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Races

Demi-Humans:
In common Imperial reference, Demi-Humans are all the races that bear human-like
characteristics and intelligence, as well as being considered civilized enough to form 'foederati'
status with. For eample! while goblins do possess human-like features and some ver" real
cleverness, the percieved lack of usefulness of their societ" to Humans and their brutal customs
cause them to be considered anathema # however, the sophisticated artisanship and powerful magic
of $'tis has given the snakemen much esteem in the e"es of cultured Humans. %ince the collapse of
the &mpire of &rmor, the term 'foederati' has been largel" forgotten but its implications have
survived in this form.
In some insular or enophobic Human communities, the line between Demi-Human and
'onster ma" ver" thin but the same fear, suspicion, or superstition that cause this friction often tend
to result in sociable space, or at least the desire to not incur the creature's wrath. (enerall", the more
human-looking the Demi-Human the more acceptable, though sometimes local pre)udices or
reputations can alter this unspoken rule. *nless the stranger is obviousl" threatening, common
people ma" make surl" remarks or signs to ward off evil but onl" ver" few +and ver" drunk, men
would be foolish enough to put whatever tales of horror the" believe to the test.
Abysians:
-b"sia is a hot wasteland, at the center of which was once a great volcano whose lava-lit
caverns were inhabited b" magma-born humanoids. .orn of the ver" elements, their flesh radiated
heat and the" were not harmed b" flames. /hese were the true -b"sians, and would become the
foes of -rcoscephale. /he" were stronger than humans, and used ver" heav" armor and weaponr"
forged of meteoric bronze and brass. /he volcano, the %mouldercone, was said to house the spirit of
an ancient god. However, -b"sians could not partake of normal food # onl" blood would keep its
form and provide them sustenance. -ncient lore has it that a desperate attempt to alleviate this
condition led to their investigation of the %mouldercone and the freeing of the ancient divinit"
within. /he old god, powerful be"ond belief, awoke in a shower of ash and heat that covered the
world # choking and killing an"thing engulfed in its fumes. In the struggle that followed, the old
god revealed itself to be 0hua, and struck down the gods of 1ld -b"sia.
0hua, a god of Fire and .lood, had promised the -b"sians that if the" built huge ziggurat
temple complees to him, and sacrificed humans to please him, that he would remove their terrible
condition. /his the" did, slowl" at first and alwa"s reluctantl". However, the stalwart men of
-rcoscephale rose up to fight the seemingl" unstoppable armies of -b"sia. During the titanic
struggle, the demigod 0"sses of 2iros leapt into the %mouldercone as the armies of -rcoscephale
seemed to crumble before the unstoppable might of -b"sia. $arr"ing the (olden Fleece, the
demigod was consumed in the lava but the power of the Fleece # attempting to save its owner in
vain # cooled the 3ava, hardening it and causing the %mouldercone to crumble. 0hua died with the
4olcano, unable to escape as the ziggurat complees, his houses of worship, had been desecrated b"
0"sses' %acred $ompanions.
-b"sians of this age are mere shadows of their once-powerful ancestors, living for a scant
56 "ears and average between 7'5 # 7'88 in height. In the death of 0hua, however, the" had found
the cure to their problem. 9ith his demise came the dousing of the inner flame of -b"sia # within a
few generations, -b"sians ceased to be able to turn food into cinders. However, the" had also lost
man" of their powers and their societ" as a whole had been completel" destro"ed b" the armies of
men. 9hile centuries have passed, -b"sia has never recovered and its people have scattered
throughout into the nations of :"thia, *lm, (ath, and even as far as 'arignon. -b"sians even found
it remarkabl" difficult to found villages or colonies as their eposure to foreign lands in an"
appreciable multitude led ;uickl" to sicknesses and plagues. -n overwhelming ma)orit" of
-b"sians have died to the struggles of life rather than to the wars of mankind.
'ost -b"sians seem aloof or unaware, losing themselves in thought. 9hat occupies them is
different for each -b"sian, but the" believe it can be prophetic. Despite their reputation, -b"sians
are not evil, and are similar to humans in how varied their views of societ" tend to be. In
appearance, -b"sians tend to have skin tinged a deep brick red, with visible cracks lining their
bod". However, despite their rock" or scal" appearance, their skin is actuall" ;uite soft and
-b"sians make poor fighters. -s a result, the" tend to cover themselves to avoid agitation of the
skin and too much attention. 9hile the" are not vocall" inclined, -b"sians en)o" telling tales to the
tune of stringed instruments. /ale-telling meshes well with scholarl" pursuits for -b"sians, and the"
tend to en)o" evocation magick in their "ounger "ears. 1n the other hand, while the" en)o" stories,
the" will never speak about their people's past unless specificall" pressed # and even then the" do
so onl" grudgingl" in an attempt to appease their audience. /his deep-rooted shame or aniet" is
often at the heart of the lack of religion in -b"sians, according to their own words, at least. /he"
never feel spirituall" inclined, and cannot channel divine energ".
Despite this, -b"sians are often livel" compan" when focused, and tend to prize their friends
greatl" # after all, the" know how eas" it is to lose ever"thing.
Classes:
-b"sians can elect to be warriors, but prefer to be rogues, or wizards. /he" particularl"
en)o" barding and evocation. -b"sians ma" never be clerics, as the" have no connection to an"
divinit".
Bonuses:
Faustian Acumen: -b"sians recieve a <= Intelligence bonus because of their studious
habits, due primaril" to their less than sterling ph"sical acumen. However, -b"sians are penalized
with a -= to $onstitution, and a -8 to %trength due to their heav" but weak bodies. -dditionall", if
the" are in -rcoscephale and, in some cases, 'arignon the" recieve a -> to $harisma #
-rcoscephale has never forgotten their legends of their most hated foe, and the common people of
'arignon believe them to be literal demons.
Infernal Heritage: -b"sians at level 8 ma" ignite an"thing in their hands. If the" are
gripping a creature, the" deal 8d><8 points of fire damage. -t level >, the" ma" create a flicker of
flame at an" of their fingertips in addition. -t level ?, an -b"sian ma" breathe fire! enemies in a
small 87 foot cone must save vs breath weapons or take >d@<> points of fire damage. - successful
save decreases damage b" half, and the abilit" ma" be used twice a da". -t level 88, their first two
powers grow in power, dealing =d@<8 and having a more impressive ignite effect, the strength of
which is under the control of the caster. -t level 8@, the -b"sian ma" spread forth wings of flame so
long as he does not wear encumbering armor or robes and fl" at a speed of @6 ftAround for 7 rounds
# he also incinerates unprotected flammable ob)ects on his person. -t level =6, the" have access to
one of several powers. 1ver the course of this process, the -b"sian will grow in height and eude
heat.
"As a hurricane proceeds, I attacked it and, like a storm, I overthrew it...Its inhabitants,
young and old, l did not spare and with their corpses I filled the streets of the city...The town
itself and its houses, from their foundations to their roofs I devastated, I destroyed, by fire I
overthrew..."
- Sennacheribs attack on !abylon
C'tissian Lizardmen:
$'tis was a swamp" river valle" surrounded b" sand" deserts. In ancient times, a kingdom of
lizardlike humanoids had formed, and their wisdom and knowledge was great. -t the top of their
societ" was the %acral Heirophant, the :riest 2ing of $'tis. *nder the king were his high priests,
with their sacred serpents, and the enigmatic %auromancers, great mages of death. /he high priests
mastered the craft of emblaming to preserve the remains of their kings, and tombs have been
constructed to contain the mummified kings and their priests. However, the lizards had long relied
upon the deserts to protect them from the outside world, and the coalition of -rcoscephale shattered
their old kingdom's power but allowed them to rule with 'assistance' from the kingdom of men.
-fter a time, the swamps of $'tis had begun to turn the land into marshlands thick with the stench of
rotting vegetation and consumed b" an oppressive heat. 9ith this change came a new age for $'tis,
but in time the swamps began to drain and become fewer and smaller.
/he &mpire of &rmor chose this time to strike and, once again, the 2ingdom of $'tis had
been defeated. &rmor allowed $'tis to keep its cultural traditions # it was an earl" con;uest, before
the time of the &mpire's awakening. However, after the awakening, men searched and pillaged the
tombs in search of ancient lore, including rituals that could awaken the kings of old and stir the
dead to rise. 9ith the fall of &rmor and the spread of their deserts throughout their kingdom # even
threatening to consume their sacred river # the nation has kept to itself and practiced their old rituals
once more. Bow, however, none are allowed to gaze upon the %acral Heirophant and the enigmatic
%auromancers have returned once again, eclipsing the 'arshkeepers of an earlier age.
3izardmen have a reputation for being cold, uncaring, and lacking empath" for the race of
men, but rather than some sort of racial ;uirk this is merel" the result of seeing their ancient cities
fall to the upstart armies of mankind. /he" tend to live ;uite long lives, generall" surviving for =66
"ears. 'ost 3izardmen are ver" rational and logical creatures not easil" given to or swa"ed b"
emotion, and the" view their heritage and culture as an inheritence the" pass on to their brood.
3izardmen also have a natural knack for stewardship, mathematics, and especiall" managing mone"
and funds # the" have a natural e"e for gold +due to its sunlike gleam, and prize it above gems and
other metals. However the" are not avaricious and, indeed, tend to be ;uite religious, believing that
all souls shall come to be )udged in the hereafter b" uncaring beings that none can fathom and man"
are obsessed with the afterlife and death. /his results in some strange, superstitious traditions or
taboos that the 3izardmen of $'tis simpl" see as part of the cosmolog" of their world. /he" tend to
be practical in their observance, and seemingl" courageous # though this is often the result of
simpl" not being afraid of death.
