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D&D Gazetteer: The Kingdom of Darkonnia

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Table <strong>of</strong> Contents<br />

Introduction ........................................................ 1<br />

People ................................................................ 38<br />

Required Material ............................................ 1<br />

Characters ...................................................... 38<br />

Campaign Placement ....................................... 1<br />

Immortals....................................................... 44<br />

Overview ............................................................. 1<br />

Appendix 1: Rules ............................................ 47<br />

History ............................................................. 1<br />

Classes ........................................................... 47<br />

<strong>The</strong> Map .......................................................... 3<br />

Monsters ........................................................ 51<br />

Climate ............................................................ 4<br />

Appendix 2: OGL Rules .................................. 57<br />

Society ................................................................. 7<br />

Required Material .......................................... 57<br />

Classes <strong>of</strong> Society ............................................ 7<br />

Races ............................................................. 57<br />

Governmental Structure ................................. 14<br />

Classes ........................................................... 59<br />

Laws .............................................................. 19<br />

Prestige Classes ............................................. 59<br />

Customs ......................................................... 19<br />

Characters ...................................................... 68<br />

Communities..................................................... 23<br />

Deities ............................................................ 69<br />

Kalynthass Isle .............................................. 23<br />

Monsters ........................................................ 71<br />

Citadel Island ................................................. 27<br />

Templates ...................................................... 73<br />

Fun Island ...................................................... 28<br />

Open Game License ...................................... 74<br />

Special Locations........................................... 29<br />

Credits<br />

Executive Producer .............................................................................................................................................. Anthony K. Harvey<br />

Writing ................................................................................................................................................................. Anthony K. Harvey<br />

Editing ...................................................................................................................................... Joseph Montero, Anthony K. Harvey<br />

Game Mechanics ................................................................................................................................................. Anthony K. Harvey<br />

Cover Artwork ..................................................................................................................................................... Anthony K. Harvey<br />

Standard Stock Art .......................................................................................................................... Empty Room Studios Publishing<br />

Cartography ......................................................................................................................................................... Anthony K. Harvey<br />

THIS BOOK CONTAINS MATERIAL OF AN ADULT NATURE.<br />

AS AN ELECTRONIC PUBLICATION, THIS PRODUCT IS IN A CONTINUAL STATE OF DEVELOPMENT.<br />

YOU CAN FIND THE LATEST VERSION AT DARKONNIA.COM.<br />

THE AUTHOR CAN BE CONTACTED VIA EMAIL AT DARKON_TURAS@DARKONNIA.COM.<br />

i


Introduction<br />

This <strong>Gazetteer</strong> was developed out <strong>of</strong> my classic<br />

D&D Mystara campaign that has been running since<br />

the early 1990’s. <strong>The</strong> kingdom reflects a lot <strong>of</strong> my<br />

personal points <strong>of</strong> view about politics and culture.<br />

Required Material<br />

<strong>The</strong> following books are required for proper use<br />

<strong>of</strong> this material. Page and rule references will be<br />

directed at these books:<br />

Dungeons & Dragons Rules Cyclopedia<br />

Wrath <strong>of</strong> the Immortals boxed set<br />

Campaign Placement<br />

<strong>Darkonnia</strong> is an island kingdom that can be<br />

placed in any sub-tropical to tropical region. I will<br />

supply sample placements for popular campaign<br />

settings.<br />

Dragonlance<br />

<strong>Darkonnia</strong> is located approximately 200 miles<br />

north <strong>of</strong> Palanthus and the Northern Wastes with a<br />

large island cluster. <strong>The</strong> map <strong>of</strong> the <strong>Darkonnia</strong>n<br />

islands is a small portion <strong>of</strong> this cluster.<br />

Forgotten Realms<br />

<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Darkonnia</strong> is located about 600<br />

miles to the west <strong>of</strong> the jungles <strong>of</strong> Chult.<br />

Greyhawk<br />

<strong>Darkonnia</strong> is located between 5 and 10 degrees<br />

latitude to the east <strong>of</strong> Hemponaland. This places it<br />

pretty well <strong>of</strong>f the map unfortunately, but<br />

Greyhawk’s campaign area is fairly small which<br />

makes placing such a large sub-tropical-to-tropical<br />

island on the campaign map non-feasible.<br />

Mystara<br />

<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Darkonnia</strong> is located within the<br />

Sea <strong>of</strong> Dread between the Serpent Peninsula and the<br />

Thanegioth Archipelago. <strong>The</strong>re is just enough to<br />

place <strong>Darkonnia</strong> directly between where both island<br />

chains end. This entry also includes the Red<br />

Steel/Savage Coast and Blackmoor campaigns since<br />

they are located within this setting.<br />

Overview<br />

First, we will look at the kingdom: its history, its<br />

peoples, and its settlements and natural features.<br />

History<br />

<strong>The</strong> island was originally known as Kalynthass.<br />

Its deep past is lost to history. However, some <strong>of</strong> that<br />

history has been recovered. <strong>The</strong> following entries<br />

will tell <strong>of</strong> that time:<br />

<strong>The</strong> Forest Realm <strong>of</strong> Vorandil<br />

In the land <strong>of</strong> Alfheim, there was a young elf by<br />

the name <strong>of</strong> Vorandil Longstrider. He was fascinated<br />

by tales <strong>of</strong> history, and became a great scholar in the<br />

field <strong>of</strong> elven history.<br />

His studies showed him how the elves drifted<br />

away from the worship <strong>of</strong> their creator, Ordana. He<br />

began to speak out about how his people have fallen<br />

from the true path that Ordana had set for them, and<br />

how they have forsaken her for Ilsundal like<br />

ungrateful children. As he continued to speak, he<br />

gathered a following <strong>of</strong> likeminded elves.<br />

Seeing that the majority would not heed his<br />

warnings, he gathered the faithful and set out for a<br />

new land. <strong>The</strong>y traveled by land and by sea until they<br />

caught sight <strong>of</strong> a mighty forest upon the grand island<br />

<strong>of</strong> Kalynthass.<br />

Initially, the elves followed the eastern river, past<br />

a large swamp and into a lush forest. In this forest,<br />

the elves established their new clan.<br />

One day a new elf joined their cause. He was<br />

known only as the Farsage. He <strong>of</strong>fered to create a<br />

new, different, kind <strong>of</strong> Tree <strong>of</strong> Life that would help<br />

them rid the world <strong>of</strong> Ilsundal. With Vorandil’s<br />

blessings, the Farsage set upon his quest. After<br />

traveling to the Sylvan Realm and acquiring a branch<br />

from the original Tree <strong>of</strong> Life, he began<br />

experimenting upon it and eventually succeeded in<br />

the creation <strong>of</strong> a new dark daughter to the Tree <strong>of</strong><br />

Life – the Dark Tree <strong>of</strong> Ilsundal’s Undoing – the Tree<br />

<strong>of</strong> Death.<br />

Initially, the elves rejoiced in their new treasure.<br />

<strong>The</strong> used it to create elven swords and dreadnaughts.<br />

With these weapons, they began to wage war upon<br />

the followers <strong>of</strong> Ilsundal. Early on, they laid waste to<br />

their enemies, but as the war progressed, the elves <strong>of</strong><br />

Alfheim managed to turn the tide <strong>of</strong> battle. However,<br />

this was not the only problem that the clan faced.<br />

Page 1 <strong>of</strong> 81


<strong>The</strong>y found that their Tree was changing their bodies<br />

and turned to the Farsage for answers, but he was<br />

nowhere to be found. Even their Treekeeper could<br />

not divine his location. And so they fled. <strong>The</strong> elves <strong>of</strong><br />

Alfheim discovered the dark tree and attempted to<br />

destroy it, but instead discovered the Curse <strong>of</strong><br />

Ilsundal’s Undoing: <strong>The</strong> only way they could destroy<br />

the tree was by destroying its mother tree. <strong>The</strong>y<br />

instead decided to leave the tree to its fate.<br />

As the displaced elves explored their new home,<br />

they ventured upon a fey palace. <strong>The</strong> palace appeared<br />

to be vacant, but it was also free <strong>of</strong> dust and the<br />

passage <strong>of</strong> time. <strong>The</strong> Vorandil elves, as they were<br />

now known, decided to leave the great palace alone<br />

and settle the woods around it.<br />

As time passed, human colonists discovered the<br />

island. <strong>The</strong> humans negotiated with the elves. <strong>The</strong><br />

elves agreed to let them settle the island in exchange<br />

for the acknowledgment <strong>of</strong> the Vorandil Forest’s<br />

status as a sovereign realm. <strong>The</strong> humans could not<br />

enter or log the forest without the express permission<br />

<strong>of</strong> the elven lord. Both the humans and elves<br />

flourished. Working together they founded the<br />

kingdom <strong>of</strong> the sun.<br />

<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> the Sun<br />

This era was marked by the rule <strong>of</strong> the house <strong>of</strong><br />

Morgalis. Every ruler in the dynasty was required to<br />

lead the faith <strong>of</strong> the land, Ixion’s land.<br />

<strong>The</strong> last ruler <strong>of</strong> his era, king Eglainus’s rule<br />

lasted from BC 58 to AC 13; keeping his apparent<br />

age in his forties due to strong magic. When he first<br />

assumed the thrown from his father, Tarius Morgalis,<br />

the people rejoiced and the land prospered. Eglainus<br />

had the potential to become the greatest ruler <strong>of</strong> his<br />

line.<br />

As time went on, and the king became older, he<br />

had no children who he could trust with rulership <strong>of</strong><br />

the island. He began to research potions that would<br />

extend his life until a suitable heir would be raised.<br />

He became obsessed with his research and began to<br />

neglect his people. <strong>The</strong> people and land suffered.<br />

As the years passed, he finally had an heir that he<br />

could be proud <strong>of</strong>, and trust with his kingdom. At this<br />

time, a voice against the kingdom arose. His name<br />

was Kearinmalthas.<br />

<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> Night<br />

Kearinmalthas grew up in the capitol city <strong>of</strong><br />

Sunsphere where he was raised with the intent <strong>of</strong><br />

becoming a cleric <strong>of</strong> Ixion; however, he found no<br />

solace in the worship <strong>of</strong> the immortal <strong>of</strong> the sun.<br />

Something was missing from his life and he knew it<br />

was not with this immortal. He searched for what<br />

would fill him. He studied magic and became a<br />

powerful magic-user. This was still not enough, so he<br />

began to pursue study in the magic behind life and<br />

death. He achieved prominence in the field <strong>of</strong><br />

necromancy. Yet his soul was still empty.<br />

One night, in a dream, Nyx came to him. She told<br />

him that if he embraced her, he would found an<br />

eternal and ageless kingdom. His soul was finally<br />

filled, and he had a purpose: To make the kingdom <strong>of</strong><br />

the sun come to twilight and begin the nightfall.<br />

His kingdom will be made in the image <strong>of</strong> Nyx, a<br />

realm <strong>of</strong> undead that would last for eternity. In his<br />

newfound fervor, he tracked down a vampire and<br />

commands him to bestow the dark gift on him in<br />

exchange for its continued existence.<br />

<strong>The</strong> newfound vampire then began to speak<br />

against the king during the night. Revolts sprang up<br />

and the dark lord gained supporters. He raised an<br />

army <strong>of</strong> undead disguised as the living.<br />

During an attack by Eglainus and his army on the<br />

forces <strong>of</strong> Kearinmalthas, the king’s son and heir was<br />

captured. Kearinmalthas and his army withdrew with<br />

his hostage to the village <strong>of</strong> Brynsill to make their<br />

stand. As the battle raged, Kearinmalthas murdered<br />

the king’s son and teleported away. In a fit <strong>of</strong> rage<br />

the king cast a spell sealing <strong>of</strong>f the village and<br />

leaving the people in a sleep until his son is reunited<br />

with him.<br />

On the following night, Kearinmalthas and his<br />

army laid siege to the Castle <strong>of</strong> Morgalis. Before<br />

sunrise came, they captured king Eglainus and<br />

sacrificed him in the infernal rite <strong>of</strong> lichdom.<br />

As a lich, Kearinmalthas began a reign <strong>of</strong> terror.<br />

His army would scour the island kingdom and give<br />

the “blessing” <strong>of</strong> Nyx, the kiss <strong>of</strong> undeath, to all <strong>of</strong><br />

the people in the land.<br />

<strong>The</strong> only resistance came from the elves <strong>of</strong><br />

Vorandil. His undead legions could not penetrate the<br />

forest. <strong>The</strong> elves, in an attempt to contain this evil,<br />

unleashed their greatest magics. <strong>The</strong>y surrounded the<br />

islands in a mist from which no one could leave.<br />

Page 2 <strong>of</strong> 81


<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Darkonnia</strong><br />

One night in the year <strong>of</strong> AC 1000, the then baron<br />

Darkon Turas saw in a dream, a land where the<br />

people prospered and justice ruled. He took his wife<br />

and traveled by sea. He eventually came upon a thick<br />

mist in the sea. Darkon felt a need to enter the mist<br />

where he ran aground. While the crew began to make<br />

repairs, they began to scout the island.<br />

As they were scouting, they encountered some <strong>of</strong><br />

the remaining forces <strong>of</strong> the Lich King. Although the<br />

elves caused great damage to his army during the<br />

years, they could not destroy the Lich King.<br />

Darkon, his wife Carla, and their companions<br />

came upon the Vorandil Elves. <strong>The</strong>y made an<br />

agreement. In exchange for the death <strong>of</strong> the Lich<br />

King, and certain concessions, the elves would lift<br />

the fog and allow him to found a kingdom upon its<br />

shores. <strong>The</strong> concessions stipulated that the Vorandil<br />

forest would receive representation and defense from<br />

the fledgling kingdom as well as reviving the old pact<br />

they once had with the <strong>Kingdom</strong> <strong>of</strong> the Sun. To<br />

achieve this, the forest would become a duchy <strong>of</strong> the<br />

kingdom for political reasons while simultaneously<br />

preserving their autonomy.<br />

Within a year after the agreement was made, <strong>The</strong><br />

Lich King was destroyed, the veil was lifted. <strong>The</strong><br />

<strong>Kingdom</strong> <strong>of</strong> <strong>Darkonnia</strong> was founded.<br />

Immigrants began to arrive in masse, seeking a<br />

fresh start in life and/or new opportunities. <strong>The</strong><br />

kingdom was quickly on its way.<br />

Mystaran Historical Timeline<br />

Year Event<br />

5000 BC First elf civilization on southern<br />

continent (now under icecap).<br />

3500 BC Blackmoor Flourishes. Elves trade and<br />

war with Blackmoor.<br />

3000 BC Planet shift. Blackmoor blows up.<br />

Elven home continent freezes over,<br />

becomes southern icecap. Survivors <strong>of</strong><br />

the elven colony in Blackmoor flee into<br />

the newly-formed Broken Lands.<br />

2800 BC New elven nation on the southern<br />

continent <strong>of</strong> Volcania divides on magic<br />

versus technology. Returnists under<br />

Ilsundal leave for northern continent on<br />

long march.<br />

2200 BC Some elven migrants settle in Glantri.<br />

2100 BC Ilsundal's migration reaches Sylvan<br />

Realm (see CM 7).<br />

1800 BC Ilsundal becomes an Immortal, creates<br />

first Tree <strong>of</strong> Life.<br />

1700 BC Elves driven out <strong>of</strong> Glantri by local<br />

cataclysm s.<br />

1000 BC Alphatians arrive on world. Nithian<br />

Empire flourishes.<br />

800 BC Alfheim colonized by followers <strong>of</strong><br />

Mealiden. Ceremonies <strong>of</strong> weather<br />

change begin.<br />

700 BC Mealiden is acclaimed king <strong>of</strong> Alfheim.<br />

650 BC Followers <strong>of</strong> Vorandil leave Alfheim.<br />

640 BC Kalynthass Island is colonized by the<br />

Vorandil elves.<br />

350 BC Mealiden abdicated the throne to follow<br />

Ilsundal's path to Immortality. Alevar<br />

<strong>of</strong> Grunalf clan becomes king <strong>of</strong><br />

Alfheim.<br />

300 BC <strong>The</strong>erin Morgalis is crowned as the first<br />

king <strong>of</strong> Kalynthass.<br />

250 BC Mealiden becomes an Immortal <strong>of</strong> the<br />

Sphere <strong>of</strong> Energy.<br />

13 BC Eglaainus Morgalis crowned king <strong>of</strong><br />

Kalynthass.<br />

0 AC First emperor <strong>of</strong> Thyatis crowned.<br />

Calgoran <strong>of</strong> Vorandil clan is crowned<br />

lord <strong>of</strong> the Vorandil Forest.<br />

7 AC Brynsill is affected by the sleep curse.<br />

Kearinmalthas conquers the <strong>Kingdom</strong><br />

<strong>of</strong> the Sun.<br />

600 AC Sylvan Lands are conquered by<br />

Moorkr<strong>of</strong>t (see CM 7). Feadiels arrive<br />

in Alfheim.<br />

999 AC Baron Darkon discovers Kalynthass<br />

island.<br />

1000 AC Darkon destroys the Lich King and is<br />

crowned king <strong>of</strong> <strong>Darkonnia</strong>.<br />

1005 AC King Darkon and Queen Carla become<br />

Immortals <strong>of</strong> the Sphere <strong>of</strong> Energy.<br />

1010 AC This <strong>Gazetteer</strong> is set in this period.<br />

1017 AC Tara Turas crowned queen <strong>of</strong><br />

<strong>Darkonnia</strong>.<br />

<strong>The</strong> Map<br />

<strong>The</strong> topography <strong>of</strong> the kingdom <strong>of</strong> <strong>Darkonnia</strong> is<br />

broken up into several islands. <strong>The</strong> largest island is<br />

Kalynthass, but is usually just referred to as the Isle<br />

<strong>of</strong> <strong>Darkonnia</strong>. <strong>The</strong> other islands, starting from the<br />

upper left and along the chain toward the upper<br />

right, is Crescent island, the Elerinarian Archipelago,<br />

Vallice Island, Fun Island, and finally, Citadel Island.<br />

Page 3 <strong>of</strong> 81


Kalynthass Isle<br />

By far is the largest <strong>of</strong> the islands. It is home to<br />

several settlements and interesting sites. <strong>The</strong> island is<br />

broken up into seven out <strong>of</strong> the ten Duchies <strong>of</strong><br />

<strong>Darkonnia</strong>. <strong>The</strong>se Duchies are:<br />

• Duchy <strong>of</strong> [blank]<br />

• Duchy <strong>of</strong> Elynarian<br />

• Duchy <strong>of</strong> Kath<br />

• Duchy <strong>of</strong> Shieldcrest<br />

• Duchy <strong>of</strong> <strong>The</strong>tis<br />

• Duchy <strong>of</strong> Vandragorn<br />

• Duchy <strong>of</strong> Vorandil<br />

Crescent Island<br />

Crescent Island houses two fishing communities<br />

and two forts.<br />

Elynarian Archipelago<br />

<strong>The</strong> Elynarian Archipelago and Vallice Island<br />

make up the Duchy <strong>of</strong> Elynarian.<br />

Vallice Island<br />

Thought part <strong>of</strong> the Duchy <strong>of</strong> Elynarian, deserves<br />

its own entry due to its location directly between its<br />

two closest neighbors.<br />

Fun Island<br />

<strong>The</strong> second largest <strong>of</strong> the island cluster, Fun<br />

Island serves as the focal point <strong>of</strong> two vastly different<br />

services. <strong>The</strong> southern bay features Fun City, the<br />

vacation resort <strong>of</strong> the kingdom. <strong>The</strong> city <strong>of</strong>fers food<br />

and entertainment for all ages as well as cruise<br />

services for those who desire a vacation at sea.<br />

<strong>The</strong> northern bay is home to the Barony <strong>of</strong><br />

Freeport, named for the fact that this is the only port<br />

in <strong>Darkonnia</strong> not to have a trade tax. <strong>The</strong> Barony <strong>of</strong><br />

Freeport is also the only place in the country where<br />

slavery is legal. Many regional slave traders dock<br />

here to use the baron’s auction service that the city is<br />

so well known for. Its notoriety is largely driven by<br />

its use <strong>of</strong> magical slave collars as well as its high<br />

level <strong>of</strong> organization.<br />

<strong>The</strong> remainder <strong>of</strong> the island houses five<br />

communities and a fort. It can be said that Fun Island<br />

is the tourist and trading capitol <strong>of</strong> <strong>Darkonnia</strong>.<br />

Citadel Island<br />

This island is more like a rugged mountainous<br />

rock jutting out <strong>of</strong> the sea, and is home to a lonely<br />

fortress. <strong>The</strong> Citadel Fortress is both a naval defense<br />

port and a prison. It is common knowledge that<br />

members <strong>of</strong> the military are transferred to this<br />

location as a punishment. As a result, their morale is<br />

the lowest in the country. This also means that<br />

prisoners can expect to be treated badly due to the<br />

bad mood <strong>of</strong> the guards. <strong>The</strong>re are very few safe<br />

avenues to the fortress, and they are all fortified and<br />

guarded all hours. <strong>The</strong> geographical features <strong>of</strong> the<br />

island make it very hard to assault and escape from.<br />

Climate<br />

<strong>The</strong> kingdom <strong>of</strong> <strong>Darkonnia</strong> boasts a maritime<br />

tropical climate. As such, it requires that one dress<br />

lightly in order to avoid heat exhaustion. <strong>The</strong>refore, it<br />

is best to avoid wearing thick clothing and metal<br />

armor.<br />

<strong>The</strong> following rules were designed to emulate the<br />

effect that the climate will have on the characters:<br />

Heat Exhaustion<br />

For every two hours that a character travels while<br />

wearing metal armor or heavy clothing, the character<br />

sustains one point <strong>of</strong> temporary constitution damage.<br />

If the character is heavily clothed and wearing metal<br />

armor, the rate <strong>of</strong> constitution lost increases to one<br />

per hour.<br />

<strong>The</strong> character then makes a constitution check on<br />

his reduced score to avoid collapsing for that one or<br />

two hour period. A collapsed character cannot be<br />

revived until he awakens in 1d4 turns. This process<br />

will repeat until the clothing and/or armor is reduced<br />

to more acceptable levels, or until the character’s<br />

constitution score reaches zero. Any character who<br />

reaches zero constitution will automatically collapse<br />

and die within 1d4 hours.<br />

If a character attempts to perform any major<br />

activity (such as combat, casting, the use <strong>of</strong> physical<br />

class abilities or skills), he must immediately make a<br />

successful constitution check or the attempted action<br />

will fail.<br />

Heat in Combat<br />

A character suffering from heat exhaustion<br />

operates using the above rules in addition to the ones<br />

presented here.<br />

A character fights normally for a number <strong>of</strong><br />

rounds equal to the base armor class <strong>of</strong> the armor and<br />

shield that he is wearing. For example, a character<br />

Page 4 <strong>of</strong> 81


wearing plate mail armor (AC 3) and a shield (-1 AC)<br />

can fight normally for two rounds (AC 3 – 1 = 2).<br />

Magical bonuses are not taken into consideration.<br />

<strong>The</strong>refore, a character wearing plate mail armor +2<br />

and a shield +1 will still be able fight normally for<br />

two rounds.<br />

Once his rounds <strong>of</strong> normal activity have passed,<br />

he will lost one point <strong>of</strong> constitution every two<br />

rounds if in metal armor or heavy clothing. This<br />

increases to one point per round if he is wearing<br />

metal armor and heavy clothing. He is now suffering<br />

from heat exhaustion and much make a constitution<br />

check every time his constitution score drops to avoid<br />

collapsing.<br />

Adapting Armor for the Heat<br />

<strong>The</strong>re are two methods <strong>of</strong> adapting armor to work<br />

better in the heat: magical and mundane.<br />

<strong>The</strong> magical method involves the casting <strong>of</strong> the<br />

first level clerical spell Resist Heat (which is a<br />

reversed form <strong>of</strong> the Resist Cold spell on page 35 <strong>of</strong><br />

the D&D Rules Cyclopedia). This spell can either be<br />

added permanently to a new set <strong>of</strong> armor, or added to<br />

an existing armor with the use <strong>of</strong> the Permanency<br />

spell. Bear in mind that an enchantment added with<br />

Permanency can be easily removed if targeted by<br />

Dispel Magic.<br />

Resist Cold*<br />

Range: 0<br />

Duration: 6 turns<br />

Effect: All creatures within 30’<br />

When this spell is cast, all creatures within 30’ <strong>of</strong><br />

the cleric can withstand freezing temperatures<br />

without harm. In addition, those affected gain a<br />

bonus <strong>of</strong> +2 to all saving throws against cold attacks.<br />

Furthermore, any damage from cold is reduced by 1<br />

point per die <strong>of</strong> damage (but with a minimum <strong>of</strong> 1<br />

point <strong>of</strong> damage per die). <strong>The</strong> effect will move with<br />

the cleric.<br />

<strong>The</strong> reverse <strong>of</strong> this spell, Resist Heat, works with<br />

the same effect described above, except that it<br />

protects against heat and fire.<br />

<strong>The</strong> second, mundane method, involves reducing<br />

the mass and coverage <strong>of</strong> the armor. Any armor can<br />

be made into a light or bikini armor <strong>of</strong> the same type<br />

without loss <strong>of</strong> enchantment if altered by an armorer<br />

skilled in such techniques.<br />

Converting full armor to light or bikini armor<br />

costs the character half <strong>of</strong> the base price <strong>of</strong> the armor<br />

as a reflection <strong>of</strong> the labor involved in the conversion<br />

process. Normally, light and bikini armor cost less<br />

than their full counterparts. Suit armor cannot be<br />

converted to light nor bikini armor.<br />

Light armor <strong>of</strong>fers no more than half <strong>of</strong> the<br />

coverage <strong>of</strong> its full armor equivalent. Off the shelf<br />

light armor typically costs 75% <strong>of</strong> its full armor<br />

equivalent. Its weight is reduced by half, and its AC<br />

is reduced by one.<br />

Light Armor Table<br />

AC Armor Type Cost (gp) Enc (cn)<br />

8 Light Leather 8 100<br />

7 Light Scale Mail 23 150<br />

6 Light Chain Mail 30 200<br />

6 Light Layered-Shell 30 150<br />

5 Light Banded Mail 63 225<br />

4 Light Plate Mail 45 250<br />

4 Light Shell-Piece 45 200<br />

Bikini armor covers no more than one-third <strong>of</strong><br />

the coverage <strong>of</strong> its full armor equivalent. <strong>The</strong> cost <strong>of</strong><br />

such armor is typically half <strong>of</strong> its full armor<br />

counterpart, while reducing the encumbrance <strong>of</strong> such<br />

armor by 75%. In exchange for these benefits, the<br />

protection afforded by such armor is lowered by two<br />

points.<br />

Bikini Armor Table<br />

AC Armor Type Cost (gp) Enc (cn)<br />

9 Bikini Leather 10 50<br />

8 Bikini Scale Mail 15 75<br />

7 Bikini Chain Mail 20 100<br />

7 Bikini Layered-Shell 20 75<br />

6 Bikini Banded Mail 25 113<br />

5 Bikini Plate Mail 30 125<br />

5 Bikini Shell-Piece 30 100<br />

Shell armor was invented by the aquatic races and<br />

is made available for trade in the city <strong>of</strong> Merrias. It is<br />

designed to be used in water and is flexible and hard.<br />

If the armor is allowed to dry out, it becomes brittle.<br />

Any attack roll <strong>of</strong> at least 20 or one that exceeds its<br />

hit roll needed by 5 or more will shatter brittle shell<br />

armor. Shell armor is <strong>of</strong>fered in two distinct forms:<br />

Page 5 <strong>of</strong> 81


Layered-shell armor is composed <strong>of</strong> shells<br />

layered together with tough narrow seaweed fronds,<br />

and large shells worn to protect areas <strong>of</strong> the body.<br />

Shell-piece armor consists <strong>of</strong> giant clam shells<br />

worn as back and breast plates. Razor shells act as<br />

arm and leg grieves. Conch shells serve as helmets.<br />

Full Armor Table<br />

AC Armor Type Cose (gp) Enc (cn)<br />

5 Layered-Shell 40 300<br />

3 Shell-Piece 60 400<br />

Page 6 <strong>of</strong> 81


Society<br />

This section discusses life in <strong>Darkonnia</strong>. You, as<br />

DM, Need to be familiar with it – for purposes <strong>of</strong><br />

understanding the setting and <strong>of</strong> being able to answer<br />

questions put <strong>of</strong> you by your players.<br />

Classes <strong>of</strong> Society<br />

Slave<br />

Slavery is illegal in all areas <strong>of</strong> <strong>Darkonnia</strong> except<br />

Freeport. Since Freeport allows all manner <strong>of</strong> trade,<br />

including the slave trade, the status <strong>of</strong> the slave must<br />

be detailed. Freeport uses the same rules regarding<br />

slaves as the Empire <strong>of</strong> Thyatis.<br />

Slavery is endless work with barely enough food<br />

and few rights. But slaves do have some rights,<br />

including:<br />

Slaves may be punished, but not maimed,<br />

permanently marred or killed by their owners,<br />

either for punishment or as a mark <strong>of</strong><br />

ownership. If the owner wishes to mark the<br />

slave’s status, the slave wears a sturdy steel<br />

collar or shackle inscribed with his owner’s<br />

name. An owner may prosecute a slave for<br />

some notable misdeed if he wishes extreme<br />

punishments.<br />

Slaves must receive at least minimal food and<br />

shelter. If a slave is found to be malnourished,<br />

he is confiscated by the crown and resold or<br />

freed. Many a slave <strong>of</strong> a brutal owner has<br />

starved himself until confiscated.<br />

Slaves may not be pressed into gladiatorial<br />

service without their consent. However, since<br />

it’s easy to bring pressure on a slave, many<br />

serve as gladiators when they don’t wish to.<br />

Slaves may own some property. If someone<br />

gives a slave a present, the slave may keep it,<br />

and it may not be confiscated by his owner.<br />

<strong>The</strong> slave may own no more than he can carry<br />

all at once (when healthy – the determination<br />

may not be made when he is injured or sick); if<br />

his possessions exceed his carrying capacity,<br />

he declares which items he is forfeiting, and<br />

they become property <strong>of</strong> the owner.<br />

If a slave acquires enough money, he may<br />

purchase his freedom. <strong>The</strong> owner determines<br />

the slave-price, but it may not be more than<br />

three times his original buying price or more<br />

than 100Gp in any case. Slaves who receive<br />

presents for whatever reason can quickly save<br />

up enough to buy their freedom.<br />

If a slave leaves the walls <strong>of</strong> Freeport by land<br />

(where slavery does not exist) then the slave is<br />

automatically considered a freeman. If a slaver or<br />

slave owner attempts to capture the slave while<br />

outside <strong>of</strong> Freeport’s walls, then the guard will act on<br />

their standing orders to execute the <strong>of</strong>fender<br />

immediately. All slaves <strong>of</strong> the executed person are<br />

considered the property <strong>of</strong> the baron, and will either<br />

be freed, retained or sold as the baron sees fit.<br />

Convict<br />

A convict is someone who is currently serving a<br />

sentence imposed by a Judge <strong>of</strong> <strong>Darkonnia</strong>.<br />

Convicted noblemen are usually stripped <strong>of</strong> their<br />

titles. Convicts and prisoners have all <strong>of</strong> the rights <strong>of</strong><br />

slaves.<br />

Freeman/Citizen<br />

Freemen make up more than 98% <strong>of</strong> the<br />

population <strong>of</strong> <strong>Darkonnia</strong>. <strong>The</strong>se are the ordinary folk;<br />

they may be farmers or merchant princes who have<br />

merely never acquired a noble title.<br />

Freemen are addressed by their names. A freeman<br />

in a position <strong>of</strong> importance is usually called Master or<br />

Mistress. Such Freemen include Towns Masters,<br />

Sheriffs, Captains, Ministers, Ambassadors, Business<br />

Owners, well-known heroes, and so forth; if they<br />

have no other titles; they are called “Master [Name]”<br />

or “Mistress [Name].” Courteous noblemen will also<br />

address these people by their titles; a nobleman (other<br />

than one <strong>of</strong> the royal family) who does not do so is<br />

probable being rude.<br />

Clerics and druids <strong>of</strong> up to 8 th level enjoy the<br />

same rank and privilege that any other citizen <strong>of</strong> the<br />

kingdom.<br />

Militias are composed <strong>of</strong> local people who have<br />

pledged to band together under the local sheriff and<br />

his deputies when additional manpower is required.<br />

During such times, the sheriff will usually assign a<br />

group <strong>of</strong> militia to each <strong>of</strong> his deputies. <strong>The</strong> militia<br />

has no special authority, other than what the sheriff<br />

and his deputies impart by direct supervision. A<br />

militia is not allowed to act without supervision <strong>of</strong><br />

the sheriff or a deputy.<br />

Page 7 <strong>of</strong> 81


King/Queen<br />

King and<br />

Queen<br />

Duke/Duchess, Prince/Princess<br />

High Priest /<br />

Priestess<br />

Grand Druid<br />

Shield<br />

Mistress,<br />

Council<br />

Justice<br />

Marshal<br />

Baron/Baroness, Racial Leader<br />

Circle Priest<br />

/ Priestess<br />

Great Druid<br />

Lady <strong>of</strong> the<br />

Shield<br />

Judge<br />

Admiral<br />

General<br />

Landed Lord, Landed Knight<br />

Temple<br />

Priest /<br />

Priestess<br />

Heirophant<br />

Defender <strong>of</strong><br />

the Shield<br />

Executioner,<br />

Sheriff<br />

Commodore<br />

Knight<br />

Commander<br />

Ambassador, Royal Family<br />

Avenger,<br />

Paladin<br />

Order <strong>of</strong> the<br />

Green/Blue<br />

Shield-<br />

Maiden<br />

Justicar<br />

Captain<br />

Knight<br />

City Council, Court Lord<br />

Patriarch /<br />

Matriarch<br />

Druid<br />

Deputy<br />

First Mate,<br />

Boatswain<br />

Squire<br />

Freeman/Citizen<br />

Cleric<br />

Cleric<br />

Militia,<br />

Bounty<br />

Hunter<br />

Corsair,<br />

Sailor,<br />

Marine<br />

Soldier<br />

Slave<br />

Convict,<br />

Prisoner<br />

By contrast, corsairs, marines, sailors, and<br />

soldiers do have the authority to act with force in<br />

defense <strong>of</strong> the kingdom and its laws.<br />

Court Lord/Lady<br />

This is the lowest rank <strong>of</strong> nobility granted by the<br />

crown. It does not confer any lands upon the<br />

recipient. It is usually granted as an award for<br />

service:<br />

A person accomplishes some special task for a<br />

nobleman.<br />

<strong>The</strong> nobleman sends a document to the king<br />

commending this person.<br />

<strong>The</strong> king grants the person a court lordship.<br />

A Squire – the assistant and student <strong>of</strong> a knight –<br />

is given the title <strong>of</strong> court lord. <strong>The</strong> knight needs only<br />

send a letter to the king to have his squire granted this<br />

title.<br />

In game terms, having this title means that the<br />

character is considered nobility (even if lower-class<br />

nobility). When traveling, he’ll receive more<br />

respectful treatment from local nobles.<br />

<strong>The</strong> family and heirs <strong>of</strong> a court lord or lady do not<br />

benefit from this award. <strong>The</strong> husband <strong>of</strong> a court lady,<br />

for instance, is not automatically granted a title.<br />

When a court lord dies, his title dies with him; it is<br />

not inherited.<br />

Court lords and ladies are addressed as “Lord<br />

[Name or Family Name]” or “Lady [Name or Family<br />

Name].”<br />

Council members are usually addressed as<br />

“Councilman [Family Name]” or “Councilwoman<br />

[Family Name].”<br />

Clerics and druids <strong>of</strong> at least 9 th level are<br />

appointed the respect due to a court lord or lady by<br />

merit <strong>of</strong> accomplishment. Druids prefer not to be<br />

addressed by a title at this stage. However, this is not<br />

true with clerics, who prefer to be addressed by the<br />

title <strong>of</strong> “Patriarch” if male, or “Matriarch” if female.<br />

If multiple clerics with this title are together, then<br />

their names will be appended to the title.<br />

A deputy is regarded with the respect befitting a<br />

court lord due to his commitment to safeguarding the<br />

laws <strong>of</strong> his community. He is typically addressed as<br />

“Deputy [Family Name]” by respectful citizens.<br />

A boatswain or first mate is also regarded with<br />

this level <strong>of</strong> respect, as both manage the day-to-day<br />

affairs <strong>of</strong> a naval vessel and its crew. On a corsair<br />

Page 8 <strong>of</strong> 81


ship, a Boatswain is regarded only by his title by the<br />

crew. A first mate, however, is regarded by his title<br />

and family name, such as “First Mate Gwaith.”<br />

A squire is a Fighter <strong>of</strong> at least 3 rd level who is<br />

currently being trained to become a Knight. Squires<br />

are usually addressed as “Squire [Name]”, but are<br />

sometimes addressed as a court lord or lady.<br />

Ambassadors and the Royal Family<br />

Foreign ambassadors and members <strong>of</strong> the royal<br />

family below the station <strong>of</strong> prince or princess are<br />

afforded this special place in the social hierarchy.<br />

<strong>The</strong>y are regarded with special respect that<br />

surpasses those in local administration or the court<br />

nobility.<br />

Ambassadors carry with them the authority to<br />

negotiate as a representative <strong>of</strong> their nation or<br />

species. This power alone merits the level <strong>of</strong> respect<br />

afforded to them. <strong>The</strong>y are typically addressed by as<br />

“Ambassador [Family Name]” whenever possible.<br />

Members <strong>of</strong> the royal family that have not been<br />

afforded with a l<strong>of</strong>tier title, occupy this social level as<br />

well, notably by their connections with the king<br />

and/or queen. <strong>The</strong>ir influence alone makes them<br />

valuable allies. <strong>The</strong>y are addressed as a court lord or<br />

lady would be.<br />

Knights are typically assigned to lead a garrison<br />

<strong>of</strong> soldiers. Occasionally, a knight and his squire will<br />

be assigned the lonely task <strong>of</strong> wandering the kingdom<br />

in order to fill in the gaps that local justice<br />

organizations may create. Do their valor and<br />

commitments to the kingdom, knights are granted an<br />

equal level <strong>of</strong> respect as ambassadors and the royal<br />

family, as well as their own form <strong>of</strong> address. A<br />

knight is addressed as “Sir [Name]” for men, or<br />

“Dame [Name] for women. A knight may also be<br />

addressed as “Sir Knight” or “Dame Knight.”<br />

<strong>The</strong>re are three other orders <strong>of</strong> knighthood in<br />

