters are bound, <strong>the</strong>y know<br />

everything <strong>the</strong>re is <strong>to</strong> know about one ano<strong>the</strong>r,<br />

including one’s deepest, darkest secrets. This is an<br />

extremely personal ability, and most psionicists only<br />

use it upon those <strong>the</strong>y trust and care for <strong>the</strong> most.<br />

Characters bound by this ability are constantly and<br />

continually aware <strong>of</strong> what each o<strong>the</strong>r is thinking, no<br />

matter how far apart <strong>the</strong>y are, so <strong>the</strong>y generally know<br />

exactly what is going on with each o<strong>the</strong>r at any given<br />

time; however, without a shared empathic bond (see<br />

that power for details) <strong>the</strong>y don’t experience <strong>the</strong><br />

emotions <strong>of</strong> one ano<strong>the</strong>r.<br />

Two characters bound in this manner can call upon <strong>the</strong><br />

knowledge and experience <strong>of</strong> one ano<strong>the</strong>r, allowing<br />

each o<strong>the</strong>r <strong>to</strong> mimic intuition-based class abilities<br />

possessed by ei<strong>the</strong>r, though any class abilities not<br />

possessed by <strong>the</strong> user are performed at half usual<br />

pr<strong>of</strong>iciency, using <strong>the</strong> level <strong>of</strong> <strong>the</strong> character who<br />

knows <strong>the</strong> ability. Magical and spell knowledge is<br />

never shared in this manner, however, as calling upon<br />

<strong>the</strong> spells <strong>of</strong> a friend would deplete that friend’s<br />

reserves for <strong>the</strong> day. In general, any abilities that are<br />

based on physical attributes (Strength, Dexterity, or<br />

Constitution) are not transferred, as <strong>the</strong>se require<br />

muscle memory as much as <strong>the</strong>y do knowledge. Any<br />

non-magical abilities based upon Intelligence,<br />

Wisdom, or Charisma can be shared.<br />

For example, James is joined <strong>to</strong> his ranger friend,<br />

Alex, who is not currently with <strong>the</strong> party. <strong>The</strong> party<br />

needs <strong>to</strong> attempt <strong>to</strong> track a bugbear through <strong>the</strong><br />

wilderness. James can call upon Alex’s Ranger


Tracking ability, using his own Wisdom, but adding<br />

only half Alex’s class level <strong>to</strong> <strong>the</strong> roll.<br />

A side effect <strong>of</strong> this ability, however, allows <strong>the</strong><br />

psionicist <strong>to</strong> use Telepathic Communication as a 2-<br />

way power, both transmitting and receiving telepathic<br />

communication with anyone within line <strong>of</strong> sight.<br />

Telekinetic Defense (Int)<br />

Prerequisites: Telekinesis, Psychic Defense<br />

Telekinetic Defense allows <strong>the</strong> user <strong>to</strong> manipulate <strong>the</strong><br />

kinetic energy in <strong>the</strong> air surrounding himself or<br />

ano<strong>the</strong>r, <strong>to</strong> <strong>the</strong> end <strong>of</strong> making <strong>the</strong> target harder <strong>to</strong> hit in<br />

combat. In effect, he creates an area <strong>of</strong> mild chaos in<br />

<strong>the</strong> air surrounding his body, making weapons go<br />

astray as <strong>the</strong>y target him. In game terms, <strong>the</strong> character<br />

declares <strong>the</strong> AC bonus he wishes <strong>to</strong> add <strong>to</strong> a target;<br />

double this bonus <strong>to</strong> determine <strong>the</strong> CC <strong>of</strong> <strong>the</strong><br />

Intelligence roll. <strong>The</strong> ability isn’t quite as taxing as<br />

o<strong>the</strong>r concentration-based psychic powers, but does<br />

require a degree <strong>of</strong> attention, so all actions performed<br />

while <strong>the</strong> psychic maintains <strong>the</strong> shield are at -2. If <strong>the</strong><br />

psychic creates more than one telekinetic defense<br />

field, penalties are cumulative; -2 per shield being<br />

maintained.<br />

Ano<strong>the</strong>r use <strong>of</strong> this power, albeit a far more difficult<br />

one, is that <strong>of</strong> creating a telekinetic barrier. By<br />

making an Intelligence Check at CC 10, <strong>the</strong> psychic<br />

creates an immobile wall <strong>of</strong> force that covers a<br />

10’x10’ area, providing 9/10 cover from attacks<br />

coming from <strong>the</strong> direction <strong>of</strong> <strong>the</strong> wall. Any creatures<br />

attempting <strong>to</strong> move through <strong>the</strong> wall must make a<br />

Strength Check with a CC equal <strong>to</strong> <strong>the</strong> psychic’s level<br />

+ Wisdom modifier. Failure indicates <strong>the</strong>y have been<br />

repulsed. This ability requires a full round <strong>to</strong> enact,<br />

and constant concentration <strong>to</strong> maintain, meaning <strong>the</strong><br />

psychic loses all actions, loses Dex bonus <strong>to</strong> AC, and<br />

suffers an additional -2 <strong>to</strong> AC.<br />

Telemagry (Cha)<br />

Prerequisites: Obfuscation, Mesmerism<br />

This ability, an advanced form <strong>of</strong> Obfuscation, allows<br />

<strong>the</strong> psionicist <strong>to</strong> create illusions in <strong>the</strong> minds <strong>of</strong> her<br />

victims, so that she can appear as someone else, or<br />

fool <strong>the</strong> senses <strong>of</strong> <strong>the</strong> onlooker in ano<strong>the</strong>r way. In this<br />

manner, <strong>the</strong> psychic can, with a Charisma-based<br />

Psychic Attack Roll, mimic <strong>the</strong> effects <strong>of</strong> <strong>the</strong> spell<br />

Alter Self. Alternately, she can choose <strong>to</strong> make <strong>the</strong><br />

victim believe something that isn’t quite true; i.e. a<br />

copper piece is actually a gold piece. Obfuscation<br />

allows most types <strong>of</strong> illusory powers <strong>to</strong> be used by <strong>the</strong><br />

psychic. In general, and at <strong>the</strong> CK’s option, any spell<br />

with <strong>the</strong> “illusion” descrip<strong>to</strong>r can be mimicked; <strong>the</strong> CC<br />

for doing so is equal <strong>to</strong> <strong>the</strong> spell level (using <strong>the</strong><br />

Illusionist spell list) plus 3.<br />

Table: Character Backgrounds<br />

D20 roll Background<br />

1 Blacksmith<br />

2 Carpenter<br />

3 Mason<br />

4 Cobbler<br />

5 Tailor<br />

6 Tanner<br />

7 Weaver<br />

8 Merchant<br />

9 Fisherman<br />

10 Farmer<br />

11 Miller<br />

12 Brewer<br />

13 Healer<br />

14 Noble<br />

15 Huntsman/Trapper<br />

16 Soldier<br />

17 Stable Hand<br />

18 Rat Catcher<br />

19 Innkeeper/Cook<br />

20 Thatcher<br />

++C3 <br />

Determining Backgrounds<br />

To determine background randomly, all players<br />

should roll 1D4 at character creation. <strong>The</strong> result<br />

determines <strong>the</strong> number <strong>of</strong> medieval pr<strong>of</strong>essions<br />

<strong>to</strong> which <strong>the</strong> character was exposed before<br />

beginning his life as an adventurer. <strong>The</strong>n, <strong>the</strong><br />

player rolls on <strong>the</strong> table below for each<br />

pr<strong>of</strong>ession. If a given pr<strong>of</strong>ession comes up twice,<br />

<strong>the</strong> player can re-roll or choose <strong>to</strong> have that<br />

pr<strong>of</strong>ession at an improved level (see “Using<br />

Backgrounds,” below).<br />

Alternately, for those who dislike random<br />

determination <strong>of</strong> character backgrounds, each<br />

player can script out his character’s back s<strong>to</strong>ry<br />

as he likes, and <strong>the</strong>n work with <strong>the</strong> CK <strong>to</strong> choose<br />

appropriate backgrounds from <strong>the</strong> list below.<br />

CK’s should be careful <strong>to</strong> adjudicate this more<br />

freeform method closely, <strong>to</strong> maintain balance in<br />

))


<strong>the</strong> game, and in no case should a player ever<br />

have more than 4 backgrounds.<br />

Note that <strong>the</strong>se pr<strong>of</strong>essions do not necessarily<br />

represent a station <strong>the</strong> character was born <strong>to</strong>; but<br />

one he was exposed <strong>to</strong> enough <strong>to</strong> understand on<br />

some level. A character with <strong>the</strong> Noble<br />

background, for example, understands <strong>the</strong><br />

workings <strong>of</strong> castle and noble life, but this could<br />

be from being a servant in a castle and not<br />

necessarily a born noble. Under no<br />

circumstances should <strong>the</strong>se backgrounds replace<br />

any class ability; <strong>the</strong> rules for mimicking crossclass<br />

abilities still apply. Thus, a fighter with <strong>the</strong><br />

Hunter/Trapper background may attempt <strong>to</strong><br />

track using his attribute as though it was Prime,<br />

but still does not add his level as a bonus <strong>to</strong> <strong>the</strong><br />

roll, since Tracking is a Ranger class ability.<br />

Using Backgrounds<br />

<strong>The</strong>se 1 <strong>to</strong> 4 pr<strong>of</strong>essions represent a character's<br />

previous occupations or apprenticeships, those<br />

careers <strong>the</strong> character tried or held before taking<br />

up a life <strong>of</strong> adventuring. In <strong>the</strong>se areas, <strong>the</strong><br />

character has had special training or experience<br />

that provides bonuses in certain situations. Any<br />

time a character is able <strong>to</strong> call upon his life's<br />

training or experience, he adds a +5 <strong>to</strong> <strong>the</strong><br />

associated check. Situations in which <strong>the</strong>se life<br />

paths are appropriate <strong>to</strong> use<br />

are at <strong>the</strong> discretion <strong>of</strong> <strong>the</strong><br />

CK, though players are<br />

encouraged <strong>to</strong> be creative in<br />

suggesting <strong>the</strong> use <strong>of</strong> such<br />

abilities.<br />

For example: a group comes<br />

<strong>to</strong> a market place needing <strong>to</strong><br />

acquire new weapons and/or<br />

repair <strong>the</strong>ir armor. As <strong>the</strong>y<br />

approach <strong>the</strong> blacksmith's<br />

shop, several backgrounds<br />

could be appropriate for use in<br />

haggling with <strong>the</strong> artisan.<br />

Blacksmith, obviously, is<br />

appropriate here. Also<br />

possible would be merchant,<br />

since <strong>the</strong>se men and women<br />

are experts at haggling for<br />

prices, or Noble, for whom<br />

negotiation is <strong>of</strong> major<br />

importance. Any time a player<br />

can justify <strong>to</strong> <strong>the</strong> CK's<br />

satisfaction that his<br />

background could play an important role in an<br />

Attribute Check, he gains +5 <strong>to</strong> his check.<br />

Likewise, <strong>the</strong> character's background serves as<br />

an (albeit minor) restriction on his abilities.<br />

Some characters, for example, cannot perform<br />

surgery no matter how high <strong>the</strong>ir Intelligence<br />

score is. If an attempt is anti<strong>the</strong>tical <strong>to</strong> a<br />

character's background, <strong>the</strong> attempt probably<br />

shouldn't be allowed, though as always this is at<br />

<strong>the</strong> discretion <strong>of</strong> <strong>the</strong> CK.<br />