Classes:
/he 3izardmen of $'/is ma" be Fighters, /hieves, $lerics, or Becromancers. Becromancers
are religiousl" trained in $'tis, but do not have cleric abilities and instead focus on ritual and ancient
lore rather than the favor of the gods.
/he 3izardmen of $'tis ma" choose to follow a number of deities, though most observe
either the head of their pantheon, 2heper, a god of the desert wind and the sun, or Hermopolis, a
primeval god concerned with death. 'an" of the cults of their deities of old have died # some
through seemingl" m"sterious circumstances # and ver" few of their gods remain.
/he" ma" choose 2heper, who uses the Fire template on C87C, 3ight on C8@=, or &lemental
Forces on C8>D.
Hermopolis uses Death on C8>C, Fate and Destin" on C878, or 3ife-Death-0ebirth $"cle on
C8@8.
&poptes the %erpent uses Bature on C8D7, 1ceans and 0ivers on C8D@, or 0ulership and
2ingship on C8?>.
2hnum the $rafter uses $rafts on C8C? or 'etalwork on C8D6.
0huakas uses %trength on C8??, 9ar on C85>, or Disease on C8>>. His worship is often
hidden in $'/is, and his cult is a m"sterious one. Despite rumors surrounding the eccentricities of its
followers, 0huakas has become prevalent on man" war banners in $'tis and is a ver" popular
militar" cult # much to the consternation of the priests and the %auromancers.
Bonuses:
radition: /he 3izardmen have the longest known and continuall" perpetuated culture in
the world, and tend to be cautious, conservative, and knowledgeable of their traditions. /he
combination of caution and thoughtfulness gains them a <8 to Intelligence and a <8 to 9isdom.
However, the" also suffer a -= to Deterit" due to their thicker and slower bodies.
Hard !cales: /he 3izardmen of $'/is have eceptionall" hard" scales covering the length
and breadth of their bod", gaining a <= to their -$. However, their bod" structure is unusual and
often will not fit in armor made for men or most other humanoid races. -dditionall", the" will never
be able to wear full plate armor.
C"ildren of C'is: Due to their amphibious origin, the 3izardmen of $'/is have a natural
affinit" for the water. However, living in a desert for so long has lessened their abilit" to negotiate
water. /he 3izardmen of $'/is ma" swim in full armor without penalt", and additionall" hold their
breath for much longer than the other races.
Cold-blooded: /he 3izardmen of $'/is have their Deterit" penalt" reduced to -8 +from -=,
when in a hot environment or under sunlight. In cold environments and at night, the" move
considerabl" slower. In addition to their full penalt" under these conditions, the" also recieve
increased damage from cold spells or those that lower bod" temperature +dependent on the ferocit"
of the spell,. During the da", their bodies regulate the heat as would a normal humanoid but their
movement rate is impaired +/hough their reflees are not,.
Redem#tion: $'/issian $lerics have different traditions concerning the dead, and ma"
$ontrol *ndead without being of evil alignment. /his is not considered an evil act, and the $leric is
epected to return the souls to their presumed afterlives.
"To be satisfied with a little, is the greatest wisdom" and he that increaseth his riches,
increaseth his cares" but a contented mind is a hidden treasure and troubled findeth it not."
-khenaton
D$ar%es:
Dwarves, also known as 'Bibelungs' for the largest cit" of dwarves, are short, stock" fellows,
easil" identified b" their size and shape. /he" average > to >-8A= feet tall. /he" have rudd" cheeks,
dark e"es, and dark hair. Dwarves generall" live for C76 "ears.
For untold centuries, dwarves were alternatel" the unwitting and +more recentl", the
unwilling thralls of the 4anir, powerful demigod-like beings living in the cold but beautiful land that
was 4anheim, and it is said that its like will never be seen again. /he" conspired to use the dwarves
for their skill in armsmaking and creating powerful magickal items, and through plots and treaties
the" pressed the dwarven people into practical slaver" # turning their natural avarice against
themselves. However, the Bibelungen Dwarf, -lberich, created two powerful magickal artifacts #
the /arnhelm and the Bibelungen 0ing # forged from a m"stical gold imbued b" the -esir gods of
the Bordlands, to whom the 4anir were sub)ect and sibling. -ccording to dwarven lore, with these
items he won the freedom of his people, though at the cost of his own life. &nraged at -lberich's
treacher", the -esir killed the dwarf and, as the greed-filled gods strode awa", with his last d"ing
breath -lberich cursed the magickal items he had made to bring about ruin to an" who did not
rightfull" posess them. -s a result of this struggle and their eventual freedom following the 9ars of
the 'ountain Halls, dwarves are now emerging from their mountains and discovering that the world
has become a ver", ver" different place since last the" laid e"es upon it. 9hile man" dwarves are
content to build their kingdoms within the mountains, some brave, or foolhard", souls seek a life of
adventure and courage outside of their old domains.
Dwarves tend to be dour, and in the past have tended to prefer a life of work and toil. /he"
care little for most humour, and their grim outlook tends towards gallows humour. /he" also en)o"
placing interesting curses on items the" create for those that displease them. Despite their size, the"
are ;uite strong and tough of bod". In general, the" prize strong li;uor but dwarven culture strongl"
looks down upon drunkenness or ecess. However, above all else, all dwarves love precious
metals, especiall" gold. /he" prize gems, of course, especiall" diamonds and opa;ue gems # ecept
pearls, which the" do not like. /his ma" be epressed in their enormous distrust of oceanfaring and
dislike of the sea. Dwarves are not fond of elves, and have a fierce hatred of orcs and the 4aetti
goblin tribes. In addition, their short, stock" builds make them singularl" unsuited for riding horses
or other mounts, and their disposition makes ponies ill at ease. -s a result, dwarves tend to be
dubious and war" of these band"-legged creatures. Dwarves are ill-disposed toward magic and have
no talent for it, but revel in engineering, crafting, forging, and strateg".
/hough dwarves are suspicious and avaricious, their courage and tenacit" more than
compensate for these shortcomings.
Classes:
- dwarf character can elect to be a fighter, cleric, or a rogue. He can also choose to be a
fighterAcleric or a fighterAthief.
Dwarven clerics ma" worship the -esir gods! Donnar, the /hunderer, Forseti, the
3awbringer, 9eiland, the %mith of the (ods, or Fr"cka, the warrior goddess of wisdom, and love.
-lternatel", onl" Dwarves ma" worship -lberich %hackleshatter # his worship holds that the gods
of 'en, especiall" the -esir gods, are false, and that Dwarves must stand up for themselves against
their cruelt", lest the" again and forevermore be slaves. His cult is becoming ver" powerful and
persuasive in this age, and man" 2ings *nder the 'ountain champion his cause.
Donnar uses the 3ightning template found on page C8@C or the %trength template on C8??.
Forseti uses the Eustice template on C8@6 or the 9ar template on page C85>.
9eiland uses the 'etalwork template on page C8D6.
Fr"cka uses the 9isdom template on C85@, or the 3ove template on page C8@7 +-lthough
Fr"cka places an important note on men sta"ing true to their wives. Her followers do not need to
seek an" particular status of marriage,.
-lberich uses the 0ace template +for Dwarves, on C8?6.
Bonuses:
Languages: In addition, from living underground, dwarves have found it useful to learn the
languages of several of their neighbors, both friendl" and hostile. /he initial languages a dwarf can
learn are Imperial +$ommon language of 'an,, Dwarfish, -garthan +language of the (nomes,, and
1rc. /he actual number of languages is limited b" the intelligence of the pla"er character of b" the
proficienc" slots he allots to languages.
oug"ened by A%arice: Dwarves add a <8 bonus to $onstitution for their tough and durable
frame, and a -8 to $harisma for their dour, suspicious, and greed" natures.
&agic 'umb: ." nature, dwarves are nonmagical and never use magickal spells. /his gives
a bonus to dwarves' saving throws against magical wands, staves, rods, and spells. Dwarves also
have eceptional resistance to toic substances and poisons. -s a result, the" gain a bonus to saving
throws against poison. .oth are tabulated below.
/his bonus is tabulated below!
Constitution !core: !a%ing "ro$ Bonuses:
>-@ <8
D-86 <=
88-8C <C
8>-8D <>
8?-85 <7
Dwarves also have trouble using magickal items. -ll magickal items that are not specificall"
suited to the character's class or race have a =6F chance to malfunction when used b" a dwarf. /his
check is made each time a dwarf uses a magickal item. - malfunction affects onl" the current useG
the item ma" work properl" net time. /his malfunction applies to rods, staves, wands, rings,
amulets, potions +other than healing,, horns, )ewels, and all other magical items ecept weapons,
shields, armor, gauntlets, and girdles.
(ar "ralls: In melee, dwarves add 8 to their dice tolls to hit orcs, goblins, and hobgoblins.
9hen ogres, rolls, ogre magi, giants, or titans attack dwarves, these monsters must subtract > from
their attack roll because of the dwarves' small size and native combat abilit" against such foes.
Infra%ision: Dwarven infravision enables them to see up to @6 feet in the dark.