<strong>Darkonnia</strong>: <strong>The</strong> Order <strong>of</strong> the Green, <strong>The</strong> Order <strong>of</strong><br />

the Blue, and the Shield-Maidens. All <strong>of</strong> these<br />

orders have the social rank <strong>of</strong> knight. See each class’s<br />

respective entry for their rights and responsibilities.<br />

Avengers, justicars <strong>of</strong> Tarastia, and paladins<br />

are accorded the same respect as a knight but are<br />

addressed in the same fashion as a court lord or lady.<br />

Ship captains are afforded the difference due to<br />

this social level, but are instead referred to by their<br />

title and family name.<br />

Knighthood<br />

Knighthood is a rank <strong>of</strong> great respect granted to<br />

men and women who have fought long and well in<br />

the service <strong>of</strong> the crown (and have done good deeds<br />

in general). <strong>The</strong> criteria for being considered for<br />

knighthood are as follows:<br />

1. Has reached ninth level.<br />

2. Has demonstrated unquestionable loyalty to<br />

the royal family <strong>of</strong> <strong>Darkonnia</strong>.<br />

3. Is known to have participated in at least two<br />

services <strong>of</strong> distinction to the crown.<br />

4. Is well-known and renowned for his fighting<br />

ability<br />

<strong>The</strong> process <strong>of</strong> becoming knighted requires that<br />

the individual swear fealty to the ruler granting the<br />

knighthood. This ruler is now considered the knight’s<br />

liege.<br />

<strong>The</strong> spouse <strong>of</strong> a knight is automatically granted<br />

the rank <strong>of</strong> court lord or lady. Children <strong>of</strong> a knight,<br />

upon completion <strong>of</strong> the shearing, are granted the rank<br />

<strong>of</strong> court lord or lady.<br />

When a character receives knighthood in the<br />

course <strong>of</strong> a campaign, he receives certain rights and<br />

responsibilities.<br />

If summoned by his liege, the knight must<br />

report to him as quickly as possible, and must<br />

serve as the liege commands.<br />

If the knight ever refuses to obey his liege, or<br />

ever swears fealty to another liege, the knight<br />

loses three levels <strong>of</strong> experience. Alternatively,<br />

the DM may assign a different penalty, such as<br />

an experience point deficit that must be bought<br />

<strong>of</strong>f before advancement can continue. <strong>The</strong><br />

former liege may order the <strong>of</strong>fender slain for<br />

his treachery. If his liege dies, the knight is<br />

free to either continue under his liege’s<br />

successor or choose another liege to serve<br />

under. A knight may petition his liege for a<br />

peaceful end <strong>of</strong> his service, but this is rarely<br />

granted.<br />

A knight may request sanctuary from any<br />

castle or fort in any region that has knights.<br />

<strong>The</strong> lord <strong>of</strong> the castle or fort is obligated to<br />

give the knight a place to stay for up to three<br />

days. This hospitality includes food and drink.<br />

<strong>The</strong> knight may not be challenged or attacked<br />

during this period, nor can the knight<br />

challenge or attack his host, his court or<br />

family, regardless <strong>of</strong> their feelings toward each<br />

Page 9 <strong>of</strong> 81


other. If either should break the peace, then the<br />

sanctuary is immediately revoked.<br />

If a call to arms is sounded, the knights in the<br />

region must respond. This call may only be<br />

issued by the duke, king or queen. If a co-ruler<br />

is present (such as in the case <strong>of</strong> a married<br />

ruler), them both must be in agreement to<br />

make the call. <strong>The</strong> knight must travel as<br />

quickly as possible to the castle <strong>of</strong> noble who<br />

issued the call to arms, and fight as ordered by<br />

the ruler, so long as such orders do not conflict<br />

with the knightly code <strong>of</strong> honor. <strong>The</strong> knight is<br />

entitled to due compensation for this service.<br />

A knight may take one individual as his squire.<br />

This person must be a fighter <strong>of</strong> at least 3 rd<br />

level and must demonstrate the ability to lead<br />

and act honorably.<br />

Landed Nobility<br />

<strong>The</strong>se are the awards the characters will attain on<br />

their way to becoming barons. Some will never<br />

achieve baronial status; for them, these are the<br />

awards which they will always have.<br />

When characters reach ninth level, the royal<br />

family and other nobles <strong>of</strong> <strong>Darkonnia</strong> may begin to<br />

consider them seriously for a higher title – if they’ve<br />

been adventuring in <strong>Darkonnia</strong> for some time. A<br />

visitor from another country will not get this same<br />

regard unless he’s settled down in <strong>Darkonnia</strong> for<br />

some years.<br />

<strong>The</strong> criteria for the awarding <strong>of</strong> these titles are if<br />

the character…<br />

1. Has reached ninth level.<br />

2. Has demonstrated unquestionable loyalty to<br />

the royal family <strong>of</strong> <strong>Darkonnia</strong>.<br />

3. Is known to have participated in at least two<br />

services <strong>of</strong> distinction to the crown.<br />

4. Is considered fit for the management <strong>of</strong> a<br />

fief or estate.<br />

<strong>The</strong>n he is under consideration for Landed<br />

Lordship.<br />

If the character has met all <strong>of</strong> criteria above as<br />

well as the criteria for a Knight, then he is under<br />

consideration for Landed Knighthood.<br />

In the clergy, a temple priest or priestess is<br />

appointed to manage a specific temple to their deity.<br />

As they are entrusted with the care <strong>of</strong> land, they are<br />

regarded as landed nobility.<br />

<strong>The</strong> same is true with the hierophants <strong>of</strong> the<br />

druidic order. A hierophant is a druid <strong>of</strong> 9 th level or<br />

higher who has been elected to lead his cadre <strong>of</strong><br />

druids, foresters and druidic knights. This authority<br />

normally includes an area that has been selected as<br />

their protectorate.<br />

A shield-maiden with the title <strong>of</strong> Defender <strong>of</strong> the<br />

Shield, is afforded with the respect given to a landed<br />

noble despite the fact that she holds no land. She is<br />

typically addressed as “Defender” in difference to her<br />

lower ranked sisters.<br />

As the right hand <strong>of</strong> the judge, the executioner is<br />

afforded the respect due to an equal <strong>of</strong> the local<br />

sheriff.<br />

An executioner is a headsman or assassin tasked<br />

with the responsibility <strong>of</strong> executing the commands, or<br />

prisoners, <strong>of</strong> his respective judge. He or she is honorbound<br />

to work within the structure <strong>of</strong> the justice<br />

system, including cooperating with the sheriff and his<br />

deputies. <strong>The</strong> executioner has no formal form <strong>of</strong><br />

address.<br />

<strong>The</strong> sheriff is typically a 9 th level <strong>of</strong> higher<br />

fighter, rake, or cleric. <strong>The</strong>re is no restriction on<br />

class, although many sheriffs tend to worship deities<br />

<strong>of</strong> justice. He is tasked with the management <strong>of</strong> his<br />

deputies and the apprehension <strong>of</strong> those who disrupt<br />

the cause <strong>of</strong> justice and peace. Typically, a sheriff is<br />

referred to by his title and family name.<br />

A commodore commands a small fleet <strong>of</strong> naval<br />

or corsair vessels. A fleet is typically consists <strong>of</strong> allnaval<br />

or all-corsair ships. Commodores rise from the<br />

ranks <strong>of</strong> the fleet they control. So, for example, a<br />

corsair fleet will always be commanded by a corsair<br />

commodore. This reduces tension in the ranks. This<br />

level <strong>of</strong> responsibility affords him with the respect<br />

due to this class. Like so many other pr<strong>of</strong>essional<br />

ranks, he is addressed formally by his title and family<br />

name.<br />

Likewise, a knight commander commands a<br />

regimen <strong>of</strong> knights over a specific geographical<br />

region. Again, he would be addressed by his rank<br />

followed by either his name or family name.<br />

Non-Human Landed Nobles<br />

A non-human character may build his stronghold<br />

without all <strong>of</strong> the rigmarole <strong>of</strong> dealing with the King<br />

if he has the customary clan permission and if he<br />

builds it within the lands already associated with that<br />

non-human clan (i.e. the Duchy <strong>of</strong> Vorandil, <strong>The</strong><br />

Duchy <strong>of</strong> Kath, the Elvin Woods southwest <strong>of</strong><br />

Page 10 <strong>of</strong> 81


Shieldcrest Castle, and the halfling villages to the<br />

west <strong>of</strong> Freeport).<br />

A non-human character could build his<br />

stronghold in the human fashion if he is allied more<br />

with humans than with the non-human communities.<br />

This is what happened with the halfling villages on<br />

Fun Island. Also, the lands <strong>of</strong> Vorandil Elves and the<br />

Kath Dwarves were accorded the status <strong>of</strong> Duchies<br />

(mainly to make life easier for the King).<br />

Achieving the Titles<br />

Once you know which title the character his being<br />

considered for, you can show him how to obtain the<br />

title.<br />

If the character is being considered for simple<br />

knighthood, have him summoned to the king at the<br />

conclusion <strong>of</strong> any adventure <strong>of</strong> importance (or an<br />

adventure which causes a lot <strong>of</strong> talk in the kingdom).<br />

<strong>The</strong> King will knight the character at court, in the<br />

manner described in “Ceremonies” below.<br />

As for characters being considered for Landed<br />

Lord or Landed Knight: Either the character will<br />

approach the king with the proposal that he, the<br />

character, be given the right to build a stronghold,<br />

and hold a fief, or the king will decide that it’s time<br />

to discuss this prospect.<br />

At this point, you, the DM, must decide where the<br />

character’s fief is to be… and what tasks he has to<br />

undertake in order to achieve the title <strong>of</strong> landed<br />

nobleman over this fief.<br />

Landed Lord<br />

This is the lowest rank <strong>of</strong> landed nobility in<br />

<strong>Darkonnia</strong>. When this rank is awarded, it is always<br />

accompanied by the awarding <strong>of</strong> a fief or estate. If a<br />

fief is awarded, it will usually consist <strong>of</strong> a single<br />

town or village. Otherwise an estate will be awarded.<br />

Estates consist <strong>of</strong> a large plot <strong>of</strong> land which may or<br />

may not be populated, but is in need <strong>of</strong> either<br />

management or protection. Such lands may be<br />

inherited but they are still considered government<br />

property. If the lord <strong>of</strong> the land is judged to be failing<br />

in his responsibility, then his landed status will be<br />

revoked and a replacement will be found – preferably<br />

within the same family.<br />

<strong>The</strong> spouse <strong>of</strong> a landed lord automatically<br />

becomes a landed lady, and vice versa. <strong>The</strong> heir <strong>of</strong> a<br />

landed lord automatically receives the title if both<br />

parents die or step down from their rulership.<br />

In game terms, Landed Lordship and Ladyship<br />

grants respect like that <strong>of</strong> a Court Lord and Lady.<br />

However, the title is accompanied by a fief; the<br />

landed lord is in control (and responsible for) a<br />

population <strong>of</strong> normal men and women. Defending<br />

them against troubles, staying on guard against<br />

trouble makers and criminal plotters among them,<br />

and holding on to the fief in the face <strong>of</strong> enemy<br />

conspiracy and political maneuverings will allow for<br />

numerous adventure ideas at expert level (4th – 14th<br />

level) and above.<br />

Landed Lords are addressed as “Lord [Family<br />

Name]” or “Lady [Family Name].” However<br />

noblemen may address a Landed Lord by the name <strong>of</strong><br />

his fief. For instance, Lord Reigar Tonnis <strong>of</strong> Darvale<br />

may be addressed as “Lord Tonnis” by anyone or as<br />

“Darvale” by another nobleman.<br />

Landed Knight<br />

A Landed Knight has all <strong>of</strong> the rank and<br />

responsibilities <strong>of</strong> a Landed Lord/Lady and a Knight.<br />

<strong>The</strong> spouse <strong>of</strong> a Landed Knight is a Landed Lord<br />

or Lady. <strong>The</strong> children <strong>of</strong> a Landed Knight are Court<br />

Lords and Ladies from birth. <strong>The</strong> squires <strong>of</strong> Landed<br />

Knights are Court Lords and Ladies. <strong>The</strong> heir <strong>of</strong> a<br />

Landed Knight, if he himself is a Knight at the time<br />

his parents die or step down from rulership, becomes<br />

a Landed Knight. If the heir <strong>of</strong> a Landed Knight is<br />

not a Knight at the time his parents die or step down<br />

from rulership, he or she is granted the title <strong>of</strong> a<br />

Landed Lord or Lady.<br />

<strong>The</strong> Landed Knight has both the responsibilities<br />

<strong>of</strong> the Landed Lord and Knight, as described above.<br />

Just being a knight, with responsibilities <strong>of</strong> honor to<br />

all <strong>Darkonnia</strong>, is a busy occupation which will<br />

generate numerous adventures.<br />

Landed Knights are addressed precisely as<br />

ordinary knights are. However, a Landed Knight may<br />

also be addressed by the name <strong>of</strong> the territory that is<br />

his fief, but only by noblemen. For instance, Sir<br />

Aldrich Tarstan <strong>of</strong> Vandragorn may be addressed as<br />

“Sir Tarstan,” “Sir Knight,” or, by noblemen, even<br />

just “Vandragorn.”<br />

Baron/Baroness<br />

Baron is a rank granted to noblemen who<br />

have demonstrated that they can rule large fiefs in<br />

proper fashion, and that they are <strong>of</strong> sufficient loyalty<br />

<strong>of</strong> the royal family.<br />

Page 11 <strong>of</strong> 81


<strong>The</strong> duke <strong>of</strong> the region usually grants a barony.<br />

This title is normally bestowed when the duke feels<br />

that he needs additional assistance managing a<br />

particular area <strong>of</strong> his fief.<br />

<strong>The</strong> spouse <strong>of</strong> a baron is a baroness, and vice<br />

versa. <strong>The</strong> children <strong>of</strong> a baron or baroness are court<br />

lords and ladies from birth. <strong>The</strong> heir <strong>of</strong> a barony must<br />

be confirmed in the rank <strong>of</strong> baron by the duke with<br />

the support <strong>of</strong> the king when his parents die or step<br />

down from rulership; if the duke confirms the title,<br />

the heir becomes the new baron; if the duke does not,<br />

the heir stays a court lord or lady and a new heir must<br />

be selected.<br />

Nobles <strong>of</strong> baronial level are addressed as “Baron<br />

[Name]”, “Baroness {Name]”, “Your Lordship” or<br />

“Your Ladyship.”<br />

A cleric in charge <strong>of</strong> all <strong>of</strong> the temples <strong>of</strong> his or<br />

her immortal within a duchy is called a circle priest<br />

or priestess. Together they form a group called a<br />

circle, dedicated to their particular immortal. Each<br />

immortal has its own hierarchy. <strong>The</strong>se people are<br />

addressed as “Priest [Name]” and “Priestess [Name]”<br />

respectively. Each <strong>of</strong> these circle priests and<br />

priestesses coordinate with the local duke in matters<br />

that they find <strong>of</strong> interest.<br />

Druids have a similar structure. One hierophant is<br />

elected from all <strong>of</strong> the protectorates in a duchy to the<br />

position <strong>of</strong> great druid. <strong>The</strong> duty <strong>of</strong> the great druid is<br />

to coordinate the efforts <strong>of</strong> his duchy as well as<br />

collaborate with the local duke in matters <strong>of</strong> mutual<br />

importance. <strong>The</strong> great druid is referred to by his title<br />

alone, unless in the presence <strong>of</strong> other great druids,<br />

where his name would be added to avoid confusion.<br />

A Lady <strong>of</strong> the Shield acts as a coordinator with<br />

the ducal administration whenever needed. By the<br />

roaming nature <strong>of</strong> her subordinates, it is difficult to<br />

coordinate the activities <strong>of</strong> individual shield-maidens.<br />

Her function truly comes into focus when her sisters<br />

are assembled in a call to arms from the shield<br />

mistress. When her sisters are assembled, she acts as<br />

a field commander for several Defenders <strong>of</strong> the<br />

Shield. She then coordinates strategy with the duke<br />

and any local admirals, generals, circle priests and<br />

the great druid. <strong>The</strong> lady <strong>of</strong> the shield is addressed as<br />

“My Lady” or “Lady [Name]” whenever possible.<br />

Admirals command any naval or corsair ships in<br />

a large geographical region. Naval fleets tend to<br />

remain within the region, while corsair fleets may or<br />

may not roam between regions depending on the<br />

commodore in charge. Admirals are always referred<br />

to by their title and family name.<br />

Generals command all knights within their<br />

assigned duchy and tend to work out <strong>of</strong> their<br />

respective duke’s (or king’s) castle as they work<br />

hand-in-hand with that ruler. Like admirals, they are<br />

addressed by their title and family name.<br />

Duke/Duchess<br />

Duke is a rank granted to noblemen who have<br />

demonstrated that they can rule fiefs in proper<br />

fashion, and that they are <strong>of</strong> exceptional loyalty <strong>of</strong><br />

the royal family.<br />

<strong>Darkonnia</strong> is divided into ten duchies. <strong>The</strong> king<br />

and queen directly rule the duchy <strong>of</strong> Shieldcrest. <strong>The</strong><br />

elven clan leader rules the Duchy <strong>of</strong> Vorandil. <strong>The</strong><br />

dwarven clan leader rules the Duchy <strong>of</strong> Kath. <strong>The</strong><br />

king appoints the other seven available duchies.<br />

<strong>The</strong> spouse <strong>of</strong> a duke is a duchess, and vice versa.<br />

<strong>The</strong> children <strong>of</strong> a duke or duchess are court lords and<br />

ladies from birth. <strong>The</strong> heir <strong>of</strong> a barony must be<br />

confirmed in the rank <strong>of</strong> duke by the king when his<br />

parents die or step down from rulership; if the king<br />

confirms the title, the heir becomes the new duke; if<br />

the king does not, the heir stays a court lord or lady.<br />

Persons with ducal title are addressed as “Duke<br />

[Name]”, “Duchess [Name]”, “My Liege” or “Your<br />

Grace.”<br />

<strong>The</strong> High Priest or High Priestess is the<br />

recognized leader and representative <strong>of</strong> a specific<br />

clerical circle. This person directly coordinates and<br />

advises the king and queen in matters <strong>of</strong> their<br />

religion. Each high priest/priestess holds a seat on the<br />

council <strong>of</strong> faith. A simple default form <strong>of</strong> address<br />

would be “High Priest [Name]” or “High Priestess<br />

[Name].” Occasionally, a specific religion will have a<br />

different form <strong>of</strong> address for this station.<br />

<strong>The</strong> grand druid is the elected representative <strong>of</strong><br />

the conclave <strong>of</strong> great druids and occupied a seat on<br />

the council <strong>of</strong> faith. It is his/her duty to coordinate<br />

druidic activities and interests with the king and<br />

queen.<br />

<strong>The</strong> Shield Mistress and the Council <strong>of</strong> Seven<br />

are accorded equal authority and privilege <strong>of</strong> a<br />

duchess in respect to the organization <strong>of</strong> the Shield-<br />

Maidens. <strong>The</strong> shield mistress defers directly to the<br />

king or queen and is a member <strong>of</strong> the council <strong>of</strong><br />

defense. <strong>The</strong> shield mistress and the other council<br />

Page 12 <strong>of</strong> 81


members are simply referred to as “Mistress”, or<br />

“Mistress [Name]” when more than one are present.<br />

<strong>The</strong> justice is the highest level <strong>of</strong> judge in the<br />

land, second only to the king and queen. He holds a<br />

position on the council <strong>of</strong> defense and <strong>of</strong>fers input on<br />

issued <strong>of</strong> law and justice. Typically, this position is<br />

held by a cleric or paladin <strong>of</strong> Tarastia. <strong>The</strong> normal<br />

form <strong>of</strong> address is either “Justice [Name]” or simply<br />

“Justice.”<br />

<strong>The</strong> marshal is the commander <strong>of</strong> the combined<br />

naval and knightly forces. All admirals and generals<br />

report to him/her. <strong>The</strong> marshal holds a seat on the<br />

council <strong>of</strong> defense and operates from an <strong>of</strong>fice in the<br />

royal palace.<br />

Prince/Princess<br />

<strong>The</strong> <strong>of</strong>fspring <strong>of</strong> the king and queen hold this title<br />

<strong>of</strong> prince or princess from birth. Upon completion <strong>of</strong><br />

the shearing ceremony, a prince or princess gains a<br />

level <strong>of</strong> authority equivalent to a duke or duchess. A<br />

prince/princess however, does not have his or her<br />

authority restricted to a single duchy. This authority<br />

can create issues with a local duke or duchess when<br />

their opinions on a matter differ. Neither one has the<br />

authority to dismiss or take hostile action against the<br />

other. Such disputes <strong>of</strong>ten require a ruling by the king<br />

or queen.<br />

<strong>The</strong> spouse <strong>of</strong> a prince is a princess, and vice<br />

versa. <strong>The</strong> children <strong>of</strong> a prince or princess are court<br />

lords and ladies from birth, though they still are given<br />

more respect than the court nobility.<br />

Offspring <strong>of</strong> the king and queen are addressed as<br />

“Prince [Name]”, “Princess [Name]”, or “Your<br />

Highness.”<br />

King/Queen<br />

<strong>The</strong> rulers <strong>of</strong> <strong>Darkonnia</strong> bear the title <strong>of</strong> king and<br />

queen. <strong>The</strong> children are <strong>of</strong> the king and queen are<br />

princes and princesses from birth.<br />

Persons with the royal title are addressed as<br />

“King [Name]”, “Queen [Name]”, “Sire”, “My<br />

Liege”, or “Your Majesty.”<br />

Page 13 <strong>of</strong> 81


Governmental Structure<br />

<strong>The</strong> Consulate<br />

<strong>The</strong> King and/or Queen are absolute rulers.<br />

However, he is advised by five councils representing<br />

different aspects and interests <strong>of</strong> his kingdom. <strong>The</strong><br />

five councils are:<br />

<strong>The</strong> Council <strong>of</strong> Ambassadors<br />

<strong>The</strong> Council <strong>of</strong> Defense<br />

<strong>The</strong> Council <strong>of</strong> Dukes<br />

<strong>The</strong> Council <strong>of</strong> Faiths<br />

<strong>The</strong> Council <strong>of</strong> Guilds<br />

<strong>The</strong> Council <strong>of</strong> Ambassadors consists <strong>of</strong> one<br />

ambassador form each country. <strong>The</strong>ir function is to<br />

advise the King/Queen on matters <strong>of</strong> foreign affairs.<br />

<strong>The</strong> Council <strong>of</strong> Defense consists <strong>of</strong> the Marshal<br />

<strong>of</strong> the <strong>Darkonnia</strong>n Military, the Shield Mistress, the<br />

Justice and the Captain <strong>of</strong> the Royal Guard. <strong>The</strong>y<br />

advise the King/Queen on the needs and concerns <strong>of</strong><br />

the kingdom’s defense, laws and enforcement.<br />

<strong>The</strong> Council <strong>of</strong> Faiths is composed <strong>of</strong> the High<br />

Priest <strong>of</strong> every faith in <strong>Darkonnia</strong>, as well as the High<br />

Druid. This council serves two functions. First, it<br />

advises the King/Queen on the needs, concerns, and<br />

(probable) reactions <strong>of</strong> each religion and their patron<br />

immortals. Secondly, it acts as a UN <strong>of</strong> churches,<br />

allowing them to settle disputes before they get out <strong>of</strong><br />

control.<br />

<strong>The</strong> Council <strong>of</strong> Guilds includes representatives<br />

from every guild and multi-national businesses in<br />

<strong>Darkonnia</strong>, including the Glantrian School <strong>of</strong> Magic,<br />

Alphatian<br />

University, Thyatian Warriors Academy, and<br />

Known World Trade House. This council allows<br />

them to negotiate with each other as well as voicing<br />

their concerns to the King and Queen.<br />

<strong>The</strong> Council <strong>of</strong> Dukes has ten seats, one for each<br />

duchy. <strong>The</strong> dukes automatically hold these seats,<br />

although, they may opt to send their seneschal in<br />

their place. This council only convenes when<br />

necessary. <strong>The</strong>y advise the king and queen on all<br />

matters <strong>of</strong> the kingdom.<br />

Each council is has an elected leader<br />

called a representative. <strong>The</strong>se five representatives<br />

compose the Council <strong>of</strong> Representatives. Each<br />

representative has two appointed aids to assist him<br />

with his tasks. <strong>The</strong> five representatives directly<br />

advise the King and Queen in matters <strong>of</strong> interest to<br />

their respective councils as well as coordinating with<br />

each other in order to attend to larger matters.<br />

Although the consulate only has an advisory<br />

capacity, it wields considerable influence over their<br />

respective areas.<br />

<strong>The</strong> Council <strong>of</strong> Dukes and the Council <strong>of</strong> Defense<br />

are privy to the prime directives <strong>of</strong> War God and<br />

Serenity, and are advised to pay attention to their<br />

behavior, as it would indicate a true or false King or<br />

Queen on the throne.<br />

A King and/or Queen can be dethroned by a<br />

unanimous vote by all <strong>of</strong> the councils. <strong>The</strong> action <strong>of</strong><br />

dethroning the King and Queen would first be<br />

nominated by two <strong>of</strong> the five councils. <strong>The</strong>n the<br />

other three must internally vote on whether to support<br />

or deny this action. One representative and two aids<br />

from each council will then convene in the grand hall<br />

to inform the others <strong>of</strong> their council’s vote. If the vote<br />

is unanimous, then the council representatives must<br />

decide on who else in the royal family would be best<br />

suited to be King or Queen. War God and Serenity<br />

must attend the final vote and the choosing <strong>of</strong> the<br />

successor. If the previous King and/or Queen are still<br />

alive, they must be brought into the decision making<br />

process for a new successor. <strong>The</strong>y will then use all <strong>of</strong><br />

their unified power to replace the current King and/or<br />

Queen with their successor (War God and Serenity<br />

will not intervene in this matter unless something is<br />

wrong).<br />

<strong>The</strong> Magistrate<br />

<strong>Darkonnia</strong>’s law enforcement branch is called<br />

the magistrate. <strong>The</strong>se agents <strong>of</strong> justice abide by a<br />

fairly strict ranking system.<br />

At its lowest level is the militia. <strong>The</strong> militia is<br />

temporary force composed mainly <strong>of</strong> civilian<br />

volunteers. <strong>The</strong>ir activities are usually limited to their<br />

town and its surrounding territory.<br />

Deputies form the next level <strong>of</strong> this system.<br />

<strong>The</strong>se are pr<strong>of</strong>essional justice agents, and form the<br />

lowest permanent level <strong>of</strong> the magistrate.<br />

A sheriff commands all <strong>of</strong> the deputies and other<br />

justice agents within his assigned territory. A sheriff,<br />

like his deputies and militia, cannot pass judgment on<br />

prisoners. This position can be appointed by a variety<br />

<strong>of</strong> ways.<br />

Page 14 <strong>of</strong> 81


First, the current sheriff can appoint one <strong>of</strong> his<br />

commanders as his successor. This usually occurs<br />

just prior to the current sheriff’s retirement.<br />

<strong>The</strong> second method usually occurs if the sheriff is<br />

killed before appointing a successor. <strong>The</strong><br />

commanders can vote for a new sheriff from within<br />

their ranks. More than 60% <strong>of</strong> the commanders must<br />

be present for this method to be valid.<br />

Finally, the lord, baron, or duke <strong>of</strong> the territory<br />

can appoint or remove a sheriff. This method rarely<br />

occurs.<br />

A judge settles disputes and passes judgment on<br />

prisoners. Occasionally they will accompany agents<br />

in order to speed up the justice process. Judges are<br />

traditionally a Justicar <strong>of</strong> Tarastia and are appointed<br />

in a similar manner as a sheriff. Each judge is<br />

partnered with a headsman that has been granted the<br />

title <strong>of</strong> executioner.<br />

An executioner is tasked with executing the<br />

sentences passed by the judge, regardless <strong>of</strong> the<br />

severity. In addition, the executioner acts as the<br />

judge’s bodyguard. A third function <strong>of</strong> the<br />

executioner is as a bounty hunter for the judge. If a<br />

convicted criminal escapes custody, the executioner<br />

is dispatched to retrieve the miscreant. Weather the<br />

criminal is returned dead or alive depends solely on<br />

the sentence previously rendered by the judge. Only<br />

criminals under a death sentence can be brought back<br />

dead or alive.<br />

<strong>The</strong> next level <strong>of</strong> the magistrate is not restricted<br />

by geography. <strong>The</strong>se autonomous “roving agents <strong>of</strong><br />

justice” consist <strong>of</strong> Knights, Paladins, Druidic<br />

Knights, and Shield-Maidens. <strong>The</strong>y wander the<br />

land righting wrongs and defending the people <strong>of</strong> the<br />

land.<br />

<strong>The</strong>y have the ability to pass judgments without<br />

consulting the local judges or justice agents. If they<br />

need assistance from local authorities, they must<br />

place themselves under the sheriff’s command until<br />

the mission is concluded.<br />

<strong>The</strong> final level <strong>of</strong> the magistrate is the high<br />

judge, which is normally an elected position from<br />

within the ranks <strong>of</strong> the judges. Rarely, the King or<br />

Queen may appoint or remove a high judge. This<br />

person commands all <strong>of</strong> the justice agents and judges<br />

(including the roving agents). However, the council<br />

<strong>of</strong> seven or the shield-mistress can override any order<br />

given to a shield-maiden by the high judge.<br />

<strong>The</strong> high judge is based out <strong>of</strong> the hall <strong>of</strong> justice<br />

in Ambrion and advises and reports to the King and<br />

Queen. He is also a member <strong>of</strong> the council <strong>of</strong><br />

defense.<br />

<strong>The</strong> Order <strong>of</strong> the Green<br />

<strong>The</strong> Order <strong>of</strong> the Green is a semi-independent<br />

branch <strong>of</strong> the magistrate.<br />

Druids, Druidic Knights, Foresters and Clerics <strong>of</strong><br />

nature immortals compose the bulk <strong>of</strong> the<br />

organization. <strong>The</strong>ir purpose is to defend nature from<br />

any illegal activity such as unauthorized logging,<br />

wasteful hunting, and malicious damage to nature.<br />

<strong>The</strong>y frequently coordinate with the local elves and<br />

fey races in order to remain in harmony with those<br />

they defend. If they need to pursue an enemy outside<br />

<strong>of</strong> their environment they must seek out the<br />

assistance <strong>of</strong> either a member <strong>of</strong> the order or the<br />

magistrate that operates in the new area.<br />

Nature oriented Clerics tend to serve as both<br />

warriors and healers. Due to their great wisdom, they<br />

are frequently assigned as commanders <strong>of</strong> organized<br />

groups when there are no druids available.<br />

Traditionally, a cleric is assigned the position <strong>of</strong><br />

ambassador the king. This enables the druids to<br />

coordinate with the King, Lord Marshall, High Judge<br />

and the representative <strong>of</strong> the Shield Mistress.<br />

Page 15 <strong>of</strong> 81


<strong>The</strong> Druids command the order <strong>of</strong> the green and<br />

supply them with a guiding force and perspective.<br />

<strong>The</strong>y do not make large scale decisions without<br />

consulting with each other, the King, and the leaders<br />

<strong>of</strong> the local non-human and fey communities.<br />

<strong>The</strong> Military<br />

Army<br />

<strong>The</strong> army consists largely <strong>of</strong> pr<strong>of</strong>essional soldiers,<br />

but can easily integrate Knights, Paladins, Druidic<br />

Knights, Avengers, Foresters, Shield-Maidens, and<br />

militia into its ranks. Rank is displayed by the<br />

markings on their tabards.<br />

<strong>The</strong> lowest level <strong>of</strong> the army is the soldier, who<br />

performs all <strong>of</strong> the grunt work. Soldiers are usually<br />

outfitted with up to two weapons and one suit <strong>of</strong><br />

armor. Weapons can be <strong>of</strong> any type. A shield may be<br />

substituted for one weapon. Armor ranges from<br />

leather to chain mail. <strong>The</strong>ir tabards are red with only<br />

the <strong>Darkonnia</strong>n crest upon them.<br />

<strong>The</strong> next level <strong>of</strong> the army is the squire. Squires<br />

command small units consisting <strong>of</strong> no more than 20<br />

soldiers. <strong>The</strong>y are outfitted in a similar fashion to the<br />

soldiers in which they command; although, they tend<br />

to favor metal armor. <strong>The</strong>ir tabards look like the<br />

soldiers, except they have black trim.<br />

Knights have authority over up to four squires.<br />

This group is referred to as a legion. A white trim<br />

denotes their rank.<br />

Knight Commanders command several knights<br />

and report to their general, who commands all<br />

military forces within a duchy. <strong>The</strong>ir rank is<br />

identified by the gold trim on their tabards.<br />

In turn, the generals (and their naval counterpart<br />

– the admirals) report to the marshal. <strong>The</strong> Marshal<br />

commands all military forces, both land and sea. <strong>The</strong><br />

Marshal reports to the king.<br />

<strong>The</strong> navy consists mainly <strong>of</strong> pr<strong>of</strong>essional sailors.<br />

<strong>The</strong>y can also easily integrate with Knights, Paladins,<br />

Avengers, Corsairs, Shield-Maidens and militia.<br />

<strong>The</strong>ir ranks are not denoted.<br />

Navy<br />

<strong>The</strong> navy is broken down into two branches: the<br />

naval fleets and the corsair fleets. Commissioned<br />

naval vessels are run formally with military discipline<br />

strictly enforced.<br />

Corsairs (or privateers) are pirates that have been<br />

commissioned to prey on other pirates or known<br />

villains. As a reward for their services, they are<br />

allowed to keep any booty taken from other pirates.<br />

Corsairs are not allowed to prey on non-pirate vessels<br />

wile near or within <strong>Darkonnia</strong>’s borders and are not<br />

harassed by <strong>Darkonnia</strong>n military vessels. In order to<br />

make themselves identifiable to the military, they are<br />

given a special flag for their mast. Corsairs are<br />

allowed to board vessels in pursuit <strong>of</strong> a known villain<br />

if joined by a Knight, Paladin, Shield Maiden or<br />

Naval vessel. This assures that the corsairs do not<br />

take unwarranted liberties with innocent crew and<br />

passengers. Discipline is enforced to a degree that<br />

reflects the personalities <strong>of</strong> its captain and boatswain.<br />

<strong>The</strong> lowest level <strong>of</strong> the navy is the sailor. <strong>The</strong>y<br />

are usually outfitted with one weapon and sometimes<br />

one suit <strong>of</strong> armor. Normally, only small and medium<br />

weapons are carried. Swords and crossbows are the<br />

preferred weapons <strong>of</strong> a sailor and sometimes they<br />

wear non-metallic armor.<br />

Sailors report to their Captain and his first-mate<br />

(or boatswain in the case <strong>of</strong> a corsair ship). <strong>The</strong>se<br />

men are in charge <strong>of</strong> all operations on their ship. <strong>The</strong><br />

only indication <strong>of</strong> rank these two have is that they<br />

tend to dress in finer clothes.<br />

A commodore commands a fleet <strong>of</strong> either naval<br />

or corsair ships (not both). Commodores rise from the<br />

ranks <strong>of</strong> the fleet that they command. This insures<br />

that naval fleets are commanded by a naval<br />

commodore and corsair ships are commanded by a<br />

corsair commodore. This helps reduce tension in the<br />

ranks as corsair and naval fleets employ a different<br />

command style.<br />

An admiral controls the actions <strong>of</strong> all naval<br />

and corsair ships within a large geographical regions<br />

and is responsible for large-scale operations.<br />

Admirals’ report to the marshal as noted above.<br />

<strong>The</strong> Corsairs’ Articles <strong>of</strong> Conduct<br />

<strong>The</strong> Articles <strong>of</strong> Conduct were instituted by the<br />

first Commodore <strong>of</strong> the Corsair fleet in AC 1006.<br />

Every person who signs up for service a corsair ship<br />

must swear on the crossed swords to abide by the<br />

articles in front <strong>of</strong> the crew and captain. <strong>The</strong><br />

particulars <strong>of</strong> the articles follow:<br />

Every man shall obey civil command. <strong>The</strong><br />

Captain shall have one full Share and a half <strong>of</strong><br />

all Prizes; the Quartermaster, Engineer,<br />

Page 16 <strong>of</strong> 81


Boatswain and Gunner shall have one Share<br />

and quarter.<br />

If any Man shall <strong>of</strong>fer to run away, or keep<br />

any Secret from the Company, he shall be<br />

marooned with one bottle <strong>of</strong> water and one<br />

knife.<br />

If any Man shall steal any Thing in the<br />

Company, or game, to the Value <strong>of</strong> at least one<br />

gold piece, he shall be marooned or shot.<br />

If any time we shall meet another mariner that<br />

man shall sign his Articles without the consent<br />

<strong>of</strong> our company, shall suffer such Punishment<br />

as the captain and company shall think fit.<br />

That man that shall strike another without<br />

provocation whilst these Articles are in force<br />

shall receive 40 Stripes lacking one on the bare<br />

back.<br />

That man shall not keep his arms clean, fit for<br />

an engagement, or neglect his business, shall<br />

be cut <strong>of</strong>f from his share, and suffer such other<br />

punishment as the captain and the company<br />

shall think fit.<br />

If any man shall lose a joint in time <strong>of</strong> an<br />

engagement, shall have 400 gold pieces; if a<br />

limb, 800.<br />

If at any time you meet with a prudent woman,<br />

that man that <strong>of</strong>fers to meddle with her,<br />

without her consent, shall suffer present death.<br />

<br />

<strong>The</strong> Pirate King is elected by the Nine Pirate<br />

Lords, with a plurality necessary for election.<br />

Anyone caught bribing are to be shot.<br />

<strong>The</strong> Pirate’s Code<br />

<strong>The</strong> pirates’ code was founded by the first<br />

Council <strong>of</strong> Pirate Lords in AC 1010. <strong>The</strong> code is<br />

constantly in development at this time. Following are<br />

then articles <strong>of</strong> the pirates’ code:<br />

<strong>The</strong> right to declare parley, in which the<br />

person who declared it is to be taken to the<br />

enemy captain for negotiations and is to<br />

remain unharmed by his crew until such time.<br />

This is pronounced "par-LAY," and as it is<br />

supposedly <strong>of</strong> Glantrian derivation, may be<br />

spelled "parler,""parlez," or "parlé."<br />

He who falls behind is left behind.<br />

Take what you can, give nothing back.<br />

A marooned pirate is given a knife with which<br />

to hunt with and to kill himself as opposed to<br />

starvation.<br />

Only the Pirate King has the power to declare<br />

war and during the war, only the Pirate King<br />

has the right to declare parlay.<br />

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Specialists<br />

Specialists exist in both the army and navy. Some<br />

perform tasks that may place them in fuzzy areas <strong>of</strong><br />

authority. It is understood that others <strong>of</strong> their rank<br />

must follow their orders if it pertains to their area <strong>of</strong><br />

specialty. It is also expected that a superior <strong>of</strong>ficer<br />

should consider their opinion in matters <strong>of</strong> their<br />

specialty. Naturally, a superior <strong>of</strong>ficer can override<br />

the orders <strong>of</strong> a specialist. Navigators, Spies and<br />

artillerists are examples <strong>of</strong> a specialist.<br />

<strong>The</strong> Royal Guard<br />

<strong>The</strong> Royal Guard is the group <strong>of</strong> soldiers<br />

responsible for the safety <strong>of</strong> the royal<br />

family (king and queen, princes and<br />

princesses), and the defense <strong>of</strong><br />

<strong>Darkonnia</strong> Castle and its immediate<br />

environs. <strong>The</strong> members <strong>of</strong> the Royal<br />

Guard are selected from those who<br />

have proven their loyalty to the crown<br />

and their worthiness to defend it to the<br />

last.<br />

Although much <strong>of</strong> the membership<br />

<strong>of</strong> the Royal Guard is made up <strong>of</strong><br />

former military men, the order is held<br />

separate from the regular military. It<br />

has its own chain <strong>of</strong> command and<br />

follows its own articles <strong>of</strong> conduct. No<br />

member <strong>of</strong> the military below the rank<br />

<strong>of</strong> General can issue an order to a<br />

member <strong>of</strong> the Royal Guard, and only<br />

then if there is clear need.<br />

<strong>The</strong> hierarchy <strong>of</strong> the Royal Guard<br />

is quite simple. <strong>The</strong> basic level<br />

members are Guardsmen. <strong>The</strong>y are<br />

the ones seen at attention in the halls<br />

<strong>of</strong> the castle, on its battlements, and at<br />

its gates. A Guardsmen's day is divided into four<br />

parts, called watches. <strong>The</strong> watches are as follows -<br />

from dawn until noon, from noon until dusk, from<br />

dusk until midnight, and from midnight until dawn.<br />

<strong>The</strong> normal routine <strong>of</strong> a Guardsman is to be on duty<br />

one watch, training one watch, and <strong>of</strong>f-duty two<br />

watches.<br />

<strong>The</strong> Guardsmen are led by the Watch<br />

Commanders. <strong>The</strong>y oversee the daily activities <strong>of</strong> the<br />