Improving Backgrounds<br />

Every 4 levels, a character can improve a single<br />

background, which <strong>the</strong>n sees its bonus increase<br />

by +1. Likewise, characters who roll redundant<br />

results on <strong>the</strong>ir initial background selection can<br />

opt ra<strong>the</strong>r than re-rolling <strong>to</strong> increase <strong>the</strong> bonus <strong>to</strong><br />

<strong>the</strong> redundant result in this manner. For<br />

example, Joe gets 2 rolls on <strong>the</strong> background<br />

table; both come up “Noble.” He can choose <strong>to</strong><br />

re-roll <strong>the</strong> second result in hopes <strong>of</strong> getting a<br />

different background, or may improve his Noble<br />

background, granting +1 <strong>to</strong> Noble-related<br />

Checks in addition <strong>to</strong> his normal +5 bonus when<br />

accessing his knowledge <strong>of</strong> <strong>the</strong> ways <strong>of</strong> <strong>the</strong><br />

nobility. This +1 bonus would also stack when<br />

using attributes with his Noble background that<br />

are already Prime, granting a +3 bonus, ra<strong>the</strong>r<br />

than <strong>the</strong> standard +2.<br />

56


Table: Character Traits<br />

d% Trait<br />

01-03 Abrasive<br />

04-06 Absent-minded<br />

07-09 Aggressive<br />

10-11 Brawler 1<br />

12-13 Cautious 1<br />

14-16 Detached<br />

17-19 Dishonest<br />

20-21 Distinctive 1<br />

22-24 Easygoing<br />

25-27 Farsighted<br />

28-30 Focused<br />

31-33 Hard <strong>of</strong> Hearing<br />

34-36 Hardy<br />

37-39 Honest<br />

40-41 Illiterate)<br />

42-43 Inattentive 1<br />

44-46 Musclebound<br />

47-49 Nearsighted<br />

50-51 Nightsighted 1<br />

52-54 Passionate<br />

55-57 Plucky<br />

58-60 Polite<br />

61-62 Quick 1<br />

63-65 Reckless<br />

66-68 Relentless<br />

69-70 Saddleborn<br />

71-73 Skinny<br />

74-76 Slippery<br />

77-78 Slow 1<br />

79-81 Specialized<br />

82-84 Spellgifted<br />

85-87 S<strong>to</strong>ut<br />

88-90 Suspicious<br />

91-93 Torpid<br />

94-96 Uncivilized<br />

97-100 Roll again twice 2<br />

1. Trait has special restrictions (see <strong>the</strong> text). If<br />

you don't qualify, roll again.<br />

2. No starting character may have more than two<br />

traits. If a player rolls this result two or more<br />

times, <strong>the</strong> player may choose which two traits <strong>to</strong><br />

keep.<br />

Traits are aspects <strong>of</strong> a character's personality,<br />

background, or physique that make him better at<br />

some activities and worse at o<strong>the</strong>rs. In many<br />

ways, traits resemble feats: A character can have<br />

only a limited number <strong>of</strong> traits, and each trait<br />

+<br />

provides some benefit. Unlike feats, however,<br />

traits always carry a corresponding drawback. In<br />

addition <strong>to</strong> <strong>the</strong>ir game effects, traits suggest<br />

characteristics about <strong>the</strong> character's personality<br />

that might lead <strong>to</strong> interesting roleplaying<br />

opportunities. Toge<strong>the</strong>r with a character's class<br />

and feat selection, traits <strong>of</strong>fer a way for game<br />

mechanics <strong>to</strong> encourage deeper character<br />

backgrounds and consistent roleplaying.<br />

Traits serve as an interesting starting point for<br />

roleplaying, reminding players <strong>of</strong> <strong>the</strong>ir<br />

characters' most prominent strengths and<br />

weaknesses.<br />

However, roleplaying a certain aspect <strong>of</strong> a<br />

character's personality does not require<br />

possessing <strong>the</strong> trait. For example, a paladin can<br />

be honest and forthright without <strong>the</strong> Honest trait.<br />

<strong>The</strong> player should roleplay <strong>the</strong> character<br />

consistently even though <strong>the</strong> character's honesty<br />

57<br />

has no effect on his skill checks.<br />

A character can begin play with up <strong>to</strong> two traits,<br />

chosen by <strong>the</strong> player at <strong>the</strong> time <strong>of</strong> character<br />

creation. Alternatively, <strong>the</strong> CK can require<br />

players <strong>to</strong> roll on Table: Character Traits <strong>to</strong><br />

determine <strong>the</strong> traits possessed by <strong>the</strong>ir<br />

characters.<br />

As characters advance in level and ability, <strong>the</strong>y<br />

might want <strong>to</strong> get rid <strong>of</strong><br />

<strong>the</strong> traits that <strong>the</strong>y chose at <strong>the</strong> beginning <strong>of</strong><br />

play. This is not easy; changing one’s<br />

personality requires a lot <strong>of</strong> work and discipline.<br />

This costs a character experience points. Buying<br />

<strong>of</strong>f a Trait with XP costs 2,000 XP per level <strong>of</strong><br />

<strong>the</strong> character (<strong>the</strong> older you are, <strong>the</strong> harder it<br />

becomes <strong>to</strong> effect change in your life). For<br />

example, an abrasive character can work on<br />

becoming more personable by spending XP <strong>to</strong><br />

buy <strong>of</strong>f <strong>the</strong> Abrasive Trait; at first level, <strong>the</strong> cost<br />

<strong>to</strong> do this is 2,000 XP. At fourth level, <strong>the</strong> cost<br />

<strong>to</strong> buy <strong>of</strong>f this Trait would be 8,000 XP. This<br />

represents <strong>the</strong> character shifting focus from<br />

advancing in her chosen career <strong>to</strong> making a<br />

change in <strong>the</strong> core <strong>of</strong> who she is.


If <strong>the</strong> CK allows it, players may add traits <strong>to</strong><br />

<strong>the</strong>ir characters after 1st level. <strong>The</strong> CK might<br />

allow a player <strong>to</strong> assign a trait <strong>to</strong> her character<br />

after she has roleplayed <strong>the</strong> character in a<br />

manner consistent with <strong>the</strong> trait in question, or<br />

after a traumatic or life changing experience<br />

(after dying, a character might develop <strong>the</strong><br />

Cautious trait or <strong>the</strong> Aggressive trait). If <strong>the</strong> CK<br />

includes this option, a character should gain a<br />

new trait no more frequently than<br />

once every five levels. Since traits add both<br />

bonuses and penalties, <strong>the</strong>re is no cost for <strong>the</strong><br />

acquisition <strong>of</strong> a new trait, o<strong>the</strong>r than <strong>the</strong><br />

permission <strong>of</strong> <strong>the</strong> CK.<br />

*<br />

*<br />

If a player creates a character with one or more<br />

<strong>of</strong> <strong>the</strong> traits described here, she has three basic<br />

choices for how that trait affects <strong>the</strong> character's<br />

personality.<br />

First, <strong>the</strong> character might view <strong>the</strong> trait as a<br />

weakness. A character with this view might try<br />

<strong>to</strong> hide <strong>the</strong> trait or make excuses for his<br />

behavior. On <strong>the</strong> o<strong>the</strong>r hand, he might seek out<br />

o<strong>the</strong>rs with <strong>the</strong> trait <strong>to</strong> feel better about his own<br />

idiosyncrasy.<br />

Second, <strong>the</strong> character might view <strong>the</strong> trait as a<br />

strength. A character might call attention <strong>to</strong> <strong>the</strong><br />

trait, encourage o<strong>the</strong>rs <strong>to</strong> act in ways that mimic<br />

<strong>the</strong> trait, or simply assume that those without <strong>the</strong><br />

trait are less worthy than those who possess it.<br />

Finally, <strong>the</strong> character might not acknowledge <strong>the</strong><br />

trait at all. A character might adopt this attitude<br />

<strong>to</strong>ward a trait for several reasons, each<br />

suggesting something different about <strong>the</strong><br />

character's background and personality:<br />

• <strong>The</strong> character might not be aware <strong>of</strong> <strong>the</strong><br />

trait; for example, a nearsighted<br />

character might not realize that o<strong>the</strong>rs<br />

see better at a distance because his<br />

impairment is mild and <strong>the</strong> onset was so<br />

gradual that he never noticed <strong>the</strong><br />

change.<br />

• <strong>The</strong> character might be aware <strong>of</strong> <strong>the</strong> trait<br />

but not want <strong>to</strong> admit that he possesses<br />

it. For example, an abrasive character<br />

might realize that his mannerisms affect<br />

o<strong>the</strong>rs, yet find more solace in putting<br />

<strong>the</strong> blame on those whom he <strong>of</strong>fends<br />

ra<strong>the</strong>r than on himself.<br />

• <strong>The</strong> character might know but simply<br />

not care.<br />

<br />

<br />

Although this section provides a large number<br />

<strong>of</strong> character traits, a player who wants <strong>to</strong> create a<br />

character with a distinctive personality may ask<br />

<strong>the</strong> CK <strong>to</strong> design a new trait. If that happens, <strong>the</strong><br />

CK should keep in mind that <strong>the</strong> traits variant is<br />

only effective if <strong>the</strong> benefits and <strong>the</strong> drawbacks<br />

<strong>of</strong> <strong>the</strong> traits are related. If <strong>the</strong> drawback and<br />

benefit <strong>of</strong> a trait apply <strong>to</strong> disparate or unrelated<br />

aspects <strong>of</strong> <strong>the</strong> game, it becomes <strong>to</strong>o easy for a<br />

player <strong>to</strong> choose a trait for her character that<br />

provides a bonus on a commonly attempted<br />

ability check or skill check while <strong>the</strong><br />

corresponding penalty applies <strong>to</strong> a rarely used or<br />

never used aspect <strong>of</strong> play. For example, a trait<br />

that gave a bonus <strong>to</strong> Armor Class and a penalty<br />

on attack rolls would be poor design because<br />

spellcasters make very few attack rolls (making<br />

<strong>the</strong> penalty far less severe) yet continuously gain<br />

<strong>the</strong> benefit-<strong>of</strong> <strong>the</strong> increased Armor Class.<br />