!tonecunning: Dwarves are miners of great skill, as well, and while underground the" can
detect the following! grade or slope in passage, new tunnelApassage construction, slidingAshifting
walls or rooms, stonework traps pits and deadfalls, and approimate depth underground. - dwarf
must deliberatel" tr" to make these determinationsG the information does not simpl" spring to mind
unbidden.
"#urest gold$
If but your bright gleam
still glittered in the deep$
%ow only in the depths is there
tenderness and truth&
false and faint-hearted
are those who revel above$ "
'ichard (agners )as 'heingold
)l%es:
&lves tend to be somewhat shorter and slimmer than normal humans. /heir features are
finel" chiseled and delicate, and their tones are heavenl". However, appearances can be decieving as
their strength and speed make them ecellent combatants. Despite Human m"ths, &lves have no
taste for fruits or bread and man" of their teeth are instead more akin to canine teeth # sometimes
giving them a shark-like grin. Batural-born hunters, &lves live to be over 8,=66 "ears old and
remain ;uick and strong. However, the &lves of this age are rather few in number and have
weakened considerabl", their bones losing the limber and strength of bod" the" once en)o"ed. /he"
also lose the drive even to reproduce well before their =66
th
"ear and mate onl" with other elves.
/hough considered to be m"sterious and benevolent fe" creatures, mankind has known of their
histor" for ;uite a while # in man" cultures the" are ;uite storied, a fact which ma" have produced
more m"ths over time than it has ;uelled.
/he fabled &lven kingdom of /ir na n'1g was ruled b" /uatha, the Hueen 'other, and
/uatha became the name given to ancient &lves with powers far eceeding those that eist toda".
/he /uatha were powerful masters of air and nature, and could disguise themselves instinctuall"
with magic glamours # however, this was but the merest epression of their magickal strength. In
time, as /uathan culture became more m"riad and comple, the /uatha began to lose interest in the
world and the" came to rule over human sub)ects as the race of men drifted from caves to the
forests. However, the /uatha believed that mankind was a degenerate, weak, pett", and selfish race
incapable of providing the diligence and work the" needed. .elieving themselves capable of
mastering life, the /uatha created the race of Fomors # a race of powerful creatures, their ph"sical
features gathered from the creatures of the woods that the /uatha lived above and their mental gifts
were as wondrous as those of the fe" /uatha. It is said that when these creatures asked their creators
for entr" into the /uathan cities, the" were cursed with horrible ugliness, their minds sapped, and
their hearts broken # the Fomorians ma" have been crippled in mind, but certainl" not in bod" or
spirit. /he 9ar of the First Hatred, as the &lves term it, ended with the death of the /uathan Hueen
'other, and the eradication of the Fomor.
9ith her death, the /uathan line began to dwindle and wilt. -n" who sat upon the throne
withered within da"s, and for centuries the race of the &lves would gaze upon their children with
sadness for the" knew the light of each generation waned dimmer and dimmer. /he tribe of men
the" ruled in the past, the 'arverni, became the kingdom of 'an as seasons stretched into ages and
the wonders of the &lves faded into memor". It is said that ever" &lf, )ust out of the corner of their
e"e, can see the wonders of the /uathan -ge but, b" chasing it with their vision, the image
disappears as ;uickl" as it came.
&lves themselves are clever, en)o"ing rh"me and witticisms. /he" are brave, but never
foolhard". /he" eat sparingl" throughout the course of a da", and onl" eat meat # sometimes finding
elaborate wa"s to prepare their meal when the" actuall" do cook it. 9hile the" find well-wrought
)ewelr" to be precious, the" are not interested in human ideas of mone" or gain and disdain dwarven
virtues of work. &lves no longer have an" true societ" at all, and are so rare that most men have
never seen their like. 'ost &lves of this age go through a period the" name, I/he 9anderingI, until
the time that the" create a vessel and sail to the end of the world. /his time frame ma" last ;uite a
while for some, and onl" a few short centuries for others and, conse;uentl", man" remaining &lves
are adventurers # a fact that has not contributed to their number.
Classes:
&lves ma" be priests, fighters, wizards, rogues, or the ranger. In addition, an elf can choose
to be a multi-class fighterAthief, or rangerAthief.
&lven clerics often take another race's pantheon of their choosing as their own if the" even
choose one. /he histor" of the /uatha held that the" were the first race, and must surel" have
propagated other races, and perhaps all life, through their magic. However, none but the most
arrogant, ignorant, and ps"chopathic &lf of this age believes this. -s a result of their histor", most
&lves are not religious and those who are spiritual tend to become Druids.
Bonuses:
Languages: &lves have found it useful to learn the languages of several of the forest's
children, both the good and the bad. -s initial languages, an &lf can choose Imperial, &lven,
-garthan, Hoburgspeak, (noll, and 9ispish. /he number of languages an elf can learn is limited b"
his Intelligence or the proficienc" slots he allots to languages.
uat"an Legacy: &lves add <8 to their initial Deterit" scores for their great reflees,
diminished though the" ma" be. &lves, however, have suffered greatl" since their ancestral golden
age and suffer a -8 to $onstitution.
Fey Heritage: &lven characters have a 56F resistance to sleep and all charm-related spells.
/his is in addition to the normal saving throw allowed against a charm spell.
&artial raining: 9hen emplo"ing a bow of an" sort other than a crossbow, or when using
a short or long sword, elves gain a bonus of <8 to their attack rolls.
Lig"t-ste##ed: -n elf can gain a bonus to surprise opponents, but onl" if the elf is not in
metal armor. &ven then, the elf must either be alone or with a part" comprised onl" of elves or
hoburgs, or far enough awa" from his part" to gain this bonus. If he fulfills these conditions, he
moves so silentl" that opponents suffer a -> penalt" to their surprise die rolls. If the elf most open a
door or screen to attack, it is a -= penalt" instead.
Infra%ision: &lven infravision enables them to see up to @6 feet in darkness.
*een !enses: %ecret doors and concealed doors are difficult to hide from elves, whose
ancestral home abounded in such things. 'erel" passing within 86 feet of a concealed door gives an
elven character a one-in-si chance to notice it. If activel" searching for such doors, elven
characters have a one-in-three chance to find a secret door and a one-in-two chance to discover a
concealed door.
" *ur revels now are ended. These our actors,
As I foretold you, were all spirits, and
Are melted into air, into thin air&
And, like the baseless fabric of this vision,
The cloud-cappd towers, the gorgeous palaces,
The solemn temples, the great globe itself,
+ea, all which it inherit, shall dissolve,
And, like this insubstantial pageant faded,
,eave not a rack behind. (e are such stuff
As dreams are made on" and our little life
Is rounded with a sleep. "
9illiam %hakespeare
+nomes:
(nomes appear similar to dwarves superficiall", but are considerabl" different. /he" are
smaller in frame and stature, less rotund +- dwarf maintains, Iless strong-chested, and slighter of
shoulderI,, and have significantl" larger noses. 0ural humans believe these help them sniff out
gold, and will attempt to capture 'wild' (nomes the" encounter in a forest to find riches. (nomes
average a little less than > feet in stature. /he" t"picall" live for C76 "ears, much like dwarves.
(nomes, known to human farmers as '2obolds', live in the earth and prefer rock" hills and caves in
well wooded and uninhabited areas. /he", knowingl" or unknowingl", build their homes and
underground cities alwa"s etending back toward their native under-cave of -gartha.
-ll (nomes are told as children the fate of their original home under the earth! that, long
ago, the (nomes were tasked b" their god, .arathrus, god of mechanisms, and his sl" consort,
*mbral, to guard a sacred chamber in the depths of the earth that supposedl" held banished gods in
it. However, as the (nomes warred with and eterminated the troglod"te races around them, the"
created large statues and gave them life through magic. (nomes ealted their god and his pantheon
through elaborate and magickal devices, and assigned toil to the golems the" had created # and in
time forgot the charge given to them. *nder the guise of an oracle, *mbral # who wished to show
her king that the (nomes were unworth" of his generosit" # released the neglected and weakened
seal +it is said, with onl" the prodding of a single finger. -ll manners of horrors sprung forth from
the seal chamber, inhabiting and posessing the bodies of the golems and twisting them into
unspeakable $thonian abominations. :ale giants with shattered e"es shattered sacred mechanisms
and burst the walls of (nome abodes and even mountain tunnels, while, it is said, a terrible thing
with a bod" of smoke and a voice of ash consumed the cit" in flame. 'ost of the (nomes of that
age were eterminated in the inferno that consumed -gartha.
(nomes have livel" and sl" senses of humor, especiall" for practical )okes, and alwa"s see
the bright side of dark situations # often attributing unwelcome circumstance to a )oke that
.arathrus is pla"ing upon them. /he" have a great love of underground living things and finel"
wrought items, particularl" gems and )ewelr". (nomes love all sorts of precious stones and are
masters of gem polishing, gem cutting, and sculpting. *nlike their dwarven brethren, (nomes have
a love of statuar". However, their diminutive stature has made them suspicious of the larger races #
humans especiall"# although the" are not hostile. /he" tend to b" sl" and furtive with those the" do
not know or trust. However, (nomes believe that making a deal, pact, or oath with another is a sign
of trust and affirmation. -s a result, (nomes believe that reneging on an" such thing is an
incredibl" unwholesome act and an incredible affront.
Classes:
- (nome character can elect to be a fighter, a rogue, a cleric, or an enchanter. - (nome can
have two classes, but not three. He ma" not have four. Five is right out.