Guardsmen during their given watch. At least one<br />

Watch Commander is on duty at all times. More<br />

<strong>of</strong>ten than not there will be two - one to coordinate<br />

the<br />

Guardsmen in and around the castle, and one to<br />

keep track <strong>of</strong> the Guardsmen assigned to watch<br />

over the members <strong>of</strong> the royal family when they<br />

are out and about.<br />

Above the Watch Commanders is the Captain <strong>of</strong><br />

the Royal Guard, who is responsible for all facets <strong>of</strong><br />

the operation <strong>of</strong> the Royal Guard. <strong>The</strong> Captain is<br />

always on duty, as he is also a knight in service to the<br />

crown. If for some reason the Captain is required to<br />

leave the area <strong>of</strong> his command, he will appoint acting<br />

Captain in his stead, usually his most capable and<br />

senior Watch Commander. <strong>The</strong><br />

Captain <strong>of</strong> the Royal Guard<br />

reports directly to the King or<br />

Queen.<br />

<strong>The</strong> uniform <strong>of</strong> the Royal<br />

Guard consists <strong>of</strong> a blue tabard<br />

bordered in black, with the royal<br />

seal centered on the chest and<br />

back. As with other units, slight<br />

differences in the style <strong>of</strong> the<br />

tabard are used to denote rank -<br />

the Guardsmen wear the<br />

standard tabard, while the Watch<br />

Commanders' tabards are<br />

trimmed with white, and the<br />

Captain's tabard is trimmed with<br />

gold. Beneath the tabard a<br />

member <strong>of</strong> the Royal Guard is<br />

free to wear whatever type <strong>of</strong><br />

armor he feels comfortable in<br />

(most choose to wear light<br />

armor, due to the warm climate.)<br />

Members <strong>of</strong> the Royal Guard<br />

have no restrictions on the types<br />

<strong>of</strong> weapons they may use should combat become<br />

necessary. However, in deference to the favored<br />

weapon <strong>of</strong> their King, all members <strong>of</strong> the Royal<br />

Guard on duty within the castle carry a two-handed<br />

sword. <strong>The</strong> typical pose <strong>of</strong> a guardsman at his post is<br />

standing, with the sword blade- downward, point<br />

resting on floor between his feet, with his hands<br />

resting on the pommel or cross brace <strong>of</strong> the weapon.<br />

Guardsmen on duty outside <strong>of</strong> the castle are not<br />

required to carry the weapon with them.<br />

Page 18 <strong>of</strong> 81


Laws<br />

<strong>Darkonnia</strong> runs <strong>of</strong>f <strong>of</strong> one simple law: Do as you<br />

will as long as it does not hurt anyone. It promotes<br />

freedom with respect for others. As a result, many <strong>of</strong><br />

the kingdom’s laws are set up more like guidelines.<br />

Any infraction is expected to be punished or<br />

compensated for in a manner equal to the severity <strong>of</strong><br />

the crime. Below is a list <strong>of</strong> these laws:<br />

Treason is defined as participation in a<br />

conspiracy against the kingdom <strong>of</strong> <strong>Darkonnia</strong> and/or<br />

its rightful ruler(s).<br />

Murder is defined as the intentional slaying <strong>of</strong><br />

another sentient creature outside <strong>of</strong> a proper duel. If<br />

the being in question is in mortal danger, then it is<br />

not considered murder.<br />

A common punishment if the murderer is taken<br />

alive is the setup <strong>of</strong> a duel to the death between the<br />

murderer and the victim (after being restored to life at<br />

the murderer’s expense) or a member <strong>of</strong> his family.<br />

Assault is defined as the intentional injury <strong>of</strong><br />

another sentient creature. If the being in question<br />

acting in self-defense, it is not considered assault.<br />

Aggravated assault is usually overlooked unless the<br />

injury suffered by the victim is much greater than he<br />

deserved. Bar fights are <strong>of</strong>ten overlooked due to the<br />

difficulty <strong>of</strong> determining a cause and suspect.<br />

Rape is defined as forcing sexual intercourse with<br />

an unwilling creature. Rape is considered assault.<br />

Punishments for assault vary depending on the<br />

aspects <strong>of</strong> the individual case. <strong>The</strong> victim’s opinion<br />

on the proposed punishment is considered before<br />

reaching a decision. A duel to submission between<br />

the assailant and the victim is a common solution to<br />

many cases <strong>of</strong> assault and rape.<br />

<strong>The</strong>ft and vandalism are treated as an assault<br />

upon one’s property. <strong>The</strong> return, repair or<br />

replacement <strong>of</strong> the object is the expected form <strong>of</strong><br />

compensation. As is making amends for any<br />

inconvenience suffered by the victim.<br />

Slavery is not supported in the <strong>Kingdom</strong> <strong>of</strong><br />

<strong>Darkonnia</strong> (except within the town <strong>of</strong> Freeport) as it<br />

is in opposition to the concept <strong>of</strong> “freedom with<br />

respect for others.” Any slave who sets foot within its<br />

borders is immediately considered free. <strong>The</strong> former<br />

owner will be held accountable for any transgressions<br />

against the former slave.<br />

Citizens are expected to handle minor problems<br />

on their own. If it is not within their abilities, they<br />

may call upon the magistrate for assistance.<br />

Taxes<br />

A trade tariff is imposed on all goods imported or<br />

exported the country. <strong>The</strong> amount charged is 5% <strong>of</strong><br />

the whole sale price <strong>of</strong> the cargo. Tariff collection is<br />

handled immediately upon docking. An inspector<br />

boards the vessel to assess the cargo’s value. No<br />

other business may be conducted until the tariff is<br />

paid.<br />

<strong>The</strong> inspector is a required employee <strong>of</strong> the docks<br />

and may conduct business between his company and<br />

the merchant in question.<br />

<strong>The</strong> standard tax common to the known world is<br />

imposed on all residents <strong>of</strong> <strong>Darkonnia</strong>. This amounts<br />

to one gold piece per family per month and may be<br />

paid in advance. Any family paying in advance will<br />

receive a note indicating how long they are paid up<br />

for. Advanced payment is prorated.<br />

Anyone unable to pay can opt to pay it <strong>of</strong>f with<br />

labor or barter. If the family is still unable to pay, the<br />

tax will be waved and a magistrate (usually a knight,<br />

paladin, or shield- maiden) will be assigned to the<br />

family. His purpose will be to get the family back on<br />

its feet and self-sufficient. This service is free.<br />

Customs<br />

<strong>The</strong> people <strong>of</strong> <strong>Darkonnia</strong> are a varied and tolerant<br />

people. <strong>The</strong>se first generation immigrants hail from<br />

many countries and walks <strong>of</strong> life. This combined with<br />

the rapidly growing cadre <strong>of</strong> Shield-Maidens,<br />

requires them to be very tolerant <strong>of</strong> anyone different<br />

from himself or herself. <strong>The</strong> <strong>Darkonnia</strong>n people<br />

believe in freedom and justice. <strong>The</strong> laws are more<br />

like guidelines and customs. A person can do what he<br />

wants as long as no one gets hurt. If a wronging does<br />

happen, that is when justice comes into play.<br />

Due to its cosmopolitan nature <strong>Darkonnia</strong> has<br />

adopted and/or adapted some traditions from other<br />

countries.<br />

<strong>The</strong> Shearing Ceremony<br />

Due to the king’s karameikan heritage, the<br />

shearing ceremony is an important part <strong>of</strong> the<br />

<strong>Darkonnia</strong>n national character. It goes something like<br />

this:<br />

Page 19 <strong>of</strong> 81


When a <strong>Darkonnia</strong>n youth approaches adulthood,<br />

either he will approach his parents or they will<br />

approach him with the news that it is time for the<br />

shearing.<br />

Soon after, at a dinner to which other family<br />

members or village leaders may be invited, the youth<br />

stands silent while his parents solemnly dress him in<br />

traveling gear. <strong>The</strong> bottom <strong>of</strong> his cloak s sheared <strong>of</strong>f<br />

and left ragged as a reflection <strong>of</strong> his condition: That<br />

<strong>of</strong> an impoverished traveler.<br />

From that time, the sheared youth is considered a<br />

friend <strong>of</strong> the family but not part <strong>of</strong> it. He must make<br />

his own way in the world until the family decides he<br />

is worthy <strong>of</strong> the clan. Usually, living apart from the<br />

clan for a few years and participating in acceptable<br />

adventures or trading ventures is pro<strong>of</strong> that the youth<br />

is able to prosper on his own; when his parents reach<br />

that conclusion, he is invited to another dinner, at<br />

which time he is presented with a garment bearing<br />

the clan’s markings or coat <strong>of</strong> arms. This indicates<br />

that he is once again part <strong>of</strong> the family.<br />

All young men between the ages <strong>of</strong> 12 and 19<br />

(1d8+11) are sheared. (Usually, the lad approaches<br />

his parents first, because it’s an embarrassment to<br />

wait so long that they come to you.) Young women<br />

are not approached by their parents, but may insist<br />

that they be sheared at any age. Being sheared and<br />

living away from the family for a few years is a good<br />

way for a young woman to earn respect within her<br />

family.<br />

King Darkon sees the merit <strong>of</strong> the ceremony, in<br />

that it is a way to separate the worthwhile from the<br />

parasitic in their families, and adopted the custom for<br />

<strong>Darkonnia</strong>.<br />

A sheared youth from a titled family is not<br />

considered to have any title until he is invited by his<br />

family to rejoin their ranks.<br />

Shearing is a human custom, not shared by the<br />

other races <strong>of</strong> <strong>Darkonnia</strong>.<br />

Marriage<br />

Marriage is a custom among <strong>Darkonnia</strong>ns.<br />

Marriage rites are conducted at the local wedding<br />

chapel. This chapel is a public structure and is not<br />

aligned to any particular immortal; instead, it is<br />

maintained by a staff <strong>of</strong> employees, assigned by the<br />

local lord. <strong>The</strong> use <strong>of</strong> the chapel is arranged ahead <strong>of</strong><br />

time for a nominal fee <strong>of</strong> 1 gold piece.<br />

Marriage ceremonies are conducted by a cleric <strong>of</strong><br />

3 rd level or higher that has been chosen by the couple<br />

that is to be married.<br />

Citizens that have not undergone the shearing<br />

ceremony require their parents’ consent to marry.<br />

When a marriage is finalized, the person from a<br />

lower class family gains the family name <strong>of</strong> the<br />

higher class family. In addition she permanently<br />

gains the social class <strong>of</strong> the family he or she is<br />

marring into.<br />

For example, a citizen marrying a noble becomes<br />

noble; a slave marrying a citizen becomes a<br />

citizen; a slave marrying a noble becomes noble.<br />

Should these two ever divorce, or should the spouse<br />

who was born to the upper class die, the other spouse<br />

retains his or her elevated status.<br />

If the two families are <strong>of</strong> equal social class, then<br />

they need to determine which one has a higher<br />

standing into the community to determine which<br />

family is used by the couple.<br />

A <strong>Darkonnia</strong>n marriage is monogamous.<br />

However, open casual sexual relationships are<br />

permitted. <strong>The</strong> duration <strong>of</strong> the marriage bond is<br />

lifelong, or until it is dissolved by a divorce.<br />

Divorce is simple in <strong>Darkonnia</strong>. <strong>The</strong> husband or<br />

wife may seek out a cleric <strong>of</strong> at least 3 rd level and<br />

states their intent to divorce. At an arranged time, the<br />

couple is summoned before the cleric and states their<br />

reasons why the divorce is necessary. <strong>The</strong> cleric then<br />

makes one last attempt to reconcile their differences.<br />

If he cannot, then the divorce is granted. Both people<br />

then go their separate ways taking what they came<br />

into the marriage with plus half <strong>of</strong> what was<br />

earned as a couple. If one desired to keep the<br />

dwelling, the other must be compensated enough to<br />

afford her own dwelling. Children my go with the<br />

parent <strong>of</strong> their choice.<br />

Because <strong>of</strong> the involvement <strong>of</strong> the cleric, even<br />

underage marriages may be dissolved without the<br />

need to consult their parents.<br />

Dress<br />

<strong>The</strong> tropical maritime climate <strong>of</strong> <strong>Darkonnia</strong> calls<br />

for light dress. In fact, the climate is prohibitive to<br />

those who desire to wear a large amount <strong>of</strong> clothing<br />

or metal armor.<br />

This climate, combined with the inhabitants<br />

varied styles dictates that there really is no national<br />

dress at this time. However, there is no restriction on<br />

Page 20 <strong>of</strong> 81


what the people do or don’t wear. Nudity in public is<br />

acceptable and is not a rare occurrence, becoming<br />

more common as time progresses, especially in<br />

regard to the younger age groups.<br />

Parents that have embraced the freedom <strong>of</strong> dress<br />

become increasingly likely to disregard clothing their<br />

children until their growth rate declines enough so<br />

that they do not need to constantly replace their<br />

child’s wardrobe, especially as the climate never<br />

reaches the point where clothing becomes a<br />

protective requirement.<br />

Any hair style can be encountered in this<br />

kingdom, as the people have an innate desire to stand<br />

out and be noticed.<br />

Makeup is popular and can range from enhancing<br />

ladies’ features to facial and body paintings. Jewelry<br />

can take on any form as well.<br />

Holidays<br />

Nuwmont 1: New Year’ Day<br />

This is the start <strong>of</strong> the New Year, celebrated<br />

with parades and winter festivals. Births occurring<br />

today are considered lucky.<br />

Thaumont 15: Opening Day<br />

Alphatian universities begin their nine-month<br />

teaching season.<br />

Thaumont 28: Day <strong>of</strong> the Dead<br />

On this day, citizens <strong>of</strong> <strong>Darkonnia</strong> dress in black<br />

as if to go to a funeral, sweep out their homes, and<br />

tell the spirits <strong>of</strong> the dead to be gone. At night, they<br />

wear white garments and feast merrily.<br />

Flaurmont 1: Day <strong>of</strong> Adulthood<br />

Young people <strong>of</strong> the proper age (18) are<br />

confirmed in their adulthood today; ceremonies differ<br />

from family to family.<br />

Yarthmont 15: Howling Day<br />

On this night <strong>of</strong> the full moon, <strong>Darkonnia</strong>ns<br />

celebrate with no restraint – they abandon work, run<br />

amok, have fun, howl at the moon, and generally give<br />

in to mad passions.<br />

Felmont 6: Vanya’s Dance<br />

Warriors and clerics <strong>of</strong> Vanya don full armor to<br />

perform an ancient dance around a bonfire in<br />

Vanya’s honor. After resting from the ordeal, they<br />

feast and drink into the night.<br />

Felmont 15: Day <strong>of</strong> Valerias<br />

In <strong>Darkonnia</strong>, the day is dedicated to Valerias, the<br />

immortal patron <strong>of</strong> love and romance. Celebrations<br />

include betrothals, marriages, trysts, and duels<br />

between competing suitors.<br />

Sviftmont 13: King’s Day<br />

Citizens <strong>of</strong> <strong>Darkonnia</strong> celebrate the birthday <strong>of</strong><br />

their first ruler on this day by helping someone less<br />

fortunate than themselves.<br />

<strong>The</strong> higher class citizens and nobility <strong>of</strong> the<br />

country tend to make a contest out <strong>of</strong> this holiday in<br />

order to determine which family gets bragging rights<br />

for the year, as well as making an opportunity to<br />

receive the beneficial attention <strong>of</strong> the royal family.<br />

Kaldmont 1: Winter Solstice; Farewell to<br />

the Sun<br />

This is the shortest day <strong>of</strong> the year; many nations<br />

recognize it as the <strong>of</strong>ficial start <strong>of</strong> winter. Clerics <strong>of</strong><br />

Ixion burn bonfires, lead solemn parades thanking the<br />

Sun-Prince for his blessings over the last year, and<br />

urge him to return the sun to prominence in the<br />

upcoming spring.<br />

Kaldmont 15: Closing Day<br />

Schools and universities scheduled on the ninemonth<br />

plan close shop for the season, and the<br />

students return home.<br />

Kaldmont 15-21: Footman’s Games<br />

This week-long festival includes large fairs<br />

and gatherings. Weapon makers and armor smiths<br />

show <strong>of</strong>f their wares, infantrymen demonstrate their<br />

military arts, and many people turn out for to watch<br />

the tournaments.<br />

Kaldmont 28: Day <strong>of</strong> Dread<br />

This is a day <strong>of</strong> ominous portents and<br />

strange occurrences. <strong>The</strong> sky changes color by day or<br />

glows eerily at night. Worse, all mortal magic is<br />

ineffective from midnight on the 27 th to midnight on<br />

the 28th. Monsters and prisoners held by magical<br />

wards or bonds escape, <strong>of</strong>ten to wreak havoc. Many<br />

powerful spell-casters flee to other planes on<br />

Kaldmont 27th to avoid losing their magic this day.<br />

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Unlike the dramatic week <strong>of</strong> no magic in AC<br />

1009, however, not all magical items fail. <strong>The</strong> effects<br />

are not severe enough to affect magical races such as<br />

elves (although they cannot cast spells, they do not<br />

fall ill); nor do people with magically extended life<br />

spans suddenly age or die. Immortal magic is not<br />

affected by this event.<br />

Page 22 <strong>of</strong> 81


Communities<br />

In this section, we will talk about the various<br />

cities and other communities <strong>of</strong> the <strong>Kingdom</strong>.<br />

Each site will be described in terms <strong>of</strong> its ruler, its<br />

population, its laws (in addition to or contrary <strong>of</strong> the<br />

King’s law given in the “<strong>Darkonnia</strong>n Society”<br />

section), and notes on other features <strong>of</strong> the<br />

community.<br />

Kalynthass Isle<br />

Ambrion (Capitol City)<br />

Ruler: King Darkon and Queen Carla.<br />

Population: 3,500 (70% Human, 20% Demihuman,<br />

10% other)<br />

Laws: <strong>The</strong>re are no local laws here.<br />

Description: <strong>The</strong> cities <strong>of</strong> Ambrion and Turas<br />

exist in a symbiotic relationship. In fact, they are<br />

actually one city. Ambrion is the cosmopolitan half,<br />

while Turas is the industrial half.<br />

Ambrion hosts several important structures<br />

<strong>Darkonnia</strong> Castle, <strong>of</strong>ficial home <strong>of</strong> the royal family,<br />

as well as the Council Hall and the Hall <strong>of</strong> Justice.<br />

<strong>The</strong> Immortal’s Quarter represents almost every<br />

immortal worshiped in the known world today.<br />

Businesses<br />

Adventurer’s Guild: Located across the street<br />

from the Silverglade Inn, the Adventurer’s Guild<br />

provides specialized services to the adventuring<br />

community. <strong>The</strong> services include providing<br />

adventuring supplies, custom-made weapons and<br />

armor, booty liquidation, money-lending and<br />

exchanging services, meeting rooms, magical<br />

supplies, laboratory rental, research libraries, and<br />

other – more discreet – services. It also serves as a<br />

front for the Light-fingered Thieves’ Guild.<br />

<strong>The</strong> Known World Trade House: <strong>The</strong> city <strong>of</strong><br />

Ambrion is the world headquarters <strong>of</strong> the Known<br />

World Trade House; a shipping company which has<br />

branches in most <strong>of</strong> the countries in the known world.<br />

<strong>The</strong>y are famous for their speed <strong>of</strong> delivery.<br />

<strong>The</strong> owner <strong>of</strong> this fine establishment is known as<br />

Azure Storm. This entrepreneurial elf is rumored to<br />

have his hands in every lucrative deal in the region;<br />

from simple shipping to supplying <strong>Darkonnia</strong>’s major<br />

export: wood, to advising kings and princes <strong>of</strong><br />

several nations.<br />

Thyatian Bathhouse: One <strong>of</strong> the most famous<br />

businesses in Ambrion is the Thyatian Bathhouse.<br />

This bathhouse is designed in classical Thyatian (read<br />

Imperial Roman) style. It is constructed <strong>of</strong> white<br />

marble by masterwork Thyatian craftsmen.<br />

It is a social place more than just for cleaning. It<br />

is a frequent meeting place for business meetings.<br />

<strong>The</strong> first floor hosts the main entrance where<br />

customers are greeted by the host. A two silver<br />

service fee is paid at the door. <strong>The</strong> well-lit decorative<br />

corridor leads to the locker room where customers<br />

are to store their clothing and possessions. Each<br />

locker is enchanted to only open by the person who<br />

last closed it. <strong>The</strong> locker rooms open into a foyer that<br />

serves as the junction between the lockers, the second<br />

floor, back rooms and sub level.<br />

<strong>The</strong> back rooms are more specialized areas from<br />

private baths to saunas, hot tubs and massage areas –<br />

most things you would find in a spa in the modern<br />

world.<br />

All baths are warmed magically to various levels<br />

so that people can find the temperature they crave.<br />

Hot tubs feature a select few enchanted tiles that<br />

produce the bubbles. All water is constantly<br />

magically purified so there is no way to foul the<br />

water. <strong>The</strong> bathhouse is lavishly furnished and<br />

features statuary and fountains in and around the<br />

baths. Most <strong>of</strong> the statues are completely accurate<br />

and center on aquatic animals, noble magical beasts<br />

such as the Pegasus and the beautiful races (elves,<br />

humans, fey, etc.) in various poses ranging from<br />

artistic to erotic. <strong>The</strong>re are no sections designated for<br />

certain groups, like nobility or children. It's all open<br />

to the public for a small service fee at the door.<br />

<strong>The</strong> open-air second floor is for general public<br />

use.<br />

<strong>The</strong>re is a small building in the center <strong>of</strong> the<br />

second floor that supplies the towels, rest rooms and<br />

stairs to the first floor. <strong>The</strong>re is a stairway on the<br />

outside leading up to the top <strong>of</strong> that building that<br />

serves as an observation deck just for the people<br />

watchers. <strong>The</strong> center <strong>of</strong> this deck features a largerthan-life<br />

nude statue <strong>of</strong> Queen Carla depicted like an<br />

immortal.<br />

In the back there is a topiary maze for people to<br />

wander about in. Spread throughout it is benches,<br />

statues, fountains, etc. <strong>The</strong>re are plenty <strong>of</strong> nooks and<br />

crannies for private activity. Lovers tend to find this<br />

place very useful. People on the second level along<br />

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the back can see into the adjoining portion <strong>of</strong> the<br />

maze below.<br />

Black Keep (Fort)<br />

Ruler: Princess Darkonna.<br />

Population: 8 (1 Human, 1 Black Dragon, 1<br />

Drolem, and 5 Servants)<br />

Laws: Due to the erratic behavior <strong>of</strong> the owner,<br />

the rules <strong>of</strong> the keep shift on a moment-by-moment<br />

basis.<br />

Description: Even though this place will not<br />

actually exist in the year AC1010, it still bears<br />

noting. <strong>The</strong> Black Keep, noted for the blacked stones<br />

it was constructed with, was built by Darkonna Turas<br />

as both a home and as a point <strong>of</strong> defense for the<br />

kingdom. It is a menacing sight. <strong>The</strong> black stoned<br />

keep is wedge shaped and surrounded by high walls.<br />

One can usually see the black dragon and drolem<br />

perched somewhere on the structure. Most people<br />

avoid it due to both its uninviting appearance and by<br />

its erratic owner.<br />

<strong>The</strong> keep can be used by the kingdom’s knights,<br />

shield- maidens, and other defenders as a place <strong>of</strong><br />

shelter and a point <strong>of</strong> defense.<br />

Darvale (Town)<br />

Ruler: Lord Reigar Tonnis<br />

Population: 300. (60% human, 30% dwarf, 10 %<br />

other).<br />

Laws: None in addition to national law.<br />

Description: Darvale was the original settlement<br />

that Darkon was ruling over during his days as a<br />

baron <strong>of</strong> the Grand Duchy <strong>of</strong> Karamaikos. He had the<br />

town moved to this location when he founded this<br />

country. Nowadays it serves as a trading center <strong>of</strong><br />

dwarven goods. <strong>The</strong> town now sports several<br />

dwarven taverns and inns.<br />

Businesses<br />

Cock’s Crow Tavern: <strong>The</strong> village’s daily life is<br />

fairly laid back and slow paced. However, its<br />

nightlife is anything but slow. Dwarves that spend<br />

the night tend to find themselves in a very well<br />

stocked tavern called the Cock’s Crow where they<br />

sample the local food, drinks, games and women. <strong>The</strong><br />

food and drinks is top notch as the dwarven clientele<br />

would have it no other way. <strong>The</strong>re is always a game<br />

or contest to be played in the main room and the<br />

atmosphere is boisterous. Loud singing and dancing<br />

carry on until the wee hours <strong>of</strong> the morning.<br />

Dragonspur (City)<br />

Ruler: Dragon Lord Pyrite<br />

Population: 500 (30% human, 40% dragon, 30%<br />

other).<br />

Laws: Dragon companions have the social status<br />

<strong>of</strong> ambassadors in this city. Stealing from a dragon is<br />

punishable by breath.<br />

Description: <strong>The</strong> city itself mainly consists <strong>of</strong> the<br />

human and “other” portion <strong>of</strong> the population. <strong>The</strong><br />

surrounding country is littered with traditional dragon<br />

lairs. <strong>The</strong> city’s primary purpose is commerce with<br />

the other races. Very few dragons actually live in it.<br />

<strong>The</strong> dragons <strong>of</strong> Dragonspur have begun a new<br />

tradition due to their proximity to the people <strong>of</strong><br />

<strong>Darkonnia</strong>. By mutual consent, a member <strong>of</strong> an<br />

intelligent species can become a “companion” <strong>of</strong> the<br />

dragon. Individual dragons look for different<br />

characteristics in a prospective companion but<br />

typically desired traits are a compatible personality,<br />

intelligence, and beauty. Dragons typically prefer<br />

companions <strong>of</strong> the opposite sex and may even take<br />

them on as lovers. A companion is usually required<br />

to forgo clothing as the dragon tends to admire the<br />

natural beauty <strong>of</strong> its new companion. Jewelry,<br />

decorative armor and other adornments may be<br />

allowed at the whim <strong>of</strong> the dragon that the<br />

companion is bonded to.<br />

Dragon companions are quickly becoming a<br />

status symbol among the dragons <strong>of</strong> Dragonspur.<br />

<strong>The</strong> more beautiful and intelligent the companion is,<br />

the more status the dragon receives. Recently, social<br />

gatherings <strong>of</strong> dragons would revolve around showing<br />

<strong>of</strong>f their companions to each other.<br />

<strong>The</strong> dragon and companion perform a ritual<br />

which magically bonds them together. <strong>The</strong> effects <strong>of</strong><br />

the bonding are as follows are covered in the System<br />

Adaptations chapter.<br />

<strong>The</strong> companion is the legal representative <strong>of</strong> the<br />

dragon. Other dragons innately know who is a<br />

companion and for which dragon they represent. <strong>The</strong><br />

companion is accorded the respect due to a<br />

representative if a powerful entity.<br />

A companion must obey its dragon. Any<br />

command given to the companion must be carried<br />

out, including orders that endanger the companion as<br />

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the severed bond causes great pain and suffering on<br />

the dragon and could possibly kill it.<br />

Of late, a new trend in entertainment has arisen in<br />

Dragonspur, the “Crystal Ball Network” or CBN for<br />

short. Several dragons have created Crystal Ball<br />

Transmitters and use them to broadcast anything<br />

from news & gossip to their companion singing,<br />

dancing, playing music, or telling stories. Anyone<br />

can view a broadcast simply by speaking the name <strong>of</strong><br />

the show to their crystal ball. Speaking the phrase<br />

“Show me all shows” will make the crystal ball flip<br />

between all available shows in 30 second intervals.<br />

Half-Moon (Village)<br />

Ruler: Aubreeze, Female Gold Dragon<br />

Population: 150 (90% Lycanthrope, 10% other).<br />

Laws: Damage resulting from uncontrolled werecreature<br />

activity is fully accountable under<br />

<strong>Darkonnia</strong>n law. As a result, most people trying to<br />

keep their neighbor’s rages under control, even going<br />

to the point <strong>of</strong> confining them during these periods if<br />

necessary.<br />

Description: <strong>The</strong> only usual thing about this<br />

small village is the fact that the majority <strong>of</strong> the<br />

people are infected with lycanthropy.<br />

Merrias (Town)<br />

Ruler: Eranna Reefdiver, Shaman <strong>of</strong> Manwara<br />

(Merrow 10, Shaman 8)<br />

Population: 200 (40% Human, 15% Elf, 15%<br />

Halfling, 30% other).<br />

Laws: In respect to the sea people and in honor to<br />

their patron immortal Manwara, clothing is<br />

prohibited within the town. All visitors must remove<br />

all <strong>of</strong> their clothing at their earliest convenience.<br />

Armor is permitted and may be worn at any time.<br />

Also, weapons are not allowed in the streets,<br />

visitors and residents may keep their weapons stowed<br />

away (out <strong>of</strong> vision) or in their place <strong>of</strong> residence.<br />

<strong>The</strong> local militia will approach anyone who is either<br />

carrying a weapon or wearing clothing and notify<br />

them <strong>of</strong> these rules. Only in defense <strong>of</strong> the town are<br />

people allowed to take their weapons into the streets.<br />

Anyone caught repeatedly violating the clothing<br />

and weapons law will have the violating items<br />

confiscated.<br />

Description: This small town on the coast <strong>of</strong><br />

Triton’s Bay is a major trade center with the Merrow<br />

and other aquatic races that live just <strong>of</strong>f <strong>of</strong> its shore.<br />

A mermaid by the name <strong>of</strong> Eranna Reefdiver was<br />

appointed by the king as lady <strong>of</strong> Merrias. She has<br />

converted a large portion <strong>of</strong> the population to the<br />

worship <strong>of</strong> Manwara and instituted the laws<br />

mentioned above.<br />

Businesses<br />

Manwara’s Blessing: A retired wizard by the<br />

name <strong>of</strong> Glarrious Corstorum (Magic-User 30) makes<br />

a living here by selling water-breathing enchantments<br />

to the locals. His store front sells potions and rings <strong>of</strong><br />

water breathing (1,000 and 10,000 Gp respectively),<br />

water-breathing spells permanently applied to the<br />

customers (2,500 Gp), specialty polymorph potions<br />

(5,000 Gp) designed to change the imbiber into a<br />

specific race, and a potion designed to remove excess<br />

body fat (1,000 Gp).<br />

Shieldcrest Castle<br />

Ruler: <strong>The</strong> Council <strong>of</strong> Seven. <strong>The</strong> Shield-<br />

Mistress handles day-to-day activities.<br />

Population: Varies. Any number <strong>of</strong> Shield-<br />

Maidens can be in the castle at any time.<br />

Laws: See the entry for the Shield-Maiden in the<br />

“Character Creation” section. <strong>The</strong> council <strong>of</strong> seven<br />

may convene to vote upon any course <strong>of</strong> action,<br />

policy, or appointment <strong>of</strong> position. <strong>The</strong> Shield-<br />

Mistress is one <strong>of</strong> the council <strong>of</strong> seven, and all have<br />

equal vote.<br />

Description: Shieldcrest Castle serves as the<br />

headquarters and training center <strong>of</strong> the Shield-<br />

Maidens. <strong>The</strong> Maidens are required to train here for<br />

four months out <strong>of</strong> the year.<br />

Training: Within the walls <strong>of</strong> Shieldcrest castle,<br />

the shield-maidens train vigorously in martial and<br />

arcane arts. Spell-casting sessions are taught either by<br />

the trainers or by the dragons who instructed them.<br />

<strong>The</strong>re is no way to tell a trainer apart from a dragon<br />

as the dragons take on human or demi-human forms<br />

in order to integrate with their students.<br />

An average training day consists <strong>of</strong> four two-hour<br />

training sessions with 20-minute breaks between each<br />

session. Each training session concentrates on one<br />

particular weapon, fighting, or magical technique.<br />

<strong>The</strong> first hour <strong>of</strong> the session will focus on weapon<br />

kata, while the second hour consists <strong>of</strong> sparring in<br />

pairs. <strong>The</strong> remainder <strong>of</strong> their time is spent improving<br />

whatever skill she wishes to pursue.<br />

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<strong>The</strong> traditional training uniform consists <strong>of</strong> a<br />

tabard, a belt, and a pair <strong>of</strong> parrying gloves and boots.<br />

<strong>The</strong> parrying gloves act as buckler shields. If the<br />

session requires a specific weapon or armor, it will<br />

also be supplied.<br />

A Shield-Maiden may train for weapon mastery<br />

at the castle anytime without charge. All <strong>of</strong> the<br />

trainers are grand masters.<br />

All four training sessions are focused on the<br />

weapon or technique being trained for.<br />

If the trainer has a regular training session<br />

scheduled for the day, she will include her student in<br />

the session with them. If the student has the highest<br />

mastery level <strong>of</strong> the class, then the trainer will hold<br />

an exhibition where multiple opponents will spar<br />

with the student. If there is another pupil in the class<br />

<strong>of</strong> at least equal ability, then she will pair her <strong>of</strong>f with<br />

the student and conduct the session normally.<br />

Uniforms: <strong>The</strong> shield maiden’s uniform is<br />

primarily used for training and ceremonial services. It<br />

consists <strong>of</strong> a tabard with the Shield-Maidens crest<br />

emblazoned upon the breast, a black weapon belt,<br />

parrying gloves & boots, and her preferred weapon.<br />

<strong>The</strong> color <strong>of</strong> the tabard reflects the title <strong>of</strong> the Shield-<br />

Maiden. <strong>The</strong>re are no green tabards, as these are<br />

reserved for the members <strong>of</strong> the Order <strong>of</strong> the Green.<br />

Shield-Maiden Titles & Colors<br />

Rank Color Glory<br />

Novice Rose -<br />

Shield-Maiden White 0<br />

Trainer Black -<br />

Defender <strong>of</strong> the Shield Blue 10<br />

Lady <strong>of</strong> the Shield Red 20<br />

Council <strong>of</strong> Seven Silver 40<br />

Shield-Mistress Gold -<br />

<strong>The</strong> Shield-Mistress receives a gold signet ring<br />

engraved with the Shield-Maiden crest. <strong>The</strong> rings<br />

allow the user to teleport once per day and<br />

communicate with the wearers <strong>of</strong> the other rings at<br />

will. <strong>The</strong> Shield-Mistress is appointed by unanimous<br />

agreement by the council <strong>of</strong> seven and usually hails<br />

from their ranks. She represents the paragon Shield-<br />

Maidens and has authority over all other Shield-<br />

Maidens. She spends about half <strong>of</strong> her time outside <strong>of</strong><br />

Shieldcrest Castle either traveling the nation<br />

dispensing justice or consulting with the King and<br />

Queen, Lord Marshall, Captain <strong>of</strong> the Guard, High<br />

Justice, or the dukes.<br />

Ranks: <strong>The</strong> council <strong>of</strong> seven consists <strong>of</strong> seven<br />

councilors and the Shield-Mistress. Each councilor<br />

has one vote, while the Shield-Mistress has two.<br />

Council members receive a silver signet ring<br />

engraved with the Shield-Maiden crest that functions<br />

like the Shield-Mistress’s ring. Councilors spend over<br />

half <strong>of</strong> their time within Shieldcrest Castle providing<br />

guidance to those within its walls. <strong>The</strong> duties <strong>of</strong> the<br />

council <strong>of</strong> seven are to provide overall direction to<br />

the Shield- Maidens, to vote on all additions and<br />

changes to codes <strong>of</strong> conduct and tradition, to and to<br />

act as judge in matters <strong>of</strong> misconduct among the<br />

Shield-Maidens. Councilors are known to coordinate<br />

their efforts with the Lord Marshall, High Justice,<br />

Captain <strong>of</strong> the Guard, generals and admirals.<br />

<strong>The</strong> Lady <strong>of</strong> the Shield serves as a field<br />

commander <strong>of</strong> the Shield-Maidens and sometimes<br />

coordinates her efforts with general, field<br />

commanders, admirals, captains, sheriffs, judges and<br />

the Captain <strong>of</strong> the Guard.<br />

A Defender <strong>of</strong> the Shield is the Shield-Maiden’s<br />

equivalent to the army’s lieutenant. She can lead a<br />

unit <strong>of</strong> up to 20 Shield-Maidens and sometimes<br />

coordinates with captains, lieutenants, sheriffs,<br />

judges, and watch commanders.<br />

Trainers spend about half <strong>of</strong> their time in the<br />

Castle instructing other Shield-Maidens in their fields<br />

<strong>of</strong> study, including weapon<br />

mastery, magic, tactics, and<br />

basic training.<br />

A Novice Shield-<br />

Maiden spends her first<br />

six months within the<br />

walls <strong>of</strong> Shieldcrest<br />

Castle learning how<br />

to be a Shield-Maiden.<br />

Until she advances to her<br />

next level, she will be<br />

accompanied by an<br />

experienced shieldmaiden<br />

in order to<br />

provide her with “onthe-job”<br />

training.<br />

After she has<br />

successfully<br />

completed her<br />

training period,<br />

she must<br />

participate in an<br />

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initiation ceremony. This is conducted in the<br />

ceremonial hall, where the novices are brought before<br />

a member <strong>of</strong> the council <strong>of</strong> seven or the Shield-<br />