As long as <strong>the</strong> CK and player talk about a new<br />

trait ahead <strong>of</strong> time and view it in light <strong>of</strong> what<br />

skills and abilities <strong>the</strong> character uses most <strong>of</strong>ten,<br />

this potential pitfall is easy <strong>to</strong> avoid.<br />

+<br />

Each trait in this section includes a benefit, a<br />

drawback, any special limitations regarding its<br />

selection by a character, and roleplaying ideas<br />

for how <strong>to</strong> incorporate it in<strong>to</strong> your character's<br />

personality.<br />

(%<br />

You are difficult and demanding in<br />

conversation, which tends <strong>to</strong> oppress those<br />

around you.<br />

Benefit<br />

You gain a +1 bonus on Charisma checks <strong>to</strong><br />

intimidate o<strong>the</strong>rs.<br />

Drawback<br />

You take a -1 penalty on Charisma checks <strong>to</strong> be<br />

diplomatic or bluff ano<strong>the</strong>r.<br />

58


Roleplaying Ideas<br />

Characters with this trait might be loud and<br />

abrupt or quiet and sinister, but ei<strong>the</strong>r way, most<br />

find <strong>the</strong>m disconcerting or irritating.<br />

(- <br />

You are fascinated by knowledge and learning<br />

and are capable <strong>of</strong> pursuing complex trains <strong>of</strong><br />

thought quite quickly. However, your<br />

preoccupation with such thoughts makes you a<br />

little less aware <strong>of</strong> your surroundings.<br />

Benefit<br />

You gain a +1 bonus on Intelligence checks <strong>to</strong><br />

recall information about a subject, area, person,<br />

culture, etc. This bonus stacks with <strong>the</strong> Bard<br />

class’s Bardic Lore ability.<br />

Drawback<br />

You take a -1 penalty on Wisdom checks <strong>to</strong> spot<br />

or listen. This penalty applies even <strong>to</strong> <strong>the</strong> Rogue<br />

and Assassin Listen class ability, and <strong>to</strong> <strong>the</strong><br />

Assassin Case Target ability.<br />

Roleplaying Ideas<br />

Characters with this trait might flit from idea <strong>to</strong><br />

idea, trailing <strong>of</strong>f in mid-sentence or mumbling<br />

<strong>the</strong>ir way through complex ideas. Conversely,<br />

characters with this trait might be extremely<br />

articulate but still allow <strong>the</strong>ir thoughts <strong>to</strong> move<br />

faster than <strong>the</strong> pace <strong>of</strong> a conversation.<br />

(%<br />

You are quick <strong>to</strong> initiate combat, and you tend <strong>to</strong><br />

press <strong>the</strong> attack once battle is joined. Your<br />

enthusiasm makes you a dangerous foe, but you<br />

sometimes leave yourself open <strong>to</strong> blows that a<br />

more cautious warrior would avoid.<br />

Benefit<br />

You gain a +2 bonus on initiative checks.<br />

Drawback<br />

You take a -1 penalty <strong>to</strong> Armor Class.<br />

Roleplaying Ideas<br />

Characters with this trait are <strong>of</strong>ten ho<strong>the</strong>aded<br />

and quick <strong>to</strong> anger, or simply think that <strong>the</strong> best<br />

defense is a quick <strong>of</strong>fense.<br />

7<br />

You naturally move close <strong>to</strong> your opponents<br />

when fighting, instinctively grabbing and<br />

punching ra<strong>the</strong>r than striking with weapons.<br />

Benefit<br />

You gain a +1 bonus on unarmed attack rolls<br />

and grapple checks, and may inflict normal<br />

damage (1d4) with unarmed attacks.<br />

Drawback<br />

You take a -2 penalty on all o<strong>the</strong>r attack rolls.<br />

Special<br />

<strong>The</strong> bonus from this trait doesn't apply <strong>to</strong> natural<br />

weapons and does not stack with Monk class<br />

abilities. Monks are already natural brawlers. If<br />

a character with this Trait gains a level in <strong>the</strong><br />

Monk character class, he loses this trait. This is<br />

an exception <strong>to</strong> <strong>the</strong> rule regarding <strong>the</strong> use <strong>of</strong><br />

experience points <strong>to</strong> buy <strong>of</strong>f Traits (see p. 1).<br />

Roleplaying Ideas<br />

Characters with this trait <strong>of</strong>ten disdain <strong>the</strong> use <strong>of</strong><br />

weapons entirely, and some eventually learn<br />

more refined martial arts based on <strong>the</strong>ir<br />

instinctive fighting techniques. Many brawlers<br />

might not even be consciously aware that <strong>the</strong>y<br />

fight differently from o<strong>the</strong>r characters; <strong>the</strong>y<br />

simply know that <strong>the</strong> best way <strong>to</strong> take someone<br />

out <strong>of</strong> a fight is <strong>to</strong> grab him or punch him in <strong>the</strong><br />

face.<br />

33<br />

You are cautious in combat, even a bit cowardly,<br />

and you take more care <strong>to</strong> defend yourself than<br />

o<strong>the</strong>rs. However, this caution renders you<br />

susceptible <strong>to</strong> fear effects.<br />

Benefit<br />

You gain an additional +1 dodge bonus <strong>to</strong><br />

Armor Class whenever you use <strong>the</strong> <strong>Do</strong>dge or<br />

Evade Combat Maneuver, or when fighting<br />

defensively (see p. 4).<br />

Drawback<br />

You take a -1 penalty on saving throws made <strong>to</strong><br />

resist fear effects.<br />

Special<br />

You cannot select this trait if you have immunity<br />

<strong>to</strong> fear or fear effects. If you later gain immunity<br />

<strong>to</strong> fear, you lose <strong>the</strong> benefit <strong>of</strong> this trait. This is<br />

an exception <strong>to</strong> <strong>the</strong> rule regarding <strong>the</strong> use <strong>of</strong> XP<br />

<strong>to</strong> buy <strong>of</strong>f traits (p. 1).<br />

Roleplaying Ideas<br />

Characters with this trait might consistently urge<br />

talking ra<strong>the</strong>r than fighting, or <strong>the</strong>y might do<br />

little <strong>to</strong> encourage that <strong>the</strong>ir companions avoid<br />

combat and simply remain as far away from foes<br />

as possible, using ranged weapons or spells.<br />

59


+<br />

You maintain a distance from events that keeps<br />

you grounded but limits your reaction speed.<br />

Benefit<br />

You gain a +1 bonus on Wisdom checks.<br />

Drawback<br />

You take a -1 penalty on Dexterity checks.<br />

Roleplaying Ideas<br />

Characters with this trait are likely <strong>to</strong> be quiet<br />

and restrained, but <strong>the</strong>y might be vocal when<br />

o<strong>the</strong>rs falter in <strong>the</strong>ir beliefs.<br />

<br />

You are naturally deceitful and insincere with<br />

o<strong>the</strong>rs. You have a talent for lying, but have<br />

difficulty convincing o<strong>the</strong>rs when you do speak<br />

truthfully.<br />

Benefit<br />

You gain a +1 bonus on Charisma checks <strong>to</strong><br />

bluff ano<strong>the</strong>r.<br />

Drawback<br />

You take a -2 penalty on Charisma checks <strong>to</strong> be<br />

diplomatic.<br />

Roleplaying Ideas<br />

Characters with this trait might be portrayed as<br />

crafty liars, or lying might simply be second<br />

nature <strong>to</strong> <strong>the</strong>m, making actually telling <strong>the</strong> truth<br />

a difficult chore.<br />

+%<br />

You have some distinctive physical feature such<br />

as a scar, a prominent nose, a limp, or some<br />

similar characteristic that is hard <strong>to</strong> disguise or<br />

conceal.<br />

Benefit<br />

You gain a +1 bonus on Reputation checks. For<br />

information on Reputation, see page 4-5.<br />

Drawback<br />

You take a -1 penalty on Disguise checks.<br />

Roleplaying Ideas<br />

Characters with this trait might be sensitive<br />

about it, or <strong>the</strong>y might play up its presence <strong>to</strong><br />

ga<strong>the</strong>r attention, sympathy, or no<strong>to</strong>riety.<br />

5<br />

You are naturally friendly and trusting. O<strong>the</strong>rs<br />

feel comfortable around you, but this trait also<br />

makes it more difficult for you <strong>to</strong> be pushy or<br />

suspicious.<br />

Benefit<br />

You gain a +1 bonus on Charisma checks <strong>to</strong> be<br />

friendly, diplomatic, or gain information.<br />

Drawback<br />

You take a -1 penalty on Charisma checks <strong>to</strong><br />

Intimidate ano<strong>the</strong>r, and on Wisdom checks <strong>to</strong><br />

detect falsehoods, lies, or ulterior motives.<br />

Roleplaying Ideas<br />

Characters with this trait might be more easily<br />

manipulated in interactions with NPCs, or <strong>the</strong>y<br />

might simply prefer not <strong>to</strong> argue and instead use<br />

<strong>the</strong>ir natural talent <strong>to</strong> learn more about <strong>the</strong> world<br />

around <strong>the</strong>m.<br />

!<br />

You have difficulty focusing on nearby objects,<br />

but your distance vision is more keen than<br />

normal.<br />

Benefit<br />

You gain a +1 bonus on Wisdom checks related<br />

<strong>to</strong> spotting things in <strong>the</strong> distance, or on <strong>the</strong> fly.<br />

This bonus stacks with class or racial abilities <strong>to</strong><br />

notice secret compartments, unusual s<strong>to</strong>nework,<br />

or anything hidden.<br />

Drawback<br />

You have a -2 penalty on Wisdom checks <strong>to</strong><br />

search areas up close. This penalty also affects<br />

<strong>to</strong> class or racial abilities <strong>to</strong> search for traps,<br />

secret compartments, or anything hidden.<br />

Roleplaying Ideas<br />

Characters with this trait might be sensitive<br />

about it, or <strong>the</strong>y might simply be oblivious <strong>to</strong> its<br />

presence, having never known any different way<br />

<strong>of</strong> experiencing <strong>the</strong> world.<br />

!+3<br />

You can keep your attention on a task despite<br />

many distractions; however, events in <strong>the</strong><br />

background pass you by.<br />

Benefit<br />

You gain a +1 bonus on Attribute checks<br />

involving concentration. Situations where this<br />

applies are at <strong>the</strong> CK’s discretion.<br />

Drawback<br />

You take a -1 penalty on Wisdom checks <strong>to</strong> spot<br />

something hidden or out <strong>of</strong> place, or <strong>to</strong> hear<br />

unusual sounds unless you are concentrating on<br />

<strong>the</strong> task <strong>of</strong> listening or searching a specific area.<br />