(nomish clerics ma" belong to one of two faiths! Firstl", the" ma" be clerics of .arathrus,
god of mechanisms, and use the (od of $rafts abilit" template on page C8C5 under /he $omplete
:riest's Handbook, :riests, (ods, and the 9orld, or the" ma" use 'etalwork on page C8D6.
/he" ma" also be clerics of *mbral the %eer, and use the 1racles, :rophec" template on
page C8DD or 'ischief and /ricker" on page C8D8. /he" hold their gods in common with other
faiths and (nomes often arrange them in personal pantheons on an individual basis based on their
assumed relationships and personalities however the" onl" ver" rarel" ever worship gods of other
races.
Bonuses:
Languages: Due to his upbringing, a beginning gnome character can choose to know the
following languages! Imperial, Dwarfish, -garthan, Hoburgspeak, 1rcish, and the simple common
speech of burrowing mammals +moles, badgers, weasels, shrews, ground s;uirrels, etc.,. /he actual
number a character begins with depends upon his Intelligence score or the proficienc" slots he allots
to languages.
,ndercunning: (nome characters gain a <8 bonus to their Intelligence scores, to reflect
their highl" in;uisitive nature. /he" suffer a -8 penalt" to 9isdom because their curiosit" often
leads them unknowingl" into danger, and the" tend to be forgetful.
&agic 'umb: (nomes, like dwarves, are highl" magic resistant. - (nome pla"er gains a
bonus to saving throws against magical wands, staves, rods, and spells )ust as dwarves do +see
Dwarves,.
(nomes also suffer a =6F chance of failure ever" time the" use an" wand, stave, or rod that
does not use the effect of an &nchanter school spell.
+nomis" actics: In melee, (nome characters add 8 to their attack rolls to hit goblins and
troglod"tes. 9hen gnolls, bugbears, ogres, trolls, ogre magi, giants, or titans attack gnomes, these
monsters must subtract > from their attack rolls because of the (nome's small size and gnomelore.
Infra%ision: (nomish infravision enables hem to see up to @6 feet in the dark.
(isdom of Barat"rus: .eing tunnelers of eceptional merit, (nomes are able to detect the
following within 86 feet without concentration! Detect grade or slope in passages, detect unsafe
walls, unsafe ceilings, unsafe floors, determine approimate depth and direction underground.
I-veryone lives, though it.s seldom confessed,
And wherever you grasp, there.s interest.
In varied pictures there.s little light,
A lot of error, and a gleam of right,
So the best of drinks is brewed,
So the world.s cheered and renewed."
- (oethe, /aust
Hoburgs -Hobbits.Halflings/:
Fat, )oll", and hair"-footed mole men who prefer to live boring lives in a fantas" world and
have not reall" changed in their inconse;uence at all. /he" speak Hoburgspeak and Imperial, and
have no real inclination for languages +or an"thing else apparentl",. /heir communities tend to be
well-kempt and absolutel" drearil" dull places where nothing ever happens. It ma" so happen that
an adventuring part" never happens upon such horrible locales, as even a tomb of horror has the
decenc" to kill the foolhard" travellers that brave its depths ;uickl" rather than sapping the interest
out of ever" fibre of their being. In fact, it ma" definitel" so happen. /heir histor" is that the" sat
around and minded their own business. /he" have no magic that faded, no past problems that haunt
them, no ambition, and certainl" no adventure hooksJ +How hoburgish would that beK,
Bonuses:
*it" and *in: /he onl" mount the" can ride are wild pigs +Farm-raised and fat works )ust
fine, probabl". Lour mileage ma" var" as the Hoburg's weight does,, which the" are adept at riding.
/he other stuff in the books.
"In a hole in the ground there lived a hobbit. %ot a nasty, dirty, wet hole, filled with the ends
of worms and an oo0y smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on
or to eat& it was a hobbit-hole, and that means comfort. "
E.0.0. /olkien, The 1obbit
0atala:
3ong ago, upon the sacred 'ount 2ailasa, a tribe of monke"s opened their e"es with
newfound intelligence. /heir fur was bright and stark, no longer suited to hiding in dark places or
living in the )ungles and forests that the" had abandoned. /he monke"s for a time kept to
themselves, but eventuall" decided amongst eachother to return to their old home of Deklan. /here
the" created a societ" named :atala where, the" believed, ever"thing would have its place in
harmon" with eachother. /he red apes, termed 4anara, lank" but strong and craft", became warriors.
/he dark gorilla, which the monke"s called .andar, the most common ape and average in
intelligence became the norm in their societ". .ut, the" reasoned, these .andar need not do the
unpleasant tasks of a societ" # it would be below their station. %o the" inspired the small 'arkata,
tin" and stupid monke"s despite their enlightenment who cheerfull" set upon ever" task +though
the" en)o" pla"ing with sticks or stones best,. /he shining monke"s gave themselves no name, and
sought to enlighten themselves in ;uiet places where the" could silence their own thoughts. /he
4anara proved vigilent protectors against predators, the .andar worked and made crafts, and the
'arkata pla"ed.
-s id"llic as their societ" seemed, however, the 4anara wondered wh" the" were not kings
and began to plot. /he .andar wondered wh" the" could not fight, or rule, and what made the
'sacred' monke"s so specialG the" began to grow angr". /he 'arkata wanted for more food and
entertainment. From these thoughts came forth another entit" # an opposing force to the tribe's
original goodness. /hese beings called themselves 0akshasa and ;uickl" created a kingdom named
3anka to match :atala. /he tigerlike 0akshasa ogres bent and twisted the :atalan societ" against
itself, and confused the monke" gurus # so unused to lies and deceit. /hen, the" introduced
something new to their societ"! war. /he fighting was terrible, and the original monke"s, unsure of
what to do, used their newfound powers to mentall" dominate their fellow apesG the" turned their
societ" into an unstoppable war machine. Despite their eventual victor" in war, these monke"s
knew that the" had lost their principles. /he" fled to 'ount 2ailasa, desperate to meditate upon
their actions and attempt to ruminate upon what the" could do.
%o weakened, the land of the apes returned to the turmoil before the war # onl" now the
bright monke"s are missing. /his is the state that :atala finds itself in this age, read" to come apart
at its seams. However, what the apemen do not know is that the bright monke"s no longer sit upon
'ount 2ailasa. /heir magick had been greatl" drained in the centuries of their consciousness, and
now man" of the old monke"s had died upon 'ount 2ailasa, searching in vain for answers./heir
children, calling themselves '-tavi' in their monke" dialect eventuall" decided that in order to save
:atala, the" would have to search outside of their homes # perhaps far, far awa".
/hese :atala appear almost comical to humans, standing perhaps > feet tall at the most but
their sizes and bodies range the spectrum. Despite appearances, the" are ;uite clever and seem to
en)o" being underestimated # turning the tables or coming to help unepectedl". /he" are also
viewed with curiosit", onl" being eposed to human traders from /'ien $h'i where the" are said to
be good luck. (enerall" good-natured and kind, :atala believe that all living things have a purpose
in life # even the lowliest mus;uito. /he" en)o" pla"ing drums, or making noises with their hands
across the length of their bodies. /he" do not have much of a concept of wealth, but it is not
unheard of for some monke"s to go astra" and hoard valuables. /he" tend to look rather
eceptional, and attract attention for both this fact and their new appearance in the world of men.
Classes:
- :atala character ma" elect to be a warrior, rogue, cleric, or wizard, though wizards are
;uite rare among their number. :atalan characters tend to choose 1riental class kits.
:atalan clerics, priests, or other hol" monke"s use the :hilosoph" template on page C8>7,
and believe in a transcendental religion of personal harmon" and peace with oneself and the
universe.
Bonuses:
&ind o%er &atter: :atalan characters gain a <= to 9isdom due to their wise and
introspective natures, a <8 to Deterit" due to their innate ;uickness, but suffer a -8 to %trength and
$onstitution due to their small monke" bodies.
&on1ey !ized: - :atala character is considered small.
Lig"t-footed: :atala can gain a bonus to surprise opponents, but onl" if the :atala is not in
metal armor. &ven then, the :atala must either be alone or with a part" comprised onl" of elves or
hoburgs, or far enough awa" from his part" to gain this bonus. If he fulfills these conditions, he
moves so silentl" that opponents suffer a -> penalt" to their surprise die rolls. If the :atala must
open a door or screen to attack, it is a -= penalt" instead.
!layer of Demons: In an" combat, :atala gain a <8 bonus to hit opponents who are
0akshasa, Baga, or other snakemen. 9hen gnolls, bugbears, ogres, trolls, ogre magi, giants, or
titans attack, the" must subtract > from their attack roll due to the :atala's size and abilit" to weave
around such opponents.
!acred Fur: :atala, at will, ma" cause their fur to shine as if a bright light. /his allows them
to light dark areas within 86 feet of them, and also dispels magical darkness. If a :atalan grapples or
is grappled b" an opponent, the" ma" use this power to blind a creature, reducing its attack rolls,
saving throws, and -rmor $lass b" >. /he :atala ma" end the spell at an" time.