Mistress in order to recite her final vows <strong>of</strong> service.<br />

After her vows have been completed, her rose tabard<br />

is removed and the councilor presents her with her<br />

white tabard. (Similar ceremonies are performed<br />

every time a Shield-Maiden changes tabards.) This<br />

ceremony Marks her as a full Shield-Maiden.<br />

A Shield-Maiden’s duties involve traveling the<br />

land dispensing justice, performing acts <strong>of</strong> charity,<br />

and completing missions. Most Shield-Maidens,<br />

when out <strong>of</strong> the castle, will wear whatever they want.<br />

<strong>The</strong> only thing that identifies them is the Shield-<br />

Maiden emblem hanging from their belts. <strong>The</strong>y may<br />

decorate their emblems however they see fit.<br />

However it must be easily identifiable and the color<br />

<strong>of</strong> the shields on the emblem must be the color<br />

associated with their title. Any other part <strong>of</strong> the<br />

emblem may be any color.<br />

Common people are unaware <strong>of</strong> the Shield-<br />

Maiden title structure and would not recognize the<br />

significance <strong>of</strong> their title colors.<br />

Turas (City)<br />

Ruler: King Darkon and Queen Carla.<br />

Population: 2,500 (70% Human, 20% Demihuman,<br />

10% other)<br />

Laws: <strong>The</strong>re are no local laws here.<br />

Notes: <strong>The</strong> cities <strong>of</strong> Ambrion and Turas exist in a<br />

symbiotic relationship. In fact, they are actually one<br />

city. Ambrion is the cosmopolitan half, while Turas<br />

is the industrial half. All <strong>of</strong> the import and export<br />

business goes on in Turas and business is very<br />

lucrative. A brisk transportation sales trade flourishes<br />

here covering mundane methods <strong>of</strong> travel to the<br />

exotic. This city works and plays hard and boisterous<br />

parties can be has somewhere at any time <strong>of</strong> day<br />

somewhere in the city.<br />

Businesses<br />

Rolo’s Hot Air Balloon Dealership: Owned by<br />

Rolo Tumblebottom and his daughter Lilly.<br />

Silomina’s Cantina: Located near Westgate.<br />

Citadel Island<br />

This island is considered to be part <strong>of</strong> the duchy<br />

<strong>of</strong> Dragonspur. <strong>The</strong> island serves not only as a<br />

defensive fortress for Dragonspur and its river, but as<br />

a prison. Citadel Island is basically a mass <strong>of</strong> upthrust<br />

metamorphic rock. <strong>The</strong>re is little to no<br />

vegetation on the island.<br />

<strong>The</strong> Citadel (Fort)<br />

Ruler: Commander Blaze (Paladin <strong>of</strong> Tarastia<br />

15) commands the defense forces, and Warden<br />

Karash Kin-Slayer (Orc 15) manages the prison.<br />

Population: 1,000 (25% Guards, (75% Prisoners)<br />

Laws: <strong>The</strong> only law in this place is the warden’s<br />

law – and it is tightly enforced by his guards.<br />

Atop the highest point on the island rests the<br />

Citadel, an imposing tower fortress sporting both<br />

catapults and ballistae <strong>of</strong> distance. <strong>The</strong> weaponry<br />

combined with their altitude gives the citadel several<br />

times the range <strong>of</strong> any war ship on the sea. This firepower<br />

is supplemented by a contingent <strong>of</strong> wandwielding<br />

magic-users, and the residence <strong>of</strong> cragloving<br />

red and gold dragons as well as red tactrels.<br />

This installation has a bad reputation. Only the<br />

meanest personnel man the fortress. This is a typical<br />

assignment for military personnel who have severely<br />

fallen out <strong>of</strong> favor with their superiors.<br />

<strong>The</strong> prison complex is located at the bottom <strong>of</strong> the<br />

tower, inside the mountain itself. <strong>The</strong> prisoners are<br />

provided with enough resources for them to manage<br />

themselves. Every access point to the citadel is<br />

heavily guarded <strong>of</strong> knights and magic-users,<br />

supplemented with one or two clerics and/or<br />

paladins.<br />

<strong>The</strong> Oubliette is the only unguarded access<br />

point. It is a survival gauntlet intended to be a method<br />

for prisoners to earn their own freedom. It is guarded<br />

by very strong magical wards however – wards<br />

designed to ensure that the rules <strong>of</strong> the Oubliette are<br />

adhered to. <strong>The</strong>re rules are:<br />

Only one living prisoner may be in the<br />

Oubliette at a time. <strong>The</strong> barrier <strong>of</strong> force will<br />

remain solid until the prisoner inside either<br />

finds his way out, dies, or becomes a denizen.<br />

Only living matter may breach the barrier. All<br />

prisoners must enter the Oubliette naked,<br />

unarmed and without rations.<br />

No magic used from outside the oubliette may<br />

pierce the magic surrounding the Oubliette’s<br />

caverns, in either direction. Magic may be<br />

used within the Oubliette, but the effects must<br />

be confined to within its borders.<br />

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<strong>The</strong> Oubliette is a vast, sprawling natural cavern<br />

complex located around seal level. A large segment<br />

<strong>of</strong> the caverns are below sea level and are thusly<br />

submerged. <strong>The</strong> cavern is not devoid <strong>of</strong> life. Several<br />

subterranean and aquatic species call the Oubliette<br />

their home.<br />

Occasionally, a prisoner will decide to become a<br />

denizen <strong>of</strong> the caves rather than escape. <strong>The</strong> denizens<br />

<strong>of</strong> the Oubliette have a ritual for accepting a new<br />

member into their communities. This ritual varies by<br />

community, but exists as a compulsion caused by the<br />

Oubliette’s enchantments. This compulsion acts as a<br />

Geas spell cast by a 36 th level magic-user.<br />

Fun Island<br />

Freeport (Town)<br />

Ruler: Baron Falcourt Menton (Thief 15,<br />

Merchant 10, Wererat 9)<br />

Population: 1,000 (50% Human, (10% Demihuman,<br />

40% other)<br />

Laws: This is the only port in <strong>Darkonnia</strong> that does<br />

not impose a trade tariff. As a result, it is the hub <strong>of</strong><br />

trade in the region. To further support the free trading<br />

<strong>of</strong> goods, any laws prohibiting ownership or trade are<br />

not in effect within the borders <strong>of</strong> the barony,<br />

including slaves.<br />

Freeport has strict laws regarding the upkeep <strong>of</strong><br />

its buildings. All buildings within its borders must<br />

maintain their buildings to keep the town from<br />

becoming a slum. If a building shows signs <strong>of</strong><br />

neglect, the constables can impose a variety <strong>of</strong><br />

penalties against the owner.<br />

A first-time <strong>of</strong>fender will be handed a dated<br />

written order stating what to correct within 28 days.<br />

If the order is not followed by that time, he will be<br />

treated as a second-time <strong>of</strong>fender. 2nd – 4th time<br />

<strong>of</strong>fenders receive the same written orders and are also<br />

charged from 50 to 1,000 gold in fines depending on<br />

the severity <strong>of</strong> the neglect. Fifth-time and higher<br />

<strong>of</strong>fenders are stripped <strong>of</strong> their title to the building.<br />

<strong>The</strong> building is then repaired and sold to the public at<br />

a price equal to the repair costs plus 20%.<br />

Description: Freeport attracts people <strong>of</strong> all<br />

varieties; from wealthy entrepreneurs to flesh<br />

peddlers. All find a place in Freeport to call their<br />

own. This town can satisfy all your needs no matter<br />

how refined or debased they may be.<br />

<strong>The</strong> Baron <strong>of</strong> Freeport expends great resources to<br />

keep this town from tearing itself apart. <strong>The</strong><br />

constables are well trained and well equipped. <strong>The</strong>y<br />

are housed in several large fortified barracks<br />

throughout the town. One <strong>of</strong> the fortified barracks<br />

houses the civic laborers and inspectors whose job it<br />

is to clean the town and inspect the buildings to<br />

guarantee their safety, stability, and esthetic value.<br />

Businesses<br />

Marshaka’s Slave Collars: This little shop on<br />

the edge <strong>of</strong> the slave market sells unique magical<br />

collars for slaves. All <strong>of</strong> these collars are made <strong>of</strong><br />

green leather with copper tags and sell for 1,000 Gp<br />

each. <strong>The</strong> backs <strong>of</strong> the tags are lined with a green felt<br />

to keep the slave’s skin from turning green as well.<br />

<strong>The</strong> tags never tarnish and cannot be harmed except<br />

by magical weapons.<br />

When a collar is initially purchased, Marshaka<br />

casts two attuning spells on the collar, one for owner<br />

and one for slave. <strong>The</strong> spells are focused through the<br />

collar to be purchased. <strong>The</strong> name <strong>of</strong> the slave etches<br />

itself into the tag, with the owner’s name etched<br />

below it in smaller letters.<br />

<strong>The</strong> collar cannot be removed by anyone except<br />

the owner. If the owner concentrates on the image (or<br />

name) <strong>of</strong> his slave, he will be instantly aware <strong>of</strong> the<br />

slave’s exact location (including plane <strong>of</strong> existence,<br />

but not dimension), but not her activities. If the<br />

owner sells/trades/gives the slave to someone else <strong>of</strong><br />

his own free will, the owner’s name on the collar will<br />

change to the new owner’s name and the collar will<br />

re-attune itself to the new owner. If the owner gives<br />

the slave a new name, it will replace the slave’s name<br />

on the collar. Only the owner <strong>of</strong> the collar can<br />

remove it. If the owner informs the slave that she is<br />

free and removes the collar, the enchantment <strong>of</strong> the<br />

collar is broken, the names on the tag disappear and<br />

the collar becomes non-magical. <strong>The</strong> collar can then<br />

be brought back to Marshaka for attunement once<br />

again (at which point she will charge 50 Gp for the<br />

service).<br />

<strong>The</strong>re is a rumor floating about her collars. A few<br />

people have seen slave colors that have a different<br />

color than Marshaka’s but function in exactly the<br />

same manner. One merchant reported that collars<br />

with red leather and gold tags can be found in a littleknown<br />

subterranean city on the continent <strong>of</strong> Brun.<br />

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8.<br />

Marshaka <strong>of</strong> Freeport: Female Elf 10, Merchant<br />

Fun City<br />

Ruler: Duke<br />

Population: Varies considerably<br />

Laws: <strong>The</strong>re are no local laws here.<br />

Description: Every day is a holiday in the city <strong>of</strong><br />

Fun. <strong>The</strong> entire town is one big celebration and<br />

amusement park.<br />

Entertainers, revelers and merchants line the<br />

streets. Parades march down the streets every week.<br />

Every enjoyment that can be had exists in Fun City –<br />

from various amusement rides to gambling to<br />

bordellos.<br />

Special Locations<br />

<strong>Darkonnia</strong> Castle<br />

This is the <strong>of</strong>ficial residence <strong>of</strong> the royal family. It<br />

also serves as the place where business between the<br />

common people and the royalty can be conducted.<br />

Most <strong>of</strong> the castle is open to the public, with only the<br />

upper floors reserved for the royal family’s usage.<br />

1 square = 10 feet<br />

E. Magical Elevator<br />

<strong>The</strong> elevator consists <strong>of</strong> a levitating ten foot<br />

diameter marble platform. When a command word is<br />

uttered, followed by a number corresponding to the<br />

floor that the user wants to go to, it will raise or lower<br />

itself to the appropriate floor. This platform can lift<br />

up to 100,000 cn <strong>of</strong> weight.<br />

1. Pantry<br />

2. Large Storage Room<br />

This room currently contains several tables.<br />

3. Storage Room<br />

This room currently contains several chairs.<br />

4. Storage Room<br />

This room currently contains miscellaneous items<br />

for throwing a royal ball.<br />

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5. Wine Cellar<br />

6. Linen Closet<br />

7. Storage Room<br />

This room currently contains miscellaneous items<br />

for political gatherings.<br />

9. Council Room<br />

10. Throne Room<br />

11. Lobby<br />

12. Guard Room<br />

13. Armory<br />

8. Ball Room<br />

This room has been magically enhanced.<br />

<strong>The</strong> enchantments in this room have the following<br />

effects:<br />

• <strong>The</strong> mirror floor is transparent if viewed<br />

from the first floor.<br />

• <strong>The</strong> mirror floor reflects only images<br />

<strong>of</strong> living creatures. <strong>The</strong>se reflections appear as if the<br />

reflected creature was viewed with the Truesight<br />

spell.<br />

9. Coat Room<br />

14. Bathing Room<br />

15. Trophy Room<br />

16. Kitchen<br />

17. Pantry<br />

18. Wine Cellar<br />

19. Living Room<br />

When the golden bell rope (red dot) is pulled, a<br />

Force Field (red dashes) will be activated or<br />

deactivated.<br />

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20. Dining Room<br />

21. Play Room<br />

22. Dining Hall<br />

23. Small Guest Bedroom<br />

27. Magical Research Laboratory<br />

28. Shrine to Valerias<br />

29. Library<br />

30. Training Room<br />

24. Closet<br />

25. Large Guest Bedroom<br />

31. King and Queen’s Bedroom<br />

32. Walk-in Wardrobe<br />

26. Carla’s Sanctum<br />

This room contains two illusions (red dashes) and<br />

one Force Field (each are turned on or <strong>of</strong>f with<br />

a command word). <strong>The</strong> illusions are <strong>of</strong> the outer and<br />

inner walls. <strong>The</strong> Force Field’s position coincides with<br />

the illusory outer walls.<br />

33. Teleportation Chamber<br />

This room houses the first <strong>of</strong> two Wheels <strong>of</strong><br />

Infinite Travel.<br />

34. Bathing Room<br />

35. Tara’s Bedroom<br />

36. Erridon’s Bedroom<br />

37. Kalia’s Bedroom<br />

Page 31 <strong>of</strong> 81


38. Dining Area<br />

39. Kitchen<br />

40. Living Room / Lobby<br />

43. Apprentice’s Bedroom<br />

44. Apprentice’s Bedroom<br />

45. Apprentice’s Bedroom<br />

46. Apprentice’s Bedroom<br />

41. Library<br />

<strong>The</strong> books in this library are worth a total <strong>of</strong><br />

18,000 Gp and will allow a magic-user to research 1 st<br />

through 9 th level spells.<br />

42. Study Chamber<br />

47. Apprentice’s Bedroom<br />

48. Apprentice’s Bedroom<br />

This room belongs to Marylyn.<br />

49. Bathing Room<br />

50. Closet<br />

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51. Magical Research Laboratory<br />

52. Treasure Hearth<br />

53. Closet<br />

54. Closet<br />

55. Magist’s Bedroom<br />

This bedroom belongs to the royal magist,<br />

Bernetta.<br />

Attic<br />

Silverglade Inn<br />

This is a very popular inn located in the capital<br />

city <strong>of</strong> Ambrion. <strong>The</strong> owner is an elf by the name <strong>of</strong><br />

Arleena Vyalia. Every inch <strong>of</strong> the inn is covered with<br />

the finest elven woodwork. <strong>The</strong> food and drink are<br />

exceptional and the atmosphere is buoyant. All <strong>of</strong> the<br />

maids and bar maids are beautiful and energetic. <strong>The</strong><br />

inn opens its doors at 6am and closes them at 11pm.<br />

Employees work two eight hour shifts (from 6am to<br />

3pm and from 3pm to 11pm) with one hour breaks<br />

that can be divided up at the employee’s discretion as<br />

long as there is only one type <strong>of</strong> employee on break<br />

at a time.<br />

All <strong>of</strong> the girls employed by the Silverglade Inn<br />

wear a simple two piece uniform during their shifts.<br />

<strong>The</strong> uniform consists if a short white skirt and a vest.<br />

<strong>The</strong> color <strong>of</strong> the vest signifies the function <strong>of</strong> the<br />

employee. Nothing else is allowed to be worn with<br />

the exception <strong>of</strong> rings.<br />

Animal handlers take care <strong>of</strong> the animals in the<br />

stables. <strong>The</strong>y are also responsible for the stable’s<br />

upkeep. <strong>The</strong>y earn 1 Sp per hour with a 1 Sp<br />

annual raise. Animal Handlers wear tan vests. An<br />

animal handler must have a minimum wisdom<br />

<strong>of</strong> 11 and charisma <strong>of</strong> 9.<br />

<strong>The</strong> bartender not only prepares drinks, she<br />

also supervises the bar maids on the floor and<br />

sometimes acts as a bouncer. She also keeps a log <strong>of</strong><br />

compensations for the bar maids.<br />

Usually, the owner or a manager takes this<br />

position. However, a bar maid has<br />

occasionally taken this role. <strong>The</strong>re is<br />

no special vest color for a<br />

bartender. A bartender must know<br />

how to mix drinks.<br />

Bar maids serve food and<br />

drink to customers. <strong>The</strong>y also<br />

interact with the customers and<br />

provide an enjoyable<br />

atmosphere. Bar maids wear red<br />

vests. Typically, three bar maids<br />

are on duty every shift.<br />

<strong>The</strong> bar maid’s pay rate is<br />

more like a list <strong>of</strong> compensations<br />

for the manner in which they are<br />

treated by their customers. A bar<br />

maid’s base pay is 1 Sp per hour<br />

with an annual pay raise <strong>of</strong> 1 Sp per<br />

hour. A bar maid must have a<br />

minimum charisma <strong>of</strong> 13 and be at<br />

least 12 years old.<br />

<strong>The</strong>ir pay is supplemented by tips and<br />

compensations for the conditions in which they are<br />

working under. If a uniform is damaged, destroyed,<br />

or taken, then the employee must continue working<br />

without it for the rest <strong>of</strong> the day. <strong>The</strong>y receive an<br />

additional 2 Sp per hour if they are forced to work<br />

topless or bottomless (4 Sp per hour spent naked).<br />

<strong>The</strong>y also receive compensation for each instance<br />

that a customer molests them. If a maid is fondled by<br />

a customer she receives an extra 1 Gp. If a customer<br />

engages in sexual intercourse with a maid, she<br />

receives 10 Gp with an additional 10 Gp bonus if<br />

the customer ejaculates within her. If a bar maid<br />

strikes a customer, she is docked 1 Gp <strong>of</strong> pay.<br />

Page 33 <strong>of</strong> 81


<strong>The</strong> cook prepares all <strong>of</strong> the food and takes<br />

inventory <strong>of</strong> supplies. Cooks wear white vests and<br />

earn a base pay <strong>of</strong> 3 Sp per hour with an annual raise<br />

<strong>of</strong> 2 Sp. Cooks must have a minimum intelligence <strong>of</strong><br />

13 and the Pr<strong>of</strong>ession (Cooking) and Food Tasting<br />

general skills.<br />

Entertainers that are looking to become known<br />

usually find their way here. Unknown entertainers<br />

usually receive 1 Gp per song, dance, etc. If the<br />

performer or band is fairly well known, then<br />

appropriate payment is negotiated. Entertainers are<br />

not considered Silverglade staff and are therefore,<br />

able to wear whatever they like.<br />

Maids are in charge <strong>of</strong> cleaning the upper floor,<br />

providing room service, and informing management<br />

<strong>of</strong> any strange or suspicious occurrences. <strong>The</strong> maids<br />

may perform other services for the customers logging<br />

here in exchange for suitably sized tips. <strong>The</strong>y wear<br />

yellow vests and earn a base pay <strong>of</strong> 1 Sp per hour<br />

with a 1Sp annual raise. A maid must have a<br />

minimum charisma <strong>of</strong> 13 and be at least 10 years old.<br />

<strong>The</strong> owner or manager is in charge <strong>of</strong> all<br />

personnel in the building. <strong>The</strong> manager handles all<br />

disputes, complaints, and business transactions. She<br />

is also responsible for ordering supplies, paying<br />

employees, distributing uniforms, and book keeping.<br />

She also handles the hiring and firing <strong>of</strong> employees.<br />

Managers wear blue vests, while the owner wears a<br />

green vest. A manager must have the following<br />

minimum scores: 13 Intelligence, 11 Wisdom, and 11<br />

Charisma.<br />

When the day’s pr<strong>of</strong>its are counted, the bar maids<br />

and cooks are paid first, then half <strong>of</strong> the remaining<br />

amount is retained for Silverglade expenses. <strong>The</strong> rest<br />

is split evenly by the managers and the owner. Each<br />

employee is allowed only one uniform each day (due<br />

to expenses). An employee may opt to continue<br />

working after her shift is over.<br />

Ground Floor<br />

1 square = 5 feet.<br />

Tavern Hall<br />

This 60’ x 80’ room is where most <strong>of</strong> the action<br />

is. It contains 15 round tables, two 20’ long tables,<br />

one 10’ long table, 66 chairs, and 4 short benches (for<br />

extra-large guests). <strong>The</strong> bar is 32’ long and seats up<br />

to 11 people. Behind the bar is a trap door in the floor<br />

leading down to the winery.<br />

Stage<br />

<strong>The</strong> stage is 50’ wide and 15’ deep. A 5-foot<br />

wide catwalk and back-stage area extends around the<br />

perimeter <strong>of</strong> the stage. <strong>The</strong> catwalk is eight feet<br />

above floor level and has a two foot tall rail that the<br />

black velvet curtains hang from. <strong>The</strong>se curtains hide<br />

the back-stage area from the audience’s view.<br />

Office<br />

This 20’ x 15’ room is the owner’s and manager’s<br />

<strong>of</strong>fice. It is typically locked when the owner or<br />

manager is not present. A desk faces the door.<br />

Inside the desk are several papers, the ledger, the key<br />

to the gateway, and several personal items. A<br />

double-bed rests in the north-west corner <strong>of</strong> the room.<br />

A chest is placed near the head <strong>of</strong> the bed.<br />

A secret door on the west wall leads to a small 5’<br />

x 15’ room. This is where valuables, the inn’s<br />

money, and Arleena’s magical mirror is stored. If<br />

someone steps into the mirror, he will step out <strong>of</strong> an<br />

identical mirror in Arleena’s stronghold (located in<br />

the Vyalia woods <strong>of</strong> Karameikos).<br />

Page 34 <strong>of</strong> 81


Kitchen<br />

This is where the meals are prepared. Everything<br />

a chef could want is within this room.<br />

Pantry<br />

All <strong>of</strong> the perishable goods used by the cooks is<br />

stored here. <strong>The</strong> room has the temperature magically<br />

regulated to just above freezing. Non-perishable<br />

goods that are used through the day are also stored<br />

here. A Glantrian cold-box rests in the south-west<br />

corner <strong>of</strong> the room. It is used to store foods that need<br />

to be frozen.<br />

Modest Stable<br />

1 Gp/day<br />

<strong>The</strong> modest stable package consists <strong>of</strong> a small<br />

stall with average quality feed, hay, and care.<br />

Average Stable<br />

2 Gp/day<br />

<strong>The</strong> average stable package consists <strong>of</strong> a small<br />

stall with superior feed, hay, and care.<br />

Superior Stable<br />

10 Gp/day<br />

<strong>The</strong> superior stable package consists <strong>of</strong> a large<br />

stall with superior feed, hay and care.<br />

Extravagant Stable<br />

25 Gp/day<br />

<strong>The</strong> extravagant stable package consists <strong>of</strong> a large<br />

stall with extravagant feed, hay, and care.<br />

Private Stable<br />

0 Gp/day<br />

Located in the south-east corner <strong>of</strong> the inn is a<br />

stable for use specifically by the staff <strong>of</strong> the<br />

Silverglade Inn. Animals stalled here receive the<br />

benefits <strong>of</strong> the extravagant stable package free <strong>of</strong><br />

charge.<br />

Upper Floor<br />

M. Modest Room 1 Gp/day<br />

<strong>The</strong>se 10’ x 10’<br />

rooms accommodate<br />

one guest and are<br />

furnished with a single<br />

bed, chest, and<br />

wardrobe. <strong>The</strong><br />

windows are framed<br />

white cotton curtains.<br />

A. Average Room 5 Gp/day<br />

<strong>The</strong>se 10’ x 15’<br />

rooms<br />

can<br />

accommodate two<br />

guests and are<br />

furnished with two<br />

beds, two chests, and<br />

one wardrobe. <strong>The</strong><br />

windows are framed by<br />

blue silk curtains.<br />

S. Superior Room 50 Gp/day<br />

<strong>The</strong>se 20’ square rooms can accommodate two<br />

guests and are furnished with a double-bed, two<br />

chests, two wardrobes, a writing desk with chair, and<br />

a bookcase with an assortment <strong>of</strong> books. <strong>The</strong><br />

windows are framed by green velvet curtains and an<br />

exotic (10’ square) rug lies in the center <strong>of</strong> the room.<br />

Meals are free with rental <strong>of</strong> this room.<br />

E. Extravagant Room 500 Gp/day<br />

<strong>The</strong>se 20’ x 25’ rooms can accommodate two<br />

guests and are furnished with a large posted doublebed,<br />

two chests, two wardrobes, one writing desk<br />

with chair, and a bookcase with a large assortment <strong>of</strong><br />

books. <strong>The</strong> windows are framed by crimson velvet<br />

curtains with gold embroidery, an embroidered 10’<br />

square rug lies near the center <strong>of</strong> the floor, and a<br />

tapestry hangs from the west wall. Food and drink are<br />

free with rental <strong>of</strong> this room.<br />

Winery<br />

This room is lined with shelves <strong>of</strong> every kind <strong>of</strong><br />

alcoholic or non-alcoholic beverage in the known<br />

world. <strong>The</strong> stairs lead up to a trap door in the ceiling<br />

(©).<br />

Storage<br />

This room contains all <strong>of</strong> the non-perishable<br />

supplies used by the inn.<br />

Page 35 <strong>of</strong> 81


Gateway<br />

Thus wormhole to the elemental plane <strong>of</strong> water<br />

was accidentally unearthed during construction <strong>of</strong> the<br />

inn. A room was immediately constructed<br />

around the portal. <strong>The</strong> door is always locked. <strong>The</strong> key<br />

is always located in the desk in the <strong>of</strong>fice. Only the<br />

owner and managers are authorized to open it.<br />

<strong>The</strong> wormhole is unusual in the fact that it has<br />

three ends which makes it roughly Y-shaped. <strong>The</strong><br />

bottom <strong>of</strong> the “Y” is the elemental plane <strong>of</strong> water.<br />

<strong>The</strong> top right end <strong>of</strong> the “Y” is the location <strong>of</strong> the inn<br />

and the left is a random location that is always on the<br />

surface or under water.<br />

If a person that is aware <strong>of</strong> the “Y” shape enters<br />

the wormhole from the “top <strong>of</strong> the Y,” he can attempt<br />

to control which en he comes out <strong>of</strong> by making<br />

dexterity check at a -3 penalty. If he fails or forfeits<br />

his roll, the will wind up in the elemental plane <strong>of</strong><br />

water 80% <strong>of</strong> the time.<br />

If he enters from the bottom (elemental) side and<br />

fails or forfeits his check, he has a 50% chance <strong>of</strong><br />

arriving at the wrong end. <strong>The</strong> trip takes 1d4+2<br />

rounds to complete.<br />

Tree <strong>of</strong> Death<br />

<strong>The</strong> tree <strong>of</strong> death was created by a little known<br />

elven clan leader known only as the Farsage. <strong>The</strong><br />

Tree <strong>of</strong> Death – known in days <strong>of</strong> past as the Tree <strong>of</strong><br />

Illsundal’s Undoing – was intended to help them<br />

defeat their enemy and return the elves to their true<br />

path. For unknown reasons, it was abandoned by the<br />

Vorandil clan.<br />

An elven Treekeeper, Clanmaster, and several<br />

aides (all maximum level) may use the Tree <strong>of</strong> Death<br />

to create elven dreadnaughts in the following manner.<br />

<strong>The</strong> Valerian Troupe<br />

<strong>The</strong> Valerian Troupe is a traveling band <strong>of</strong> bards<br />

and dancers. <strong>The</strong>y tend to frequent Fun city as it<br />

draws the largest amount <strong>of</strong> tourists, followed by the<br />

city <strong>of</strong> Ambrion. <strong>The</strong>y have also been allowed to tour<br />

the Thyatian Academy, Alphatian University, and the<br />

Glantrian School <strong>of</strong> Magic.<br />

<strong>The</strong> band consists <strong>of</strong> five bards, five male<br />

dancers, and five female dancers. Four <strong>of</strong> the bards<br />

play music while the fifth one narrates the story. <strong>The</strong><br />

dancers depict characters in the story.<br />

<strong>The</strong> Main Act<br />

<strong>The</strong>ir primary play depicts an erotic story <strong>of</strong> two<br />

lovers whom frequently stray from each other’s arms,<br />

but their love always brings them back. When their<br />

lives are threatened, Valerias intervenes and grants<br />

them a weapon to the man allowing him to defend<br />

their love.<br />

In this play, all <strong>of</strong> the dancers perform in the<br />

nude. It is a well-known fact that the two dancers<br />

interact only with the inner circle <strong>of</strong> the crowd. It is<br />

expected that anyone within the inner circle may<br />

wish to participate. <strong>The</strong> dancers select people <strong>of</strong> the<br />

opposite sex to interact with, regardless <strong>of</strong> race, age<br />

and appearance. Children in the inner circle are<br />

assumed to have permission to participate.<br />

<strong>The</strong> dance proceeds like this: <strong>The</strong> two lovers,<br />

performed by a male and a female dancer, begin the<br />

dance in an embrace as the narrator begins the story.<br />

<strong>The</strong>y dance together, symbolizing their romance. As<br />

the dance progresses, they slowly separate into<br />

individual dances (depicting their straying from each<br />

other’s arms). During the individual dances, they<br />

begin to dance more seductively, flitting between<br />

people in the inner circle <strong>of</strong> the crowd. Eventually,<br />

both lovers select one member <strong>of</strong> the opposite sex<br />

from the crowd to become their new romantic<br />

dalliance. This lasts for approximately one or two<br />

minutes.<br />

<strong>The</strong> female dancer embraces a male participant to<br />

give herself to. He is allowed to do whatever he<br />

wishes with her. If he is shy, she will direct his hands<br />

to explore her body as they dance.<br />

<strong>The</strong> male dancer selects a female from the crowd<br />

and has his way with her. She may direct his actions<br />

with her hands, prompting him to perform or denying<br />

him to performance <strong>of</strong> certain actions during the<br />

dance.<br />

After one or two minutes, the dancers’ beak away<br />

from their dalliances and return to their individual<br />

dances, this slowly brings them back together. This<br />

cycle repeats several times until the narrator decides<br />

to proceed to the climax.<br />

During the climax, the narrator states that one <strong>of</strong><br />

the dalliances was a powerful aristocrat that has<br />

become insanely jealous <strong>of</strong> the male dancer and<br />

sends four <strong>of</strong> his men to attack the lovers. At this<br />

point, four male dancers enter, two <strong>of</strong> which attack<br />

the male lover and two rape the female. Once it looks<br />

like the male lover is about to be defeated and the<br />

Page 36 <strong>of</strong> 81


female is doomed to be raped, a female dancer<br />

dressed as Valerias enters and grants the male lover<br />

a sword (a magical sword +3 that can only harm<br />

ethereal creatures and non-living objects – the blade<br />

is insubstantial to non-ethereal creatures). <strong>The</strong> lover<br />

then defeats the attackers and saves his lover. Once<br />

together, they perform one last dance celebrating<br />

their triumph before the story ends.<br />

Page 37 <strong>of</strong> 81


People<br />

This section presents notable or useful characters<br />

in the country. Each character is described by: Name<br />

and title(s); History (background); Personality<br />

(behavior); Appearance (description <strong>of</strong> the character);<br />

and DMing Notes (how to use the character).<br />

Characters<br />

Airc Jax<br />

Knight <strong>of</strong> <strong>Darkonnia</strong><br />

Captain in the <strong>Darkonnia</strong>n Navy<br />

Captain <strong>of</strong> the <strong>Darkonnia</strong>n Royal Guard<br />

History: Airc was born on the Isle <strong>of</strong> Dawn, the<br />

middle child and only son <strong>of</strong> his Freeman parents<br />

Arron, a mason, and Nayomee, a healer. He was<br />

raised with the expectation that he would inherit his<br />

father's business, and likely would have done just that<br />

with his life, were it not for a chance visit from a<br />

distant uncle. <strong>The</strong> stories told by his uncle, owner and<br />

captain <strong>of</strong> his own ship, planted the seed <strong>of</strong> adventure<br />

in young Airc's heart. Several years later, after much<br />

arguing between him and his father, Airc set out to<br />

see the world and make a name for himself.<br />

Airc's fledgling career as a fighter took him<br />

through the Empire <strong>of</strong> Thyatis to the Grand Duchy <strong>of</strong><br />

Karameikos, where he came to the small Barony <strong>of</strong><br />

Darvale. Impressed by the Baron's skill as warrior,<br />

and by the ideals and beliefs by which he ruled his<br />

domain, Airc decided to make the area his home<br />

when not <strong>of</strong>f in pursuit <strong>of</strong> adventure.<br />

Soon afterward, Airc's life was impacted once<br />

again by his sea-faring uncle. One <strong>of</strong> the last things<br />

his uncle had done before his death was to name Airc<br />

the inheritor <strong>of</strong> his ship, an old battered war galley,<br />

which by that time had seen much action and was<br />

barely sea-worthy. Once Airc learned <strong>of</strong> his<br />

inheritance, he decided that he would honor his uncle<br />

by restoring the ship and using it in his own<br />

continuing adventures. However, he was quite<br />

dismayed at the condition <strong>of</strong> the ship, and despaired<br />

<strong>of</strong> being able to gather the large sum <strong>of</strong> money<br />

required to repair it. Luckily, he was about to<br />

discover another benefactor in his life.<br />

Word <strong>of</strong> Airc's adventures had reached the ear <strong>of</strong><br />

the Baron <strong>of</strong> Darvale, and he had been keeping an<br />

eye on Airc's career recently. When he discovered<br />

that Airc was in need <strong>of</strong> gold to repair the ship, he<br />

graciously loaned what was needed, with the<br />

provision that, along with the timely repayment <strong>of</strong> the<br />

loan, Airc would also be required to perform the<br />

occasional service or function. Thus began his career<br />

under the then Baron Darkon.<br />

Several years <strong>of</strong> mostly successful adventuring<br />

passed, and when Baron Darkon set out and forged<br />

his own kingdom, Airc followed. He decided to<br />

pledge his service <strong>of</strong>ficially to the new King <strong>of</strong><br />

<strong>Darkonnia</strong>, accepting the rank <strong>of</strong> Captain in the<br />

Royal Navy. Airc’s respect for and friendship with<br />

Darkon had continued to grow, and when he was <strong>of</strong><br />

sufficient ability, he pledged fealty to the King,<br />

becoming a Knight <strong>of</strong> <strong>Darkonnia</strong>. Shortly thereafter,<br />

he was tasked with the creation <strong>of</strong> a Royal Guard.<br />

Now complete, Airc proudly serves his King and<br />

realm as the Captain <strong>of</strong> the Royal Guard, and as such<br />

enjoys a position <strong>of</strong> relative importance and influence<br />

in the kingdom.<br />

Personality: Airc is really not a very complex<br />

individual. He is very much a "what you see is what<br />

you get" kind <strong>of</strong> guy. He has a very steady demeanor,<br />

and approaches both his daily life and adventuring<br />

and military careers with a stolid and stoic attitude.<br />

He tends to focus on the task at hand with a certain<br />

degree <strong>of</strong> single-mindedness, and prefers to<br />

overcome one obstacle at a time, rather than spending<br />

an undue amount <strong>of</strong> time planning for what may or<br />

may not be "around the corner" (although his strong<br />

sense <strong>of</strong> curiosity will usually lead him around<br />

that corner in short order).<br />

Naturally, this has led many <strong>of</strong> his friends and<br />

comrades to quip about his similarity to certain<br />

animals: pigs, oxen, and mules being the most<br />

prevalent.<br />

Airc makes comrades very easily due to his<br />

approachable nature and his occupation, but forming<br />

a lasting friendship occurs more rarely. He is very<br />

loyal to those he respects and considers friends, <strong>of</strong>ten<br />

going to great lengths for them if they ask for his<br />

assistance in something. He also takes his command<br />

duties very seriously, though he is actually harder on<br />

himself than he is on his men for any perceived<br />

failures.<br />

Appearance: Standing at a shade over six feet,<br />

Airc is somewhat tall and lean, with a very fit<br />

physique. He has dark brown, semi-curly hair that he<br />

keeps cropped rather short, gray eyes, and somewhat<br />

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exotic good looks due to his mother's Thothian<br />

heritage.<br />

When adventuring, Airc wears a well-used but<br />

well- maintained set <strong>of</strong> plate mail armor - unless he is<br />

aboard ship, where he prefers a less encumbering set<br />

<strong>of</strong> leathers. In times <strong>of</strong> leisure, he commonly wears<br />

black or dark gray breeches or pants, with a white or<br />

tan shirt. He is also fond <strong>of</strong> wearing a small vest,<br />

blue or black with gold stitching, either over his shirt<br />

or on its own. For footwear, he commonly dons<br />

boots, but as <strong>Darkonnia</strong>'s climate is quite warm, will<br />

also wear sandals on occasion.<br />

DMing Notes: As important a figure he is in and<br />

around Castle <strong>Darkonnia</strong>, Airc can also be found<br />

almost anywhere in Ambrion and the surrounding<br />

area, performing any <strong>of</strong> a wide variety <strong>of</strong> tasks. He<br />

is also a frequent visitor to the local taverns<br />

(particularly the Silverglade Inn), where he tries to<br />

keep abreast <strong>of</strong> current events <strong>of</strong> the adventuring<br />

community. Since he reports directly to the king (not<br />

to mention being a personal friend <strong>of</strong>), many people<br />

and organizations trying to campaign for his favor, in<br />

hopes this will lead to a good word into his liege's<br />

ear. For his part, Airc ignores this politicking as<br />

thoroughly as he is able.<br />

Airc Jax<br />

Male Human Fighter<br />

13th level Fighter: AC 1; AV 6; hp 72; MV 90'(30'); #AT<br />

2 (2-H Sword); D 3d6+3; WR 19; Save F13; ML ?; AL<br />

N; S 16, I 13, W 13, D 13, Co 17, Ch 11; Will 26.<br />

Languages: Alphatian, Alignment (Neutral), Thothian,<br />

Thyatian (I).<br />

General Skills: Bargaining (Ch), Danger Sense (W),<br />

Endurance (Co), Intimidate (S), Leadership (Ch),<br />

Pr<strong>of</strong>ession (Seamanship) (I), Riding (Horses) (D).<br />

Weapon Mastery: Dagger (Ba), Heavy Crossbow (Sk),<br />

Short Bow (Ba), Short Sword (Ba), Striking (Ba), Two-<br />

Handed Sword (Ma), Wrestling (Ba).<br />

Special Abilities: Lance Attack, Set Spear vs. Charge,<br />

Smash, Parry, Disarm, Multiple Attacks (2/round).<br />

Equipment: Amulet <strong>of</strong> Protection +3, Boots <strong>of</strong> Traveling<br />