60


Roleplaying Ideas<br />

Characters with this trait <strong>of</strong>ten seem singleminded<br />

or even obsessive in <strong>the</strong>ir focus on a<br />

specific task.<br />

<br />

<br />

You have a slight hearing impairment, and <strong>to</strong><br />

compensate, you have become more in tune with<br />

your o<strong>the</strong>r senses.<br />

Benefit<br />

You gain a +1 bonus on Attribute checks<br />

involving sight.<br />

Drawback<br />

You take a -2 penalty on Attribute checks<br />

involving hearing.<br />

Roleplaying Ideas<br />

Characters with this trait might be sensitive<br />

about it, or <strong>the</strong>y might simply be oblivious <strong>to</strong> its<br />

presence, having never known any different way<br />

<strong>of</strong> experiencing <strong>the</strong> world.<br />

<br />

You are made <strong>of</strong> <strong>to</strong>ugher stuff than <strong>the</strong> average<br />

person, but you're not quite as quick <strong>to</strong> react <strong>to</strong><br />

dangerous effects.<br />

Benefit<br />

You gain a +1 bonus on Constitution-based<br />

saves.<br />

Drawback<br />

You take a -1 penalty on Dexterity-based saves.<br />

Roleplaying Ideas<br />

Characters with this trait might see <strong>the</strong>ir physical<br />

prowess as normal and look down on less hardy<br />

individuals, or <strong>the</strong>y might see it as <strong>the</strong>ir duty <strong>to</strong><br />

play <strong>the</strong> role <strong>of</strong> protec<strong>to</strong>r and help those less able<br />

<strong>to</strong> endure physical hardship.<br />

<br />

You are naturally straightforward and sincere.<br />

This quality helps you persuade people <strong>to</strong> your<br />

viewpoint, but you have difficulty telling lies<br />

and seeing deception in o<strong>the</strong>rs.<br />

Benefit<br />

You gain a +1 bonus on Charisma checks <strong>to</strong> be<br />

diplomatic or make <strong>the</strong> truth work <strong>to</strong> your<br />

advantage.<br />

Drawback<br />

You take a -1 penalty on Wisdom checks <strong>to</strong> be<br />

dishonest or <strong>to</strong> sense dishonesty in o<strong>the</strong>rs.<br />

Roleplaying Ideas<br />

Characters with this trait might be naive and <strong>to</strong>o<br />

unsophisticated <strong>to</strong> lie, or <strong>the</strong>y might be aware <strong>of</strong><br />

worldly matters and simply choose <strong>to</strong> take a<br />

higher ground.<br />

<br />

You cannot read, but you have devoted yourself<br />

<strong>to</strong> learning o<strong>the</strong>r skills.<br />

Benefit<br />

Choose any one attribute that is designated<br />

Prime for your character. You gain a +1 bonus<br />

on checks using that Attribute.<br />

Drawback<br />

You are illiterate.<br />

Special<br />

Unlike with <strong>the</strong> barbarian, you cannot become<br />

literate by taking a level in any class o<strong>the</strong>r than<br />

barbarian.<br />

You can't select this trait if your character is<br />

already illiterate because <strong>of</strong> race, class, or any<br />

o<strong>the</strong>r reason.<br />

Roleplaying Ideas<br />

Characters with this trait might be sensitive<br />

about not being able <strong>to</strong> read, or <strong>the</strong>y might not<br />

value "book learnin'."<br />

%<br />

You are alert and skilled at finishing simple<br />

tasks quickly, but you have a difficult time<br />

dealing with longer, more complex tasks.<br />

Benefit<br />

You gain a +1 bonus on Wisdom checks <strong>to</strong> spot<br />

something hidden or out <strong>of</strong> place, or <strong>to</strong> hear<br />

unusual sounds unless <strong>the</strong> listening or searching<br />

requires patience and concentration. You also<br />

gain a +1 bonus <strong>to</strong> all Attribute checks involving<br />

tasks that can be completed quickly (excluding<br />

combat).<br />

Drawback<br />

You take a -1 penalty on Attribute checks<br />

involving concentration or focus for more than a<br />

few moments, or on ongoing tasks. Situations<br />

where this applies are at <strong>the</strong> CK’s discretion.<br />

Roleplaying Ideas<br />

Characters with this trait might flit from subject<br />

<strong>to</strong> subject in conversation, or <strong>the</strong>y might seem<br />

typical in most situations but leave most <strong>of</strong> <strong>the</strong>ir<br />

long-term projects perpetually unfinished.<br />

61


- 3+3 <br />

You are good at almost everything that requires<br />

strength, but less adept than most at tasks that<br />

require coordination.<br />

Benefit<br />

You gain a +1 bonus on Strength-based<br />

Attribute checks.<br />

Drawback<br />

You take a -2 penalty on Dexterity-based<br />

Attribute checks.<br />

Roleplaying Ideas<br />

Characters with this trait are likely <strong>to</strong> solve<br />

problems with physical strength ra<strong>the</strong>r than<br />

through trickery or finesse.<br />

6<br />

You have difficulty focusing on distant objects,<br />

but your eye for detail is more keen than normal.<br />

Benefit<br />

You gain a +1 bonus on Wisdom checks <strong>to</strong><br />

search areas up close. This bonus stacks with<br />

class or racial abilities <strong>to</strong> search for traps, secret<br />

compartments, or anything hidden.<br />

Drawback<br />

You have a -2 penalty on Wisdom checks<br />

related <strong>to</strong> spotting things in <strong>the</strong> distance, or on<br />

<strong>the</strong> fly. This penalty also applies <strong>to</strong> class or<br />

racial abilities <strong>to</strong> notice secret compartments,<br />

unusual s<strong>to</strong>nework, or anything hidden.<br />

Roleplaying Ideas<br />

Characters with this trait might be sensitive<br />

about it, or <strong>the</strong>y might simply be oblivious <strong>to</strong> its<br />

presence, having never known any different way<br />

<strong>of</strong> experiencing <strong>the</strong> world.<br />

6<br />

Your eyes are particularly well suited <strong>to</strong> using<br />

some form <strong>of</strong> night vision, but <strong>the</strong>y are less well<br />

adapted <strong>to</strong> what o<strong>the</strong>rs consider normal light.<br />

Benefit<br />

Increase your night vision by one level. If you<br />

don’t normally have it, you gain Duskvision.<br />

Duskvision, in turn, becomes Twilightvision.<br />

Twilightvision becomes Darkvision, and<br />

Darkvision becomes Deepvision.<br />

Drawback<br />

You take a -1 penalty on all Attribute checks and<br />

combat rolls when in areas <strong>of</strong> bright light.<br />

Roleplaying Ideas<br />

This trait might not affect a character's<br />

personality at all, but it might make <strong>the</strong> character<br />

prefer going on underground or nighttime<br />

adventures.<br />

"<br />

You are made <strong>of</strong> <strong>to</strong>ugher stuff than <strong>the</strong> average<br />

person, but you are highly suggestible.<br />

Benefit<br />

You gain a +1 bonus on Constitution-based<br />

saves.<br />

Drawback<br />

You take a -1 penalty on Wisdom-based saves.<br />

Roleplaying Ideas<br />

Characters with this trait might be gruff and<br />

place extreme value on overcoming physical<br />

obstacles, or conversely, <strong>the</strong>ir weakness against<br />

magical enchantments might leave <strong>the</strong>m<br />

fascinated and fearful <strong>of</strong> such things.<br />

"3+C<br />

You have a strength <strong>of</strong> will not reflected in your<br />

limited physical gifts.<br />

Benefit<br />

You gain a +1 bonus on Wisdom-based saves.<br />

62


Drawback<br />

You take a -1 penalty on Constitution-based<br />

saves.<br />

Roleplaying Ideas<br />

Characters with this trait might be annoyingly<br />

positive-minded, or <strong>the</strong>y might only show <strong>the</strong>ir<br />

mental resilience in times <strong>of</strong> dire need.<br />

"<br />

You are courteous and well spoken.<br />

Benefit<br />

You gain a +1 bonus on Charisma checks made<br />

<strong>to</strong> be diplomatic.<br />

Drawback<br />

You take a -2 penalty on Charisma checks when<br />

attempting <strong>to</strong> intimidate ano<strong>the</strong>r.<br />

Roleplaying Ideas<br />

Characters with this trait might be honestly<br />

polite and kind, or <strong>the</strong>y might simply be adept at<br />

mimicking social conventions <strong>to</strong> get what <strong>the</strong>y<br />

want.<br />

:3+C<br />

You are fast, but less sturdy than average<br />

members <strong>of</strong> your race.<br />

Benefit<br />

Your base movement rate increases by 10 feet,<br />

and you gain +1 <strong>to</strong> initiative.<br />

Drawback<br />

Subtract 1 from your hit points gained at each<br />

level, including 1st (a result <strong>of</strong> 0 is possible).<br />

Roleplaying Ideas<br />

Characters with this trait typically try <strong>to</strong> stay<br />

away from physical combat, but a rare few<br />

might relish it, striving <strong>to</strong> see if <strong>the</strong>ir superior<br />

speed is enough <strong>to</strong> best hardier warriors.<br />

*+C<br />

You naturally sacrifice accuracy <strong>to</strong> put more<br />

power behind your blows.<br />

Benefit<br />

You gain a +1 bonus on damage rolls after<br />

successful melee attacks.<br />

Drawback<br />

You take a -1 penalty on melee attack rolls.<br />

Roleplaying Ideas<br />

Characters with this trait might be loudly<br />

passionate about entering combat and<br />

overcoming foes through strength <strong>of</strong> arms, or<br />

<strong>the</strong>y might be quiet and so desperate <strong>to</strong> avoid<br />

confrontation that <strong>the</strong>y put extra effort in<strong>to</strong> every<br />

blow in an attempt <strong>to</strong> end <strong>the</strong> encounter more<br />

quickly.<br />

*<br />

You don't know <strong>the</strong> meaning <strong>of</strong> <strong>the</strong> word "tired."<br />

