A Player»s Guide to the World of Do A Player»s ... - The Grey Elf's Lair
A Player»s Guide to the World of Do A Player»s ... - The Grey Elf's Lair
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 />
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(08<br />
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<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