& Leaping, Dagger <strong>of</strong> Doomwarding, Heavy Crossbow<br />

+2 (Sinking), Plate Mail +3, Ring <strong>of</strong> Protection +1,<br />

Rod <strong>of</strong> Weaponry, Rust Blade, Short Sword +3, Two-<br />

Handed Sword +3.<br />

Aldrich Tarstan <strong>of</strong> Vandragorn<br />

Duke <strong>of</strong> Vandragorn<br />

History: His history before he came through the<br />

wormhole from a world called Greyhawk is unknown<br />

to all in this world – and he’s not talking. He joined<br />

up with King<br />

Darkon and they quickly became good friends.<br />

After several adventures together, the new country<br />

was freed from any major threat to the country. As a<br />

reward for his services, Darkon appointed Aldrich the<br />

title <strong>of</strong> duke <strong>of</strong> Vandragorn.<br />

Personality: Fiercely loyal to his king and<br />

comrades, Aldrich makes a powerful ally. His<br />

forceful nature and intelligence make him a natural<br />

leader.<br />

Appearance: With blond hair and blue eyes, this<br />

6’ 4” tall warrior has a commanding presence. He<br />

tends to wear white and blue clothing.<br />

DMing Notes: <strong>The</strong> characters may come into<br />

contact with Aldrich if the need to contact the dukes<br />

or king.<br />

Aldrich Tarstan <strong>of</strong> Vandragorn Male Human Paladin<br />

30th-level Paladin <strong>of</strong> Diamond: AC: 3; AV 6; hp 83; MV<br />

90’ (30’); #AT 3 (Swords); D by weapon; WR::30;<br />

Save F30; ML 11; AL L; S 18 I 17 W 16 D 17 Co 16<br />

Ch 17.<br />

Languages: Thyatian, Alignment (Lawful).<br />

General Skills: Alertness (D), Ambidexterity, Bravery<br />

(W), Ceremony (Diamond) (W), Endurance (Co),<br />

Intimidation (S), Law & Justice (Greyhawk) (W), Law<br />

& Justice (<strong>Darkonnia</strong>) (W), Leadership (Ch), Military<br />

Tactics (I), Riding (Horses) (D)<br />

Weapon Mastery: Bastard Sword – 1H (GM), Bastard<br />

Sword – 2H (Ex), Normal Sword (GM), Striking (Bs),<br />

Wrestling (Bs).<br />

Special Abilities: Turn Undead (+2 to roll),<br />

Equipment: Ornate Plate Mail +4, Bastard Sword +2 (+5<br />

vs. Undead), Normal Sword +4 (+5 vs. Evil).<br />

Allenna Vyalia<br />

Manager <strong>of</strong> the Silverglade Inn<br />

History: Allenna grew<br />

up quietly in her clan’s area<br />

<strong>of</strong> the forest in the Grand<br />

Duchy <strong>of</strong> Karameikos where<br />

she heard stories <strong>of</strong> her older<br />

cousin Arleena. She decided<br />

to track her cousin down and<br />

become her apprentice. Arleena acquiesced to her<br />

arguments to become her apprentice. Over the years,<br />

Allenna trained and adventured.<br />

When Arleena opened her inn, Allenna was more<br />

than happy to take on the role <strong>of</strong> a manager.<br />

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Occasionally, she went on adventures. During one <strong>of</strong><br />

these adventures, she was almost killed. She was<br />

taken back to their skyship by Drakoen (an avenger<br />

<strong>of</strong> Hel). After healing her, he decided to take what he<br />

apparently believed to be his fair reward while she<br />

was sleeping – her. Later, she discovered that she was<br />

pregnant with his child. When her son was born in<br />

1006 AC, she named him Allerranniss.<br />

After four years, she is content to<br />

manage the Silverglade Inn with her son at her side.<br />

Personality: Allenna is a friendly outgoing girl.<br />

She enjoys her job and being a mother. She does not<br />

hold any bad feelings for Drakoen because she loves<br />

her son very much and would not give him up for the<br />

world.<br />

Appearance: Allenna stands five feet four inches<br />

tall. She has long red hair and light blue eyes. She<br />

prefers to dress to impress.<br />

DMing Notes: <strong>The</strong> Silverglade Inn serves<br />

as an excellent meeting place for most adventurers.<br />

Allenna can be a useful NPC, providing information<br />

on local dealings, and adventure hooks.<br />

Allenna Vyalia<br />

Female Elf<br />

6th-level Elf: AC: 3; AV 3; hp 22; MV 120’ (40’); #AT 1<br />

(Sword or Bow); D 1d8+1 or 1d8+2; WR: 15; Save E6;<br />

ML 9; AL L; S 13 I 18 W 10 D 16 Co 13 Ch 14.<br />

Languages: Thyatian, Alignment (Lawful), Alphatian,<br />

Dwarven, Hin (Halfling), Elf (Vyalia), Gnoll,<br />

Hobgoblin, Orc.<br />

General Skills: Alchemy (I), Craft (Woodworking) (I),<br />

Knowledge (Dryad History) (I), Mimicry (I), Planar<br />

Geography (I), Survival (Forest / Jungle) (I), Tree<br />

Walking (D).<br />

Weapon Mastery: Long Bow (Sk), All Others (Bs).<br />

Spells (Elf): 2/2/2 First Level – Analyze, Detect Magic,<br />

Read Magic, Sleep, Second Level – Knock, Warp<br />

Wood, Web, Third Level – Cure Disease, Cure Light<br />

Wounds (x2), Dispel Magic ,Hold Person, Lightning<br />

Bolt.<br />

Equipment: Arm Bands (5,000 Gp), Boots <strong>of</strong> Speed,<br />

Dagger +1, Long Bow (18 Arrows, 5 Arrows +1, 5<br />

Silver Arrows), Normal Sword <strong>of</strong> Slicing +1, Ring <strong>of</strong><br />

Invisibility, Ring <strong>of</strong> Protection +2, Round Shield +1,<br />

Scale Mail +2, Staff <strong>of</strong> Healing (25 charges).<br />

Arleena Vyalia<br />

Owner <strong>of</strong> the Silverglade Inn<br />

History: Arleena has been an adventuring comrade<br />

<strong>of</strong> Darkon’s from the very beginning. Over the years,<br />

they grew to become great friends. As the years<br />

passed and as things<br />

began to slow down,<br />

she decided to go<br />

into semi- retirement<br />

and start her own<br />

business. Although,<br />

she still wanted to<br />

keep her foot in the<br />

adventuring business.<br />

She figured that the<br />

best way to accomplish this was to start a tavern. She<br />

wanted the finest tavern that had ever been seen.<br />

Shortly after, the Silverglade Inn was built. During<br />

her on and <strong>of</strong>f adventuring, she discovered the path<br />

<strong>of</strong> the polymath. <strong>The</strong> path was successfully<br />

completed recently. As the fledgling immortal Arla,<br />

she still keeps tabs on events using her mortal form<br />

<strong>of</strong> Arleena.<br />

Personality: Arleena is a decent business woman<br />

and is not afraid <strong>of</strong> backing risky ventures. She is<br />

bright and cheerful. Arleena has a particular<br />

weakness to flattery and flowers.<br />

Appearance: Arleena stands five-and-a-half feet<br />

tall. She has long blond hair and mahogany eyes. She<br />

prefers to dress lightly when in <strong>Darkonnia</strong>’s climate.<br />

DMing Notes: <strong>The</strong> Silverglade Inn serves<br />

as an excellent meeting place for most adventurers.<br />

Arleena can be a useful NPC, providing information<br />

on local dealings, adventure hooks and as a means <strong>of</strong><br />

keeping unruly PCs in check.<br />

Arleena Vyalia<br />

Female Elf<br />

14th-level (AR C) Elf: AC: 2; AV 0; hp 51; MV 120’<br />

(40’); #AT 2 (Sword); D 2d8+2; WR: 18; Save E10;<br />

ML 9; AL L; S 14 I 13 W 11 D 13 Co 13 Ch 12.<br />

Languages: Thyatian, Alignment (Lawful), Traladaran, Elf<br />

(Vyalia), Gnoll, Hobgoblin, Orc.<br />

General Skills: Acrobatics (D), Dancing +2 (D+2),<br />

Leadership (Ch), Mysticism (W), Tree Walking (D),<br />

Survival (Forest/Jungle) (I).<br />

Weapon Mastery: Normal Sword (Ex), Long Bow (Sk),<br />

All Others (Bs).<br />

Spells (Elf): 7/6/5/4/3/2/1 First Level – Analyze, Detect<br />

Magic, Magic Missile (x3), Read Magic, Charm<br />

Person, Second Level – Detect Invisible, ESP*,<br />

Invisibility, Levitate, Silence, Web, Third Level – Cure<br />

Disease, Cure Light Wounds (x2), Dispel Magic, Water<br />

Breathing, Fourth Level – Dimension Door, Polymorph<br />

Others, Polymorph Self, Remove Curse, Fifth Level –<br />

Feeblemind, Neutralize Poison, Teleport, Sixth Level –<br />

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Anti-Magic Shell, Reincarnation, Seventh Level –<br />

Teleport Any Object.<br />

Equipment: Elven Boots, Elven Cloak, Leather Armor +3,<br />

Long Bow +1 (Blinking), Normal Sword +1 (Paralysis<br />

3/day), Ring <strong>of</strong> Invisibility, Ring <strong>of</strong> Protection +3.<br />

Carla Ambrion-Turas<br />

Queen <strong>of</strong> <strong>Darkonnia</strong><br />

Matriarch <strong>of</strong> the Temple <strong>of</strong> Valerias<br />

History: Carla was born in Specularum to the<br />

shipwright Dearon Ambrion and his wife Caladra on<br />

Eirmont 5, 974 AC. When she came <strong>of</strong> age, she<br />

decided to become a cleric <strong>of</strong> Valerias.<br />

After being initiated, she joined a new<br />

adventuring group lead by a large young fighter<br />

named Darkon Turas. Initially she was turned <strong>of</strong>f by<br />

him, as he was always coming on to all <strong>of</strong> the<br />

female members <strong>of</strong> the group, including the<br />

halfling.<br />

As time passed she noticed that every time she<br />

got into a dire situation, he would quietly rescue her.<br />

This endeared her to him, and they eventually got<br />

married.<br />

Personality: Originally she wanted to become a<br />

druid, but being married to a baron kept her<br />

from following that path. Sometimes she thinks<br />

about it, wondering what would have happened if she<br />

did become a druid, but these thoughts quickly pass.<br />

Before she was married, she was a very serious<br />

lady. She largely kept to herself and did not speak<br />

much. After she was married, and lost her virginity to<br />

her new husband, she lightened up considerably. She<br />

started opening up to people and has become quite a<br />

people-person.<br />

Appearance: This beautiful 5’ 8” tall woman has<br />

blue eyes and brown hair. She has fair skin and very<br />

large breasts. She appears to be 26 years old,<br />

thanks to a potion <strong>of</strong> longevity, but is actually 36.<br />

DMing Notes: Carla can make an important<br />

contact for any adventuring group, being both queen<br />

and the matriarch <strong>of</strong> the temple <strong>of</strong> Valerias.<br />

Carla Ambrion-Turas<br />

Female Human Cleric<br />

36th-level Cleric <strong>of</strong> Valerias: AC: 6; AV 4; hp 67; MV<br />

90’ (30’); #AT 1 (Mace); D 2d4+6; WR: 29; Save C36,<br />

ML 9; AL N; S 15 I 13 W 18 D 14 Co 13 Ch 12, Will<br />

31.<br />

Languages: Thyatian, Alignment (Neutral), Alphatian.<br />

General Skills: Alertness (D), Ceremony (Valerias) (W),<br />

Craft (Looming) (I), Craft (Sewing) (I), Dancing (D),<br />

Detect Deception (W), Guidance / Council (W),<br />

Healing (I), Labor (Maid), Persuasion (CH), Pr<strong>of</strong>ession<br />

(Seamanship) (I), Riding (Horses) (D), Stealth (Forest /<br />

Jungle) (D), Survival (Forest / Jungle) (I), Training<br />

(Horses) (W).<br />

Weapon Mastery: Mace (GM), Sling (Bs). Staff (Ex),<br />

Striking (Sk), Wrestling (Bs)<br />

Special Abilities: Turn Undead, Locate (1/day), Remove<br />

Fear (1/day), Ventriloquism (1/day), Breast Feed (at<br />

will)<br />

Spells (Cleric): 9/9/9/9/9/9/9 First Level – Cure Light<br />

Wounds, Detect Evil, Detect Magic, Light*, Protection<br />

from Evil, Purify Food & Water, Remove Fear*, Resist<br />

Cold, Second Level – Bless*, Find Traps, Hold Person,<br />

Know Alignment, Resist Fire, Silence 15’ Radius,<br />

Snake Charm, Speak with Animals<br />

Equipment: Bag <strong>of</strong> Holding, Bolas +1 (Returning), Boots<br />

<strong>of</strong> Speed, Chain Mail +2, Holy Symbol, Mace +3 (+5<br />

vs. weapon-using monsters), Medium Shield +3, Ring<br />

<strong>of</strong> Control Humans, Ring <strong>of</strong> Water Walking, Rod <strong>of</strong><br />

Parrying +5, Scarab <strong>of</strong> Protection (Ch: 11), Snake Staff<br />

(Ch: 11)<br />

Darkon Turas<br />

King <strong>of</strong> <strong>Darkonnia</strong><br />

History: Born the son <strong>of</strong> a struggling<br />

blacksmith, Darkon always felt the need to make<br />

his parent’s lives easier. After his shearing, he set<br />

out to become an adventurer in order to bring home<br />

the money that his family deserved. During his<br />

adventures, he discovered his love for sailing and<br />

after saving up, purchased a war galley (which he<br />

still uses as his royal yacht).<br />

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As time passed and he gained renown,<br />

Archduke Stephan Karameikos III, granted<br />

him a barony which he named Darvale. He<br />

married Carla on the day after his appointment<br />

as Baron.<br />

Darkon played a major role in<br />

repelling Baron Von Hendricks<br />

forces when the Black Eagle<br />

Barony attempted to take the Grand<br />

Duchy.<br />

During his adventures, Darkon and his<br />

party discovered a mist shrouded island<br />

rivaling the size <strong>of</strong> the Grand Duchy<br />

itself. This island would eventually<br />

become <strong>Darkonnia</strong>. (See History: <strong>The</strong><br />

<strong>Kingdom</strong> <strong>of</strong> <strong>Darkonnia</strong> for more<br />

details).<br />

Personality: Darkon is a<br />

much focused individual, and has<br />

provided well for his family and<br />

country. He has a very informal style<br />

about him, and prefers to dispense<br />

with protocol whenever possible.<br />

Darkon does have a few<br />

hobbies, which he indulges in when<br />

he has time. He has been known to<br />

take “vacations” on his royal yacht<br />

(a war galley with a ram) and<br />

occasionally lends a hand at<br />

different local blacksmiths shops in order to keep<br />

his skills up. He also makes appearances as a<br />

guest instructor in classes that teach the art <strong>of</strong><br />

wielding the two-handed sword, and has been<br />

known to provide private lessons with favored<br />

students.<br />

Appearance: Standing at a staggering 6’ 4”, this<br />

behemoth <strong>of</strong> a man is extremely muscled with black<br />

hair and blue eyes. He prefers to wear black.<br />

When adventuring, he wears black enameled plate<br />

mail with platinum engraving. In leisurely situations,<br />

he likes to wear black pants, vest and boots.<br />

DMing Notes: Darkon can be an excellent<br />

employer for the adventurers as well as an extremely<br />

important contact.<br />

Darkon Turas<br />

Male Human Fighter<br />

36 th -level Fighter: AC: 5; AV 6; hp 123; MV 90’ (30’);<br />

#AT 3 (2-H Sword); D 3d6+6; WR: 32; Save F36, ML<br />

10; AL N; S 18 I 15 W 13 D 14 Co 17 Ch 13, Will 28.<br />

Languages: Thyatian, Alignment (Neutral), Elvin,<br />

Dryad (I).<br />

General Skills: Alertness (D), Craft (Armoring) (I),<br />

Craft (Weapon Smithing) (I), Diplomacy (D),<br />

Fighting Instinct (I), Language (Dryad) (I), Law<br />

& Justice (<strong>Darkonnia</strong>) (W), Leadership (CH),<br />

Military Tactics (I), Navigation (I),<br />

Persuasion (CH), Pr<strong>of</strong>ession (Seamanship)<br />

(I), Riding (Horses) (D).<br />

Weapon Mastery: Bola (Ex), Dagger (Bs).<br />

Striking (GM), Two-Handed Sword (GM),<br />

Wrestling (Ex) Special Abilities: Lance Attack, Set<br />

Spear vs. Charge, Smash, Parry, Disarm, Multiple<br />

Attacks (3/round)<br />

Equipment: Boots <strong>of</strong> Traveling & Leaping,<br />

Gauntlets <strong>of</strong> Ogre Power, Girdle <strong>of</strong> Giant Strength,<br />

Parastar, Plate Mail +3, Ring <strong>of</strong> Telekinesis, Rod<br />

<strong>of</strong> Cancellation, Two-Handed Sword +4 (+5 vs.<br />

Spell-Users)<br />

Erridon Turas<br />

Prince <strong>of</strong> <strong>Darkonnia</strong><br />

History: Erridon was born on 1002<br />

AC. He is currently eight years old.<br />

Personality: He idolizes his<br />

father, and wants to become a<br />

warrior like him. He also admires<br />

his Tara’s wild nature and tries to<br />

emulate her as well. Of course, this<br />

also means that he tends to get into<br />

all kinds <strong>of</strong> trouble.<br />

Appearance: Erridon has brown hair (which has<br />

been changed to blonde by a color spell) and blue<br />

eyes<br />

DMing Notes: While he is too young to be an<br />

effective contact, he could be used a prince in distress<br />

or as someone to protect.<br />

Erridon Turas<br />

Male Human Fighter<br />

1 st -level Fighter: AC: 8; AV 0; hp 5; MV 120’ (40’); #AT<br />

1 (Striking); D 3; WR: 12; Save NM; ML 8; AL N; S<br />

16 I 13 W 13 D 15 Co 13 Ch 16.<br />

Languages: Thyatian, Alignment (Neutral), Dryad.<br />

General Skills: Ambidexterity, Bravery (W).<br />

Kalia Turas<br />

Princess <strong>of</strong> <strong>Darkonnia</strong><br />

History: Kalia was born in 1005 AC. She is<br />

currently five years old. Carla decided to raise her<br />

without clothing while exposing her to the world <strong>of</strong><br />

Page 42 <strong>of</strong> 81


the druids hoping that Kalia will follow the path that<br />

she could not.<br />

Personality: Kalia adores her mother and father,<br />

and loves to play with her brother and sister. She has<br />

never worn clothing in her life, and therefore has no<br />

favorite mode <strong>of</strong> dress.<br />

Appearance: She has long brown hair and blue<br />

eyes.<br />

DMing Notes: While she is too young to be an<br />

effective contact, she could be used a princess in<br />

distress or as someone to protect.<br />

Kalia Turas<br />

Female Normal Man<br />

Normal Human: AC: 8; AV 0; hp 4; MV 120’ (40’); #AT<br />

1 (Striking); D 1; WR: 12; Save NM; ML 7; AL N; S<br />

14 I 12 W 16 D 15 Co 13 Ch 14.<br />

Languages: Thyatian, Alignment (Neutral).<br />

General Skills: Stealth (Forest/Jungle) (D).<br />

Katriina, Daughter <strong>of</strong> Allylwe<br />

Matriarch <strong>of</strong> the Church <strong>of</strong> Ilsundal<br />

History: For Jeff to write.<br />

Personality: For Jeff to write. Appearance:<br />

For Jeff to write. DMing Notes: For Jeff to<br />

write.<br />

Katriina, Daughter <strong>of</strong> Allylwe Female Human Cleric<br />

4th-level Cleric: AC: 9 (7 w/shield); AV 6; hp<br />

23; MV 90’ (30’); #AT 1 (Sword); D 1d8+1;<br />

WR: 12; Save C9; ML 10; AL L; S 13 I 8 W<br />

14 D 9 Co 17 Ch 12.<br />

Languages: Thyatian, Alignment (Lawful).<br />

General Skills: Ceremony (Ilsundal) (W), Codes<br />

<strong>of</strong> Law & Justice (W), Riding (Horses) (D),<br />

Singing (Ch).<br />

Weapon Mastery:<br />

Special Abilities: Awareness, Turn Undead<br />

Equipment: Plate Mail, Medium Shield +1, Snake<br />

Staff (18 CH), Staff <strong>of</strong> Healing (6 CH), Elven<br />

Sword.<br />

Tara “Captain Redmane” Turas<br />

Crowned Princess <strong>of</strong> <strong>Darkonnia</strong><br />

Captain <strong>of</strong> the Corsair ship Vermillion<br />

History: Tara was born on Klarmont 15, 998<br />

AC during a full moon. As the first born, she is<br />

expected to eventually earn the title <strong>of</strong> queen.<br />

In her zeal to prove herself, she insisted that<br />

she be sheared when she turned ten years<br />

old. She is quite enamored with sea life and has<br />

found a position as a navigator aboard a corsair<br />

vessel.<br />

Personality: She takes every experience that life<br />

can <strong>of</strong>fer her, both mentally and physically, making<br />

her fairly hedonistic. She figures that the more she<br />

experiences, the more points <strong>of</strong> view she will<br />

understand when she becomes queen. Her lust for<br />

experiencing life has made her much more<br />

experienced than her physical age indicates. She has<br />

become captain <strong>of</strong> her own corsair ship, the<br />

Vermillion.<br />

Appearance: Tara is a stunningly beautiful 12<br />

year old girl with long red hair and blue eyes. Despite<br />

her age, she possesses a seductive air about her. She<br />

views clothing as an optional decoration and prefers<br />

to only wear clothing that accents her body.<br />

DMing Notes: Tara can make a useful contact<br />

as well as an interesting princess in distress. Since<br />

she is the captain <strong>of</strong> a corsair ship, she can be useful<br />

for transporting characters on adventures.<br />

Tara Turas<br />

Female Human Cleric<br />

4 th -level Cleric <strong>of</strong> Vanya: AC: 7; AV 0; hp 19; MV<br />

120’ (40’); #AT 1 (Striking); D 1d3; WR: 13; Save C4;<br />

ML 9; AL N; S 9 I 14 W 15 D 17 Co 15 Ch 30.<br />

Languages: Thyatian, Alignment (Neutral), Fairy.<br />

General Skills: Acrobatics (D), Ceremony (Vanya) (W),<br />

Navigation (I), Plot (Water Vessels) (D), Pr<strong>of</strong>ession<br />

(Seamanship) (I).<br />

Weapon Mastery: Club or Torch (Bs), Short Sword<br />

(Bs). Striking (Sk), Wrestling (Bs).<br />

Special Abilities: Turn Undead, Second Sight, May<br />

use swords, daggers and lances. Mutations:<br />

Heightened Charisma, Heightened Vision<br />

Spells (Cleric): 2/1 First Level – Cure Light<br />

Wounds, Detect Magic, Second Level – Hold<br />

Person<br />

Equipment: Belaying Pin (Club), Cutlass (Short<br />

Sword), Holy Symbol, Rope <strong>of</strong> Climbing<br />

Page 43 <strong>of</strong> 81


Immortals<br />

Arla<br />

Game Statistics: Initiate, Sphere <strong>of</strong> Matter,<br />

1st level Immortal; AC -1; hp 75; HD 15; MV 150’<br />

(50’); #AT 4; D 2d6+1 (Punch); AM 50%; Save IM1;<br />

AL L; Str 14, Int 13, Wis 11, Dex 13, Con 13, Cha<br />

12. Powers: Detection Suite, Extra Attacks per Round<br />

(x2), Improved Saving Throw vs. Spell Attacks.<br />

Interests: Life; Nature; Forest Races; Living in<br />

harmony with nature.<br />

Followers’ Alignment: Lawful or Neutral;<br />

Clerics must be Lawful or Neutral.<br />

Special Clerical Powers: Arla’s clerics can use<br />

swords in combat and can heal damage by laying<br />

their hands on the subject. <strong>The</strong> amount healed per<br />

day is equal to twice the cleric’s level plus Wisdom<br />

and Charisma modifiers.<br />

For example, a 3rd level Cleric <strong>of</strong> Arla (Wis 16,<br />

Cha 13) lays hands on an injured companion who has<br />

taken 4 points <strong>of</strong> damage. She can heal up to 6 hp (=<br />

6 [2 x level] +2 Wis +1 Cha). She heals him fully and<br />

still has 2 hp <strong>of</strong> healing she can apply later.<br />

History: In her mortal life Arla was known as<br />

Arleena Vyalia (See entry below). After becoming an<br />

immortal, she discovered that she was the only<br />

immortal native to the plane <strong>of</strong> Arleness. Her<br />

sponsor, Faunus, taught her the ins and outs <strong>of</strong> her<br />

new immortal body. Her first act as an immortal was<br />

to recreate her mortal form (Arleena Vyalia) in order<br />

to keep tabs on the mortal community.<br />

Personality: Since becoming an Immortal, Arla<br />

has become very laid back and appreciative <strong>of</strong> the<br />

simple enjoyments <strong>of</strong> life.<br />

Allies: Arla is a fledgling immortal and has no<br />

specific alliances as <strong>of</strong> yet. She owes service to<br />

Faunus, her sponsor, and he is quick to assign her<br />

tasks in which he can watch her beauty in action.<br />

Appearance: Arla has two manifestation forms.<br />

Most <strong>of</strong> the time she appears as a golden skinned<br />

elf with long flowing blond hair, adorned with a<br />

short diaphanous dress with one strap and<br />

golden sandals and bracelets.<br />

Occasionally, she manifests as the personification<br />

<strong>of</strong> her holy symbol, a ten year old golden skinned<br />

elven girl wearing only a golden chain about her hips<br />

with her holy symbol hanging from it.<br />

Symbol: A circle encasing the pr<strong>of</strong>ile <strong>of</strong> a young<br />

nude girl with her chest thrown out, sitting on her<br />

knees with her arms and hair flowing behind her.<br />

DMing Notes: Arla’s main interests are<br />

promoting and creating life in harmony with nature.<br />

Sanna<br />

Game Statistics: Initiate, Sphere <strong>of</strong> Matter,<br />

1st level Immortal; AC -2; hp 75; HD 15; MV 300’<br />

(100’); #AT 2; D 4d6 (Punch); AM 50%; Save IM1;<br />

AL N; Str 9, Int 14, Wis 15, Dex 17, Con 15, Cha 30.<br />

Powers: Increased Movement Rate, Increased Height,<br />

Increased Damage (x2).<br />

Interests: Sailors and humanoid aquatic species.<br />

Followers’ Alignment: Any.<br />

Special Clerical Powers: Clerics <strong>of</strong> Sanna gain<br />

access to the following Druid spells: Predict Weather,<br />

Water Breathing, Control Winds, and Weather<br />

Control. Clerics receive Pr<strong>of</strong>ession (Seamanship)<br />

general skill for free.<br />

Page 44 <strong>of</strong> 81


History: Sanna was a legendary Sirine who was<br />

so beautiful and had a voice so lovely that her song<br />

charmed the oceans and seas. She had a fondness for<br />

all sentient races and <strong>of</strong>ten had liaisons with seamen<br />

and occasionally other aquatic humanoids. In the old<br />

days, sailors would pray for her favor to bring good<br />

fortune, calm waters and a good breeze at their back.<br />

Any ships that preyed on the innocent earned her<br />

wrath.<br />

One day an alliance <strong>of</strong> particularly vicious pirates<br />

cut a swath <strong>of</strong> death through her waters. She caused<br />

the sea to rise against them in retaliation, shattering<br />

their fleet and leaving few survivors. <strong>The</strong> people sang<br />

her praises and many followers<br />

<strong>of</strong> Protius (<strong>The</strong> old man <strong>of</strong> the<br />

sea) converted to her worship.<br />

This angered Protius, who<br />

devised a plan to remove her. He<br />

created a nine-piece trident that<br />

was designed to entrap all <strong>of</strong> an<br />

immortal's power within it when<br />

thrust into the victim.<br />

He gifted the trident to<br />

those pirates who she defeated.<br />

<strong>The</strong>y headed back out with a<br />

plan to confront their immortal<br />

enemy. Sanna took notice <strong>of</strong><br />

then as they entered her waters<br />

and battered their ships with the<br />

waves. This time they were<br />

prepared for her and brought<br />

along a hostage, her latest lover.<br />

<strong>The</strong> captain challenged her to<br />

single combat for the man's life.<br />

Sanna agreed assured that her<br />

immortal nature would protect<br />

her from any attack they could<br />

devise. As they fought, one <strong>of</strong><br />

the on looking pirates stabbed<br />

her in the back with the Trident<br />

<strong>of</strong> Protius. <strong>The</strong> now filled trident shattered into its<br />

nine parts, each part teleporting to a random location<br />

within seconds. She fell to the floor grievously<br />

wounded and very mortal. She looked up with<br />

confused eyes as the captain plunged her cutlass into<br />

her.<br />

Unbeknownst to all, another immortal was<br />

watching these events with keen interest – Hel. With<br />

her now mortal spirit released. Hel decided to invest<br />

into this little drama by intercepting Sanna's spirit<br />

and reincarnating it into a body <strong>of</strong> importance,<br />

knowing that the new mortal body would act as a<br />

siphon for the energies stolen by the trident if the<br />

nine parts were ever recovered and assembled in her<br />

presence. This would allow Sanna to take revenge on<br />

her enemy and also make the immortal indebted to<br />

her.<br />

She was born into the first <strong>Darkonnia</strong>n royal<br />

family and named Tara Turas. Despite her now<br />

mortal body she still showed signs <strong>of</strong> her past life. By<br />

the time she was nine years old, her extraordinary<br />

beauty was becoming apparent. Her hair was the<br />

stunningly bright red<br />

hair <strong>of</strong> her original<br />

body and she<br />

manifested the<br />

ability <strong>of</strong> second<br />

sight.<br />

Tara<br />

demonstrated a<br />

fascination with the<br />

sea and ships.<br />

Secretly she<br />

dreamed <strong>of</strong> a life on<br />

the sea and idolized<br />

the freedom<br />

possessed by the<br />

pirates. Upon<br />

reaching her tenth<br />

birthday, she<br />

convinced her<br />

parents to shear her<br />

early so that she<br />

could prove herself<br />

worthy <strong>of</strong> being<br />

the heir to the<br />

throne. In reality<br />

she wanted to live<br />

the live she always<br />

dreamt <strong>of</strong>. By the age <strong>of</strong> twelve, she had a pristine<br />

sky ship named the Vermillion whose red sails<br />

matched their red hair that her moniker exemplified –<br />

Captain Redmane.<br />

One day at sea, she sighted another corsair ship<br />

being attacked by an Alphatian Man-O-War carrying<br />

a pirate flag. By the time they reached their comrade<br />

vessel, the Man-O- War was well on its way. <strong>The</strong>y<br />

boarded the ship only to find the crew devastated.<br />

Page 45 <strong>of</strong> 81


Only a few survived, including their mortally<br />

wounded captain. Before passing out he told her that<br />

the woman captain – Helbreed – stole a piece <strong>of</strong> an<br />

artifact. It was one <strong>of</strong> nine pieces that made up a<br />

trident that would grant the wielder power over the<br />

seas. He then handed her a backup copy <strong>of</strong> a map he<br />

made based on his research <strong>of</strong> the subject.<br />

<strong>The</strong> map leads them to the Thanegioth<br />

Archipelago and the Isle <strong>of</strong> Dread where in the<br />

course <strong>of</strong> chasing down the pieces <strong>of</strong> the trident<br />

encountered Captain Helbreed and her crew. <strong>The</strong><br />

components changes hands <strong>of</strong>ten until the final<br />

climatic battle between the crews on the deck <strong>of</strong> the<br />

Ravager over the nine pieces. During the battle on the<br />

rocking storm-battered deck the final pieces<br />

assembled themselves. In a mad dive for the trident<br />

the two captains grab it. Helbreed gets thrown back<br />

by the sudden release <strong>of</strong> energy as it transfers back to<br />

its original owner – Tara.<br />

After the light clears, in place <strong>of</strong> Tara stands a<br />

gorgeous unclad red-headed sirine. Her head slowly<br />

looks up from the trident to regard the crew with her<br />

eyes then an almost malicious grin crosses her face as<br />

she announces in a taunting tone “I’m back.”<br />

Personality: Sanna is generally gregarious and<br />

outgoing.<br />

She enjoys observing the lives <strong>of</strong> the sentient<br />

races <strong>of</strong> the sea as well as those who travel upon or<br />

within it. She enjoys singing and interacting with<br />

those who love sea life as much as she does. When<br />

angered however, she can be ruthless and brutal,<br />

much like the sea she loves so much.<br />

Allies: Sanna’s unique position in regards to her<br />

mobility on the prime plane has her constantly<br />

watched by the other immortals. As her original<br />

sponsor, Protius does what he can to make sure she is<br />

treated fairly by the other immortals. Hel finds much<br />

amusement in supporting Sanna at points that would<br />

cause the most entertainment for her.<br />

Appearance: Sanna’s primary manifestation<br />

form is that <strong>of</strong> an unclad red-haired sirine or<br />

exceeding beauty with eyes as blue as tropical water.<br />

When angered, she transforms into pure water.<br />

Her shape is preserved and she grows to over twenty<br />

feet tall.<br />

Symbol: Her face as the hub <strong>of</strong> a ship’s wheel<br />

composed <strong>of</strong> her red hair.<br />

DMing Notes: Because <strong>of</strong> her restriction from<br />

setting foot on any land larger than a boulder, she<br />

tends to need mortals to act on her behalf. One <strong>of</strong><br />

these mortals could strike her fancy. Her attention,<br />

while very enjoyable could cause some interesting<br />

complications in an adventurer’s life.<br />

Page 46 <strong>of</strong> 81


Appendix 1: Rules<br />

This rules adaption requires the following works<br />

in order to be fully utilized: D&D Rules Cyclopedia,<br />

Wrath <strong>of</strong> the Immortals, Dawn <strong>of</strong> the Emperors, and<br />

<strong>The</strong> Principalities <strong>of</strong> Glantri.<br />

Classes<br />

Battle Wizard (Magic-User Class)<br />

Battle Wizards balance their spell casting power<br />

with combat prowess. In exchange for the permanent<br />

loss <strong>of</strong> one spell slot per spell level, a Battle Wizard<br />

receives the following modifications:<br />

<strong>The</strong> wizard may use all varieties <strong>of</strong> bows,<br />

crossbows, javelins, spears, and swords in<br />

addition to the normal weapons allowed to a<br />

Magic-User.<br />

At 9 th level, a battle wizard can use the set<br />

spear vs. charge maneuver.<br />

At 12 th level, the battle wizard gains access to<br />

both the parry and disarm maneuvers.<br />

At 18 th level, the smash maneuver<br />

becomes available.<br />

At 24 th level, the battle wizard gains multiple<br />

attacks.<br />

In melee combat, the wizard can attack twice per<br />

round. This increases to three times per round at<br />

level 36.<br />

Dragon Companion (Magic Circle)<br />

Dragon Companions share a psychic link that<br />

allows the companion and the dragon to share<br />

memories and experiences to at least a limited<br />

degree. In broad terms, what a companion knows, the<br />

dragon knows. A companion cannot filter the<br />

information that passes through the psychic link,<br />

though the dragon can determine some <strong>of</strong> what flows<br />

back in the other direction. Thus, a companion can<br />

keep no secrets from its dragon, while a dragon can<br />

keep most secrets from its companion.<br />

A companion and dragon may use each other’s<br />

saving throws for their protection. However, the<br />

companion cannot use these saving throws to protect<br />

itself from its dragon.<br />

<strong>The</strong> dragon and companion may use each other’s<br />

senses. This ability is controlled by the dragon.<br />

Also, if you have access to <strong>The</strong> Principalities <strong>of</strong><br />

Glantri gazetteer, the companion will be instructed in<br />

the secret school <strong>of</strong> dracology in the color <strong>of</strong> the<br />

companion’s dragon. This schooling is not affected<br />

by the companion’s class. However, the companion<br />

needs to have an intelligence <strong>of</strong> 9 or higher to learn<br />

it. <strong>The</strong> companion is not an <strong>of</strong>ficial member <strong>of</strong> the<br />

school <strong>of</strong> dracology. <strong>The</strong> only power that is altered is<br />