You go all out until you simply can't continue.<br />

Benefit<br />

You gain a +2 bonus on Constitution checks and<br />

similar checks made <strong>to</strong> continue tiring activities<br />

or <strong>to</strong> resist fatigue. In cases <strong>of</strong> Level Drain, you<br />

are entitled <strong>to</strong> a separate Constitution check <strong>to</strong><br />

avoid becoming fatigued from <strong>the</strong> level drain.<br />

<strong>The</strong> CL <strong>of</strong> this check is equal <strong>to</strong> <strong>the</strong> HD <strong>of</strong> <strong>the</strong><br />

creature inflicting <strong>the</strong> level drain.<br />

Drawback<br />

Any effect or condition that would normally<br />

cause you <strong>to</strong> become fatigued instead causes you<br />

<strong>to</strong> become exhausted. See p. 4 for information<br />

regarding Fatigue and Exhaustion.<br />

Roleplaying Ideas<br />

Characters with this trait may see o<strong>the</strong>rs as s<strong>of</strong>t<br />

or weak, especially anyone who complains about<br />

being tired or fatigued. <strong>The</strong>y might openly sc<strong>of</strong>f<br />

at o<strong>the</strong>rs'weaknesses or might quietly encourage<br />

<strong>the</strong>m <strong>to</strong> "<strong>to</strong>ugh it out."<br />

<br />

You are a natural in <strong>the</strong> saddle, but you have<br />

little patience for handling animals when not<br />

riding <strong>the</strong>m.<br />

Benefit<br />

You gain a +1 bonus on Dexterity checks <strong>to</strong> ride<br />

animals, including animals not normally thought<br />

<strong>of</strong> as mounts.<br />

Drawback<br />

You take a -1 penalty on Attribute checks <strong>to</strong><br />

handle, train, or o<strong>the</strong>rwise care for animals. See<br />

pp. 2-3 for rules for handling animals.<br />

Roleplaying Ideas<br />

Characters with this trait rarely bo<strong>the</strong>r <strong>to</strong><br />

consider animals as good for anything o<strong>the</strong>r than<br />

mounts, but <strong>the</strong>y are extremely confident about<br />

<strong>the</strong>ir riding abilities.<br />

C<br />

You are very slender for your race.<br />

63


Benefit<br />

You gain a +1 bonus on Attribute checks made<br />

<strong>to</strong> escape from bonds such as rope or shackles.<br />

You also use your Dexterity ra<strong>the</strong>r than your<br />

Strength <strong>to</strong> attempt <strong>to</strong> escape from bonds. This<br />

trait stacks with appropriate class abilities.<br />

Drawback<br />

You take a -2 penalty on Strength checks <strong>to</strong><br />

avoid overbearing.<br />

Roleplaying Ideas<br />

Skinny characters tend <strong>to</strong> be pushed around by<br />

<strong>to</strong>ugher types, so those with this trait might be<br />

shy, or <strong>the</strong>y might be very defensive when faced<br />

with such situations.<br />

<br />

You are less adept at grappling and wrestling<br />

than o<strong>the</strong>rs <strong>of</strong> your size and strength, but you are<br />

adept at slipping out <strong>of</strong> ano<strong>the</strong>r's hold.<br />

Benefit<br />

You gain a +1 bonus on checks <strong>to</strong> escape a<br />

grapple or avoid being grappled.<br />

Drawback<br />

You take a -1 penalty <strong>to</strong> attempt <strong>to</strong> grapple<br />

ano<strong>the</strong>r.<br />

Roleplaying Ideas<br />

Characters with this trait might fear close<br />

combat, knowing <strong>the</strong>y are less adept grapplers<br />

than most opponents. On <strong>the</strong> o<strong>the</strong>r hand, good<br />

escape artists with this trait might enjoy baiting<br />

larger foes in<strong>to</strong> grappling <strong>the</strong>m, knowing <strong>the</strong>y<br />

can easily slip out <strong>of</strong> <strong>the</strong> grasp <strong>of</strong> most foes.<br />

7<br />

You are slow, but sturdier than average<br />

members <strong>of</strong> your race.<br />

Benefit<br />

Add +2 <strong>to</strong> your hit points gained at each level.<br />

Drawback<br />

Your base movement is halved (round down <strong>to</strong><br />

<strong>the</strong> nearest 5-foot interval).<br />

Special<br />

You must have a base land speed <strong>of</strong> at least 20<br />

feet <strong>to</strong> select this trait.<br />

Roleplaying Ideas<br />

Characters with this trait tend <strong>to</strong> be relatively<br />

immobile in combat. <strong>The</strong>y typically prefer <strong>to</strong><br />

wear strong armor (or o<strong>the</strong>r protective devices),<br />

since it's hard for <strong>the</strong>m <strong>to</strong> flee a fight.<br />

+8<br />

You have a knack for one kind <strong>of</strong> work or study,<br />

but o<strong>the</strong>r tasks are harder for you <strong>to</strong> accomplish.<br />

Benefit<br />

Choose one specific Background or Secondary<br />

Skill. You gain a +2 bonus on checks using <strong>the</strong><br />

specified Background or skill.<br />

Drawback<br />

You take a -2 penalty on checks using all o<strong>the</strong>r<br />

Backgrounds or Secondary Skills.<br />

Special<br />

This Trait is only available in campaigns using<br />

Backgrounds or Secondary Skills.<br />

Roleplaying Ideas<br />

Characters with this trait <strong>of</strong>ten see <strong>the</strong>mselves as<br />

elite artists or experts ra<strong>the</strong>r than mere<br />

pr<strong>of</strong>essionals, and <strong>the</strong>y might regard <strong>the</strong>ir<br />

chosen vocation or study as more useful or<br />

interesting than o<strong>the</strong>r tasks.<br />

<br />

You have a gift for casting spells <strong>of</strong> certain type.<br />

Although your spells in this area are more potent<br />

than those <strong>of</strong> o<strong>the</strong>r casters, you are not as<br />

effective at casting spells from o<strong>the</strong>r schools.<br />

Benefit<br />

Choose a type <strong>of</strong> magic from <strong>the</strong> following list:<br />

Conjuring/Summoning, Defensive, Divination,<br />

Elemental (choose an element),<br />

Enchantments/Charms,<br />

Illusion,<br />

Necromancy/Healing, Offensive (spells that<br />

cause direct damage), Transmutation/Alteration.<br />

Add 1 <strong>to</strong> your caster level when casting spells <strong>of</strong><br />

this type. Some spells may be at <strong>the</strong> CK’s<br />

discretion for <strong>the</strong> category under which <strong>the</strong>y fall.<br />

Drawback<br />

Reduce your caster level by 1 whenever you cast<br />

a spell that is not from your chosen school.<br />

Special<br />

Not all spells on <strong>the</strong> Illusionist’s spell list are<br />

considered Illusion spells. Color Spray, for<br />

example, is an Offensive spell, Fog Cloud could<br />

be Defensive or Conjuring/Summoning, and<br />

Light could be Enchant, Transmutation, or<br />

Conjuring, at <strong>the</strong> CK’s discretion. <strong>The</strong> CK<br />

always has final ruling on what school a spell<br />

falls under.<br />

Roleplaying Ideas<br />

Characters with this trait might be loudly vocal<br />

about <strong>the</strong> merits <strong>of</strong> <strong>the</strong> school <strong>of</strong> magic that <strong>the</strong>y<br />

understand most readily, or <strong>the</strong>y might feel<br />

64


awkward and out <strong>of</strong> place around "normal"<br />

spellcasters as a result <strong>of</strong> <strong>the</strong>ir unusual aptitude.<br />

3<br />

You are heavy for your race.<br />

Benefit<br />

You gain a +2 bonus on Strength checks <strong>to</strong><br />

avoid being bull rushed or overrun.<br />

Drawback<br />

You take a -1 penalty on Escape Artist checks.<br />

Roleplaying Ideas<br />

Overweight characters are <strong>of</strong>ten bullied, so those<br />

with this trait might be shy, or <strong>the</strong>y might be<br />

very defensive when faced with such situations.<br />

Some turn <strong>to</strong> humor <strong>to</strong> defuse such situations,<br />

while o<strong>the</strong>rs become bitter.<br />

3+3<br />

You are naturally suspicious <strong>of</strong> everyone and<br />

everything. While this trait makes you hard <strong>to</strong><br />

fool, it makes o<strong>the</strong>rs slightly less likely <strong>to</strong> agree<br />

with you or find you threatening.<br />

Benefit<br />

You gain a +1 bonus on Wisdom checks <strong>to</strong><br />

detect lies, falsehoods, or ulterior motives in<br />

o<strong>the</strong>rs.<br />

Drawback<br />

You take a -1 penalty on Charisma checks <strong>to</strong> be<br />

diplomatic or intimidate o<strong>the</strong>rs.<br />

Roleplaying Ideas<br />

This trait might express itself as comic levels <strong>of</strong><br />

paranoia, or it might make <strong>the</strong> character quietly<br />

cautious about o<strong>the</strong>rs.<br />

<br />

You are sluggish and slow <strong>to</strong> react <strong>to</strong> danger, but<br />

also resistant <strong>to</strong> o<strong>the</strong>rs'commands.<br />

Benefit<br />

You gain a +1 bonus on saves against<br />

enchantment (compulsion) effects.<br />

Drawback<br />

You take a -2 penalty on initiative checks.<br />

Roleplaying Ideas<br />

Torpid characters may be seen as lazy, or as<br />

methodical and measured in <strong>the</strong>ir actions.<br />

$+%8<br />

You relate better <strong>to</strong> animals than you do <strong>to</strong><br />

people.<br />

Benefit<br />

You gain a +1 bonus on Charisma checks <strong>to</strong><br />

handle animals. See pp. 2-3 for rules for animal<br />

handling.<br />

Drawback<br />

You take a -1 penalty on Charisma checks <strong>to</strong><br />

bluff, ga<strong>the</strong>r information, or be diplomatic.<br />

Roleplaying Ideas<br />

Characters with this trait are likely <strong>to</strong> feel<br />

awkward in many social situations; that might be<br />

expressed as shyness and quiet behavior, or it<br />

might be expressed through an overly exuberant<br />

need <strong>to</strong> participate in conversations.<br />

3+<br />

Fate Points are a mechanic that provides characters<br />

with <strong>the</strong> means <strong>to</strong> affect game play in small, but<br />

significant ways. <strong>The</strong>y represent <strong>the</strong> actions <strong>of</strong><br />

cinematic heroes, who always seem <strong>to</strong> make those<br />

dramatic comebacks, have sudden flashes <strong>of</strong> insight<br />

just in time, or call upon inner reserves <strong>of</strong> strength <strong>to</strong><br />

fell <strong>the</strong> villain just when things look grim.<br />

$!"<br />

A character always has a limited amount <strong>of</strong> Fate<br />

Points, and while <strong>the</strong> character replenishes this<br />

!"<br />

65<br />

supply with every new level he or she attains, <strong>the</strong><br />

rate <strong>of</strong> attrition can far outstrip <strong>the</strong> rate <strong>of</strong> gain. As<br />

such, players must use <strong>the</strong>m wisely. A character can<br />

spend Fate Points <strong>to</strong> do any <strong>of</strong> <strong>the</strong>se things:<br />

• Fortune’s Favor: alter a single d20 roll used<br />

<strong>to</strong> make an attack, attribute check, level<br />

check, or a saving throw.<br />

• Mighty Blow: make a single, earth-shattering<br />

attack which also stands a chance <strong>of</strong><br />

smashing <strong>the</strong> character’s weapon.<br />

• Sound <strong>the</strong> Charge!: <strong>Do</strong>uble <strong>the</strong> character’s<br />

movement for <strong>the</strong> round.