"!ow down to 1anum2n, who is the slayer of demons, and who is present with head bowed
and eyes full of flowing tears wherever the fame of '2ma is sung. "
/ulsidas, 3inaya #atrika
2rcs:
1rcs have a tumultuous and somewhat m"sterious histor", its onl" common stitch is the
everpresent factor of war. However, the ;uestion has been raised as to where the" first came from. It
is known that the" eisted in the age of the /uatha, and some of their features bear a resemblence to
&lvish features. /he" appear again in the lands of the Eotun, serving as militar" auilaries for the
giants. In this time the" were the masters of the 4aettir (oblins, and fought against the 4anir and
their Dwarven thralls. However, as the Eotuns recede from histor", the 1rcs go with them. /he"
appear as &rmorian auilaries, recorded histor" in /'ien $h'i notes that the" sold their services to the
2hans, and the" have even served as mercenaries for :"thia during the da"s of its epansions # at
one point, it is known that the" guarded the &mperor himself. It is unknown if the 1rcs even have a
cit" of theirs that the" can call their home, or if the" are interested in doing so at all. /heir histor"
suggests that theirs is not a single or monolithic group, and that 1rcs ma" have at one point been
;uite different than the" appear toda" # if this is the case, the 1rcs are not willing to share their
insights.
1rcs range from 7.7 feet tall to @ feet tall, and are generall" wider around than an average
human. /heir skin has a gra" tinge to it, and their faces are sometimes seen as pig-like and usuall"
regarded as ;uite ugl" # however the" share the same dental structure as the elves of our age, and
similar ears. 9hile orcs are not necessaril" cruel, the" are ;uick to anger and en)o" warfare in all of
its forms - holding courage and personal feelings of honor and braver" in high esteem. 1rcs tend to
travel nomadicall" in large bands, selling their services as mercenaries and bod"guards as well as
trading valuables. -n 1rc finds most crafted things especiall" beautiful, but place little value on
them ecept as adornment to show status. -s a result, the" seem implacable when it comes to
dealing with them # especiall" when a human trader assumes that the 1rc is a stupid savage. ."
nature, he is a pragmatic, fierce, and an unrelenting opponent. /he" en)o" forging weaponr" and
armor, and, despite its often ramshackle appearance, the" are often prized as etremel" reliable
pieces.
Classes:
1rcs ma" be warriors, priests, rogues, and wizards. /he" particularl" en)o" warcraft, but
subterfuge is not unknown to them. 9hile a select few choose to become wizards, the" often
assume a lesser role in 1rcish societ", usuall" bewing potions or sooth-sa"ing.
/heir priests often s"nchretize local faiths or those the" have encountered in their travels,
emphasizing the importance a god ma" place on victor", wealth, and fertilit". Bo 1rc caravan has
the eact same pantheon as an" other, an" god that an 1rc priest venerates is recognized in their
caravan in the manner that the priest venerates the god. 1rcs tend to be surprisingl" +to the other
races, tolerant of different religions! an 1rc priest of the -wakening (od, venerating the
retributionar" virtues of the deit" he learned from a tribe of (ileadites, an 1rc priest of the
-wakening (od, venerating the merc" and sacrifice of the 9hite :rophet he learned from an order
of travelling friars, and an 1rc :riest of the
Bonuses:
Big and Bras": 1rcs are ;uite strong and gain a <8 to %trength, but their ugl" features and
often brus;ue disposition gives them a -8 $harisma modifier.
!#iderbane: 1rcs have eceptional resistance to toic substances and poisons, similar to
their Dwarven enemies. -s a result, the" gain a bonus to saving throws against poison.
/his bonus is tabulated below!
Constitution !core: !a%ing "ro$ Bonuses:
>-@ <8
D-86 <=
88-8C <C
8>-8D <>
8?-85 <7
Born to (ar: In melee, 1rcs have a <8 bonus to hit dwarves, gnomes, goblinoids, elves,
and underdwelling creatures.
&an"unter: 1rcs are eceptionall" skilled hunters and trackers, with a finel" tuned sense of
smell and a native instinct to pursue pre". Indeed, their keen senses allow them to also more
effectivel" detect hidden opponents. 9hen tracking in the wilderness or below ground, the 1rc
gains a <> to his roll to detect their most likel" path, to ascertain relative location, or find hidden
non-construct foes. In a cit" or populated area, this bonus is reduced to a <=.
4Insatiate *r5ue, that euen at one repast, Almost all creatures in the (orld would waste.6
+3 De !3 Du Bartas4 Deuine Weekes & Wks. II
Humans:
Humans are the most numerous of all races. /he" have a comple mi of ;ualities about
them that have allowed them to ecel in creating kingdoms and civilization. 9hile scholars estimate
that it was C,666 "ears since the creation of the first Human cit", Humans believe the" have
accomplished more within that timeframe than an" of the other races. -lthough the" are short-lived,
Humans produce varied cultures and compete through war, ideas, trade, and other manners. /hese
cultures, distinguished and distinct in their differences between eachother, b" virtue of their values,
lifest"les, environment, training techni;ues, technologies and other factors impress specific bonuses
to pla"er characters.
"7an, alone, has the power to transform his thoughts into physical reality" man, alone, can
dream and make his dreams come true."
Bapoleon Hill
Cultures:
Arcosce#"alian:
-rcoscephale was once a might" coalition of cit"-states united under a legendar" figure
Huperniko, /he $on;ueror. In their da"s of glor", the cit"-states championed democratic values and
worshipped a pantheon of gods with human ;ualities. -rcoscephale's finest moment was the death
of the -b"sian wargod of blood and fire, 0hua, b" the hand of the %acred $ompanions, led b" the
demigod 0"sses of 2iros. /he destruction of -rcoscephale's most hated enem" in pitched battle
allowed /he $on;ueror to sweep into the steppe lands of the south and con;uer the -ndrophagian
&mpire, the $'/issian 2ingdom, and colonize the wild eastern lands.
In this age, -rcoscephale has split into ver" small principalities after their empire was
shattered b" the rise of &rmor, and the" have largel" abandoned the sea. '"stics and priestesses of
the old cult still serve the kings of -rcoscephale, but the philosophers and astrologers of the old
empire have largel" been killed or fled to :"thia in the wake of their failures or disagreements.
'ost of the populace believes the old pantheon to be allegorical at best, and the old cult of
-rcoscephale has onl" barel" survived # though much of the power of the old kingdom has left it.
*ntil recentl", the hoplites and cavalr" were hopelessl" archaic but some traditions have been
abandoned and their cavalr" have been improved # bronze is being replaced with iron weaponr"
and militarism is increasing. %killed and lightl"-armed phalangites are replacing the heavier hoplites
and cardaces.
It is also whispered that m"sterious seeresses called '%ib"ls' have begun to appear, wielding
the power of the old kingdom. 9hatever the true etent or nature of their power, it is well-known
that strange women, all appearing "oung and beautiful, flank the sides of -rcoscephalian despots.
/he" never speak in court, ecept to whisper in the ears of the king the" appear to serve, and
fre;uentl" meet in secret with the despot, awa" from courtiers or other advisors. /his has led to
suspicion and hatred of these women, but those who have schemed against them have met with
untimel" accidents. It is believed that their advice has prompted the despots of -rcoscephale to
improve their militaries, and recruit the .andar %wordsmen, ape-men, and the winged Falcon 'en
of $aelos into their armies. Despite their reputation and since their appearance, :"thium has been
unable to maintain progress into -rcoscephale, and man" credit these seeresses with the bela"ment
of that much-feared &merald &mpire. %tranger "et, under their auspices, some sa", the kings of
-rcoscephale have sent adventurers across the land, charged with strange missions and tasks.
Fait"s:
-rcoscephalian $lerics ma" wield spears, and ma" choose to belong to what remains of the
old cult, which uses the Healing template on C87D.
/he" ma" also choose instead an" of the $'/issian :antheon, :"thian m"ster" cults, or an"
version of the -wakening (od.
Female clerics ma" choose to be inducted into the new and m"sterious order of the %"bils
rather than follow the old cult or other religions, following an unnamed and unknown divinit". /his
divinit" allows one to choose Death on page C8>C, Fate and Destin" on page C878, 'oon on page
C8D=, or 1racles, :rophes" on page C8DD.
Bonuses:
Citizen !oldier: :la"er characters from -rcoscephale have a <8 to hit when using a spear,
pike, or other polearm when dealing piercing damage. &ver" citizen is epected to have undergone
some amount of hoplite drilling in "outh, and the spear is the cultural weapon of -rcoscephale.
Ho#lite: -dditionall", ever" other attack an -rcoscephalian Fighter makes +if a character
would make two or more attacks during a full attack round, the second attack and ever" ot"er
attack after ma" appl" this ,, he ma" make an etra attack with his shield. - small shield or buckler
deals 8d>, a medium shield deals 8d@, and a large shield deals 8d?. /his damage ma" increase due
to enchantment bonuses.
I%ot only hard iron came with this age" but also gold, which is even worse than iron. And
with both war came, and so men found it natural to live on plunder... 8eus will destroy this
race of mortal men too& /or the father will not agree with his children, nor the children with
their father, nor guest with his host, nor comrade with comrade, nor will brothers love each
other as once they did."