High Mastery <strong>of</strong> Dragons. <strong>The</strong> companion does not<br />

gain the 24th level version <strong>of</strong> this ability as the<br />

dragon can/will not teach him this. Instead, this<br />

ability is replaced by a new ability called Soul Bond<br />

described below. Due to the psychic link, the<br />

companion cannot use these abilities against his<br />

dragon.<br />

Soul Bond (Fifth Circle): <strong>The</strong> mystical link<br />

between the dragon and companion becomes so<br />

strong that part <strong>of</strong> each being’s soul resides in the<br />

other. <strong>The</strong> effect <strong>of</strong> this bond is that neither the<br />

dragon nor the companion can die unless the other is<br />

also killed. If either being’s hit points are reduced<br />

below zero, that person may make a roll on this<br />

ability. Success indicated that the dying being’s hit<br />

points are raised to zero and is merely unconscious. If<br />

the roll is failed, then the character has stabilized at<br />

her current hit points.<br />

Once this ability is reached the bond becomes<br />

permanent and can never be broken unless both<br />

the dragon and the companion die.<br />

<strong>The</strong> companion is the legal representative <strong>of</strong> the<br />

dragon. Other dragons innately know who is a<br />

companion and for which dragon they represent. <strong>The</strong><br />

companion is accorded the respect due to a<br />

representative if a powerful entity.<br />

A companion must obey its dragon. Any<br />

command given to the companion must be carried<br />

out, including orders that endanger the companion.<br />

However, the dragon is strongly motivated to protect<br />

its companion. If the companion dies, the dragon will<br />

suffer damage through the psychic link equal to the<br />

companion’s total hit points. <strong>The</strong> dragon will witness<br />

the death scene through all <strong>of</strong> the companion’s<br />

senses. This can be quite painful for the dragon and<br />

he will not rest until the companion is avenged. Only<br />

after vengeance is taken can the dragon bond to a<br />

new companion.<br />

Druidic Knight (Fighter Class)<br />

Only neutral traveling fighters may become<br />

druidic knights. <strong>The</strong>y must have adopted the<br />

philosophy <strong>of</strong> the druids prior to reaching knighthood<br />

Page 47 <strong>of</strong> 81


and must swear fealty to a prince, king, or emperor<br />

faithful to the ways <strong>of</strong> the druids. A druidic knight<br />

may not wield metallic weapons nor wear metallic<br />

armor and shields. <strong>The</strong> knight must use wooden<br />

armor and weapons magically shaped and hardened<br />

by the druids. <strong>The</strong>se items are usually lacquered or<br />

varnished, and include curvilinear decorations,<br />

delicate leaf carvings, and fine scrollwork tooled into<br />

the wood. <strong>The</strong> knight must repay the druids for these<br />

precious items, usually in terms <strong>of</strong> several years <strong>of</strong><br />

routine service when not called upon by a<br />

liege.<br />

In addition to all obligations and<br />

advantages common to knights; a<br />

druidic knight also has the<br />

following abilities:<br />

1. A knight can detect<br />

danger (as per the druidic spell)<br />

once per hour, simply by<br />

concentrating (range <strong>of</strong> 5' per spellcasting<br />

level). <strong>The</strong> knight cannot use that<br />

ability and attack on the same round.<br />

2. If the knight’s Wisdom score is 13<br />

or more, the character can cast spells<br />

(from the druidic spell list only) as if<br />

he were a druid <strong>of</strong> one-third his<br />

actual experience level (rounded<br />

down). If a fighter becomes a<br />

druidic knight right at~9th level,<br />

he'll immediately gain the druidic<br />

spells <strong>of</strong> a 3rd level druid. With a<br />

lesser Wisdom score, the fighter can<br />

still be a druidic knight but will have<br />

no spell-casting ability.<br />

3. <strong>The</strong> druidic knight learns<br />

how to meditate and cast spells as<br />

druids would. He can do so at<br />

someone's behest, but at a price-set at<br />

the DM's discretion-that must involve a<br />

service to nature or to woodland<br />

beings.<br />

4. Druidic knights cannot turn undead.<br />

5. Druidic hirelings may include demihumans<br />

(especially halflings or elves) and woodland<br />

beings. A druidic knight cannot have more Hit-Dice<br />

worth <strong>of</strong> hirelings than his druidic spell-casting level.<br />

In other words, if a druidic knight can cast spells as a<br />

3 rd -level druid, he may not have more than 3 HD<br />

worth <strong>of</strong> hirelings accompany him.<br />

6. <strong>The</strong> druidic knight must assist any woodland<br />

being asking for help with two exceptions: He does<br />

not have to help creatures opposed to the druidic<br />

philosophy and goals; and if the knight is on a<br />

mission for a higher authority (such as on a quest,<br />

serving a duke, etc.), he may <strong>of</strong>fer only a small<br />

amount <strong>of</strong> help. Assistance never involves the<br />

donation <strong>of</strong> money or items, only the <strong>of</strong>fering <strong>of</strong><br />

personal services for a short time.<br />

7. A druid <strong>of</strong> the Ninth<br />

Circle or higher may summon a<br />

druidic knight to escort him to<br />

gatherings at the Hallowed Forest<br />

<strong>of</strong> Carnuilh. <strong>The</strong> knight must<br />

remain with the druid until the<br />

end <strong>of</strong> the celebration. This call<br />

supersedes that <strong>of</strong> a liege.<br />

Grenling<br />

(Monster<br />

Class)<br />

Grenlings are a rare and reclusive<br />

fey species that dwell in dense forest<br />

regions such as the Vorandil Forest.<br />

<strong>The</strong>y stand from 1½ feet to 2 feet tall.<br />

<strong>The</strong>ir skin color ranges from is grass to<br />

jungle green. <strong>The</strong>y have no hair on their<br />

heads and bodies.<br />

Grenlings universally venerate their<br />

creator and patron immortal, Ordana.<br />

A grenling bends reality with the sheer<br />

force <strong>of</strong> will. <strong>The</strong>ir reverence for nature and<br />

their patron deity, Ordana, causes them to<br />

use this power responsibly. <strong>The</strong>y use it only<br />

to eliminate their need for food and for<br />

sheltering them from the elements.<br />

Because <strong>of</strong> the fact that their basic needs<br />

are so easily managed, grenlings tend to<br />

be gregarious hedonists. While<br />

universally outgoing, their<br />

personalities tend to range from<br />

stoically focused to mischievous.<br />

Occasionally, their duties <strong>of</strong> defending the tribe<br />

and their protectorate force a grenling to venture<br />

forth into the greater world. Very rarely, a grenling<br />

will feel an uncontrollable wanderlust. With the<br />

blessing <strong>of</strong> the leading druid <strong>of</strong> the tribe, the grenling<br />

may venture forth to discover whatever his<br />

wanderlust is intended to lead her to. With the right<br />

Page 48 <strong>of</strong> 81


astrological pattern, such a feeling may be interpreted<br />

as either a blessed destiny or a curse.<br />

Grenlings live in complete harmony with their<br />

environment. <strong>The</strong>y are almost completely unknown<br />

outside <strong>of</strong> their environment, though this is changing<br />

as their gregarious nature has caused a few to<br />

investigate the relatively recent settlements close to<br />

their home forests. <strong>The</strong>ir reverence for nature leads<br />

them to defend their territory from those they<br />

perceive to be a threat to it – such as loggers,<br />

poachers and undead.<br />

Grenlings reside in the Vorandil forest and in the<br />

thickest section <strong>of</strong> the forest surrounding the Palace<br />

<strong>of</strong> Night where they keep the undead infesting it from<br />

spreading out to the rest <strong>of</strong> the isle.<br />

Grenling Advancement<br />

Level Druid Ranger Hit Dice<br />

NM 0 0 1d8<br />

1 1,500 2,000 2d8<br />

2 3,000 4,000 3d8<br />

3 6,000 8,000 4d8<br />

4 12,000 16,000 5d8<br />

5 25,000 32,000 -<br />

6 50,000 64,000 6d8<br />

7 100,000 120,000 7d8<br />

8 200,000 240,000 8d8<br />

9 300,000 360,000 9d8<br />

10 400,000 480,000 -<br />

11+ +100,000 +120,000 +2<br />

Special Abilities<br />

-4 Strength, +4 Charisma. Grenlings develop<br />

strong personalities but their diminutive<br />

stature limits their physical strength. Grenlings<br />

have a minimum charisma score <strong>of</strong> 7 and a<br />

maximum <strong>of</strong> 18. <strong>The</strong>y also have a minimum<br />

strength score <strong>of</strong> 3 and a maximum <strong>of</strong> 14.<br />

Grenlings may employ any weapon or shield<br />

that is <strong>of</strong> suitable size. <strong>The</strong>y may use magic<br />

items permitted to fighters (again, permitted to<br />

size). In addition, they may attempt to use<br />

items normally to clerics, elves, or spellcasting<br />

fairies.<br />

Powers: Grenlings gain a number <strong>of</strong> powers<br />

equal to her Charisma modifier. <strong>The</strong> Element<br />

Adaption and Self-Sustenance powers are<br />

granted for free. A list <strong>of</strong> powers is provided<br />

under “grenling powers” below.<br />

Infravision: Grenlings have infravision at the<br />

range <strong>of</strong> 60’ like dwarves do.<br />

Grenling druids function as a druid <strong>of</strong> equal<br />

level, gaining access to druid spells and<br />

abiding by the same restrictions for alignment<br />

and equipment.<br />

Grenling rangers function as elves in<br />

regards to spellcasting, fighter combat<br />

options, and detection. <strong>The</strong> other abilities<br />

(special defenses, infravision, languages and<br />

immunity to ghoul paralysis) are not granted.<br />

Grenling Powers<br />

Anti-Magic: <strong>The</strong> grenling alters its reality to<br />

make her more resistant to the effects f magic.<br />

She gains an anti-magic score equal to her<br />

charisma score plus her level. This ability does<br />

not protect anything worn or carried.<br />

Element Adaption: A standard alteration to<br />

their reality. <strong>The</strong> Grenling can now live<br />

comfortably in temperatures between -50 and<br />

140 degrees Fahrenheit without needing to<br />

make Fortitude saves. Her equipment is not<br />

protected. This power is the reason why<br />

grenlings have no need for clothing.<br />

Enhanced Defense: <strong>The</strong> grenling gains a bonus<br />

to Armor Class equal to her Charisma bonus.<br />

Enhanced Melee Attack: <strong>The</strong> grenling may<br />

substitute her Strength bonus to melee attack<br />

rolls with her Charisma modifier.<br />

Enhanced Ranged Attack: <strong>The</strong> grenling may<br />

substitute her Dexterity bonus to ranged attack<br />

rolls with her Charisma modifier.<br />

Enhanced Saving Throw: <strong>The</strong> grenling may<br />

choose one saving throw: Death Ray, Magic<br />

Wands, Paralysis, Dragon Breath, or Spells.<br />

<strong>The</strong> selected save gains a racial bonus equal to<br />

the grenling’s Charisma Bonus. This power<br />

may be selected multiple times but a different<br />

saving throw must be chosen each time.<br />

Enhanced Skill Focus: <strong>The</strong> grenling may<br />

choose one general skill that she has at<br />

least one slot in. <strong>The</strong> selected skill uses the<br />

grenling’s Charisma as its key stat. This power<br />

may be selected multiple times but a different<br />

skill must be chosen each time.<br />

Flight: For a number <strong>of</strong> rounds per day equal<br />

to her Charisma score, she may fly at the rate<br />

<strong>of</strong> 120’ (40’) feet per round at MC 5. <strong>The</strong>se<br />

rounds do not need to be used all at once.<br />

Page 49 <strong>of</strong> 81


Inertial Control: <strong>The</strong> grenling may use her<br />

force <strong>of</strong> personality to impart extra power into<br />

any melee or ranged attack. She gains a bonus<br />

to damage rolls equal to her Charisma<br />

modifier to any physical attacks that requires<br />

an attack roll.<br />

Inspire Lust: By bending the perceptions <strong>of</strong><br />

those who see her and would normally find her<br />

attractive, the grenling may reroll a check on<br />

any general skill with charisma as its key stat<br />

(keeping the best result) when interacting with<br />

those creatures. <strong>The</strong> grenling may select who<br />

to omit from this effect. This power may be<br />

taken multiple times.<br />

Self-sustenance: A standard alteration to their<br />

reality. <strong>The</strong> Grenling’s body now produces all<br />

the vitamins and minerals needed for survival<br />

and thus no longer needs to eat. However, they<br />

still need to drink in order to remain hydrated.<br />

Temporal Pause: <strong>The</strong> grenling may stop<br />

time temporarily. A number <strong>of</strong> times per day<br />

equal to her Charisma bonus, the grenling may<br />

take one round’s worth <strong>of</strong> actions in addition<br />

to the normal round that she is entitled to.<br />

Justicar <strong>of</strong> Tarastia (Cleric Class)<br />

A cleric <strong>of</strong> Tarastia <strong>of</strong> ninth level or greater may<br />

request initiation into the order <strong>of</strong> the Justicar. <strong>The</strong>ir<br />

sole purpose is to wander the world bringing justice<br />

to the people <strong>of</strong> wherever they travel.<br />

A Justicar’s authority is normally accepted in any<br />

country where Tarastia is worshiped. In lands where<br />

Tarastia is unknown, the order must establish a<br />

relationship with the local rulers or act as bounty<br />

hunters. In lands where the worship <strong>of</strong> Tarastia is<br />

outlawed, a Justicar is most likely operating in<br />

opposition to the local rulership. This happens most<br />

commonly in countries with tyrannical rulers in<br />

place.<br />

In addition to all obligations and advantages<br />

common to knights; a Justicar also has the following<br />

abilities in addition:<br />

For the purposes <strong>of</strong> the knight abilities, a liege is<br />

defined as the highest ranking ruler <strong>of</strong> the land that<br />

he is within (unless the worship <strong>of</strong> Tarastia is<br />

outlawed in that land) and/or the highest ranking<br />

cleric <strong>of</strong> Tarastia (including himself).<br />

When wielding an axe, the Justicar may<br />

choose to inflict non-lethal damage without<br />

suffering the traditional -3 penalty to hit.<br />

At 9 th level, a Justicar gains access to the<br />

Fighter Combat Options as detailed on page<br />

104 <strong>of</strong> the D&D Rules Cyclopedia.<br />

At levels 19, 27, and 33 a Justicar gains an<br />

additional weapon mastery choice in addition<br />

to his normal allotment.<br />

Otter-man (Monster Class)<br />

<strong>The</strong> Otter-man species originates from the Jungle<br />

Rivers along the northern portion <strong>of</strong> the continent <strong>of</strong><br />

Davania.<br />

Otter-men are reclusive and avoid contact with<br />

human settlements as humans tend to hunt them for<br />

their pelts. <strong>The</strong>y gather in family groups. When a<br />

group gets too large to be supported by a particular<br />

area, it splits up and part goes <strong>of</strong>f to find a new home.<br />

A group <strong>of</strong> mostly well-meaning humans came up<br />

with the concept <strong>of</strong> introducing the Otter-men into<br />

the <strong>Darkonnia</strong>n ecosystem by use <strong>of</strong> non-damaging<br />

techniques. <strong>The</strong>se transplanted Otter-men eventually<br />

found each other and assembled into new family<br />

structures on the southern rivers away from human<br />

settlements. However the fishing there was found to<br />

be unsuitable to their needs, forcing them to migrate<br />

to the larger tributaries <strong>of</strong> Kalynthass Isle’s central<br />

river.<br />

Eventually, one <strong>of</strong> them was captured and the<br />

sentience <strong>of</strong> the Otter-men was brought to the<br />

attention <strong>of</strong> King Darkon. This brought them under<br />

the law forbidding the hunting <strong>of</strong> sentient creatures.<br />

However since the populous in general was unaware<br />

<strong>of</strong> their sentience he made a specific decree<br />

forbidding the hunting <strong>of</strong> the Otter-men.<br />

Shield-Maiden (Fighter Class)<br />

A good-intentioned Lawful or Neutral female<br />

traveling fighter <strong>of</strong> ninth level or greater may request<br />

initiation into the Sisterhood <strong>of</strong> the Shield. Upon<br />

meeting the minimum requirements for the class and<br />

completion <strong>of</strong> a test (selected specifically for the<br />

aspirant by the King, Queen or Shield mistress), she<br />

is inducted into the ranks <strong>of</strong> the sisterhood.<br />

A Shield-Maiden is a member <strong>of</strong> an elite female<br />

military company separate from the normal military<br />

and knightly ranks. <strong>The</strong> Sisterhood's purpose is to<br />

protect the royal family and the kingdom <strong>of</strong><br />

Page 50 <strong>of</strong> 81


<strong>Darkonnia</strong>. This demands total loyalty to the King<br />

and Queen (with the Shield Mistress at a close<br />

second). A Shield-Maiden has several rules she must<br />

follow:<br />

5. If summoned by her superior or liege she<br />

must report to him/her as quickly as<br />

possible, and must serve as the superior<br />

orders (unless countermanded by a superior<br />

<strong>of</strong> higher rank).<br />

6. If she ever refuses to obey her liege, or ever<br />

swears fealty to another liege, the Shield-<br />

Maiden loses three levels <strong>of</strong> experience, and<br />

loses shield-Maiden status. (<strong>The</strong> DM may<br />

increase the penalty if the <strong>of</strong>fense warrants<br />

it.) <strong>The</strong> previous liege may even order the<br />

<strong>of</strong>fender slain for her treachery. In addition,<br />

rumors and tales <strong>of</strong> the "rogue Shield-<br />

Maiden" may haunt the character forever<br />

after; the character may find it difficult to<br />

find help in places where her reputation is<br />

known. This can be far-reaching considering<br />

<strong>Darkonnia</strong>’s trade activity. A Shield-Maiden<br />

may petition the liege for a peaceful end to<br />

her oath. <strong>The</strong> Shield-Maiden would be<br />

banished, and could be stripped <strong>of</strong> all<br />

possessions as well. She will also lose her<br />

Shield-Maiden status. Also, a Shield-<br />

Maiden may ask to retire. At this point<br />

she will keep her status, but cannot<br />

adventure for two years. If she adventures<br />

before then, she must make a saving throw<br />

vs. death ray each day or lose her status<br />

permanently!<br />

7. <strong>The</strong> Shield-Maiden must uphold the three<br />

<strong>Darkonnia</strong>n virtues: Honor, Valor and<br />

Courage. This is subject to each Shield-<br />

Maiden's views. A Shield-Maiden must also<br />

fight for justice and defend the helpless.<br />

8. A Shield-Maiden does not need to answer a<br />

call to arms unless the king and/or queen<br />

issue it.<br />

She also gains the following abilities:<br />

1. A Shield-Maiden is able to use the<br />

Fighter Combat Options (Smash, Parry,<br />

Disarm, and Multiple Attacks).<br />

2. She may also cast magic-user spells as if she<br />

were a magic-user <strong>of</strong> one-third her level<br />

(round any fraction down). Shield-Maidens<br />

regain spells identically to magic-users (see<br />

the following table).<br />

3. A Shield-Maiden can Know Alignment three<br />

times per day at a range <strong>of</strong> 10'.<br />

4. A Shield-Maiden can Detect Lies three times<br />

per day.<br />

5. A Shield-Maiden automatically gains Basic<br />

Weapon Mastery with her Parrying Gloves<br />

& Boots.<br />

6. At 12 th level, a Shield-Maiden gains Basic<br />

Weapon Mastery with all weapons.<br />

Requirements:<br />

A candidate must have minimum scores <strong>of</strong>: 9<br />

STR, 9 INT, 13 CHA and must be female.<br />

A candidate must have or acquire the Detect<br />

Deception general skill as soon as she can.<br />

Monsters<br />

Blood Berry Bush<br />

Armor Class: 9<br />

AC/AV: 9/ 0<br />

Hit Dice:<br />

1 (M)<br />

Move: 0’<br />

Attacks:<br />

See Below<br />

Damage:<br />

See Below<br />

No. Appearing: 1d10 (0)<br />

Save As:<br />

F1<br />

Morale:<br />

N/A<br />

Treasure Type:<br />

Nil<br />

Intelligence: 0<br />

Alignment:<br />

Neutral<br />

XP Value: 0<br />

Monster Type: Lowlife (Rare)<br />

<strong>The</strong> blood berry bush is a species <strong>of</strong> plant that<br />

was magically created in AC 1000 by a nosferatu<br />

named Yivonna. By making deals with various<br />

merchants and hiring people to plant them in the<br />

wild, she has successfully spread its seeds throughout<br />

several lands <strong>of</strong> the known world, including<br />

<strong>Darkonnia</strong>, Karameikos, Thyatis, Darokin, Glantri,<br />

and Alphatia.<br />

This bush flourishes in moonlight and therefore,<br />

needs very little sunlight to grow. <strong>The</strong> bush has short<br />

spear-head like dark green leaves and a small fruit<br />

that gives <strong>of</strong>f a subtle, distinctive honey-like odor.<br />

<strong>The</strong> berries are edible and have been served raw,<br />

made into preserves, jams, and jellies as well as<br />

distilled into wines and liquors. In any form they<br />

have a sweet honeyed-raspberry like taste. During<br />

midnight, the berries are at their sweetest flavor –<br />

making this the best time to pick them.<br />

Page 51 <strong>of</strong> 81


If a vampire or nosferatu consumes at least five<br />

berries, the berries will satisfy the vampire’s or<br />

nosferatu’s feeding requirements for the night.<br />

If any living creature consumes the berries, the<br />

person must make a saving throw vs. poison (at a -1<br />

penalty for every berry eaten after the first) or<br />

become subject to its other effect. <strong>The</strong> berries<br />

produce a mild euphoria as well as an aphrodisiac<br />

effect in any living creatures that ingest it. <strong>The</strong><br />

effects will last for 2d6 – Constitution modifier<br />

hours.<br />

Terrain: Open, Settled, Woods.<br />

Erenoth, the Dragon <strong>of</strong> Demise<br />

Huge Black Dragon Ruler<br />

Sphere:<br />

Entropy<br />

Status:<br />

Exalted<br />

Power Points: 560<br />

Anti-Magic: 50%<br />

Armor Class: -8<br />

AC/AV: 4 / 13<br />

Hit Dice:<br />

112****** (L)<br />

Hit Points: 720<br />

Move: 300’ (100’)<br />

Flying: 720’ (240’)<br />

Attacks:<br />

Ground:<br />

4 claws / 2 bites<br />

Air:<br />

Up to 12: See Below<br />

Damage:<br />

Bite/Crush: 8d10 + 32<br />

Claw/Kick/Wing/Tail: 8d8 + 16<br />

Breath Cone: 360’ x 60’<br />

No. Appearing: 1<br />

Save As:<br />

IM1<br />

Morale: 11<br />

Treasure Type: H x 12, I x 8<br />

At 2 x normal percentages<br />

Intelligence: 25<br />

Alignment:<br />

Chaotic<br />

XP Value: 25,475<br />

Monster Type: Dragon (Unique)<br />

Erenoth is a cunning and deceptive dragon with<br />

goal <strong>of</strong> making dragons the only intelligent species<br />

on Mystara.<br />

He is a terrifying sight to behold. His scales seem<br />

to absorb light making him nearly impossible to see<br />

in the night sky before he strikes.<br />

Spells (Magical): 5/4/3 First Level – Darkness,<br />

Shield, Magic Missile (x3), Second Level –<br />

Continual Darkness, ESP, Detect Invisible, Mirror<br />

Image, Third Level – Haste, Fireball (x2), Immortal<br />

Level – Power Attack, Probe, Shield.<br />

Terrain: Elynarian Islands.<br />

Gaea, the Mother <strong>of</strong> Nature<br />

Gargantua Huge Green Dragon Ruler<br />

Sphere:<br />

Matter<br />

Status:<br />

Exalted<br />

Power Points: 5,120<br />

Anti-Magic: 50%<br />

Armor Class: -9<br />

AC/AV: 3 / 13<br />

Hit Dice:<br />

1,024****** (L) Hit Points:<br />

4,608<br />

Move: 600’ (200’)<br />

Flying: 1,440’ (480’)<br />

Attacks:<br />

Ground:<br />

4 claws / 2 bites<br />

Air:<br />

Up to 12: See Below<br />

Damage:<br />

Bite/Crush: 48d6 + 128<br />

Claw/Kick/Wing/Tail: 16d10 + 32<br />

Breath Cloud: 200’ x 200’ x 120’<br />

No. Appearing: 1<br />

Save As:<br />

IM1<br />

Morale: 11<br />

Treasure Type: H x 48, I x 32<br />

At 4 x normal percentages<br />

Intelligence: 25<br />

Alignment:<br />

Neutral<br />

XP Value: 253,475<br />

Monster Type: Dragon (Unique)<br />

According to legend, it is said that Gaea was the<br />

creature that first breathed life into the world <strong>of</strong><br />

Mystara. It is also said that this dragon sleeps at the<br />

center <strong>of</strong> the Vorandil forest, which is why it is the<br />

lushest forest in the kingdom. This dragon has existed<br />

longer than any mortal can recall. Even the dragons<br />

<strong>of</strong> Dragonspur think that Gaea is only a myth as none<br />

<strong>of</strong> them have ever seen her take flight.<br />

Gaea spends most <strong>of</strong> her time sleeping and can<br />

easily be mistaken as hills to passersby. Only dangers<br />

that threaten to destroy nature can set her into<br />

motion. It is at these times that she tends to wake.<br />

Gaea is a truly a wonder to behold. Her size is<br />

four times that <strong>of</strong> the largest mortal dragon alive<br />

today. Small plants and flowers grow upon her green<br />

scales. When Gaea takes flight, leaves, petals, pollen<br />

and airborne seeds trail behind her in a beautiful<br />

display. Plants within her presence bloom and grow<br />

Page 52 <strong>of</strong> 81


healthy. When angered she strikes like a force <strong>of</strong><br />

nature using every resource at her command.<br />

Spells (Magical): 5/5/4/3 First Level – Analyze,<br />

Detect Magic, Magic Missile (x3), Second Level<br />

– Detect Evil, Detect Invisible, Invisibility (x2),<br />

Mirror Image, Third Level – Dispel Magic, Haste,<br />

Lightning Bolt (x2), Fourth Level – Growth <strong>of</strong><br />

Plants, Polymorph Other, Remove Curse, Immortal<br />

Level – Power Attack, Probe, and Shield.<br />

Treasure: 432,000 Cp, 1,536,000 Sp,<br />

480,000 Ep, 28,880,000 Gp, 576,000 Pp. 3,648<br />

gems totaling 3,648,000 Gp, 1,440 pieces <strong>of</strong> Jewelry<br />

totaling 10,800,000 Gp.<br />

Terrain: Vorandil Forest.<br />

Kalath, the Shining Dragon<br />

Huge Gold Dragon Ruler<br />

Sphere:<br />

Time<br />

Status:<br />

Exalted<br />

Power Points: 880<br />

Anti-Magic: 50%<br />

Armor Class: -12<br />

AC/AV: 0 / 13<br />

Hit Dice:<br />

176****** (L)<br />

Hit Points: 792<br />

Move: 300’ (100’)<br />

Flying: 720’ (240’)<br />

Attacks:<br />

Ground:<br />

4 claws / 2 bites<br />

Air:<br />

Up to 12: See Below<br />

Damage:<br />

Bite/Crush: 24d6 + 32<br />

Claw/Kick/Wing/Tail: 16d4<br />

Breath Cone: 360’ x 60’<br />

Breath Cloud: 100’ x 100’ x 60’<br />

No. Appearing: 1<br />

Save As:<br />

IM1<br />

Morale: 11<br />

Treasure Type: H x 12, I x 8<br />

At 2 x normal percentages<br />

Intelligence: 25<br />

Alignment:<br />

Lawful<br />

XP Value: 41,475<br />

Monster Type: Dragon (Unique)<br />

Kalath is an incredibly honorable and just dragon.<br />

He does not place himself above other creatures and<br />

is always willing to assist in a noble cause if it truly<br />

needs his assistance.<br />

His scales are extremely reflective and his size is<br />

unrivaled by other gold dragons, easily being twice<br />

the size <strong>of</strong> any mortal gold dragon.<br />

Spells (Magical): 5/5/5/4/3 First Level –<br />

Protection from Evil, Magic Missile (x3), Shield,<br />

Second Level – Continual Light, Detect Evil,<br />

Detect Invisible, Knock, Wizard Lock, Third Level<br />

– Haste, Fireball (x3), Water Breathing, Fourth Level<br />

– Dimension Door, Polymorph Other, Polymorph<br />

Self, Remove Curse, Fifth Level – Feeblemind,<br />

Passwall, Teleport, Immortal Level – Power Attack,<br />

Probe, Shield.<br />

Terrain: Elynarian Islands.<br />

Sornak, the Bringer <strong>of</strong> Chaos<br />

Huge Red Dragon Ruler<br />

Sphere:<br />

Energy<br />

Status:<br />

Exalted<br />

Power Points: 800<br />

Anti-Magic: 50%<br />

Armor Class: -11<br />

AC/AV: 1 / 13<br />

Hit Dice:<br />

160****** (L)<br />

Hit Points: 720<br />

Move: 300’ (100’)<br />

Flying: 720’ (240’)<br />

Attacks:<br />

Ground:<br />

4 claws / 2 bites<br />

Air:<br />

Up to 12: See Below<br />

Damage:<br />

Bite/Crush: 16d6 + 32<br />

Claw/Kick/Wing/Tail: 4d12 + 16<br />

Breath Cone: 360’ x 60’<br />

No. Appearing: 1<br />

Save As:<br />

IM1<br />

Morale: 11<br />

Treasure Type: H x 12, I x 8<br />

At 2 x normal percentages<br />

Intelligence: 25<br />

Alignment:<br />

Chaotic<br />

XP Value: 37,475<br />

Monster Type: Dragon (Unique)<br />

Sornak is an incredibly powerful dragon with the<br />

goal <strong>of</strong> turning this world into the representation <strong>of</strong><br />

the elemental plane <strong>of</strong> fire. He is a hedonist at hart<br />

and tends to get distracted from this goal <strong>of</strong>ten.<br />

Sornak’s scales are a bright red with orange and<br />

yellow edges, making him appear to be smokelessly<br />

smoldering. He is a colossus <strong>of</strong> a dragon, being twice<br />

the size <strong>of</strong> the largest <strong>of</strong> red dragons.<br />

Page 53 <strong>of</strong> 81


Spells (Magical): 5/5/4/3/2 First Level – Charm<br />

Person, Magic Missile (x3), Sleep, Second Level –<br />

Detect Invisible, Locate Object, Mirror Image (x2),<br />

Web, Third Level – Haste,<br />

Lightning Bolt (x3), Fourth Level – Ice Storm /<br />

Wall <strong>of</strong> Ice (x3), Fifth Level – Teleport (x2),<br />

Immortal Level – Power Attack, Probe, Shield.<br />

Terrain: Elynarian Islands.<br />

Sirine<br />

Armor Class: 3<br />

Armor Value: 0<br />

Hit Dice:<br />

4-7* (M)<br />

Move: 120’ (40”)<br />

Swim: 240’ (80’) Attacks: 1<br />

Damage:<br />

By weapon<br />

No. Appearing:<br />

1 (2d4)<br />

Save As: MU 4-7<br />

Morale: 9<br />

Treasure Type:<br />

L, M, N, Q<br />

Intelligence: 16<br />

Alignment:<br />

Any<br />

XP Value:<br />

125 (4 HD), 300 (5 HD),<br />

500 (6 HD), 850 (7 HD)<br />

Monster Type: Humanoid (Rare)<br />

Sirines are beautiful, human-like females, at home<br />

in any aquatic environment. <strong>The</strong>y have human skin<br />

tones ranging to a light yellow-green, and their hair<br />

can be almost any color, though silver and dark green<br />

are the most common. Sirines have beautiful figures<br />

and wear scanty clothing at best.<br />

Most sirines are antisocial, so they try to drive<br />

intruders away, with evil sirines taking stronger<br />

measures. Other sirines are hungry for social<br />

interaction, and try to lure male humans or demihumans<br />

to join them for a time.<br />

Sirines speak their own language and the<br />

language <strong>of</strong> the nearest intelligent races. <strong>The</strong>y can<br />

breathe water and air, and they have infravision.<br />

A lone sirine will always have 6 or 7 HD; each<br />

member <strong>of</strong> a group has an equal chance for 4, 5, or 6<br />

HD. All members <strong>of</strong> a group have the same<br />

basic alignment. All sirines can defend their solitude<br />

with some skill. Sirines have Dexterity <strong>of</strong> 18;<br />

combined with their innate magic, this grants them an<br />

exceptional Armor Class. Most (90%) sirines carry a<br />

short sword or a dagger, and 30% carry missile<br />

weapons, javelins or slings, as well. Each weapon<br />

has a 10% chance <strong>of</strong> being magical, and javelins <strong>of</strong><br />

lightning are common.<br />

Sirines also have several spell-like abilities, each<br />

usable once per day as an 11th-level magic-user:<br />

charm person, obscure, polymorph self, and<br />

invisibility. <strong>The</strong> charm ability is used through the<br />

sirine's song, and all people within 30 feet are subject<br />

to it, even if they are hostile or attacking.<br />

If the sirine touches an opponent, the victim must<br />

make a saving throw vs. poison; those failing to save<br />

are reduced to an Intelligence <strong>of</strong> 2. <strong>The</strong> touch is<br />

automatic for charmed individuals, but requires a<br />

normal attack roll for others. A successful dispel<br />

magic (against 11th-level casting) will restore the<br />

victim's intelligence, as will a sirine's touch, if she so<br />

wills it. Any sirine can restore intelligence taken by<br />

another sirine.<br />

Sirines make saving throws as 11th-level wizards,<br />

with a +2 bonus vs. poison. <strong>The</strong>y are immune to all<br />

gas attacks.<br />

Sirines are encountered only in lonely plan that<br />

are otherwise uninhabited. Most live near rocky<br />

outcroppings or small islands in the sea. Some choose<br />

to live in fresh water, but tend to avoid these areas<br />

because they are usually populated and sometimes<br />

difficult to reach.<br />

Page 54 <strong>of</strong> 81


Young sirines <strong>of</strong>ten live with their sisters; these<br />

sirines are the more social type. As a sirine grows<br />

older, she becomes more reclusive and<br />

contemplative, however, and eventually looks for<br />

home <strong>of</strong> her own where she can think and sing in<br />

solitude. Even then, they have a rare desire for<br />

companionship.<br />

Sirines usually mate with male humans. Some<br />

sirines choose elves, tritons, or merfolk as mates,<br />

producing children with some <strong>of</strong> their parents' traits<br />

(pointed ears from elves, green skin from aquatic<br />

elves, scales and webbed fingers and toes from<br />

merfolk and tritons). Sirines never form lasting<br />

relationships, for the call <strong>of</strong> the sea is too great to<br />

bind them.<br />

After a gestation period <strong>of</strong> nine months, they give<br />

birth to ld4 baby sirines, which are cared for by their<br />

mother until they are five years old. After that, they<br />

fend for themselves, living on the bounty <strong>of</strong> the sea.<br />

Reaching adulthood at 10 years, they live for about<br />

50 years, and yet their beauty never leaves them.<br />

Sirines live to sing, and to think about the sea. If<br />

deprived <strong>of</strong> their voices, or confined away from<br />

water, they will slowly wither away until they die.<br />

Sirines <strong>of</strong>ten have great knowledge regarding the<br />

history <strong>of</strong> their area and any current events. <strong>The</strong>y<br />

sometimes trade this knowledge for companionship.<br />

Sirines are not harmful to their environment in<br />

any manner. <strong>The</strong>y kill only enough to eat, and never<br />

take too much from the sea. <strong>The</strong>y have few natural<br />

enemies, and they are more than able <strong>of</strong> taking care<br />

<strong>of</strong> themselves. Though they make beautiful garments<br />

from sea shells, fish skin, and seaweed, they gain<br />

other belongings and treasure by scavenging<br />

shipwrecks.<br />

Terrain: Lake, Ocean<br />

Tactrel<br />

Armor Class: 5<br />

AC/AV: 8 / 4<br />

Hit Dice:<br />

5+2* (L)<br />

Move: 240’ (80’)<br />

Fly: 480’ (160’)<br />

Attacks:<br />

2 claws or 1 breath<br />

Damage:<br />

See Below<br />

No. Appearing:<br />

0 (1d20)<br />

Save As:<br />

F5<br />

Morale: 10<br />

Treasure Type:<br />

K<br />

Intelligence: 1d4+10<br />

Alignment:<br />

Lawful or Neutral<br />

XP Value: 400<br />

MF: 3<br />

Take<strong>of</strong>f:<br />

b, d<br />

Carry:<br />

7,700 cn.<br />

Monster Type: Dragon (Rare)<br />

Currently native only to the kingdom <strong>of</strong><br />

<strong>Darkonnia</strong>, Tactrels are a magical combination <strong>of</strong><br />

war horse and dragon (black, blue, gold, green, red,<br />

and white). This species was created by a powerful<br />

magic-user named Tactrinna Maldina during the<br />

reign <strong>of</strong> king Eglainus.<br />

Tactrels are very noble creatures. If a creature<br />

aids the tactrel, it will (sooner or later) repay her with<br />

a service <strong>of</strong> equal value. If someone saves the<br />

tactrel’s life, the tactrel will either repay him in kind<br />

later on or decide to become his steed. When a tactrel<br />

decides to become a steed, it views it as a<br />

partnership. If that partnership is ever betrayed, it<br />

will leave the person. Tactrels are quite intelligent<br />

and can understand common, alignment tongue, and<br />

any additional languages that its intelligence merits.<br />

If a tactrel is captured while young, it may be<br />

trained as a mount with difficulty (-2 to skill checks).<br />

Tactrels raised in this manner have an intelligence<br />

score <strong>of</strong> 1d4+8 and can develop any alignment.<br />

In combat, a tactrel may use its breath weapon.<br />

<strong>The</strong> type <strong>of</strong> breath weapon conforms to the<br />

corresponding color <strong>of</strong> small dragon; however, the<br />

breath weapon’s dimensions are half the size. <strong>The</strong><br />

damage inflicted is equal to the tactrel’s current hit<br />

points. Tactrels are immune to attacks corresponding<br />

to their breath weapon.<br />

In addition to its breath weapon, it may also<br />

choose to use its front claws (1d6 / 1d6) to attack<br />

Page 55 <strong>of</strong> 81


opponents in front <strong>of</strong> it, kick (for 2d6) opponents<br />

behind it with its rear legs, or tail slap (2d8) flanking<br />

opponents.<br />

Terrain: Each type <strong>of</strong> tactrel prefers a specific<br />

type <strong>of</strong> terrain. White: Cold regions. Black: Swamp,<br />

Marsh. Green: Jungle, Woods. Blue: Desert, Open.<br />

Red: Mountain, Hill.<br />

Gold: Any.<br />

Load: 5,000 cn at normal rates or 10,000 cn at<br />

half normal.<br />

Barding Multiplier: x1.<br />

Page 56 <strong>of</strong> 81


Appendix 2: OGL Rules<br />

<strong>The</strong> following sections contain actual systemspecific<br />

material in order to make dropping this<br />

region into your campaign easier.<br />

This section complies with the Open Gaming<br />

License. <strong>The</strong> only product you will need for this is<br />

the Revised System Reference Document.<br />

Required Material<br />

<strong>The</strong> following books are recommended for proper<br />

use <strong>of</strong> this material, even though the Revised SRD is<br />

the only real requirement:<br />

Player’s Handbook v.3.5<br />

Dungeon Master’s Guide v.3.5<br />

Monster Manual v.3.5<br />

Deities & Demigods<br />

<strong>The</strong> top three books may be replaced by the<br />

Revised SRD. Some deities referred to in the Wrath<br />

<strong>of</strong> the Immortals boxed set are present in the Deities<br />

& Demigods 3e book and are not reproduced here.<br />

Races<br />

Grenling<br />

Grenlings are a rare and reclusive fey species that<br />

dwell in dense forest regions such as the Vorandil<br />

Forest. <strong>The</strong>y live in complete harmony with their<br />

environment. <strong>The</strong>y are almost completely unknown<br />

outside <strong>of</strong> their environment, though this is changing<br />

as their gregarious nature has caused a few to<br />

investigate the relatively recent settlements close to<br />

their home forests.<br />

Personality: A grenling bends reality with the<br />

sheer force <strong>of</strong> will. <strong>The</strong>ir reverence for nature and<br />

their patron deity, Ordana, causes them to use this<br />

power responsibly. <strong>The</strong>y use it only to eliminate their<br />

need for food and for sheltering them from the<br />

elements. Because <strong>of</strong> the fact that their basic needs<br />

are so easily managed, grenlings tend to be<br />

gregarious hedonists. While universally outgoing,<br />

their personalities tend to range from stoically<br />

focused to mischievous.<br />

Physical Description: Grenlings stand from 1½<br />

feet to 2 feet tall. <strong>The</strong>ir skin color ranges from is<br />

grass to jungle green. <strong>The</strong>y have no hair on their<br />

heads and bodies.<br />

Relations: Grenlings tend to prefer races that live<br />

in harmony with their environment, such as elves and<br />

other fey. <strong>The</strong>y show little compassion for those who<br />

damage their environment and distrust all members<br />

<strong>of</strong> races who tend not to live in harmony with their<br />

environment.<br />

Alignment: In keeping with their natural outlook,<br />

grenlings must have neutral for one <strong>of</strong> her alignment<br />

axis. This limits them to Lawful Neutral, Chaotic<br />

Neutral, Neutral, Neutral Good, and Neutral Evil<br />

alignments.<br />

Grenling Lands: Grenlings reside in the<br />

Vorandil forest and in the thickest section <strong>of</strong> the<br />

forest surrounding the Palace <strong>of</strong> Night where they<br />

keep the undead infesting it from spreading out to the<br />

rest <strong>of</strong> the isle.<br />

Religion: Ordana is the creator <strong>of</strong> the grenlings<br />

and as such is the only deity venerated by them.<br />

Language: Grenlings speak sylvan, the language<br />

shared by most forest creatures and the common<br />

language <strong>of</strong> the fey.<br />

<strong>The</strong>y pass on their learning orally and do not<br />

normally write their language. <strong>The</strong>y do however; see<br />

the value in the ability to read it as they do encounter<br />

other race’s written works.<br />

Names: Grenlings have only a given name. If<br />

they have need <strong>of</strong> additional identification they may<br />

append their tribe’s name on as a last name.<br />

Male Names: Astralyne, Gastin, Greylyne, Vilin.<br />

Female Names: Alai, Meninna, Tralai, Venna. Tribal<br />

Names: Treetop, Greenleaf, Underoot.<br />

Adventurers: Occasionally, their duties <strong>of</strong><br />

defending the tribe and their protectorate force a<br />

grenling to venture forth into the greater world. Very<br />

rarely, a grenling will feel an uncontrollable<br />

wanderlust. With the blessing <strong>of</strong> the leading druid <strong>of</strong><br />

the tribe, the grenling may venture forth to discover<br />

whatever his wanderlust is intended to lead her to.<br />

With the right astrological pattern, such a feeling may<br />

be interpreted as either a blessed destiny or a curse.<br />

Grenling Racial Traits<br />

+2 ECL<br />

-4 Strength, +4 Charisma. Greenlings develop<br />

strong personalities but their diminutive<br />

stature limits their physical strength.<br />

Tiny: As a Tiny creature, a grenling gains a +2<br />

size bonus to Armor Class, a +2 size bonus on<br />

attack rolls, and a +8 size bonus on Hide<br />

checks, but she uses smaller weapons than<br />

Page 57 <strong>of</strong> 81


humans use, and her lifting and carrying limits<br />

are half that <strong>of</strong> a Medium character.<br />

Grenling land speed is 20 feet.<br />

+2 racial bonus to hide or move silently<br />

checks. Due to the hidden nature <strong>of</strong> their<br />

communities, all grenlings have a natural<br />

talent in stealth.<br />

Reality-shaping: Grenlings gain a number <strong>of</strong><br />

powers equal to her Charisma modifier. <strong>The</strong><br />

Element Adaption and Self-Sustenance powers<br />

are mandatory choices. A list <strong>of</strong> powers is<br />

provided under “grenling powers” below.<br />

Automatic Languages: Common and Sylvan.<br />

Bonus Languages: Aquan, Auran, Draconic,<br />

Elven, Goblin, Ignan, Ogre, Orc, and Terran.<br />

Grenlings speak the languages <strong>of</strong> their friends<br />

and enemies.<br />

Favored Class: Ranger. A multiclass<br />

grenling’s ranger class does not count when<br />

determining whether she takes an experience<br />

point penalty for multi-classing.<br />

Grenling Powers<br />

Element Adaption (Ex): A standard alteration<br />

to their reality. <strong>The</strong> Grenling can now live<br />

comfortably in temperatures between -50<br />

and 140 degrees Fahrenheit without<br />

needing to make Fortitude saves. Her<br />

equipment is not protected. This power is the<br />

reason why grenlings have no need for<br />

clothing.<br />

Element Resistance (Ex): <strong>The</strong> character gains<br />

resistance to one type <strong>of</strong> energy: Acid, Cold,<br />

Electricity, Fire, or Sonic. This power may be<br />

taken multiple times. Each time, the player<br />

may either select a new element or increase the<br />

protection provided to an existing element.<br />

<strong>The</strong> first time this is taken for an element, it<br />

provides a resistance <strong>of</strong> 10. <strong>The</strong> second and<br />

third time it is taken, the resistance increases<br />

to 20. <strong>The</strong> third time provides immunity to that<br />

element.<br />

Enhanced Defense (Su): <strong>The</strong> grenling gains a<br />

racial bonus to Armor Class equal to her<br />

Charisma bonus.<br />

Enhanced Melee Attack (Ex): <strong>The</strong> grenling<br />

may substitute her Strength bonus to melee<br />

attack rolls with her Charisma modifier.<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