• <strong>Do</strong>wn But Not Out: avoid death when<br />

reduced <strong>to</strong> below -10 Hit Points<br />

• Providence Smiles: gain a Plot Break<br />

Fortune’s Favor: When a character spends 1 Fate<br />

Point <strong>to</strong> improve a d20 roll, add 1d8 <strong>to</strong> <strong>the</strong> d20 roll<br />

<strong>to</strong> help meet or exceed <strong>the</strong> target number. A<br />

character can declare <strong>the</strong> use <strong>of</strong> 1 Fate Point <strong>to</strong> alter<br />

a d20 roll after <strong>the</strong> roll is made—but only before <strong>the</strong><br />

GM reveals <strong>the</strong> result <strong>of</strong> that roll (whe<strong>the</strong>r <strong>the</strong> attack<br />

or check or saving throw succeeded or failed).<br />

Mighty Blow: When a character spends 1 Fate Point<br />

<strong>to</strong> make a single, earth-shattering attack, <strong>the</strong> attack is<br />

treated as though <strong>the</strong> player rolled a Natural 20 on<br />

his attack roll; it au<strong>to</strong>matically hits <strong>the</strong> opponent.<br />

Also, <strong>the</strong> attack does double <strong>the</strong> maximum possible<br />

damage for <strong>the</strong> attack. However, <strong>the</strong> character must<br />

<strong>the</strong>n make a second, unmodified d20 roll; a result <strong>of</strong><br />

1-10 on <strong>the</strong> d20 means that <strong>the</strong> weapon shatters as a<br />

result <strong>of</strong> <strong>the</strong> mighty blow. Magic weapons gain a<br />

bonus <strong>to</strong> this roll equal <strong>to</strong> +1 per point <strong>of</strong> <strong>the</strong><br />

weapon’s bonus (so a +3 sword gains a +3 <strong>to</strong> this<br />

roll) plus an additional +1 for each special ability <strong>the</strong><br />

weapon possesses. This ability is useful only in<br />

melee combat, and extra damage from special<br />

attacks such as sneak attacks does not double. A Fate<br />

Point can be used <strong>to</strong> achieve this effect only once per<br />

game session.<br />

Sound <strong>the</strong> Charge!: A character can spend a Fate<br />

Point <strong>to</strong> double <strong>the</strong>ir allotted movement for a single<br />

round. This includes <strong>the</strong> ability <strong>to</strong> move full<br />

movement and still attack, ra<strong>the</strong>r than half, as in <strong>the</strong><br />

Castles and Crusades Player’s Handbook, page 115.<br />

Unlike a normal Charge maneuver, characters<br />

spending a Fate Point can move up <strong>to</strong> <strong>the</strong>ir full base<br />

movement and attack, but do not gain a bonus <strong>to</strong><br />

damage or penalty <strong>to</strong> Armor Class. However,<br />

spending a Fate Point <strong>to</strong> Sound <strong>the</strong> Charge<br />

effectively doubles <strong>the</strong> distance a character can<br />

cover <strong>to</strong> take a charge maneuver in order <strong>to</strong> gain this<br />

bonus and suffer this penalty (see Charge, C&C<br />

PHB p. 116). In effect, this maneuver allows a<br />

character <strong>to</strong> move up <strong>to</strong> <strong>the</strong>ir full base movement<br />

and make a normal attack, or <strong>to</strong> double <strong>the</strong> distance<br />

up <strong>to</strong> which <strong>the</strong>y may make a charge maneuver.<br />

<strong>Do</strong>wn But Not Out: When a character falls <strong>to</strong> at<br />

least -10 Hit Points or below, he is normally<br />

considered dead. Not so, if he has Fate Points <strong>to</strong><br />

spend. <strong>Do</strong>wn But Not Out costs three Fate Points,<br />

and results in <strong>the</strong> character being reduced <strong>to</strong> exactly<br />

-10 Hit Points, and stabilized. <strong>The</strong> character must<br />

have three Fate Points <strong>to</strong> spend <strong>to</strong> use this ability,<br />

and may only call upon it once per character level,<br />

and if he doesn’t use it, it doesn’t carry over. So a<br />

character who never has <strong>to</strong> use <strong>Do</strong>wn But Not Out at<br />

second level doesn’t have two uses <strong>of</strong> it waiting<br />

when he gets <strong>to</strong> third.<br />

Providence Smiles: By spending a Fate Point, a<br />

character can gain a small plot break that helps him<br />

in some minor way. He gains an important clue that<br />

he overlooked, just happens <strong>to</strong> be talking <strong>to</strong> <strong>the</strong> right<br />

person <strong>to</strong> get <strong>the</strong> information he needs, or has <strong>the</strong><br />

cavalry come over <strong>the</strong> hill while he’s in a hopeless<br />

situation. <strong>The</strong> player must describe exactly what <strong>the</strong><br />

plot break is that his character gains, and <strong>the</strong> CK<br />

always has <strong>the</strong> right <strong>to</strong> overrule this use if he deems<br />

it improper, or if he has a good reason for <strong>the</strong><br />

character <strong>to</strong> be in such a tight spot. If <strong>the</strong> plot break<br />

is overruled, <strong>the</strong> Fate Point is not spent. Characters<br />

can spend a point for Providence Smiles once per<br />

game session.<br />

A character can only spend Fate Points once per<br />

round. If a character spends a point <strong>to</strong> strike a<br />

mighty blow, he or she can’t spend ano<strong>the</strong>r one in<br />

<strong>the</strong> same round <strong>to</strong> improve a die roll, and vice versa.<br />

66


Depending on <strong>the</strong> hero’s character level (see <strong>the</strong><br />

table below), <strong>the</strong> die type increases when spending 1<br />

Fate Point <strong>to</strong> add <strong>to</strong> a roll. If <strong>the</strong> character does so,<br />

apply <strong>the</strong> highest result and disregard <strong>the</strong> o<strong>the</strong>r rolls.<br />

0!"<br />

!"<br />

<strong>The</strong> number <strong>of</strong> Fate Points granted <strong>to</strong> characters is<br />

deliberately kept low, as <strong>the</strong> use <strong>of</strong> Fate Points<br />

creates an extremely heroic (bordering on legendary<br />

and mythic) game, and <strong>to</strong>o many can result in very<br />

over-<strong>the</strong>-<strong>to</strong>p play, ra<strong>the</strong>r than <strong>the</strong> cinematic bennies<br />

that <strong>the</strong>y are intended <strong>to</strong> represent. Characters begin<br />

<strong>the</strong> game with 1-5 Fate Points (d4+1). Each level<br />

<strong>the</strong>reafter, <strong>the</strong> character gains one new Fate Point. In<br />

addition, at levels 5, 10, 15, and 20, <strong>the</strong> character<br />

Character Level Fate Point Dice Rolled<br />

1st–10th<br />

1d8<br />

10th–14th<br />

1d10<br />

15th–20th<br />

1d12<br />

gains a bonus <strong>of</strong> 1d4 Fate Points in addition <strong>to</strong> <strong>the</strong><br />

normal one per level.<br />

'%+( %+('%<br />

As characters advance past level 12, <strong>the</strong>y gain<br />

new class abilities and/or old class abilities<br />

continue <strong>to</strong> improve. In most cases, such<br />

abilities or improvements are gained at levels<br />

15, 18, and 20, though <strong>the</strong>re are exceptions.<br />

<strong>The</strong>se abilities are au<strong>to</strong>matically gained, just like<br />

all o<strong>the</strong>r class abilities for characters, and<br />

nothing special need be done <strong>to</strong> gain <strong>the</strong><br />

abilities, outside <strong>of</strong> normal training for level<br />

increase. Note that <strong>the</strong>se rules assume <strong>the</strong><br />

classes from <strong>the</strong> Castles and Crusades Player’s<br />

Handbook.<br />

!<br />

Note that a Fighter’s Combat <strong>Do</strong>minance<br />

continues <strong>to</strong> advance after 12 th level, granting an<br />

additional attack at levels 16 and 20 against<br />

creatures with a single hit die <strong>of</strong> d6 or smaller.<br />

Weapon Specialization: A Fighter’s Weapon<br />

Specialization bonus increases <strong>to</strong> +3 at level 15,<br />

and <strong>to</strong> +4 at level 20.<br />

Whirlwind Attack: At level 15, a Fighter gains<br />

<strong>the</strong> ability <strong>to</strong> tear through many foes in combat.<br />

When fighting with a melee weapon, <strong>the</strong> fighter<br />

may immediately make a single attack at his<br />

highest BtH against every enemy within reach.<br />

This must be his only attack that round.<br />

*<br />

Note that <strong>the</strong> Ranger’s Combat Marauder ability<br />

continues <strong>to</strong> advance with each level beyond 12.<br />

Favored Enemy: At level 15, <strong>the</strong> Ranger gains<br />

a second Favored Enemy. At level 18, <strong>the</strong> bonus<br />

for <strong>the</strong> Ranger’s original Favored Enemy<br />

increases <strong>to</strong> +3. At level 20, <strong>the</strong> ranger may<br />

choose <strong>to</strong> increase <strong>the</strong> bonus for <strong>the</strong> first<br />

Favored Enemy <strong>to</strong> +4, <strong>to</strong> increase <strong>the</strong> bonus for<br />

<strong>the</strong> second Favored Enemy <strong>to</strong> +3, or <strong>to</strong> gain a<br />

third Favored Enemy.<br />

Improved Survival and Tracking: At levels<br />

15, 18, and 20, <strong>the</strong> Ranger gains an additional,<br />

cumulative +1 <strong>to</strong> Wisdom checks made <strong>to</strong> use<br />

his Survival and Tracking class abilities. This<br />

bonus stacks with normal Wisdom and level<br />

bonuses.<br />

Spell Casting (Wisdom): Beginning at level 15,<br />

<strong>the</strong> Ranger becomes attuned <strong>to</strong> <strong>the</strong> natural world<br />

enough that she gains <strong>the</strong> ability <strong>to</strong> cast spells as<br />

though she were a druid. This spell casting<br />

ability begins as though <strong>the</strong> Ranger were a first<br />

level druid, and increases with each level<br />

appropriately. Thus, a 15 th level Ranger casts as<br />

a first level druid, and a 20 th level ranger casts as<br />

a sixth-level druid. <strong>The</strong> Challenge Level <strong>of</strong><br />

saving throws against spells cast by rangers is<br />

determined by adding <strong>the</strong> spell’s level <strong>to</strong> <strong>the</strong><br />

ranger’s Wisdom modifier.<br />

*3<br />

Improved Stealth and Awareness: At levels<br />

15, 18, and 20, <strong>the</strong> Rogue gains an additional,<br />

cumulative +1 <strong>to</strong> Attribute checks <strong>to</strong> use all<br />

Rogue class abilities except her Sneak Attack<br />

ability.<br />

Improved Sneak Attack: At level 15, <strong>the</strong><br />

Rogue’s damage bonus for a Sneak Attack<br />

increases from +4 <strong>to</strong> +6. At level 20, <strong>the</strong> Sneak<br />