- Hesiod, (orks and )ays
)rmori:
&rmor was an empire that spanned the epanse of the known world, con;uering other
cultures and peoples beneath the sandal of their legionnaires. &rmor con;uered the Isle of 'an,
crushed the 1ld 2ingdom of -rcoscephale, tamed the tribes of *lm, brought culture to the earl"
'arign people, and brought the growing $'/is 2ingdom to heel once more. /heir advance was
stopped at the domain of the 3ankan 0akshasa, with whom the" traded and came to know the
peoples of /'ien $h'i. /heir lavish cit" hosted gladiatorial sport, clean running water, and the
wonders and knowledges of the world. $enturies ago, the 9hite :rophet, a :rophet from -shdod
said to be born of a virgin, opened the e"es of &rmor to the -wakening (od. 1n the da" the 9hite
:rophet was put to death for blasphem" and rebellion, the punishment for which death b" p"re, the
cult of the Buminas, &rmor's ancestor based religion, was destro"ed b" a pillar of fire. /he 1ld
Imperial wa"s faded and &rmor epanded onward, but in time became a bulbous creature of
stagnanc" and corruption. /he Imperial /haumaturgs and priests perpetuated con;uest through
control of the dead and kept order with their silent legions for reasons onl" speculated at. It proved
untenable, in the end, and the empire was destro"ed b" a m"sterious catacl"sm # the soul of &rmor
escaping its destruction in the form of :"thium.
In this age, &rmor is an empire of shadows and dust. $enturies past, a great calamit"
suddenl" destro"ed the home provinces of &rmorG the" were swallowed up in an impenetrable fog.
/hose brave enough to venture into the fog never return, and the land where the fog lingers ;uickl"
dries up, withers, and becomes a barren patch of deca".
However, &rmorii eisted outside of the mountains that enclosed and protected their once
great cities. /he &rmori of this era has been raised in a fort all of his life, and bears no particular
lo"alt" to an" kingdom or government. /he" are ver" few. However, all &rmorii who leave their
palisade and its surrounding communit" feel driven to the land of their forefathers and often have
nightmares. He has been kept from the world within these fortress towns of an age long past, living
with his famil", servants, the priests and household guard for centuries. 'an" of these places have
been invaded, ransacked, or 're-appropriated' b" feudal kings of another age, but some still survive.
/he &rmori ma" be hungr", poor, his clothing ma" be ragged, his weapons dulled, but he shall
alwa"s have his pride. Indeed, he has not known the harsh brutalities of the age he lives in, nor has
he been cowed into helplessness or submission # the &rmori is considerabl" more likel" than most
to battle evil, fight for )ustice, free the shackled, and stand up for what is right.
Fait"s:
&rmori clerics and paladins overwhelmingl" belong to the 9ord of the -wakening (od, and
often believe it to be the one true iteration of the faith. $lerics of the 9ord use the '&ver"thing
/emplate' on page C8>?, and includes the %un, $ombat, and &lemental spheres.
Bonuses:
Legionnaire raining: 9hen wielding a one-handed weapon and a shield or buckler, an
&rmorian 9arrior, or $leric recieves an additional <8 to strike and damage in melee, and a <8 to
their -$. /he" ma" also choose in combat to recieve a <= to one trait and recieve a -8 to the other
trait +%trike<Damage vs -$,. /his reflects the methodical and adaptable legionnaire combat
training that has remained a part of their regimen.
5iris et Honoris: &rmori characters alwa"s appear dignified and instinctivel" have
immaculate posture. &ven in a king's court, the &rmori appear proud and worth" of respect. 9hen
put in the stocks, the common people sta" their hand +and vegetables or stones,. In short, &rmorii
have a 'leader' ;ualit" about them that people cannot help but respect.
4A great city, whose image dwells in the memory of man, is the type of some great idea."
- .en)amin Disraeli
&en:
/he Isle of 'an is an island of fe" forests obscured b" fog where the Fe" $ourt of the
/uatha once used the 'arverni tribe as a source of labor and worship. However, when the Fe"
$ourt fell into deca", the few true elves that remained used their still-powerful magicks and
glamour to retain control. In this time, the &mpire of &rmor had con;uered the 'arverni tribe, the
remnants of the Fe" $ourt, and the Isle as a whole. /hough the Fe" $ourt was powerful, the" had
imagined the race of men to be weak and reliant upon vessels to ferr" them to the Isle, and planned
to destro" &rmor at sea. $assius the .uilder, one of the pontifices, created a gigantic bridge drawn
from the bottom of the sea, connecting the Isle of 'an to the con;uered territor" of 'arignon. /he
armies of &rmor crushed the 'arverni, unorganized and fearful without guidance from their Fe"
masters, man" of whom had fallen pre" to the unforeseen magical strength and tricker" of the
&rmorian pontifices. -ccording to legend, a stalwart 3egatus 3egionis met the seemingl"
unstoppable Fe" $ourt upon a bewitched beach, and, while the $ourt laughed, the Mpaltr"N
firestorm con)ured b" the general's personal -ugur released the magic stored in the sands and
transforming the whole of the beach into a magical mirror, trapping the Fe" host be"ond the veil of
this realit". /he remainder of the Fe"kin scattered and hid to wait when net the" would rule over
'en.
-s a result, men were becoming more dominant, civilized, organized, urbanized and
increasing in number. /he elves, called OsidheP b" 'en, remained in the shadows of societ" to
maneuver themselves into a place of power and control. /he" created the fabled 2ingdom of
-valon, a magickal kingdom guided b" wizards and druids influenced b" the sidhe # to whom the"
owed their power and their lo"alt". /he sidhe themselves dwelled upon the island in the centre of
the Isle of 'an, named -valon +and from which the 2ingdom drew its name, and their leader was
Bimue, who collected power from the man" waters and rivers of the Isle. Bimue and her druids and
wizards, over the "ears, eventuall" found their powers beginning to drain. 1ne da", over a centur"
ago, the 2ingdom of -valon had faded awa" completel" as magick was completel" drained from
the land. /he techni;ues taught to the wizards failed to produce even a spark of power, the elves
aged like men, and Bimue herself felt the weight of her "ears as if a mere human crone. /he net
da", she was reduced to dust and the works of her realm with her.
In this age, 'en have indiscriminatel" purged man" of the monsters or magickal beasts from
their landscape and have abandoned religion. In contrast to the 2ingdom of -valon, the 2ingdom of
'an is a sober landscape of urban cities where men and women dress in drab clothes of black,
brown, or white. 'agick is completel" drained from the landscape, and Demi-Humans simpl" do
not eist. /he black and white colors of the nation's armies are a familiar sight on the streets of the
Isle's cities but cavalr" is ;uite rare, especiall" compared to 'arignon.
:reviousl", and unlike 'arignon and *lm, the infantr" of 'an had tended to be limited and
lacking heavil" armored troops # instead 'an had chosen to support their armies with their
distinctive long bowmen, combined with fe"-guided arrows and the Druid 'agi of 'an. However,
without magick, the armies of 'an are reconstituting themselves # after the religion purges the now
iconic MIronsidesN, elite troops clad in heav" steel armor wielding pole arms and crossbows, have
steadil" become the new model arm" of the nation. /he Ironsides eemplified martial virtues, and
proved themselves when the" slaughtered the arm" of the 1ld 2ing, captured the king himself, and
did much to break the spirits of their enemies in order to establish the commonwealth. &ven the
9"tch 9ardens of -valon, now branded as enemies of the %tate, could not avail themselves against
the iron advance and were butchered to a man.
In place of kings, 'an is ruled b" /he $ouncil of %tate that appoints one of their own to
MruleN in public as a M3ord :rotectorN. /he 3ord :rotector is said to share power with and co-rule
alongside the council, but is more-or-less a glorified diplomat and figurehead. 9hile magick does
not seem to eist, two great $olleges train wizards, known as 'agisters -rcana, who are
identifiable b" their somber black outfit and peculiar white frock. /he" are scholars and researchers,
having little interest in the world that eists outside of their $ollege and have created new theories
of magick that enable them to cast spells even in places where magick has long dispersed. *sing
logic and observable universal laws, 'agisters -rcana engage in terribl" comple rituals to drive
their research. Despite their reputation for being intelligent and knowledgeable, though, few outside
the $ollege ever put much stock in these figures # often painting them as ridiculous or impractical
stooges, constructing 3aputan machines and possessing no sense of realit". Indeed, in the 2ingdom
of 'an, pragmatism is the order of the da" and men place much faith in the societ" the" have
constructed, a comple s"stem of litigation, corporations of men, and mone".
Fait"s:
'en, humans from the Isle of 'an, live in a societ" where magic is believed to be the cause
of eplainable phenomena, and where religion does not eist. $lerics of 'an are etremel" few and
must practice their religion in secret, smuggling hol" tets from 'arignon. $lerics of 'an follow
the -wakening Faith and use the '&ver"thing /emplate' on page C8>?.
Bonuses:
0re#aredness: /he Ironsides have made the arbalest and polearm into the mainsta"s of the
armies of 'an, owing their reputation not to skill, fervor, or even necessit" but rather to constant
and diligent drills # drills mandated for the common defense to much of the populace of 'an. /he"
ma" either use their to-hit bonus from Deterit" as a damage bonus as well when using a crossbow
or gain a <8 to-hit and damage while using a polearm.
Land of Drain: 9izards of 'an, called 'agisters -rcana, are immune to the effects of null-
magic zones and alwa"s have access to their spells regardless of their location, but ma" still be
silenced, bound, bereaved of their material components or otherwise unable to cast magic. /his is
because 'agisters -rcana conduct magic through scholarl" master" and understanding of universal
laws rather than rituals.
ouc" of Reason: 'agisters -rcana ma" also attempt to dispel magical or, sometimes, hol"
items per the spell at level one b" gripping them firml" and concentrating. /he" ma" use this once
per da", and gain an additional use at level C, level @, and so on of wizard levels.