<br />

Enhanced Ranged Attack (Ex): <strong>The</strong> grenling<br />

may substitute her Dexterity bonus to ranged<br />

attack rolls with her Charisma modifier.<br />

Enhanced Saving Throw (Ex): <strong>The</strong> grenling<br />

may select one saving throw: Fortitude,<br />

Reflex, or Will. <strong>The</strong> selected save gains a<br />

racial bonus equal to the grenling’s Charisma<br />

Bonus. This power may be selected multiple<br />

times but a different saving throw must be<br />

chosen each time.<br />

Enhanced Skill Focus (Ex): <strong>The</strong> grenling<br />

may choose one skill that she has ranks in.<br />

<strong>The</strong> selected skill gains a racial bonus equal to<br />

her Charisma bonus. This power may be<br />

selected multiple times but a different skill<br />

must be chosen each time.<br />

Flight (Su): For a number <strong>of</strong> rounds per day<br />

equal to her Charisma score, she may fly at the<br />

rate <strong>of</strong> 40 feet (8 squares) per round with<br />

perfect maneuverability. <strong>The</strong>se rounds do not<br />

need to be used all at once.<br />

Inertial Control (Ex): <strong>The</strong> grenling may use<br />

her force <strong>of</strong> personality to impart extra power<br />

into any melee or ranged attack. She gains a<br />

bonus to damage rolls equal to her Charisma<br />

modifier to any physical attacks that requires<br />

an attack roll.<br />

Inspire Lust (Su): By bending the perceptions<br />

<strong>of</strong> those who see her and would normally find<br />

her attractive, the grenling gains a +2 bonus to<br />

all charisma-based skill checks when<br />

interacting with those creatures. <strong>The</strong> grenling<br />

may select who to omit from this effect. This<br />

power may be taken multiple times. Each time<br />

it is selected, the bonus increases by an<br />

additional 2.<br />

Magic Resistance (Ex): <strong>The</strong> grenling alter her<br />

reality to make her more resistant to the effects<br />

<strong>of</strong> magic. She gains a magic resistance equal<br />

to her charisma score plus her character level.<br />

Self-sustenance (Ex): A standard alteration to<br />

their reality. <strong>The</strong> Grenling’s body now<br />

produces all the vitamins and minerals needed<br />

for survival and thus no longer needs to eat.<br />

However, they still need to drink in order to<br />

remain hydrated.<br />

Temporal Pause (Su): <strong>The</strong> grenling may stop<br />

time temporarily. A number <strong>of</strong> times per day<br />

equal to her Charisma bonus, the grenling may<br />

Page 58 <strong>of</strong> 81


take one round’s worth <strong>of</strong> actions in addition<br />

to the normal round that she is entitled to.<br />

Classes<br />

<strong>The</strong> gazetteer refers to classes by their classic<br />

D&D names. As such, the terminology occasionally<br />

needs to be adapted to third edition nomenclature.<br />

Any references to rakes and thieves refer to the rogue<br />

base class, and magic-users are synonymous with<br />

wizards. A forester roughly translates into a ranger.<br />

If you have access to the 3e Unearthed Arcana<br />

book, then you should use the Prestige Paladin in<br />

place <strong>of</strong> the paladin base class.<br />

Prestige Classes<br />

Avenger<br />

After training in the arts <strong>of</strong> combat and the<br />

mysteries <strong>of</strong> the divine, the avenger is anointed as a<br />

holy warrior dedicated to seeking out those who<br />

would threaten his order and destroying them. This<br />

agreement is not an oath, more than a lose agreement<br />

<strong>of</strong> loyalty and support.<br />

Requirements<br />

To qualify to become an avenger, a character<br />

must fulfill all <strong>of</strong> the following criteria.<br />

Alignment: Chaotic Evil<br />

Base Attack Bonus: +4.<br />

Skills: Knowledge (religion) 2 ranks, Knowledge<br />

(nobility and royalty) 2 ranks, Ride 4 ranks.<br />

Feats: Mounted Combat<br />

Spellcasting: Ability to cast protection from good<br />

as a divine spell.<br />

Special: Ability to rebuke undead.<br />

Class Skills<br />

<strong>The</strong> avenger’s class skills (and the key ability for<br />

each skill) are Concentration (Con), Craft (Int),<br />

Diplomacy (Cha), Handle Animal (Cha), Heal (Wis),<br />

Knowledge (nobility and royalty) (Int), Knowledge<br />

(religion) (Int), Pr<strong>of</strong>ession (Wis), Ride (Dex), and<br />

Sense Motive (Wis).<br />

Class Features<br />

All the following are class features <strong>of</strong> the avenger<br />

class.<br />

Weapon and Armor Pr<strong>of</strong>iciency: Avengers are<br />

pr<strong>of</strong>icient with all simple and martial weapons, with<br />

all types <strong>of</strong> armor (heavy, medium, and light), and<br />

with shields (except tower shields).<br />

Spells per Day: An avenger’s training focuses on<br />

divine spellcasting. At every odd-numbered level<br />

reached, the avenger gains new spells per day as if he<br />

had also gained a level in whatever divine<br />

spellcasting class he belonged to before he added the<br />

prestige class.<br />

Detect Good (Sp): At will, an avenger can use<br />

detect good, as per the spell.<br />

Smite Good (Su): Once per day, an avenger may<br />

attempt to smite good with one normal melee attack.<br />

She adds her Charisma bonus (if any) to her attack<br />

roll and deals 1 extra point <strong>of</strong> damage per avenger<br />

level.<br />

At 5 th level, and at every five levels thereafter, the<br />

avenger may smite good on additional time per day,<br />

to a maximum <strong>of</strong> four times per day at 15 th level.<br />

Rebuke Undead (Su): For the purpose <strong>of</strong><br />

determining her ability to rebuke undead, an<br />

avenger’s class levels stack with his levels from all<br />

other classes from which she has gained the ability to<br />

rebuke undead. For instance, a 4 th -level fighter/1 st -<br />

level cleric/2 nd -level avenger would rebuke undead as<br />

a 3 rd -level cleric.<br />

Pr<strong>of</strong>ane Grace (Su): At 2nd level, an avenger<br />

gains a bonus equal to her Charisma bonus (if any)<br />

on all saving throws.<br />

Deadly Touch (Su): Beginning at 2nd level, an<br />

avenger with a Charisma score <strong>of</strong> 12 or higher can<br />

heal damage to undead creatures (her own, if she is<br />

undead, or those <strong>of</strong> others) by touch. Each day she<br />

can heal a total number <strong>of</strong> hit points <strong>of</strong> damage equal<br />

to her avenger level x her Charisma bonus. An<br />

avenger may choose to divide her healing among<br />

multiple recipients, and she doesn’t have to use it all<br />

at once. Using lay on hands is a standard action.<br />

Alternatively, an avenger can use any or all <strong>of</strong> this<br />

healing power to deal damage to living creatures.<br />

Using deadly touch in this way requires a successful<br />

melee touch attack and doesn’t provoke an attack <strong>of</strong><br />

opportunity. <strong>The</strong> avenger decides how many <strong>of</strong> her<br />

daily allotment <strong>of</strong> points to use as damage after<br />

successfully touching an undead creature.<br />

Special Mount (Sp): Upon reaching 2 nd level, an<br />

avenger gains the service <strong>of</strong> an unusually intelligent,<br />

strong, and loyal steed to serve her in her crusade<br />

against enemies <strong>of</strong> her order. This mount is usually a<br />

Page 59 <strong>of</strong> 81


<strong>The</strong> Avenger<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

Spells per Day<br />

1st +1 +2 +0 +0 Detect good , smite good +1 level <strong>of</strong> existing divine spellcasting class<br />

1/day, rebuke undead<br />

2nd +2 +3 +0 +0 Pr<strong>of</strong>ane grace, deadly touch, -<br />

special mount<br />

3rd +3 +3 +1 +1 Aura <strong>of</strong> dispair, pr<strong>of</strong>ane health +1 level <strong>of</strong> existing divine spellcasting class<br />

4th +4 +4 +1 +1 Cause disease 1/week -<br />

5th +5 +4 +1 +1 Smite good 2/day +1 level <strong>of</strong> existing divine spellcasting class<br />

6th +6 +5 +2 +2 - -<br />

7th +7 +5 +2 +2 - +1 level <strong>of</strong> existing divine spellcasting class<br />

8th +8 +6 +2 +2 Cause disease 2/week -<br />

9th +9 +6 +3 +3 - +1 level <strong>of</strong> existing divine spellcasting class<br />

10th +10 +7 +3 +3 Smite good 3/day -<br />

11th +11 +7 +3 +3 - +1 level <strong>of</strong> existing divine spellcasting class<br />

12th +12 +8 +4 +4 Cause disease 3/week -<br />

13th +13 +8 +4 +4 - +1 level <strong>of</strong> existing divine spellcasting class<br />

14th +14 +9 +4 +4 - -<br />

15th +15 +9 +5 +5 Smite good 4/day +1 level <strong>of</strong> existing divine spellcasting class<br />

heavy warhorse (for a Medium avenger) or a war<br />

pony (for a Small avenger).<br />

Once per day, as a full-round action, a paladin<br />

may magically call her mount from the infernal<br />

realms in which it resides. This ability is the<br />

equivalent <strong>of</strong> a spell <strong>of</strong> a level equal to one-third the<br />

avenger’s level. <strong>The</strong> mount immediately appears<br />

adjacent to the paladin and remains for 2 hours per<br />

avenger level; it may be dismissed at any time as a<br />

free action. <strong>The</strong> mount is the same creature each time<br />

it is summoned, though the avenger may release a<br />

particular mount from service.<br />

Each time the mount is called, it appears in full<br />

health, regardless <strong>of</strong> any damage it may have taken<br />

previously. <strong>The</strong> mount also appears wearing or<br />

carrying any gear it had when it was last dismissed.<br />

Calling a mount is a conjuration (calling) effect.<br />

Should the avenger’s mount die, it immediately<br />

disappears, leaving behind any equipment it was<br />

carrying. <strong>The</strong> avenger may not summon another<br />

mount for thirty days or until she gains an avenger<br />

level, whichever comes first, even if the mount is<br />

somehow returned from the dead. During this thirtyday<br />

period, the avenger takes a –1 penalty on attack<br />

and weapon damage rolls.<br />

<strong>The</strong> avenger’s effective level is three higher than<br />

his avenger class level when calculating the mount’s<br />

bonus Hit Dice, powers and so forth.<br />

Aura <strong>of</strong> Dispair (Su): Beginning at 3 rd level, an<br />

avenger radiates a malign aura that causes enemies<br />

within 10 feet <strong>of</strong> her to take a –2 penalty on all<br />

saving throws. This is a fear-based effect.<br />

This ability functions while the avenger is<br />

conscious, but not if she is unconscious or dead.<br />

Pr<strong>of</strong>ane Health (Ex): At 3 rd level, an avenger<br />

gains immunity to all diseases, including supernatural<br />

and magical diseases.<br />

Cause Disease (Sp): At 4 th level, an avenger can<br />

inflict a disease as per the contagion spell, once per<br />

week. She can use this ability one additional time per<br />

week for every four levels after 4 th (twice per week at<br />

8 th , three times at 12 th , and so forth).<br />

Code <strong>of</strong> Conduct: An avenger must be <strong>of</strong> lawful<br />

evil alignment and loses all class abilities if she ever<br />

willingly commits a good act. Additionally, an<br />

avenger’s code requires that he respect authority<br />

figures as long as they have the strength to rule over<br />

the weak, act with discipline (not engaging in random<br />

slaughter, keeping firm control over those beneath his<br />

station, and so forth), help only those who help him<br />

maintain or improve his status, and punish those who<br />

challenge authority (unless, <strong>of</strong> course, such<br />

challengers prove more worthy to hold that<br />

authority).<br />

Associates: While he may adventure with<br />

characters <strong>of</strong> any evil or neutral alignment, an<br />

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<strong>The</strong> Dragon Companion<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special<br />

Spells per Day<br />

Dragon mark, Eschew<br />

1st +1 +2 +0 +2 Materials<br />

+1 level <strong>of</strong> existing spellcasting class<br />

2nd +2 +3 +0 +3 Dragon's grace -<br />

3rd +3 +3 +1 +3 Dragon aspect +1 level <strong>of</strong> existing spellcasting class<br />

4th +3 +4 +1 +4 Dragon body -<br />

5th +4 +4 +1 +4 Soul bond +1 level <strong>of</strong> existing spellcasting class<br />

avenger will never knowingly associate with good<br />

characters unless it serves his needs, nor will he<br />

continue an association with someone who<br />

consistently <strong>of</strong>fends his moral code. An avenger may<br />

accept henchmen and followers <strong>of</strong> any alignment, but<br />

may only accept cohorts who are lawful evil.<br />

Ex-Avengers<br />

An avenger who ceases to be chaotic evil, who<br />

willfully commits a good act, or who grossly violates<br />

the code <strong>of</strong> conduct loses all avenger spells and<br />

abilities (including the service <strong>of</strong> the avenger’s<br />

mount, but not weapon, armor, and shield<br />

pr<strong>of</strong>iciencies). She may not progress any farther in<br />

levels as an avenger. She regains her abilities and<br />

advancement potential if she atones for her violations<br />

(see the atonement spell description), as appropriate.<br />

Dragon Companion<br />

A dragon companion shares a life-long bond with<br />

the dragon that has accepted her. This bond brings<br />

forth manifold boons. Dragons will not normally<br />

accept a cleric as a companion simply because such<br />

an individual is already committed to her deity, and<br />

as the old saying goes, no one can serve two masters.<br />

Requirements<br />

To qualify to become a dragon companion, a<br />

character must fulfill all <strong>of</strong> the following criteria.<br />

Alignment: Same as the companion dragon.<br />

Charisma: 15.<br />

Intelligence: 13.<br />

Skills: Bluff or Diplomacy or Intimidate 8 ranks.<br />

Special: Must be able to speak draconic. <strong>The</strong><br />

applicant cannot have other commitments that may<br />

conflict with service to her dragon.<br />

Class Skills<br />

<strong>The</strong> dragon companion’s class skills (and the key<br />

ability for each skill) are Concentration (Con), Craft<br />

(Int), Diplomacy (Cha), Knowledge (Int), Listen<br />

(Wis), Pr<strong>of</strong>ession (Wis), Ride (Dex), Search (Int),<br />

Spellcraft (Int), Spot (Wis).<br />

Class Features<br />

All the following are class features <strong>of</strong> the dragon<br />

companion class.<br />

Weapon and Armor Pr<strong>of</strong>iciency: Dragon<br />

companions gain no pr<strong>of</strong>iciency with any weapon or<br />

armor.<br />

Dragon Mark (Ex): At 1 st level, the dragon<br />

companion receives a mark from her dragon. This<br />

mark is the dragon’s personal sigil representing his<br />

true name, not the common translation <strong>of</strong> his name.<br />

<strong>The</strong> location <strong>of</strong> the mark is chosen by the dragon and<br />

must be visible at all times for the benefits <strong>of</strong> the<br />

mark to be in effect.<br />

While visible, the mark informs all other draconic<br />

races that the companion is the property and<br />

representative <strong>of</strong> that dragon. By custom, no draconic<br />

creature (any creature <strong>of</strong> the dragon type that has an<br />

Intelligence <strong>of</strong> 3 or more) may seek to harm the<br />

dragon companion, unless the companion initiates<br />

hostilities first.<br />

This ban only partially affects true dragons. Only<br />

true dragons <strong>of</strong> an age category equal or lower than<br />

the companion’s dragon need obey this code <strong>of</strong><br />

conduct. Older dragons my act as their discretion<br />

dictates.<br />

<strong>The</strong> dragon and the bearer <strong>of</strong> its mark become<br />

magically linked to one another. This link allows<br />

them to communicate telepathically regardless <strong>of</strong> the<br />

distance by which they are separated or planar<br />

barriers. <strong>The</strong>y may telepathically converse with each<br />

other in this manner as a free action. <strong>The</strong> dragon mac<br />

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cast personal range spells on its companion, as if a<br />

familiar <strong>of</strong> the dragon.<br />

<strong>The</strong> dragon my use the companion’s senses, as if<br />

casting the clairvoyance and clairaudience spell. With<br />

the dragon’s permission, the companion may likewise<br />

use the dragon’s senses in the same manner. In order<br />

to initiate this sensory link, the dragon or companion<br />

must perform a full-round act <strong>of</strong> concentration that<br />

provokes an attack <strong>of</strong> opportunity.<br />

<strong>The</strong> dragon is always aware <strong>of</strong> the companion’s<br />

location and may teleport the companion back to its<br />

current location at will. <strong>The</strong> companion can be<br />

returned back to her former location as well. If the<br />

dragon companion has the soul bond class feature,<br />

then she may summon her dragon to her current<br />

location with this ability once per week.<br />

If the companion is within a mile <strong>of</strong> her dragon,<br />

they grant each other specific special abilities. <strong>The</strong><br />

abilities a companion grants to her dragon are<br />

dictated by the class <strong>of</strong> the companion. Any skill<br />

receiving one <strong>of</strong> the bonuses listed below becomes a<br />

class skill for that creature.<br />

Race<br />

Barbarian<br />

Bard<br />

Cleric<br />

Druid<br />

Fighter<br />

Monk<br />

Paladin<br />

Ranger<br />

Rogue<br />

Sorcerer<br />

Wizard<br />

Dragon<br />

Black<br />

Blue<br />

Special<br />

Dragon gains a +3 bonus on intimidate<br />

checks.<br />

Dragon gains a +3 bonus on perform<br />

checks.<br />

Dragon gains a +3 bonus on knowledge<br />

(religion) checks.<br />

Dragon gains a +3 bonus on knowledge<br />

(nature) checks.<br />

Dragon gains a +3 on intimidate<br />

checks.<br />

Dragon gains a +3 bonus on sense<br />

motive checks.<br />

Dragon gains a +3 bonus on diplomacy<br />

checks.<br />

Dragon gains a +3 bonus on survival<br />

checks.<br />

Dragon gains a +3 bonus on move<br />

silently checks.<br />

Dragon gains a +3 bonus on spellcraft<br />

checks.<br />

Dragon gains a +3 bonus on knowledge<br />

(arcana) checks.<br />

Special<br />

Companion gains a +3 to move silently<br />

checks.<br />

Companion gains a +3 to spellcraft<br />

checks.<br />

Brass Companion gains a +3 to gather<br />

information checks.<br />

Bronze Companion gains a +3 to survival checks.<br />

Copper Companion gains a +3 to bluff checks.<br />

Gold Companion gains a +3 to heal checks.<br />

Green Companion gains a +3 to hide checks.<br />

Red Companion gains a +3 to appraise<br />

checks.<br />

Silver Companion gains a +3 to disguise<br />

checks.<br />

White Companion gains a +3 to swim checks.<br />

Eschew Materials: Upon reaching 1 st level, you<br />

gain Eschew Materials as a bonus feat. If you already<br />

have this feat, you can choose any other feat for<br />

which you meet the prerequisite.<br />

Dragon’s Grace (Su): At 2 nd level, the dragon<br />

companion gains a deflection bonus to armor class<br />

and an insight bonus to all saving throws equal to her<br />

Charisma bonus.<br />

Dragon Aspect (Su): Starting at 3 rd level, you<br />

gain the ability to manifest an aspect <strong>of</strong> your<br />

companion dragon a number <strong>of</strong> times per day equal<br />

to your dragon companion level for a length <strong>of</strong> time<br />

equal to 1d6 plus your dragon companion level in<br />

rounds. During this time, the companion may switch<br />

between aspects. Switching aspects is a free action.<br />

<strong>The</strong> aspects are as follows.<br />

Dragon’s Breath: Once per day, you can<br />

manifest a breath weapon attack. <strong>The</strong> breath<br />

weapon operates identically to that <strong>of</strong> a halfdragon<br />

<strong>of</strong> the same color as your companion<br />

dragon. When in use, this ability manifests as a<br />

translucent ethereal dragon’s mouth emitting<br />

the breath attack.<br />

Dragon’s Fang: You can manifest a bite<br />

attack identical to that <strong>of</strong> a half-dragon. <strong>The</strong><br />

fang manifests as a translucent dragon’s maw<br />

in proportion to your size. Damage is adjusted<br />

by your Charisma bonus instead <strong>of</strong> your<br />

Strength bonus. This is a force effect, and the<br />

effect is actually what inflicts the damage,<br />

despite the fact that you still need to go<br />

through the motions <strong>of</strong> the attack.<br />

Dragon’s Eye: With this ability in effect, you<br />

can identify any dragon that is in a different<br />

form, regardless <strong>of</strong> how they achieved the<br />

alternate form.<br />

Dragon’s Claw: You can manifest a claw<br />

attack identical to that <strong>of</strong> a half-dragon.<br />

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Damage is adjusted by your Charisma bonus<br />

instead <strong>of</strong> your Strength bonus. <strong>The</strong> claw<br />

appears as a translucent dragon’s claw<br />

overlapping your own hand. This is a force<br />

effect, and the effect is actually what inflicts<br />

the damage, despite the fact that you still need<br />

to go through the motions <strong>of</strong> the attack.<br />

Dragon’s Scale: Your skin is covered by an<br />

ethereal coat <strong>of</strong> scales <strong>of</strong> the color matching<br />

your companion dragon. <strong>The</strong>se scales grant<br />

you a +1 natural armor bonus per dragon<br />

companion level. You also the same<br />

immunities as your companion dragon. This is<br />

a force effect.<br />

Dragon’s Tail: A long tail <strong>of</strong> force springs<br />

from your tail bone. <strong>The</strong> tail has twice your<br />

normal reach. You can make a melee attack<br />

with it as a standard action, inflicting 1d8<br />

points <strong>of</strong> bludgeoning damage (if you are<br />

medium) plus 1 ½ times your Charisma bonus.<br />

Dragon’s Wing: You sprout wings <strong>of</strong> force,<br />

which function identically to the wings <strong>of</strong> a<br />

half-dragon. If the wings dissipate while<br />

flying, then you gently float to the ground as if<br />

under the effect <strong>of</strong> a featherfall spell.<br />

Dragon Body (Su): For a number <strong>of</strong> minutes<br />

equal to your base Charisma score plus your<br />

character level, you may transform your body into<br />

that <strong>of</strong> a half-dragon <strong>of</strong> a color corresponding to that<br />

<strong>of</strong> your dragon companion. During this time, you<br />

receive the half-dragon template. In addition, you<br />

grow a tail that grants you the same functionality as<br />

the dragon’s tail dragon aspect. As the tail is physical<br />

in nature, Strength applies to damage, not Charisma.<br />

This allotment <strong>of</strong> time may be spent in any increment<br />

over as many transformations as she sees fit. Armor<br />

and clothing worn will not adapt to the<br />

transformation. Unless precautions are taken, this<br />

may result into damage taken as a result <strong>of</strong> the<br />

transformation process. <strong>The</strong> transformation is a move<br />

equivalent action that provokes an attack <strong>of</strong><br />

opportunity.<br />

Soul Bond (Ex): Upon achieving 5 th level, the<br />

mystical bond between the dragon and his companion<br />

becomes so strong that a portion <strong>of</strong> each being’s soul<br />

is transferred to the other. As a result, neither dragon<br />

nor companion can die unless the other is also killed.<br />

If one <strong>of</strong> them is disintegrated, or otherwise<br />

dispatching in a manner that leaves no body to heal,<br />

that being immediately gains the ghost template until<br />

her body can be restored.<br />

<strong>The</strong> companion’s age halts and she no longer<br />

takes ability score penalties for aging and cannot be<br />

magically aged. Any penalties she may have already<br />

incurred, however, remain in place. Bonuses still<br />

accrue. Neither dragon nor companion will die <strong>of</strong><br />

natural causes until both reach the end <strong>of</strong> their life<br />

spans.<br />

Ex-Dragon Companions<br />

If a dragon has just cause, the dragon may<br />

perform a secret ritual that severs the bond between<br />

the dragon and the companion. If the companion has<br />

the soul bond class feature, then she must make a<br />

successful fortitude saving throw against a DC equal<br />

to the dragon’s hit dice in order to survive the ritual.<br />

<strong>The</strong> ex-dragon companion loses all <strong>of</strong> the special<br />

abilities granted by this class. <strong>The</strong> mark born by the<br />

companion is altered to indicate her new status. No<br />

other dragon may accept her as their companion. She<br />

may only be taken back by the dragon she was<br />

originally bonded to.<br />

A dragon can have only one companion at a time.<br />

If the dragon takes on a new companion, the dragon<br />

mark will begin to fade. <strong>The</strong> mark completely fades<br />

after one month. Once the mark has faded, the exdragon<br />

companion’s bond with her dragon is fully<br />

broken, and she can seek out a new dragon to bond<br />

with.<br />

Druidic Knight<br />

After training in the arts <strong>of</strong> combat and the<br />

mysteries <strong>of</strong> druidic lore, the druidic knight is<br />

anointed as a holy warrior dedicated to defending<br />

nature from those who would threaten it or its<br />

denizens.<br />

Requirements<br />

To qualify to become a druidic knight, a character<br />

must fulfill all <strong>of</strong> the following criteria.<br />

Alignment: Any Neutral<br />

Base Attack Bonus: +4.<br />

Skills: Knowledge (nature) 2 ranks, Knowledge<br />

(nobility and royalty) 2 ranks, Ride 4 ranks.<br />

Feats: Mounted Combat<br />

Spellcasting: Ability to cast speak with animals<br />

as a divine spell.<br />

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<strong>The</strong> Druidic Knight<br />

Base<br />

Attack Fort Ref Will<br />

Level Bonus Save Save Save Special Spells per Day<br />

1st +1 +2 +0 +0 Detect snares and pits , +1 level <strong>of</strong> existing divine spellcasting class<br />

favored enemy,<br />

woodland stride<br />

2nd +2 +3 +0 +0 Companion mount , -<br />

trackless step<br />

3rd +3 +3 +1 +1 Aura <strong>of</strong> protection, +1 level <strong>of</strong> existing divine spellcasting class<br />

nature's vitality<br />

4th +4 +4 +1 +1 Nature's Aspect 1/day -<br />

5th +5 +4 +1 +1 Favored enemy +1 level <strong>of</strong> existing divine spellcasting class<br />

6th +6 +5 +2 +2 Instinctive aspect -<br />

7th +7 +5 +2 +2 - +1 level <strong>of</strong> existing divine spellcasting class<br />

8th +8 +6 +2 +2 Nature's Aspect 2/day -<br />

9th +9 +6 +3 +3 Venom immunity +1 level <strong>of</strong> existing divine spellcasting class<br />

10th +10 +7 +3 +3 Favored enemy -<br />

11th +11 +7 +3 +3 - +1 level <strong>of</strong> existing divine spellcasting class<br />

12th +12 +8 +4 +4 Nature's Aspect 3/day -<br />

13th +13 +8 +4 +4 - +1 level <strong>of</strong> existing divine spellcasting class<br />

14th +14 +9 +4 +4 Timeless body -<br />

15th +15 +9 +5 +5 Favored enemy +1 level <strong>of</strong> existing divine spellcasting class<br />

Special: Must have the Animal Companion class<br />

feature.<br />

Class Skills<br />

<strong>The</strong> druidic knight’s class skills (and the key<br />

ability for each skill) are Concentration (Con), Craft<br />

(Int), Diplomacy (Cha), Handle Animal (Cha), Heal<br />

(Wis), Knowledge (nature) (Int), Knowledge<br />

(nobility and royalty) (Int), Pr<strong>of</strong>ession (Wis), Ride<br />

(Dex), and Survival (Wis).<br />

Class Features<br />

All the following are class features <strong>of</strong> the druidic<br />

knight class.<br />

Weapon and Armor Pr<strong>of</strong>iciency: Druidic<br />

knights are pr<strong>of</strong>icient with all simple and martial<br />

weapons, with all types <strong>of</strong> armor (heavy, medium,<br />

and light), and with shields (except tower shields).<br />

Spells per Day: A druidic knight’s training<br />

focuses on divine spellcasting. At every oddnumbered<br />

level reached, the druidic knight gains new<br />

spells per day as if he had also gained a level in<br />

whatever divine spellcasting class he belonged to<br />

before he added the prestige class.<br />

Detect Snares and Pits (Sp): At will, a druidic<br />

knight can use detect snares and pits, as per the spell.<br />

Favored Enemy (Ex): At 1 st level, a druidic<br />

knight may select a type <strong>of</strong> creature from among<br />

those given on Table: Ranger Favored Enemies. <strong>The</strong><br />

druidic knight gains a +2 bonus on Bluff, Listen,<br />

Sense Motive, Spot, and Survival checks when using<br />

these skills against creatures <strong>of</strong> this type. Likewise,<br />

he gets a +2 bonus on weapon damage rolls against<br />

such creatures.<br />

At 5th level and every five levels thereafter (10th,<br />

15th, and 20th level), the druidic knight may select an<br />

additional favored enemy from those given on the<br />

table. In addition, at each such interval, the bonus<br />

against any one favored enemy (including the one<br />

just selected, if so desired) increases by 2.<br />

If the druidic knight chooses humanoids or<br />

outsiders as a favored enemy, he must also choose an<br />

associated subtype, as indicated on the table. If a<br />

specific creature falls into more than one category <strong>of</strong><br />

favored enemy, the ranger’s bonuses do not stack; he<br />

simply uses whichever bonus is higher.<br />

This ability stacks with the ranger ability <strong>of</strong> the<br />

same name.<br />

Woodland Stride (Ex): Starting at 1 st level, a<br />

druidic knight may move through any sort <strong>of</strong><br />

undergrowth (such as natural thorns, briars,<br />

overgrown areas, and similar terrain) at her normal<br />

Page 64 <strong>of</strong> 81


speed and without taking damage or suffering any<br />

other impairment. However, thorns, briars, and<br />

overgrown areas that have been magically<br />

manipulated to impede motion still affect her.<br />

Companion Mount (Sp): Upon reaching 2 nd<br />

level, a druidic knight gains the service <strong>of</strong> an<br />

unusually intelligent, strong, and loyal steed to serve<br />

her in her crusade against despoilers <strong>of</strong> nature (see<br />

below). <strong>The</strong> mount may be chosen from the<br />

following lists as long as they are consistent with the<br />

environment where the druidic knight tends to patrol.<br />

Small riders may choose a boar, medium shark * ,<br />

riding dog, warg, or a war pony.<br />

Medium riders may choose a camel † , griffon ‡ ,<br />

heavy warhorse, hippogriff, large shark, pegasus (for<br />

good-aligned riders), rhino, tactrel, and a unicorn (for<br />

good-aligned female riders).<br />

Large riders may choose an elephant or a huge<br />

shark.<br />

<strong>The</strong> druidic knight’s special mount functions in<br />

the same manner as a paladin’s special mount, except<br />

that the mount is not summoned from another plane,<br />

and thus cannot be summoned and dismissed. <strong>The</strong><br />

companion mount is called from the habitat that the<br />

druidic knight has pledged to protect. In order to call<br />

the chosen mount, the druidic knight must be within<br />

the intended mount’s natural habitat.<br />

Once there, the knight spends 1d8 hours<br />

performing the ritual <strong>of</strong> calling. <strong>The</strong> ritual ends when<br />

a creature <strong>of</strong> the intended species arrives. If the ritual<br />

<strong>of</strong> calling is interrupted, it can be resumed with an<br />

additional hour added to the duration.<br />

When the mount arrives, the bonding ritual can<br />

commence. This ritual takes one hour to complete<br />

and cannot be interrupted without causing the mount<br />

to become frightened and flee the area. If the bonding<br />

ritual is interrupted, a new calling ritual must be<br />

performed to bring either that specific mount back, or<br />

another <strong>of</strong> its kind.<br />

Should the druidic knight’s mount die, the druidic<br />

knight may not bond to another mount for thirty days<br />

or until she gains a druidic knight level, whichever<br />

comes first, even if the mount is somehow returned<br />

* Sharks are suitable for aquatic environments.<br />

† Camels are suitable for desert environments.<br />

‡ Griffons, hippogriffs, pegasi, and tactrels are<br />

particularly suitable for aerial and mountainous<br />

environments.<br />

from the dead. During this thirty-day period, the<br />

druidic knight takes a –1 penalty on attack and<br />

weapon damage rolls.<br />

Trackless Step (Ex): Starting at 2 nd level, a<br />

druidic knight leaves no trail in natural surroundings<br />

and cannot be tracked. She may choose to leave a<br />

trail if so desired.<br />

Aura <strong>of</strong> Protection (Su): Beginning at 3 rd level, a<br />

druidic knight produces an aura that animals can<br />

sense. This aura acts as a continual maximized calm<br />

animals spell centered on the druidic knight.<br />

This ability functions while the druidic knight is<br />

conscious, but not if she is unconscious or dead.<br />

Nature’s Vitality (Ex): At 3 rd level, a druidic<br />

knight gains immunity to all diseases, including<br />

supernatural and magical diseases.<br />

Nature’s Aspect (Su): Starting at 4 th level, the<br />

druidic knight gains the ability to mimic the effect<br />

any one <strong>of</strong> the following spells as a supernatural<br />

ability once per day: bear’s endurance, bull’s<br />

strength, cat’s grace, eagle’s splendor, fox’s cunning,<br />

owl’s wisdom. <strong>The</strong> bonuses provided grant a sacred<br />

bonus instead <strong>of</strong> an enhancement bonus.<br />

Every four levels thereafter, the druidic knight<br />

gains one additional use per day <strong>of</strong> this ability.<br />

Multiple applications <strong>of</strong> the same aspect do not stack.<br />

Instinctive Aspect (Ex): At 6 th level, the druidic<br />

knight is now able to use her nature’s aspect ability<br />

as an immediate action.<br />

Venom Immunity (Ex): At 9 th level, a druidic<br />

knight gains immunity to all poisons.<br />

Timeless Body (Ex): After attaining 14 th level, a<br />

druidic knight no longer takes ability score penalties<br />

for aging and cannot be magically aged. Any<br />

penalties she may have already incurred, however,<br />

remain in place.<br />

Bonuses still accrue, and the druidic knight still<br />

dies <strong>of</strong> old age when her time is up.<br />

Code <strong>of</strong> Conduct: A druidic knight must swear<br />

fealty to a liege. <strong>The</strong> liege must be either a ruler <strong>of</strong> at<br />

least ducal status, or a druid leader (hierophant or<br />

higher). <strong>The</strong> druidic knight abides by the knight code,<br />

in addition to his own.<br />

A druidic knight may not wield metallic weapons<br />

nor wear metallic armor and shields. <strong>The</strong> knight must<br />

use wooden armor and weapons magically shaped<br />

and hardened by the druids.<br />

<strong>The</strong> druidic knight must assist any woodland<br />

being asking for help with two exceptions: He does<br />

Page 65 <strong>of</strong> 81


<strong>The</strong> Shield-Maiden<br />

—— Spells per Day ——<br />

Level<br />

Base<br />

Attack<br />

Bonus<br />

Fort<br />

Save<br />

Ref<br />

Save<br />

Will<br />

Save Special 0 1st 2nd 3rd 4th 5th<br />

1st +1 +2 +2 +2 Eschew Materials 5 3 - - - -<br />

2nd +2 +3 +3 +3 Grace <strong>of</strong> the dragon 6 4 - - - -<br />

3rd +3 +3 +3 +3 Combat Casting, presence <strong>of</strong> the dragon 6 5 3 - - -<br />