Attack damage triples instead <strong>of</strong> doubling as per<br />

a normal Back Attack.<br />

67


Use Magical Device (Wisdom): At level 15, <strong>the</strong><br />

Rogue gains <strong>the</strong> ability <strong>to</strong> use magical devices<br />

that are meant for o<strong>the</strong>r classes. Where Decipher<br />

Script allows a rogue <strong>to</strong> read a scroll <strong>to</strong><br />

determine what spell it contains, this ability<br />

allows <strong>the</strong> rogue <strong>to</strong> cast <strong>the</strong> spell contained on<br />

<strong>the</strong> scroll. With a successful Wisdom check, <strong>the</strong><br />

Rogue can freely use a magical item she<br />

normally wouldn’t be able <strong>to</strong>, such as a wand or<br />

scroll. <strong>The</strong> Challenge Level <strong>of</strong> this check is<br />

equal <strong>to</strong> <strong>the</strong> level <strong>of</strong> <strong>the</strong> spell being emulated for<br />

scrolls, and double this for wands or o<strong>the</strong>r<br />

multiple use items. Thus, activating a wand<br />

containing <strong>the</strong> fireball spell and intended for<br />

wizards would be a Challenge Level 6 check,<br />

since fireball is a third-level spell. If <strong>the</strong> spell<br />

were being used from a scroll, however, <strong>the</strong><br />

Challenge Level would be 3, since a scroll is a<br />

single-use item.<br />

<br />

(<br />

Improved Death Attack: At level 15, <strong>the</strong><br />

Assassin need only study her victim for 2 rounds<br />

in order <strong>to</strong> perform this class ability. At level 18,<br />

she need only spend a single round studying her<br />

victim, and at level 20 her knowledge <strong>of</strong> tactics<br />

and ana<strong>to</strong>my is so complete that she can<br />

instantly perform a Death Attack, without <strong>the</strong><br />

need for studying her opponent. However, in this<br />

case <strong>the</strong> opponent gains +4 <strong>to</strong> his Constitution<br />

save against <strong>the</strong> assault. <strong>The</strong> Assassin can still<br />

spend a single round at level 20 <strong>to</strong> study her<br />

opponent and negate this +4 bonus.<br />

making a Wisdom check. <strong>The</strong> CL for this check<br />

is equal <strong>to</strong> <strong>the</strong> number <strong>of</strong> rounds <strong>the</strong> Barbarian<br />

has already been enraged (<strong>the</strong> longer he<br />

continues <strong>to</strong> rage, <strong>the</strong> harder it is <strong>to</strong> snap out <strong>of</strong><br />

it). At 18 th level, <strong>the</strong> Barbarian may use Primal<br />

Fury three times per day, and at 20 th level, <strong>the</strong><br />

Barbarian gains a +4 <strong>to</strong> his check <strong>to</strong> prematurely<br />

end a Primal Fury.<br />

Primal Might: At 18 th level, <strong>the</strong> Barbarian may<br />

make a Constitution check <strong>to</strong> remain conscious<br />

upon reaching -7 hp. This check suffers a<br />

penalty equal <strong>to</strong> <strong>the</strong> number <strong>of</strong> hit points below<br />

zero <strong>the</strong> Barbarian is. If he succeeds at this<br />

Constitution check, he may remain conscious<br />

and continue <strong>to</strong> act normally, making a new<br />

Constitution check every time he suffers<br />

damage. Failing any Constitution check after <strong>the</strong><br />

Barbarian reaches a number <strong>of</strong> hit points equal<br />

<strong>to</strong> negative his Constitution score or -10<br />

(whichever is greater), he immediately dies.<br />

Primal Will: At 15 th level, damage reduction<br />

from this ability rises <strong>to</strong> 2 points, at 18 th <strong>to</strong> 3<br />

points, and at 20 th level <strong>to</strong> 4 points.<br />

Improved Competence: At levels 15, 18, and<br />

20, <strong>the</strong> Assassin gains an additional cumulative<br />

+1 <strong>to</strong> any checks made for <strong>the</strong> purpose <strong>of</strong> using<br />

any class abilities except Sneak Attack and<br />

Death Attack.<br />

Improved Sneak Attack: At level 15, <strong>the</strong><br />

Assassin’s damage bonus for a Sneak Attack<br />

increases from +4 <strong>to</strong> +6. At level 20, <strong>the</strong> Sneak<br />

Attack damage triples instead <strong>of</strong> doubling as per<br />

a normal Back Attack.<br />

<br />

Primal Force: <strong>The</strong> Barbarian’s Primal Force<br />

ability increases <strong>to</strong> +5 at 15 th level, +6 at 18 th<br />

level, and +7 at 20 th level.<br />

Primal Fury: At 15 th level, <strong>the</strong> Barbarian may<br />

attempt <strong>to</strong> prematurely end a Primal Fury by<br />

Smite Mage: At 20 th level, <strong>the</strong> barbarian’s<br />

distrust <strong>of</strong> arcane magic users is so focused that<br />

he can call upon his primal rage once per day <strong>to</strong><br />

attempt <strong>to</strong> smite an arcane magic user. In all<br />

68


espects, this functions exactly like <strong>the</strong> Paladin’s<br />

Smite Evil ability, but adds <strong>the</strong> barbarian’s<br />

Wisdom modifier (if positive) instead <strong>of</strong><br />

Charisma.<br />

- C<br />

Mind Over Body: <strong>The</strong> Monk’s saving throw<br />

bonuses for Mind Over Body increase by +1 at<br />

levels 15, 18, and 20, becoming +5, +6, and +7<br />

respectively.<br />

Ki Strike: <strong>The</strong> Monk’s Ki Strike ability<br />

improves <strong>to</strong> +5 at 15 th level, +6 at 18 th , and +7 at<br />

20 th level.<br />

Fast Healing: At level 15, <strong>the</strong> Monk’s Fast<br />

Healing ability increases <strong>to</strong> 1d6+1 hit points<br />

healed per level per day.<br />

Catch Missiles: At level 15, when using <strong>the</strong><br />

Deflect Missiles ability, <strong>the</strong> monk may choose <strong>to</strong><br />

catch <strong>the</strong> weapon instead <strong>of</strong> just deflecting it.<br />

Such weapons can be thrown back at <strong>the</strong> original<br />

attacker or kept for later use. <strong>The</strong> monk must<br />

have at least one hand free (holding nothing) <strong>to</strong><br />

use this ability. At level 18, <strong>the</strong> Monk can<br />

immediately hurl caught weapons back at <strong>the</strong><br />

original attacker, even if it is not his turn. This<br />

attack does not count against <strong>the</strong> Monk’s normal<br />

actions for a turn.<br />

Eschew Components Path: At level 15, a wizard<br />

can cast any spell she knows without needing <strong>to</strong><br />

use material components, so long as <strong>the</strong> material<br />

component <strong>of</strong> <strong>the</strong> spell is under 100 gp in value.<br />

At level 18, <strong>the</strong> wizard can cast any spell she<br />

knows without needing <strong>to</strong> use somatic<br />

components. This requires <strong>the</strong> wizard <strong>to</strong> prepare<br />

<strong>the</strong> spell as though it were one level higher than<br />

<strong>the</strong> actual spell’s level. Thus, if a wizard wishes<br />

<strong>to</strong> have magic missile prepared without needing<br />

gestures, she prepares it in her daily study as<br />

though it were a second level spell, ra<strong>the</strong>r than a<br />

first. Finally, at level 20, <strong>the</strong> wizard gains <strong>the</strong><br />

ability <strong>to</strong> eschew verbal components by<br />

preparing <strong>the</strong> spell as though it were <strong>of</strong> a higher<br />

level than it actually is. If eschewing ei<strong>the</strong>r<br />

verbal or somatic components, or two spell<br />

levels higher if eschewing both. Thus, if she<br />

chooses <strong>to</strong> cast a spell without needing any<br />

components whatsoever, <strong>the</strong> spell counts as<br />

though it were two levels higher. Spells that<br />

don’t require components must be prepared in<br />

advance as higher level spells, just as though<br />

<strong>the</strong>y were normally <strong>of</strong> that level.<br />

Martial Arts Weapons: At level 15, <strong>the</strong> monk<br />

may use lightweight, martial-arts-style weapons<br />

such as chains, flails, short swords, staves, and<br />

spears, and gains an <strong>of</strong>f-hand attack with such<br />

weapons at no penalty. Even when using twohanded<br />

weapons such as spears and staves, <strong>the</strong><br />

monk gains this second attack, though it is with<br />

<strong>the</strong> same weapon (<strong>the</strong> monk may not attack, say,<br />

with a spear and a sword).<br />

Unarmored Defense: This ability continues <strong>to</strong><br />

increase as <strong>the</strong> monk goes up in level. At level<br />

15, <strong>the</strong> Unarmored AC becomes 16; at level 18,<br />

it becomes 17; and at level 20 it becomes 18.<br />

8<br />

Increased Spell Pr<strong>of</strong>iciency: As Wizards gain<br />

levels above 12, <strong>the</strong>y gain <strong>the</strong> ability <strong>to</strong> affect<br />

<strong>the</strong>ir spells in specific ways. <strong>The</strong> wizard must<br />

choose <strong>the</strong> Eschew Components path, or <strong>the</strong><br />

Enhance Spell path.<br />

Enhance Spell Path: At level 15, <strong>the</strong> wizard<br />

following this path gains <strong>the</strong> ability <strong>to</strong> extend <strong>the</strong><br />

duration <strong>of</strong> her spells. Any spell that has<br />

duration longer than instant sees this duration<br />

69


increased by one half. This requires her <strong>to</strong><br />

prepare <strong>the</strong> spell as though it were one level<br />

higher than its actual level. At level 18, <strong>the</strong><br />

wizard gains <strong>the</strong> ability <strong>to</strong> increase <strong>the</strong> damage<br />

dealt by her spells. Any spell that deals damage<br />

sees that damage increased by one half. This<br />

requires her <strong>to</strong> prepare <strong>the</strong> spell as though it<br />

were two levels higher than its actual level. It<br />

can stack with extended duration if appropriate,<br />

but this requires preparing <strong>the</strong> spell as though it<br />

were three levels higher than actual. Finally, at<br />

level 20, <strong>the</strong> wizard can maximize <strong>the</strong> effect <strong>of</strong><br />

any spell she casts, causing <strong>the</strong> spell <strong>to</strong> last for<br />

its maximum duration and deal maximum<br />

damage au<strong>to</strong>matically. This requires preparing<br />

<strong>the</strong> spell as though it were three levels higher<br />

than its actual level.<br />

Spell-Like Ability: At level 20, <strong>the</strong> wizard may<br />

choose any one first-level spell in her spellbook.<br />

She becomes so familiar with that spell that she<br />

can cast it 4 times per day without needing <strong>to</strong><br />

prepare it as a standard spell, exactly as though<br />

it were a spell-like ability.<br />

3<br />

Sharp Senses: <strong>The</strong> illusionist’s sharp senses<br />

ability increases <strong>to</strong> +5 at 15 th level, and +6 at<br />

20 th level.<br />

Detect Illusion: At level 18, <strong>the</strong> Illusionist gains<br />

<strong>the</strong> ability Detect Illusion at will. This is similar<br />

<strong>to</strong> <strong>the</strong> 0-level spell, but unlike <strong>the</strong> spell, she can<br />

use <strong>the</strong> ability only upon herself (cannot grant<br />

o<strong>the</strong>rs <strong>the</strong> ability <strong>to</strong> detect illusions in this<br />

manner.)<br />

Enhanced Illusions: At level 15, <strong>the</strong> Illusionist<br />

gains <strong>the</strong> ability <strong>to</strong> impose a -2 penalty <strong>to</strong> any<br />

checks <strong>to</strong> resist or disbelieve her illusions. In<br />

addition <strong>the</strong> duration <strong>of</strong> her illusions is increased<br />

by one half. At level 18, this imposed penalty<br />

increases <strong>to</strong> -3, and at level 20 <strong>to</strong> -4. In addition,<br />

at level 20, any illusion <strong>of</strong> fifth level or lower<br />

au<strong>to</strong>matically lasts for its maximum duration.<br />

Shapeshifting: At level 15, <strong>the</strong> Illusionist gains<br />

<strong>the</strong> ability <strong>to</strong> use Prestidigitation as a spell-like<br />

ability a number <strong>of</strong> times per day equal <strong>to</strong> her<br />