"...mathematical necessity is psychological" we are merely unable to conceive any other
possibilities than those that logical and mathematical propositions assert. "
- D9 Hamlin
&arign:
'arignon is a theocrac" built on religious feudalism. In times past, its rolling plains held
relativel" peaceable tribes but when &rmor con;uered this land, building a pass through the
%creaming :eaks that divided their new province, the people ;uickl" adopted &rmorian customs.
-fter its fall, 'arignon recieved an influ of refugees! thinkers, engineers, alchemists, and the like,
;uickl" becoming the foremost realm of men in the 9est. However, much has changed since
&rmor's fall. :rudent # or perhaps paranoid # priests, or in;uisitors, search for vice and heres"
throughout the land, putting men and women to the p"re with fier" )ustice. /heir red and black
robes, and severe miens, have made them easil" identifiable, and the In;uisition controls man"
aspects of the countr", including warfare. 9hile lords pa" tithes and ta peasants, all political
decisions are made solel" b" the $hurch # in this wa", 'arignon has risen out of the ashes of &rmor
and has succeeded in holding the shadow of the fallen empire at ba". Indeed, the widespread
fanaticism in 'arignon has done wonders for its survival thus far.
/he soldier" of 'arignon arm themselves with large weapons such as great swords and
halberds, supported b" crossbowmen # all men wear the bright red-and-orange liver" of 'arignon.
/heir commanders in the In;uisition are trained in the head;uarters of the In;uisition, /he House of
Eust Fires, together with 9itch Hunters, the mage priests of the nation. /he %acral $ollege is
comprised of 8= high ranking members of the clerg" under the leadership of the 9hite 4icar and
governs most affairs through cells or parishes relegated to specific tasks. -part from them are the
2nights of the $halice, a hol" order of paladins who ;uest for the titular artifact. 9ith the ever-
increasing threats of heretics, cults, demons, disappearances, and the 'alediction of *lm, their hunt
for the $halice has onl" intensified # robbing 'arignon of its legendar" cavalr" in battle, for the
2nights of the $halice answer to no law but that of their (od.
%ociet" in 'arignon has found itself undergoing controlled shifts and technolog" is policed
b" the In;uisition to prevent the framework of the cit" from epanding out of their control.
Bevertheless, 'arignon is the most advanced of the kingdoms of men in the 9est due to its
eceptionall" high literac" rate, seamanship, and libraries. 9hile services such as libraries are said
to be free for all men to access, relativel" few have the time to devote themselves to stud" but the"
are a relative few in a teeming mass of humanit" that has even outgrown :"thium in the &ast and
the scholarl" believe that learning is a form of religious devotion. However, such a number of men
also allows the shadow" enemies of 'arignon to slip in and hide amongst the unsuspecting masses,
avoiding the fate of the p"re.
Fait"s:
$lerics and paladins of 'arignon overwhelmingl" belong to the 9ord of the -wakening (od, and
often believe it to be the one true iteration of the faith. $lerics of the 9ord use the '&ver"thing
/emplate' on page C8>?, and includes the %un, $ombat, and &lemental spheres. :aladins are staunch
protectors of the faith, and man" still search for the $halice, an artifact said to contain the blood of
the 9hite :rophet, under the belief that it will save their land and cleanse it of evil and heres".
$lerics are servants of the $hurch of the -wakening (od, and their ultimate theological superior
+besides (od, is the 9hite 4icar whom the" serve with fervor and zeal. 9izards are either hunted
down as witches, or )oin the $hurch through the House of Eust Fires and serve as 9itch Hunters.
Bonuses:
&ar1smen: /he men of 'arignon are among some of the most well-trained crossbowmen
in the world of men, though the" pale in comparison onl" to the 0angers of *lm. /he" ma" use
their to-hit bonus from Deterit" as a damage bonus as well when using a crossbow. /he" are also
capable of using man" of the advanced mechanical marvels of the /hird -ge, including black
powder weaponr".
Fanatacism: /he 'arign are men who are eceptional in their faith. /he" believe that,
through faith in their (od, the -wakening (od shall protect the faithful from all manner of witches
and magick. -s a result of their faith, the 'arign gain saving throws against magical wands, staves,
rods, and spells used from neutral or evil sources. /he" gain no bonus if the" face a goodl" foe.
/his bonus is tabulated below!
(isdom !core: !a%ing "ro$ Bonuses:
>-@ <8
D-86 <=
88-8C <C
8>-8D <>
8?-85 <7
" Seven years ago we all went through the flames. And the happiness of some of us since
then is, we think, well worth the pain we endured."
- 9onathan 1arker, !ram Stokers )racula
0yt"ian:
Fait"s:
:"thian priests ma" choose from the old -wakening Faith held b" the /heurges, or the more
prominent m"ster" cults of '"tras the Flowing (oddess, Heliotropos the .urning 9heel, %etra the
Fated, 3umos the Illuminated 1ne, or, the most prominent cult, &poptes.
Followers of the -wakening (od use the '&ver"thing /emplate' on page C8>?. 9hile still
powerful, magickall" speaking, the /heurges are few in number and almost devoid of political
power. /heir :atriarch, the leader of his faithful, no longer commands a formal retinue and the
&mperor has absorbed much of his abilit" to make formal doctrinal declarations. Bevertheless, a
zealous band of the pious rall" around their :atriarch and he remains a s"mpathetic figure in the
e"es of the people. *nlike man" of the faiths in :"thium, followers are welcome and accepted into
an open communit" of the faithful # however, man" have left the church because of the faith's
seeming inabilit" to forestall the calamities of the /hird -ge.
'ale followers of the cult of '"tras follow her husband, 0enatus, and use the Death
template on C8>C while female followers use her 1ceans and 0ivers template on C8D@. /he $ult of
'"tras is a redemptive cult that invokes the traditions of $'tis, and teach that the )ackal-headed
0enatus will return from the 3and of the Dead to )udge the living and the dead when '"tras
sacrifices herself for the sins of 'en. 3ike man" of the faiths in :"thium, the $ult of '"tras is a
m"ster" cult that uses c"phered codewords, specific costumes, and secret rituals # entr" tends to
involve a process of induction, hazing, acceptance, and revelation. /his faith is considered
compatible with the %erpent $ult of &poptes, and does not fear the Imperial authorities.
'ale followers of Heliotropos use Fire on C87C +Heliotropos does not allow woman
followers,. Heliotropos reveres strength, confidence, boldness, and ambition above all other things,
save victor", and his cult is ver" prominent within the :"thian militar". It has become so prevalent
that the cataphract sergeants, the 'dekurionos', are allowed to be named 'solarionos' in honor of
Heliotropos and carr" banners of red and gold, emblazoned with the celestial wheel. 3ike man" of
the faiths in :"thium, the $ult of the .urning 9heel is a m"ster" cult that uses c"phered
codewords, specific costumes, and secret rituals # entr" tends to involve a process of induction,
hazing, acceptance, and revelation.
Female followers of %etra the Fated use Fate and Destin" on C878 +%etra does not allow
male followers,. %etra is said to give revelation to her followers, and the High %epta is whispered to
be an ageless woman from -rcoscephale. 3ike man" of the faiths in :"thium, the $ult of the Fated
is a m"ster" cult that uses c"phered codewords, specific costumes, and secret rituals # entr" tends to
involve a process of induction, hazing, acceptance, and revelation.
'ale followers of 3umos use the &vil template on C8>5 +3umos' policies of blood sacrifice
would make him unappealing to women, and the" are not accepted into his cult in an" case,. /he"
t"picall" disguise themselves as followers of Heliotropos the .urning 9heel, using the muscle and
status of their militar" 'inductees' to kidnap sacrifices. $ommon knowledge has it that the $ult of
3umos is dedicated to either the corruption of the Imperial 3ine with demons, the fier" destruction
of :"thia's enemies, or the fier" destruction of :"thium. 3ike man" of the faiths in :"thium, the
$ult of the Illuminated 1ne is a m"ster" cult that uses c"phered codewords, specific costumes, and
secret rituals # entr" tends to involve a process of induction, hazing, MmarkingN, and murder.
Female followers of -ndrophagia use the &vil template on C8>5 +-ndrophagia's policies of
blood sacrifice would make her unappealing to men, and the" are not accepted into her cult in an"
case,. /he" t"picall" disguise themselves as followers of '"tras the Flowing (oddess, using
bathhouses, massage parlors, and persuasive 'healers' to kidnap sacrifices. $ommon knowledge has
it that the $ult of -ndrophagia is dedicated to either the corruption of the Imperial 3ine with
demons and the replacement of the &mperor with an &mpress, the fier" eradication of all human
males, or the fier" destruction of :"thium. 3ike man" of the faiths in :"thium, the $ult of the
'aneater is a m"ster" cult that uses c"phered codewords, specific costumes, and secret rituals #
entr" tends to involve a process of induction, hazing, MmarkingN, and murder.
/he %erpent $ult of &poptes uses Healing on C87D, or 3ife-Death-0ebirth $"cle on C8@8.
Bonuses:
Limitanei raining: 9hen wielding a one-handed weapon and a shield or buckler, a
:"thian 9arrior, or $leric, recieves an additional <8 to strike and damage in melee, and a <8 to
their -$. /he" ma" also choose in combat to recieve a <= to one trait and recieve a -8 to the other
trait +%trike<Damage vs -$,. /his reflects the methodical and adaptable legionnaire combat
training that has remained a part of their regimen.