4th +4 +4 +4 +4 Ferocity <strong>of</strong> the dragon 6 6 4 - - -<br />

5th +5 +4 +4 +4 Still Spell 6 6 5 3 - -<br />

6th +6 +5 +5 +5 Might <strong>of</strong> the dragon I 6 6 6 4 - -<br />

7th +7 +5 +5 +5 Silent Spell 6 6 6 5 3 -<br />

8th +8 +6 +6 +6 Might <strong>of</strong> the dragon II 6 6 6 6 4 -<br />

9th +9 +6 +6 +6 Innate Spell 6 6 6 6 5 3<br />

10th +10 +7 +7 +7 Might <strong>of</strong> the dragon III 6 6 6 6 6 4<br />

not have to help creatures opposed to the druidic<br />

philosophy and goals; and if the knight is on a<br />

mission for a higher authority (such as on a quest,<br />

serving a duke, etc.), he may <strong>of</strong>fer only a small<br />

amount <strong>of</strong> help. Assistance never involves the<br />

donation <strong>of</strong> money or items, only the <strong>of</strong>fering <strong>of</strong><br />

personal services for a short time.<br />

Ex-Druidic Knights<br />

A druidic knight who ceases to be neutralaligned,<br />

who willfully commits a good act, or who<br />

grossly violates the code <strong>of</strong> conduct loses all druidic<br />

knight spells and abilities (including the service <strong>of</strong><br />

the companion mount, which will observe the knight<br />

from a distance as the bond is permanent, but not<br />

weapon, armor, and shield pr<strong>of</strong>iciencies). She may<br />

not progress any farther in levels as a druidic knight.<br />

She regains her abilities and advancement potential if<br />

she atones for her violations (see the atonement spell<br />

description), as appropriate.<br />

Justicar<br />

Shield-Maiden<br />

Women accepted into the shield-maidens, are<br />

trained in fighting techniques as well as instruction in<br />

the draconic arts <strong>of</strong> magic.<br />

Requirements<br />

To qualify to become a shield-maiden, a character<br />

must fulfill all <strong>of</strong> the following criteria.<br />

Alignment: Any non-evil<br />

Charisma: 15<br />

Base Attack Bonus: +5.<br />

Skills: Knowledge (arcana) 2 ranks, Knowledge<br />

(nobility and royalty) 2 ranks.<br />

Special: Must be female, and must have an<br />

ability, mount, or item that provides a fly speed.<br />

Class Skills<br />

<strong>The</strong> shield-maiden’s class skills (and the key<br />

ability for each skill) are Concentration (Con), Craft<br />

(Int), Diplomacy (Cha), Gather Information (Int),<br />

Handle Animal (Cha), Intimidate (Cha), Knowledge<br />

(arcana) (Int), Knowledge (local) (Int), Knowledge<br />

(nobility and royalty) (Int), Pr<strong>of</strong>ession (Wis), Ride<br />

(Dex), Search (Int), Sense Motive (Wis), Spellcraft<br />

(Int), and Spot (Wis).<br />

Class Features<br />

All the following are class features <strong>of</strong> the shieldmaiden<br />

class.<br />

Weapon and Armor Pr<strong>of</strong>iciency: Shieldmaidens<br />

are pr<strong>of</strong>icient with all simple and martial<br />

weapons.<br />

Spells: A shield-maiden casts arcane spells which<br />

are drawn primarily from the sorcerer/wizard spell<br />

list. She can cast any spell she knows without<br />

preparing it ahead <strong>of</strong> time, the way a wizard or a<br />

cleric must (see below).<br />

To learn or cast a spell, a shield-maiden must<br />

have a Charisma score equal to at least 10 + the spell<br />

level. <strong>The</strong> Difficulty Class for a saving throw against<br />

a sorcerer’s spell is 10 + the spell level + the shieldmaiden’s<br />

Charisma modifier.<br />

Like other spellcasters, a shield-maiden can cast<br />

only a certain number <strong>of</strong> spells <strong>of</strong> each spell level per<br />

day. His base daily spell allotment is given on Table:<br />

Page 66 <strong>of</strong> 81


<strong>The</strong> Shield-maiden. In addition, she receives bonus<br />

spells per day if she has a high Charisma score.<br />

A shield-maiden’s selection <strong>of</strong> spells is extremely<br />

limited. A shield-maiden begins play knowing four 0-<br />

level spells and two 1st-level spells <strong>of</strong> your choice.<br />

At each new shield-maiden level, she gains one or<br />

more new spells, as indicated on Table: Shieldmaiden<br />

Spells Known. (Unlike spells per day, the<br />

number <strong>of</strong> spells a shield-maiden knows is not<br />

affected by his Charisma score; the numbers on<br />

Table: Shield-maiden Spells Known are fixed.) <strong>The</strong>se<br />

new spells can be common spells chosen from the<br />

sorcerer/wizard spell list, or they can be unusual<br />

spells that the shield-maiden has gained some<br />

understanding <strong>of</strong> by study. <strong>The</strong> shield-maiden can’t<br />

use this method <strong>of</strong> spell acquisition to learn spells at<br />

a faster rate, however.<br />

Upon reaching 4 th level, and at every evennumbered<br />

shield-maiden level after that (6 th , 8 th , and<br />

so on), a shield-maiden can choose to learn a new<br />

spell in place <strong>of</strong> one she already knows. In effect, the<br />

shield-maiden “loses” the old spell in exchange for<br />

the new one. <strong>The</strong> new spell’s level must be the same<br />

as that <strong>of</strong> the spell being exchanged, and it must be at<br />

least two levels lower than the highest-level shieldmaiden<br />

spell the shield-maiden can cast. A shieldmaiden<br />

may swap only a single spell at any given<br />

level, and must choose whether or not to swap the<br />

spell at the same time that she gains new spells<br />

known for the level.<br />

Unlike a wizard or a cleric, a shield-maiden need<br />

not prepare his spells in advance. She can cast any<br />

spell she knows at any time, assuming she has not yet<br />

used up his spells per day for that spell level. She<br />

does not have to decide ahead <strong>of</strong> time which spells<br />

Shield Maiden Spells Known<br />

—— Spells Known ——<br />

Level 0 1st 2nd 3rd 4th 5th<br />

1st 4 2 - - - -<br />

2nd 5 2 - - - -<br />

3rd 5 3 - - - -<br />

4th 6 3 1 - - -<br />

5th 6 4 2 - - -<br />

6th 7 4 2 1 - -<br />

7th 7 5 3 2 - -<br />

8th 8 5 3 2 1 -<br />

9th 8 6 4 3 2 -<br />

10th 9 6 4 3 2 1<br />

she’ll cast.<br />

Eschew Materials: Upon reaching 1 st level, you<br />

gain Eschew Materials as a bonus feat. If you already<br />

have this feat, you can choose any other feat for<br />

which you meet the prerequisite.<br />

Grace <strong>of</strong> the Dragon (Su): At 2 nd ’s level, a<br />

shield-maiden has learned enough from her dragon<br />

trainers, that she now receives a deflection bonus to<br />

AC equal to her Charisma modifier.<br />

Combat Casting: Upon reaching 3 rd level, you<br />

gain Combat Casting as a bonus feat. If you already<br />

have this feat, you can choose any other feat for<br />

which you meet the prerequisite.<br />

Presence <strong>of</strong> the Dragon (Ex): At 3 rd level, a<br />

shield-maiden can unsettle foes with its mere<br />

presence. <strong>The</strong> ability takes effect automatically<br />

whenever the she attacks, charges, or uses the<br />

intimidate skill. Creatures within a radius <strong>of</strong> 10 feet<br />

per level she has in the shield-maiden class are<br />

subject to the effect if they have fewer HD than her<br />

Charisma modifier. A potentially affected creature<br />

that succeeds on a Will save (DC 10 + ½ <strong>of</strong> her levels<br />

in the shield-maiden class + her Charisma modifier)<br />

remains immune to that dragon’s frightful presence<br />

for 24 hours. On a failure, creatures with 4 or less HD<br />

become panicked for 4d6 rounds and those with 5 or<br />

more HD become shaken for 4d6 rounds. Dragons<br />

ignore the frightful presence <strong>of</strong> shield-maidens.<br />

Ferocity <strong>of</strong> the Dragon (Su): At 4 th level, a<br />

shield-maiden learns to focus her strength <strong>of</strong><br />

personality into her attacks. She gains an insight<br />

bonus to all attacks equal to her Charisma modifier.<br />

Still Spell: Upon reaching 5 th level, you gain Still<br />

Spell as a bonus feat. If you already have this feat,<br />

you can choose any other metamagic feat for which<br />

you meet the prerequisite.<br />

Might <strong>of</strong> the Dragon I (Sp): At 6 th level, a<br />

shield-maiden gains the ability to channel her<br />

draconian magics into a single attack: be it a melee,<br />

ranged or unarmed attack. <strong>The</strong> shield-maiden must<br />

select a dragon color. <strong>The</strong> energy type <strong>of</strong> this ability<br />

becomes that <strong>of</strong> the selected dragon’s breath weapon.<br />

For example, selecting a red dragon will allow this<br />

ability to inflict fire damage.<br />

Imbuing one or more weapons (or an unarmed<br />

strike) and attacking is a standard action that does not<br />

provoke an attack <strong>of</strong> opportunity. <strong>The</strong> spell slot<br />

expended adds 1d6 points <strong>of</strong> damage to the imbued<br />

weapon per level <strong>of</strong> spell slot. Thus, expending a 5 th<br />

Page 67 <strong>of</strong> 81


level spell slot will imbue the attack with an<br />

additional 5d6 points <strong>of</strong> damage. This energy is<br />

expended upon impact. If the shield-maiden is<br />

wielding multiple weapons, a separate spell slot must<br />

be channeled into each additional weapon wielded. A<br />

single weapon may not channel more than one spell<br />

slot at a time.<br />

In addition, as a free action, she may also expend<br />

a 0 level spell slot in order to change the damage type<br />

to that <strong>of</strong> a different dragon color.<br />

Silent Spell: Upon reaching 7 th level, you gain<br />

Silent Spell as a bonus feat. If you already have this<br />

feat, you can choose any other metamagic feat for<br />

which you meet the prerequisite.<br />

Might <strong>of</strong> the Dragon II (Sp): At 8 th level, a<br />

shield-maiden’s pr<strong>of</strong>iciency in imbuing her spells<br />

increases to the point that a single imbued spell slot<br />

will last long enough to include every attack made<br />

with the imbued weapon during the round. In the case<br />

<strong>of</strong> ranged weapons, it is the firing weapon that the<br />

spell is channeled into. In turn, the ranged weapon<br />

provides the ammunition with the energy during the<br />

round <strong>of</strong> attacks in the same manner that a magical<br />

missile weapon imparts its enchantments upon its<br />

ammunition.<br />

Innate Spell (Ex): At 9 th level, the shield-maiden<br />

may apply both the Still Spell and Silent Spell<br />

metamagic feats without increasing the spell’s level.<br />

Might <strong>of</strong> the Dragon III (Sp): At 10 th level, the<br />

shield-maiden gains the ability counter incoming<br />

hostile magics by reactively imbuing her weapon and<br />

intercepting the spell. She may counter any hostile<br />

spell that targets her by expending a spell slot <strong>of</strong> the<br />

same level as the incoming spell. This is an<br />

immediate action that provokes an attack <strong>of</strong><br />

opportunity, as the act <strong>of</strong> blocking the spell moves<br />

her weapon out <strong>of</strong> position.<br />

Optionally, by expending a spell slot <strong>of</strong> one level<br />

greater than the hostile spell, the shield-maiden may<br />

reflect the hostile spell back at the caster. If the spell<br />

requires an attack roll, then the shield-maiden must<br />

reroll the attack using her attack modifier.<br />

By expending a spell slot <strong>of</strong> at least two levels<br />

greater than the hostile spell, she may redirect the<br />

hostile at a target <strong>of</strong> her choice. Once again, if the<br />

spell requires an attack roll, then she must reroll the<br />

attack using her attack modifier.<br />

Characters<br />

Darkon Turas, King (CR 32)<br />

HD 32d10+384<br />

Human Fighter 32<br />

NG Medium Humanoid<br />

Init +6 Spd 30<br />

Listen +2, Spot +2<br />

AC 22 (FF 20, Touch 12) plus Dodge<br />

hp 556 (Disabled -12/Dying -34/Injury 34)<br />

Saves: Fort +30, Ref +14, Will +16<br />

Atk +42/+37/+32/+27 base melee, +28/+23/+18/+13 base<br />

ranged; Grapple +40; +44/+39/+34/+29 Melee<br />

(Unarmed strike 1d6+20/crit 19-20/x2);<br />

+50/+45/+40/+35 Melee (+4 Adamantine Greatsword<br />

2d6+32/crit 17-20/x2)<br />

Fighter Features: Bonus Feat (17), Pr<strong>of</strong>iciency:<br />

Tower Shield, Epic Bonus Feat;<br />

Abilities: STR 42, DEX 14, CON 34, INT 16, WIS 14,<br />

CHA 19<br />

Feats: Armor Pr<strong>of</strong>iciency: heavy, Armor Pr<strong>of</strong>iciency: light,<br />

Armor Pr<strong>of</strong>iciency: medium, Armor Skin, Blind-Fight,<br />

Cleave, Combat Expertise, Combat Reflexes, Deflect<br />

Arrows, Dodge, Epic Weapon Focus: Greatsword,<br />

Great Cleave, Greater Weapon Focus: Greatsword,<br />

Greater Weapon Focus: Unarmed strike, Greater<br />

Weapon Specialization: Greatsword, Greater Weapon<br />

Specialization: Unarmed strike, Improved Bull Rush,<br />

Improved Critical: Greatsword, Improved Critical:<br />

Unarmed strike, Improved Disarm, Improved Grapple,<br />

Improved Initiative, Improved Natural Attack:<br />

Unarmed strike, Improved Unarmed Strike, Iron Will,<br />

Leadership, Legendary Rider, Mobility, Mounted<br />

Combat, Negotiator, Persuasive, Power Attack,<br />

Shield Pr<strong>of</strong>iciency, Simple Weapon Pr<strong>of</strong>iciency, Spring<br />

Attack, Stunning Fist, Tower Shield Pr<strong>of</strong>iciency,<br />

Weapon Focus: Greatsword, Weapon Focus: Unarmed<br />

strike, Weapon Specialization: Greatsword, Weapon<br />

Specialization: Unarmed strike.<br />

Skills: Balance +0, Bluff +15, Climb +19,<br />

Craft (Armorsmithing) +25, Craft (Blacksmithing) +25,<br />

Craft (Weaponsmithing) +25, Diplomacy +25, Escape<br />

Artist +0, Handle Animal +9, Hide +0, Intimidate +32,<br />

Jump +24, Move Silently +0, Ride +34, Sense<br />

Motive +4, Swim +17, Use Magic Device +7.<br />

Weapons: +4 Adamantine Greatsword: Keen, Mighty<br />

Cleaving.<br />

Armor: +3 Adamantine Breastplate (Spell Failure 25%).<br />

Goods: Coin: gp (170).<br />

Magic: Belt <strong>of</strong> Giant Strength +6; Boots <strong>of</strong> Striding and<br />

Springing; Rod <strong>of</strong> Cancellation; Gauntlets <strong>of</strong> Ogre<br />

Power; Ring <strong>of</strong> Telekinesis.<br />

Page 68 <strong>of</strong> 81


Tara Turas, Princess (CR 4)<br />

HD 3d8+1d10+8<br />

Female Human Cleric 3 / Fighter 1<br />

NG Medium Humanoid<br />

Init +7 Spd 30<br />

Listen +2, Spot +2<br />

AC 18 (FF 15, Touch 13) in armor<br />

AC 13 (FF 10, Touch 13) unarmored<br />

hp 21 (Disabled -2/Dying -15/Injury 15) Saves: Fort +7,<br />

Ref +4, Will +5<br />

Atk +3 base melee, +6 base ranged; Grapple +7; +3 Melee<br />

(Unarmed strike 1d4/crit 20/x2); +5 Melee<br />

(Longsword, Masterwork 1d8/crit 19-20/x2)<br />

Cleric Features: Spontaneous casting, Turn or rebuke<br />

undead (3 + Cha Mod / day), Spells, Domain Access<br />

(2).<br />

Fighter Features: Bonus Feat, Pr<strong>of</strong>iciency: Tower Shield;<br />

Water domain power (Turn fire/ rebuke water<br />

creatures), War domain power (Free Martial<br />

pr<strong>of</strong>iciency and focus). Abilities: STR 10, DEX 17,<br />

CON 15, INT 14, WIS 15, CHA 30<br />

Feats: Armor Pr<strong>of</strong>iciency: heavy, Armor Pr<strong>of</strong>iciency: light,<br />

Armor Pr<strong>of</strong>iciency: medium, Combat Casting,<br />

Improved Grapple, Improved Initiative, Improved<br />

Unarmed Strike, Martial Weapon Pr<strong>of</strong>iciency:<br />

Longsword, Shield Pr<strong>of</strong>iciency, Simple Weapon<br />

Pr<strong>of</strong>iciency, Tower Shield Pr<strong>of</strong>iciency, Weapon Focus:<br />

Longsword.<br />

Skills: Balance +4 (+3 armored), Climb +2 (+1 armored),<br />

Concentration +7, Diplomacy +15, Escape Artist +3<br />

(+2 armored), Heal +7, Hide +3 (+2 armored), Jump 0<br />

(-1 armored), Knowledge (Religion) +7, Knowledge<br />

(<strong>The</strong> Planes) +3, Move Silently +3 (+2 armored),<br />

Perform (Dance) +12, Spellcraft +7, Swim +1 (-1<br />

armored).<br />

Cleric Spells Prepared (4/3+1/2+1): 0- Detect Magic,<br />

Mending, Purify Food and Drink, Read Magic ; 1-<br />

Bless, Bless Water, Comprehend Languages,<br />

Obscuring Mist (d) ; 2-Fog Cloud (d), Hold Person,<br />

Silence.<br />

Weapons: Longsword, Masterwork.<br />

Armor: +1 Chain shirt. (Spell Failure 20%). Goods: Coin:<br />

Gp (150); Holy symbol, silver. Magic: Rope <strong>of</strong><br />

Climbing.<br />

Deities<br />

Arla (lesser goddess)<br />

<strong>The</strong> Golden Elf<br />

Symbol: A circle encasing the pr<strong>of</strong>ile <strong>of</strong> a young nude girl<br />

with her chest thrown out, sitting on her knees with her<br />

arms and hair flowing behind her.<br />

Alignment: Neutral Good<br />

Portfolio: Life, nature, forest races, living in harmony with<br />

nature<br />

Worshipers: Averiel, elves, rangers<br />

Cleric Alignments: LG, NG, CG, LN, N, CN<br />

Domains: Animal, Good, Plant, Protection<br />

Favored Weapons: Longsword<br />

Faunus (lesser god)<br />

Innus, Lupercus<br />

Symbol: A drinking-horn with ram’s horns.<br />

Alignment: Chaotic Good<br />

Portfolio: Forest races, hedonism<br />

Worshipers: Elves, fey, hedonists, woodsmen<br />

Cleric Alignments: NG, N, CG,<br />

Domains: Animal, Chaos, Good, Protection<br />

Favored Weapons: Longsword<br />

Faunus is an ancient being; not even he knows<br />

quite how old he is or how he came into existence.<br />

He remembers that he was once a goat-like creature<br />

mutated by magic to have intelligence and to serve<br />

his creator. After being created, he continued to<br />

change, becoming more and more human and<br />

achieving greater and greater intelligence, but he also<br />

forgot most <strong>of</strong> his early history. Though his primary<br />

interests were eating, drinking, song, and poetry, the<br />

careful tending <strong>of</strong> the flocks, and pleasures <strong>of</strong> the<br />

flesh, he was very long-lived and eventually<br />

stumbled on the path to immortality, achieving it in<br />

service to Terra. His descendants from when he was<br />

still mortal are the satyrs.<br />

Faunus is a dissipated, self-centered being who<br />

doesn’t have a malicious bone in his body. He is<br />

interested only in self-gratification and the protection<br />

<strong>of</strong> the forest races and herd beasts, such as goats and<br />

sheep. He very seldom interacts with mortals. He is<br />

not at all ambitious and never achieved much<br />

personal power. This is why, although he is very old,<br />

he is still only a lesser god.<br />

Faunus appears as a satyr. Occasionally he<br />

appears young and handsome, and at other times as<br />

old, fat and drunken.<br />

Nyx (greater goddess)<br />

Symbol: A solar eclipse – darkness coming between the<br />

sun and the world.<br />

Alignment: Neutral<br />

Portfolio: Night, darkness, monster races<br />

Worshipers: Necromancers, night races, undead<br />

Cleric Alignments: LN, NG, N, NE, CN<br />

Domains: Creation, Darkness, Repose<br />

Favored Weapons:<br />

Page 69 <strong>of</strong> 81


Nyx was born to in a faraway plane and belonged<br />

to a species which resembled humans. A victim <strong>of</strong> a<br />

vampire-like creature native to that world, she existed<br />

as one <strong>of</strong> the living-dead for many centuries.<br />

In spite <strong>of</strong> her unliving condition, Nyx embarked<br />

on the path to immortality for some long-vanished<br />

deity that she will not name. She won her immortality<br />

by creating races <strong>of</strong> night-monsters and acting as<br />

their protector until they could thrive on their own.<br />

Nyx is a creature <strong>of</strong> darkness. She thinks that<br />

darkness and night time are beauty and majesty. She<br />

would like to see darkness enshroud the entire world.<br />

She also has a fondness for the creatures <strong>of</strong> the night,<br />

especially undead. Most <strong>of</strong> her followers are undead,<br />

and she endeavors to create new verities <strong>of</strong> undead<br />

curses to inflict on the world.<br />

Nyx is not evil; she merely desires to change the<br />

multiverse into a state that others find abhorrent. She<br />

views the living as children who may eventually<br />

mature into undead.<br />

Nyx primarily appears as a petite woman with<br />

pale skin, beautiful exotic features, long black hair,<br />

and black eyes. She adorns herself in long flowing<br />

ebon gowns. Occasionally she may manifest as an<br />

old, wizened, bearded, scholarly man. This form is<br />

primarily used to keep the respect <strong>of</strong> some <strong>of</strong> the<br />

more grey-bearded deities.<br />

Ordana (greater goddess)<br />

Forest Mother, <strong>The</strong>ndara<br />

Symbol: Oak Leaf<br />

Alignment: Neutral<br />

Portfolio: Protection <strong>of</strong> forests, forest races<br />

Worshipers: Fey, forest races, treants, Vorandil elves<br />

Cleric Alignments: LN, NG, N, NE, CN<br />

Domains: Air, Animal, Earth, Fire, Plant, Water<br />

Favored Weapons: Quarterstaff<br />

Many believe that Ordana was an elf who<br />

achieved immortality, but this is untrue. In actuality,<br />

she was a treant who found immortality long before<br />

the elves or any other humanoid species walked the<br />

world. She never knew the identity <strong>of</strong> her patron<br />

deity.<br />

It is Ordana who created the elves as the<br />

protectors <strong>of</strong> her beloved forests. She has been<br />

largely forgotten by the elves outside <strong>of</strong> the Vorandil<br />

Forest, most <strong>of</strong> the world’s elves instead worship<br />

their newer pantheon <strong>of</strong> deities.<br />

Ordana is a force <strong>of</strong> nature. She identifies first<br />

with the forests, and secondly with the creatures who<br />

dwell within the forest. She is the friend <strong>of</strong> centaurs,<br />

dryads, treants, most elves, and those forest folk who<br />

respect nature’s ways. She despises those who would<br />

cut down or burn her forests. As such, she is friend to<br />

few human cultures. She is neutral to the new<br />

kingdom <strong>of</strong> <strong>Darkonnia</strong> as they so far have respected<br />

their treaty with the elves to honor the forests.<br />

Ordana may appear in any <strong>of</strong> several forms: a<br />

might oak treant; a beautiful dryad wearing a simply<br />

garment <strong>of</strong> oak leaves; an elven woman with oakbrown<br />

hair and light green skin (<strong>The</strong>ndara); and a<br />

mighty she-centaur with a great mane <strong>of</strong> green hair.<br />

Sanna (lesser goddess)<br />

Lady <strong>of</strong> the Waves<br />

Symbol: Her face as the hub <strong>of</strong> a ship’s wheel composed <strong>of</strong><br />

her red hair.<br />

Alignment: Neutral Good<br />

Portfolio: Sailors and humanoid aquatic species<br />

Worshipers: Aquatic races, seamen<br />

Cleric Alignments: LG, NG, CG, LN, N, CN<br />

Domains: Good, Plant, Water, Weather<br />

Favored Weapons: Belaying pin (club), cutlass<br />

Tarastia (intermediate goddess)<br />

Patroness <strong>of</strong> Justice and Revenge<br />

Symbol: A black headsman’s axe.<br />

Alignment: Lawful Good<br />

Portfolio: Justice, revenge<br />

Worshipers: Headsmen, judges, paladins<br />

Cleric Alignments: LG, LN, NG<br />

Domains: Good<br />

Favored Weapons: Greataxe<br />

Tarastia was a cleric <strong>of</strong> an ancient tribe. Offended<br />

and abused by the unjust chieftain <strong>of</strong> her tribe, she<br />

affected her own revenge and ran away into exile.<br />

Later in life, having achieved great power and<br />

wisdom, she became an immortal under her patron<br />

Ixion, who admired her tempestuous nature. Since<br />

then, she has devoted herself to the achievement <strong>of</strong><br />

justice and revenge.<br />

Tarastia <strong>of</strong>ten helps those who have been<br />

wronged. She is a patron <strong>of</strong> justice; she does not help<br />

those who desire revenge to be worse than the<br />

original <strong>of</strong>fense, and does not help those who want<br />

revenge doe sleights or inconsequential matters. She<br />

provides guidance and information for those who<br />

take on honorable quests for vengeance.<br />

Page 70 <strong>of</strong> 81


Tarastia appears as a dusky-skinned, strongjawed,<br />

unsmiling woman in black plate armor,<br />

carrying a headsman’s axe.<br />

Terra (greater goddess)<br />

Yamuga; Mother Earth<br />

Symbol: A circle <strong>of</strong> stones with any sort <strong>of</strong> plant or<br />

creature (<strong>of</strong>ten a flower) growing from it.<br />

Alignment: Lawful Good<br />

Portfolio: Earth-based creatures and races<br />

Worshipers:<br />

Cleric Alignments: LG, LN, NG<br />

Domains: Creation, Earth, Good, Law, Protection<br />

Favored Weapons:<br />

Terra’s main interest is in creating and protecting<br />

new creatures, helping them thrive in worlds where<br />

earth is an important and dominant element. She is<br />

heard-headed and literal, distrusting new ideas. She<br />

prefers traditions and laws, and she insists that justice<br />

be served.<br />

Terra changes her appearance from era to era. For<br />

the last few millennia (because so many other deities<br />

are human <strong>of</strong> aspect), she has taken on the visage <strong>of</strong> a<br />

dark-skinned and strongly-built human woman. Her<br />

hair color varies throughout the day, varying from<br />

rosy red at dawn to a rich earth-brown in the morning<br />

and afternoon with her hair turning blonde at noon<br />

and back during dusk and nighttime. She wears<br />

gowns <strong>of</strong> green and brown.<br />

Monsters<br />

Tactrel<br />

Currently native only to the kingdom <strong>of</strong><br />

<strong>Darkonnia</strong>, Tactrels are a magical combination <strong>of</strong><br />

various breeds <strong>of</strong> horse and dragon (black, blue, gold,<br />

green, red, and white). This species was created by a<br />

powerful magic-user named Tactrinna Maldina<br />

during the reign <strong>of</strong> king Eglainus.<br />

Tactrels are very noble creatures. If a creature<br />

aids the tactrel, it will (sooner or later) repay her with<br />

a service <strong>of</strong> equal value. If someone saves the<br />

tactrel’s life, the tactrel will either repay him in kind<br />

later on or decide to become his steed. When a tactrel<br />

decides to become a steed, it views it as a<br />

partnership. If that partnership is ever betrayed, it<br />

will leave the person. Tactrels are quite intelligent<br />

and can understand draconic and any additional<br />

languages that its intelligence merits.<br />

If a tactrel is captured while young, it may be<br />

trained as a mount with difficulty.<br />

In combat, a tactrel may use its breath weapon.<br />

<strong>The</strong> type <strong>of</strong> breath weapon conforms to the<br />

corresponding color <strong>of</strong> small dragon. <strong>The</strong> damage<br />

inflicted is equal to the tactrel’s current hit points.<br />

Tactrels are immune to attacks corresponding to<br />

their breath weapon.<br />

In addition to its breath weapon, it may also<br />

choose to use its front claws to attack opponents in<br />

front <strong>of</strong> it or kick opponents behind it with its rear<br />

legs.<br />

Tactrel, Black<br />

Large Dragon<br />

Hit Dice: 3d10+9 (25 hp) Initiative: +1<br />

Speed: 50 ft. (10 squares)<br />

AC: +17 (-1 Size, +1 Dex, +7 Natural), touch 10, flatfooted<br />

16<br />

Base Attack/Grapple: +2/+13<br />

Attack: 2 Claw +8 melee (1d6+7) Full Attack: 2 Claw +8<br />

melee Space/Reach: 10ft. / 5ft.<br />

Special Attacks: Breath Weapon Type: 60 ft. Line <strong>of</strong> Acid,<br />

Breath Weapon DC: 14<br />

Special Qualities: Scent (Ex), Low-light Vision<br />

(Ex), Immunity: Paralysis (Ex), Immunity: Acid<br />

(Ex), Darkvision (Ex): 60 ft., Immunity: Sleep Effects<br />

(Ex)<br />

Saves: Fort +6, Ref +4, Will +2<br />

Abilities: Str 24, Dex 13, Con 17, Int 4, Wis 12, Cha 8<br />

Skills: Jump +15<br />

Feats: Endurance, Flyby Attack<br />

Languages: Draconic Climate/Terrain: Warm Marshes<br />

Organization: Individual or small herd (2-8) Challenge<br />

Rating: 3<br />

Treasure: Standard<br />

Alignment: Usually Chaotic Neutral<br />

Advancement: 0-3 HD (Large)<br />

Black tactrels tend to have bad tempers. <strong>The</strong>y are<br />

larger than white tactrels but not as large at the other<br />

breeds. A black tactrel cannot fight while carrying a<br />

rider except when using its breath weapon.<br />

Carrying Capacity: A light load for a heavy horse<br />

is up to 200 pounds; a medium load, 201-400 pounds;<br />

a heavy load, 401-600 pounds. A black tactrel can<br />

drag 3,000 pounds.<br />

Tactrel, Blue<br />

Large Dragon<br />

Hit Dice: 3d10+12 (28 hp) Initiative: +1<br />

Speed: 60 ft. (12 squares)<br />

Page 71 <strong>of</strong> 81


AC: +18 (-1 Size, +1 Dex, +8 Natural), touch 10, flatfooted<br />

17<br />

Base Attack/Grapple: +2/+13<br />

Attack: 2 Claw +8 melee (1d4+7)<br />

Full Attack: 2 Claw +8 melee and Bite +3 melee<br />

Space/Reach: 10ft. / 5ft.<br />

Special Attacks: Breath Weapon DC: 15, Breath Weapon<br />

Type: 60 ft. Line <strong>of</strong> Lightning<br />

Special Qualities: Scent (Ex), Low-light Vision<br />

(Ex), Darkvision (Ex): 60 ft., Immunity: Electricity<br />

(Ex),<br />

Immunity: Sleep Effects (Ex), Immunity: Paralysis (Ex)<br />

Saves: Fort +7, Ref +4, Will +2<br />

Abilities: Str 24, Dex 13, Con 19, Int 4, Wis 13, Cha 8<br />

Skills: Jump +19<br />

Feats: Endurance, Flyby Attack<br />

Languages: Draconic<br />

Climate/Terrain: Temperate Deserts and beaches<br />

Organization: Individual or small herd (2-8) Challenge<br />

Rating: 3<br />

Treasure: Coins: None, Goods: None, Items: None<br />

Alignment: Usually Lawful Neutral<br />

Advancement: 0-3 HD (Large)<br />

One <strong>of</strong> the sturdier breeds, the blue tactrel tends<br />

to have the gentlest demeanor. A blue tactrel can<br />

fight while carrying a rider, but the rider cannot also<br />

attack unless he or she succeeds at a Ride check (DC<br />

12).<br />

Carrying Capacity: A light load for a blue tactrel<br />

is up to 230 pounds; a medium load, 231-460 pounds;<br />

a heavy load, 461-690 pounds. A blue tactrel can<br />

drag 3,450 pounds.<br />

Tactrel, Green<br />

Large Dragon<br />

Hit Dice: 3d10+12 (28 hp) Initiative: +1<br />

Speed: 60 ft. (12 squares), fly 120 ft. (24 squares)<br />

AC: +18 (-1 Size, +1 Dex, +8 Natural), touch 10, flatfooted<br />

17<br />

Base Attack/Grapple: +2/+13<br />

Attack: 2 Claw +8 melee (1d4+7)<br />

Full Attack: 2 Claw +8 melee and Bite +3 melee<br />

Space/Reach: 10ft. / 5ft.<br />

Special Attacks: Breath Weapon DC: 15, Breath Weapon<br />

Type: 30 ft. Cone <strong>of</strong> Corrosive Gas<br />

Special Qualities: Scent (Ex), Low-light Vision<br />

(Ex), Immunity: Acid (Ex), Immunity: Sleep Effects<br />

(Ex),<br />

Darkvision (Ex): 60 ft., Immunity: Paralysis (Ex)<br />

Saves: Fort +7, Ref +4, Will +2<br />

Abilities: Str 24, Dex 13, Con 19, Int 4, Wis 13, Cha 8<br />

Skills: Jump +19<br />

Feats: Endurance, Flyby Attack<br />

Languages: Draconic Climate/Terrain: Temperate Forest<br />

Organization: Individual or small herd (2-8) Challenge<br />

Rating: 3<br />

Treasure: Standard<br />

Alignment: Usually Lawful Neutral<br />

Advancement: 0-3 HD (Large)<br />

Red tactrels are the largest and most aggressive <strong>of</strong><br />

the tactrel species. A red tactrel can fight while<br />

carrying a rider, but the rider cannot also attack<br />

unless he or she succeeds at a Ride check (DC 10).<br />

Carrying Capacity: A light load for a red tactrel is<br />

up to 300 pounds; a medium load, 301-600 pounds; a<br />

heavy load, 601-900 pounds. A red tactrel can drag<br />

4,500 pounds.<br />

Green tactrels are considered <strong>of</strong> average build for<br />

the species in both size and aggressiveness. <strong>The</strong>y<br />

usually are not ready for warfare before age three. A<br />

light warhorse can fight while carrying a rider, but<br />

the rider cannot also attack unless he or she succeeds<br />

at a Ride check (DC 10).<br />

Carrying Capacity: A light load for a green tactrel<br />

is up to 230 pounds; a medium load, 231-460 pounds;<br />

a heavy load, 461-690 pounds. A green tactrel can<br />

drag 3,450 pounds.<br />

Tactrel, Red<br />

Large Dragon<br />

Hit Dice: 4d10+16 (38 hp) Initiative: +1<br />

Speed: 50 ft. (10 squares), Fly 100 ft. (20 squares)<br />

AC: +18 (-1 Size, +1 Dex, +8 Natural), touch 10, flatfooted<br />

17<br />

Base Attack/Grapple: +3/+15<br />

Attack: 2 Claw +10 melee (1d6+8)<br />

Full Attack: 2 Claw +10 melee and Bite +5 melee<br />

Space/Reach: 10ft. / 5ft.<br />

Special Attacks: Breath Weapon Type: 30 ft. Cone <strong>of</strong> Fire,<br />

Breath Weapon DC: 16<br />

Special Qualities: Scent (Ex), Low-light Vision<br />

(Ex), Immunity: Fire (Ex), Darkvision (Ex): 60 ft.,<br />

Immunity: Paralysis (Ex), Immunity: Sleep Effects<br />

(Ex)<br />

Saves: Fort +8, Ref +5, Will +2<br />

Abilities: Str 26, Dex 13, Con 19, Int 4, Wis 13, Cha 8<br />

Skills: Jump +16<br />

Feats: Endurance, Flyby Attack Languages: Draconic<br />

Climate/Terrain: Warm Mountains<br />

Organization: Individual or small herd (2-8)<br />

Challenge Rating: 4<br />

Treasure: Standard<br />

Alignment: Usually Chaotic Neutral<br />

Page 72 <strong>of</strong> 81


Advancement: 0-4 HD (Large)<br />

Tactrel, White<br />

Large Dragon<br />

Hit Dice: 3d10+9 (25 hp) Initiative: +1<br />

Speed: 60 ft. (12 squares)<br />

AC: +17 (-1 Size, +1 Dex, +7 Natural), touch 10, flatfooted<br />

16<br />

Base Attack/Grapple: +2/+12<br />

Attack: 2 Claw +7 melee (1d4+6) Full Attack: 2 Claw +7<br />

melee Space/Reach: 5ft. / 5ft.<br />

Special Attacks: Breath Weapon DC: 14, Breath Weapon<br />

Type: 30 ft. Cone <strong>of</strong> Cold<br />

Special Qualities: Scent (Ex), Low-light Vision (Ex),<br />

Immunity: Paralysis (Ex), Immunity: Sleep Effects<br />

(Ex), Immunity: Cold (Ex), Darkvision (Ex): 60 ft.<br />

Saves: Fort +6, Ref +4, Will +2<br />

Abilities: Str 22, Dex 13, Con 17, Int 4, Wis 12, Cha 8<br />

Skills: Jump +18<br />

Feats: Endurance, Run Languages: Draconic<br />

Climate/Terrain: Cold Mountains<br />

Organization: Individual or small herd (2-8)<br />

Challenge Rating: 3<br />

Treasure: Standard<br />

Alignment: Usually Chaotic Neutral<br />

Advancement: 0-3 HD (Large)<br />

<strong>The</strong> white tactrel is the smallest <strong>of</strong> the breeds. A<br />

white tactrel cannot fight while carrying a rider<br />

unless it uses its breath weapon.<br />

Carrying Capacity: A light load for a white tactrel<br />

is up to 150 pounds; a medium load, 151-300 pounds;<br />

a heavy load, 301-450 pounds. A white tactrel can<br />

drag 2,250 pounds.<br />

Templates<br />

Page 73 <strong>of</strong> 81


Open Game License<br />

OPEN GAME LICENSE Version 1.0a<br />

<strong>The</strong> following text is the property <strong>of</strong> Wizards <strong>of</strong> the Coast, Inc.<br />

and is Copyright 2000 Wizards <strong>of</strong> the Coast, Inc ("Wizards"). All<br />

Rights Reserved.<br />

1. Definitions: (a)"Contributors" means the copyright and/or<br />

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(d)"Open Game Content" means the game mechanic and includes<br />

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13. Termination: This License will terminate automatically if<br />

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15. COPYRIGHT NOTICE Open Game License v<br />

1.0 Copyright 2000, Wizards <strong>of</strong> the Coast, Inc.<br />

All game content in the System Adaptation<br />

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Page 74 <strong>of</strong> 81


Armor<br />

Adapting .............................. 5<br />

Bikini ................................... 5<br />

Layered-Shell....................... 6<br />

Light .................................... 5<br />

Shell-Piece ........................... 6<br />

Avenger<br />

Prestige Class ..................... 59<br />

Battle Wizard<br />

Magic-User Class .............. 47<br />

boatswain ................................. 8<br />

Castle<br />

Shieldcrest ......................... 25<br />

City<br />

Ambrion ............................. 23<br />

Dragonspur ........................ 24<br />

Fun ..................................... 29<br />

Turas .................................. 27<br />

Corsair ............................. 15, 16<br />

deputy ...................................... 8<br />

Dragon Companion................ 24<br />

Magic Circle ...................... 47<br />

Prestige Class ..................... 61<br />

Druidic Knight ....................... 15<br />

Index<br />

Fighter Class ...................... 47<br />

Prestige Class ..................... 63<br />

Executioner ............................ 15<br />

first mate .................................. 8<br />

Fort<br />

Black Keep ......................... 24<br />

Citadel, <strong>The</strong> ........................ 27<br />

Grenling<br />

Monster Class..................... 48<br />

OGL Race .......................... 57<br />

Island<br />

Citadel ............................ 4, 27<br />

Crescent ............................... 4<br />

Elynarian Archipelago ......... 4<br />

Fun ................................. 4, 28<br />

Kalynthass .......................... 23<br />

Kalynthass Isle ..................... 4<br />

Vallice .................................. 4<br />

Judge ...................................... 15<br />

Justicar <strong>of</strong> Tarastia ................. 15<br />

Cleric Class ........................ 50<br />

Prestige Class ..................... 66<br />

<strong>Kingdom</strong> <strong>of</strong> <strong>Darkonnia</strong><br />

History ................................. 3<br />

<strong>Kingdom</strong> <strong>of</strong> the Night<br />

History .................................. 2<br />

<strong>Kingdom</strong> <strong>of</strong> the Sun<br />

History .................................. 2<br />

Knight ..................................... 15<br />

Paladin .................................... 15<br />

Prison<br />

Oubliette, <strong>The</strong> ..................... 27<br />

Sheriff ..................................... 14<br />

Shield-Maiden ........................ 15<br />

Fighter Class ....................... 50<br />

Prestige Class ..................... 66<br />

Ranks .................................. 26<br />

Training .............................. 25<br />

Uniforms ............................ 26<br />

Spell<br />

Resist Cold ........................... 5<br />

squire .................................. 9, 10<br />

Town<br />

Darvale ............................... 24<br />

Freeport .............................. 28<br />

Merrias ............................... 25<br />

Villiage<br />

Half-Moon .......................... 25


A fledgling island nation struggling with<br />

ancient forces from ages past; the <strong>Kingdom</strong> <strong>of</strong><br />

<strong>Darkonnia</strong> presents DMs and players with a new<br />

maritime tropical campaign area to adventure in.<br />

Can your adventurers make the difference<br />

between <strong>Darkonnia</strong> becoming a thriving nation<br />

or just another footnote in the island chains’<br />

magical history?<br />

<strong>The</strong> <strong>Kingdom</strong> <strong>of</strong> <strong>Darkonnia</strong> is a gazetteer<br />

designed for the classic version <strong>of</strong> the world’s<br />

most popular RPG, but features an appendix for<br />

OGL 3.5 rules.

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