Intelligence modifier. At level 18, she gains <strong>the</strong><br />

ability <strong>to</strong> use Change Self as a spell-like ability,<br />

once per day. At level 20, she gains <strong>the</strong> ability <strong>to</strong><br />

use Alter Self as a spell-like ability, once per<br />

day.<br />

+<br />

Communion (Wisdom): At level 18, with a<br />

successful Wisdom check, unmodified by <strong>the</strong><br />

Cleric’s level, <strong>the</strong> Cleric can enter a deep<br />

meditation once per month and commune<br />

directly with an avatar <strong>of</strong> her deity. During this<br />

meditation, she may directly ask <strong>the</strong> deity any<br />

question or request any favor she desires. <strong>The</strong><br />

deity is by no means required <strong>to</strong> grant this<br />

request, and if a cleric is <strong>to</strong>o arrogant in her<br />

dealings with <strong>the</strong> deity, she may find herself<br />

well chastised. <strong>The</strong> CK will play <strong>the</strong> deity as he<br />

sees fit.<br />

Divine Blessing: At level 15, <strong>the</strong> Cleric gains<br />

<strong>the</strong> ability <strong>to</strong> cast Bless once per day as a spelllike<br />

ability. At level 18, she can use <strong>the</strong> ability<br />

twice per day, and at level 20, she can use this<br />

power three times per day.<br />

Celestial Fire: At level 20, <strong>the</strong> Cleric’s<br />

attunement <strong>to</strong> <strong>the</strong> divine realms is so powerful<br />

that she gains <strong>the</strong> ability <strong>to</strong> wield celestial fire.<br />

This can manifest in one <strong>of</strong> two ways (Cleric’s<br />

choice per each use). First, she can emit a ray <strong>of</strong><br />

fire that deals 1d6 damage per two levels <strong>of</strong> <strong>the</strong><br />

Cleric <strong>to</strong> all who are <strong>of</strong> opposed alignments<br />

(Good clerics affect evil, evil clerics affect good,<br />

and neutral clerics affect law or chaos, as<br />

appropriate. True neutral clerics must choose<br />

good, evil, law, or chaos <strong>to</strong> affect). Using this<br />

ray requires a ranged attack roll, with <strong>the</strong> cleric’s<br />

full ranged attack bonuses. Second, <strong>the</strong> cleric<br />

can choose <strong>to</strong> manifest a sword <strong>of</strong> fire which<br />

deals 4d6 damage, plus <strong>the</strong> cleric’s Wisdom<br />

bonus, and lasts for 2d4 rounds. <strong>The</strong> Cleric<br />

wields this weapon just as though it were a<br />

normal sword, but is always considered<br />

pr<strong>of</strong>icient with it, and does not suffer damage<br />

from <strong>to</strong>uching <strong>the</strong> flame. Celestial fire can be<br />

called upon once per day. Damage dealt by<br />

celestial fire is ½ divine and ½ fire.<br />

3<br />

Improved Resist Elements: At level 15, <strong>the</strong><br />

Druid’s Resist Elements ability doubles <strong>to</strong> +4.<br />

At level 18 it increases <strong>to</strong> +5, and at level 20<br />

becomes +6.<br />

70


Improved Totem Shape: At level 15, <strong>the</strong> Druid<br />

gains a new <strong>to</strong>tem shape, just as at levels 7 and<br />

8; however, if she so chooses, this <strong>to</strong>tem shape<br />

may be <strong>of</strong> a large size animal. At level 18, she<br />

may use her Totem Shape ability twice per day,<br />

and at level 20 she may use her Totem Shape<br />

ability three times per day.<br />

Totem Casting: At level 20, <strong>the</strong> druid gains <strong>the</strong><br />

incredible ability <strong>to</strong> use her spells while in<br />

animal shape. She can cast any spell she knows<br />

while in her animal form, at no penalty.<br />

<br />

9<br />

Defensive Horsemanship (Dexterity): At level<br />

15, whenever <strong>the</strong> knight’s mount is hit in<br />

combat, he may attempt a Dexterity check (as a<br />

reaction) <strong>to</strong> negate <strong>the</strong> hit. <strong>The</strong> hit is negated if<br />

<strong>the</strong> knight’s Dexterity check result is greater<br />

than <strong>the</strong> opponent’s attack roll. (Essentially, <strong>the</strong><br />

check result becomes <strong>the</strong> mount’s Armor Class<br />

if it’s higher than <strong>the</strong> mount’s regular AC.) This<br />

ability stacks with <strong>the</strong> bonuses provided through<br />

<strong>the</strong> use <strong>of</strong> <strong>the</strong> knight’s standard Deflect ability.<br />

Embolden: At level 15, <strong>the</strong> knight’s embolden<br />

ability provides a +2 bonus <strong>to</strong> strength,<br />

constitution, dexterity, and intelligence saving<br />

throws, and +3 <strong>to</strong> wisdom and charisma saving<br />

throws, for all allies within 30 feet. At level 18,<br />

this ability can be used twice per day, and at<br />

level 20, <strong>the</strong> ability is continuously in effect so<br />

long as allies remain within 30 feet <strong>of</strong> <strong>the</strong><br />

knight. This continuous effect does not affect <strong>the</strong><br />

knight’s ability <strong>to</strong> use Inspire or Demoralize.<br />

Inspire: At level 15, <strong>the</strong> knight can use Inspire<br />

twice per day, and at level 18, can use Inspire up<br />

<strong>to</strong> three times per day.<br />

"<br />

Divine Horsemanship (Dexterity): At level 15,<br />

<strong>the</strong> Paladin gains all <strong>of</strong> <strong>the</strong> Horsemanship<br />

abilities possessed by a first level Knight. She<br />

may only use <strong>the</strong>se abilities, however, while on<br />

her own divine mount; <strong>the</strong> Paladin’s<br />

horsemanship is unusable on any normal animal.<br />

Cure Disease: At level 15, <strong>the</strong> Paladin may use<br />

Cure Disease four times per week. At level 18,<br />

she may use Cure Disease five times per week.<br />

At level 20 <strong>the</strong> Paladin may use Cure Disease<br />

once per day.<br />

Lay on Hands: At level 15, <strong>the</strong> Paladin may use<br />

Lay On Hands twice per day, and may divide <strong>the</strong><br />

healing up amongst multiple targets. At level 18,<br />

<strong>the</strong> ability is usable three times per day, and at<br />

level 20 <strong>the</strong> paladin may use this power four<br />

times per day.<br />

Smite Evil: At level 18, <strong>the</strong> Paladin may attempt<br />

<strong>to</strong> Smite Evil twice per day. At level 20, she<br />

may use this ability three times per day.<br />

<br />

Legend Lore: At level 15, <strong>the</strong> bard can attempt<br />

<strong>to</strong> divine <strong>the</strong> properties <strong>of</strong> a non-artifact magic<br />

item through calling upon her vast worldly<br />

knowledge <strong>of</strong> myth and lore. This check is<br />

always performed at a CL equal <strong>to</strong> <strong>the</strong> <strong>to</strong>tal<br />

plusses on <strong>the</strong> item, plus two per special ability<br />

<strong>the</strong> item possesses.<br />

Demoralize: At level 18, <strong>the</strong> knight can use<br />

Demoralize twice per day, and at level 20, up <strong>to</strong><br />

three times per day.<br />

Song <strong>of</strong> Passion (Charisma): At 15th level <strong>the</strong><br />

bard can use music or poetics <strong>to</strong> create an effect<br />

equivalent <strong>to</strong> <strong>the</strong> Emotion spell (caster level<br />

71


equals <strong>the</strong> character's bard level). Using this<br />

ability requires 1 minute <strong>of</strong> uninterrupted<br />

concentration and music, and it functions on a<br />

single target within 30 feet. A bard can't use<br />

song <strong>of</strong> passion on himself.<br />

Inspire Heroics (Charisma): At 18th level <strong>the</strong><br />

bard can use music or poetics <strong>to</strong> inspire<br />

tremendous heroism in himself or a single<br />

willing ally within 30 feet. For every three bard<br />

levels <strong>the</strong> character attains beyond 15th, he can<br />

inspire heroics in one additional creature. To<br />

inspire heroics, a bard must sing and an ally<br />

must hear <strong>the</strong> bard sing for a full round. A<br />

creature so inspired gains a +4 bonus <strong>to</strong> all <strong>to</strong> hit<br />

rolls, a +4 morale bonus on saving throws and a<br />

+4 bonus <strong>to</strong> AC. <strong>The</strong> effect lasts for as long as<br />

<strong>the</strong> ally hears <strong>the</strong> bard sing and for up <strong>to</strong> 5<br />

rounds<br />

Spell Casting (Charisma): Starting at level 15,<br />

<strong>the</strong> bard may cast spells as though she were a<br />

first-level illusionist. This spell casting ability<br />

increases as <strong>the</strong> bard increases in level. Thus, <strong>the</strong><br />

15 th level bard casts as a first level illusionist,<br />

while a 20 th level bard casts as a sixth-level<br />

illusionist. Bards need not keep or maintain a<br />

spell book; <strong>the</strong>ir spells come <strong>to</strong> <strong>the</strong>m naturally,<br />

but always have musical or poetic verbal<br />

components and performance-related (dance,<br />

tumbling, or musical instrument playing)<br />

somatic components. <strong>The</strong> Challenge Level <strong>of</strong><br />

saving throws against spells cast by Bards is<br />

determined by adding <strong>the</strong> spell’s level <strong>to</strong> <strong>the</strong><br />

Bard’s Charisma modifier.<br />

72

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