0yt"ians may c"oose )IH)R 5i#er's 5estige or )merald Legacy
5i#er6s 5estige: :"thian societ" of this age holds snakes and h"dras in high esteem, both
creatures with tremendousl" violent toins. -s a result, the" gain a bonus to saving throws against
poison. /his also allows them to circumvent some of the dangers of the often ;uite b"zantine nature
of :"thian politics. /he" also are t"picall" immunized to man" common strains of poisons, food
poison in particular.
/his bonus is tabulated below!
Constitution !core: !a%ing "ro$ Bonuses:
>-@ <8
D-86 <=
88-8C <C
8>-8D <>
8?-85 <7
)merald Legacy: :"thian societ" is the most sophisticated and advanced culture of this age
an"where in the world of 'en. 9hether the character is a farmer who has known his famil"'s rich
histor" of civil service, success, and bount"G a merchant who has come into contact, and plied his
trade, with ever" culture on the continent and be"ondG or an"thing else this character has led a life
of accomplishment, and so has his famil". 9hether invited to a king's court or locked in a dungeon,
the :"thian commands honor and respect that tends to overawe his lessers as well as men outside
the &merald &mpire.
4!anish "tomorrows$" %emesis lays wait
/or common speech that claim is to be so wise on the /uture as to anticipate
!y light phrases mens unspun destinies6
--ntiphilus of ."zantium
,lmite:
*lm has long been enshrouded b" the Schwar0wald, a deep and frightful wilderness that the
ObarbarianP *lmite tribes called home. &ven before the con;uest of the tribes b" &rmor, the stalwart
men and women of *lm unraveled the M0iddle of %teelN and forged the weapons the" needed to
survive in the harsh .lack Forest. /he *lmites ;uickl" assimilated man" cultural facets of &rmor
after the con;uest, at the cost of the loss of man" of their old cultural m"thologies and secrets # the
people of *lm have mostl" forgotten the m"thical 0hinegelt, disbelieved the old shamanic
traditions, and tales of 4alk"rie. However, the people of *lm have never displaced the faith the"
place upon steel above all else # *lm has ever been harsh soil for religion.
-s the glor" of &rmor faded, kingdoms arose out of the swathes of chopped trees and
leveled forests # the threat of creatures pre"ing upon villages waned with the rise of humanit" and
*lm ;uickl" rose to the challenge of 'arignon, :"thia, and the other human nations. Dominated b"
powerful barons who fueled their militar" machines with the talents of the -rtisan %miths, men who
weaved 1ld 'agick into the arms and armor the" fashioned in the Forges of *lm, the .lack %teel
plate harnesses and 0weihanders of *lm became dreadful sights to behold on the battlefields of the
%econd -ge. /he -rtisan %miths were alwa"s under the watchful e"e of the Iron In;uisition, which
rooted out rogue magic-users and renegade %miths. /heir eecutors, the .lack Halberds, were
instrumental in the destruction of cults and covens # the sacred ensorcelled halberds forced even
demons to stop in their tracks and allowed their wielders to cut them down with ease.
However, in this age, *lm has fallen into the throes of a terrible curse. It is a period of
darkness and deca", and while magic and other beliefs are crushed, dark and secretive orders eist
in opposition to the Iron $ult. In a m"sterious and horrif"ing series of events, the nobilit"
descended upon each other in a ghoulish hunger # shortl" afterwards, the once-proud guardians of
*lm began to feed upon the populace of the cities and the .lack Halberds were transfigured into
terrible undead thralls. /he secrets of the .lack %teel were lost in the bloodshed and the Forges of
*lm collapsed in the capitol of 2oenigsheim, their contents spilled into the streets of the crowded
cit" and transformed the populace into fell creatures. -s the shroud of chaos lifted off of the ruined
nation of *lm, the people find themselves without their -rtisan %miths and the cities are bound
together b" the will of shadow" conclaves, who direct the now-defamed Iron In;uisition with total
impunit".
/he Schwar0wald has epanded, almost seeming to have a will of its own, and its creatures
have set upon devouring the kingdoms of men. 9orse "et, wolves and vampires haunt the black
forest, led b" aloof O9olfherdsP and vampiric masters. Folk whisper that the" have seen powerful
merchants and nobles feed upon the blood of the denizens of unfortunate outl"ing villages, and in
man" villages and, even in some cities, wild animals from the Schwar0wald prowl the streets at
night. 9ord even has it that a maleficent secret societ", calling themselves the Illuminated, operates
directl" under the noses of the Iron In;uisition. *lm has become a grim land where trust is a luur"
and safet" is never taken for granted. 1nl" the crossbow-bearing 0angers of *lm, the last vestiges
of *lmPs noble heritage, are to be trusted for the" are the last breath of defiance against a "oke of
darkness # however, the" have few friends, onl" occasionall" seen in the compan" of hard-bitten
eorcists and other hol" men who alone dare to be seen in the compan" of a 0anger.
Fait"s:
*lmite clerics are ver" few, and while the men of *lm are superstitious the" have long put
their faith in their steel. However, hol" men do sometimes eist in the dark forests of this land and
belong to the 9ord of the -wakening (od.
$lerics of the 9ord use the '&ver"thing /emplate' on page C8>?, and includes the %un, and
$ombat spheres. /he" are often hard-bitten men who have dedicated their lives to purging evil. -s a
result of the Iron In;uisition's subversion, man" goodl" priests have dissolved their association
from the formal $hurch of the -wakening (od # a point of tension between the doctrinall" unbound
priests that remain in *lm and the hierarch" of the $hurch in 'arignon.
Bonuses:
*een &ar1smans"i#: *lmites ma" use their to-hit bonus from deterit" as a damage bonus
+as if their weapon used the same attribute for strength bonus damage, when using a crossbow.
*lmite rangers are the finest marksmen in the world of men, and additionall" gain a <8 to hit when
using a bow of an" sort +including crossbows,.
Dangersense! /he men of *lm live in a cursed land where evil creatures lurk, and have a
preternatural sense for danger. -s a result most *lmites appear paranoid or eceptionall" nervous or
uncomfortable, but also ma" roll their 9isdom to detect from which direction the danger ma" come
from. 9hether the" succeed or not, an *lmite knows when he is in danger.
"Then a dog began to howl somewhere in a farmhouse far down the road, a long, agoni0ed
wailing, as if from fear. The sound was taken up by another dog, and then another and
another, till, borne on the wind which now sighed softly through the #ass, a wild howling
began, which seemed to come from all over the country, as far as the imagination could
grasp it through the gloom of the night. "
- !ram Stokers )racula
,tgardian:
*tgard is a land of bitter winters and cool summers, mist" moors, windswept forests and
silent mountains. It was once split between Eotunheim and 4anheim, and was home to a war
between the powerful Eotun ice giants and demi-god 4anir. However, the two thought that man was
too weak to survive in the harsh lands of *tgard and cast him aside when first he appeared for their
eventual 'allies' and thralls, the 1rcs and the Dwarves. 9hen men grew in number, the 4anir and
Eotun had all but disappeared. /he men of *tgard have emerged as tough and hardbitten men of
braver", and do not trust magick, or magickal creatures on principle. /heir histor" is one of turmoil
and war, and their kingdoms have often been sabotaged b" the ("g)as and the 4aettir, powerful
hags and twisted goblinoids, who wish to become the true masters of this realm.
9hile the 4anir have gone, magic has not completel" departed the land of *tgard, and man"
magickal places still resonate with the 1ld :ower. 9hile the" are not trusted entirel", human
wizards have even begun to appear to stud" these 'runes' and some believe that the" ma" hold the
power of the -esir gods themselves. /he 4anir are diligent and hardworking, but also superstitious.
/he" are epert seafarers and have created a diverse trading culture and a new kingdom based upon
seaborne trade, raiding, and colonization.
Fait"s:
*tgardian clerics ma" worship 9oden, the &arthbinder, Donnar, the /hunderer, Forseti, the
3awbringer, 9eiland, the %mith of the (ods, or Fr"cka, the warrior goddess of wisdom, and love.
9oden uses the -ncestors template found on C8C8, Death on C8>C, Fate and Destin" on
C878, or 3ife-Death-0ebirth $"cle on C8@8.
Donnar uses the 3ightning template found on page C8@C or the %trength template on C8??.
Forseti uses the Eustice template on C8@6 or the 9ar template on page C85>.
9eiland uses the 'etalwork template on page C8D6.
Fr"cka uses the 9isdom template on C85@, or the 3ove template on page C8@7 +-lthough,
Fr"cka places an important note on men sta"ing true to their wives. Her followers do not need to
seek an" particular status of marriage,.
Bonuses:
!teel of t"e +ods: In *tgard, swords are eceedingl" rare, and are often made from
meteoric ore. -s a result, the" often become status s"mbols and marks of nobilit" or prowess.
*tgardian swords are considered to be masterful weapons, and gain a <8 bonus to hit and damage
and ma" even become enchanted b" conse;uence of their creation, capable of living up to the great
deeds of their owner. However, it is ;uite rare for non-nobilit" to start with such weapons and even
those born to status and wealth ma" find that their ancestral weapon was lost at some point.
*tgardian swords are short swords, arming swords, or broadswords # but never large weapons
+/here simpl" is not enough metal to go around,.
("irling !teel: -ll *tgardian warriors ma" use /wo-9eapon Fighting without penalt",
provided the" wear up to chainmail. 'ost *tgardian warriors do not en)o" encasing themselves in
full armor, an"wa", as the" view it to be cowardl".
"here to me I e:pect
heroes coming from the world,
certain great ones,
so glad is my heart. "
- The -ir;ksm<l

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