Sertorius all contents © 2014 by Bedrock Games. No part of this book may be reproduced without permission except small parts for review or scholarly criticism. All rights reserved. Without limiting the rights under copyright reserved above, no part of this publication may be reproduced, stored in or introduced into a retrieval system, or transmitted, in any form, or by any means (electronic, mechanical, photocopying, recording, or otherwise) without the prior written permission of both the copyright owner and the above publisher of this book. Bedrock Games, Bedrock Games logo, Sertorius & Sertorius logo are TM and © 2014 by Bedrock Games If you have purchased the PDF version of this game, you do have permission to print one copy of it for your use.
Credits Design Brendan Davis, William Butler & Dan Orcutt
Writers Brendan Davis, William Butler & Dan Orcutt
Editors Madi Cooke & Ryan Turner
Readers Jonathan Vowles
Cover Art Michael Prescott
Interior Illustrations
Jackie Musto (www.kayandp.com), Samantha Fanti (Weapons and Equipment), Malcolm McClinton & Bradley McDevitt
Borders Michael Prescott
City Maps Michael Prescott
Layout & Graphic Design Richard Iorio II
Map Robert S. Conley
Play-testers Nick Seidler, Dan Orcutt, Dana Atterbury, Peter Nelson, Brendan Davis, Benjamin Pew, Ken Katz, William Butler, Michelle Guertin, Stephen Palaima, Kevin Kesterson, Craig Akers, Ryan Turner, Ben Durrant & Nick Seidler ISBN: 978-0-9883439-2-4 BED8001 Published by Bedrock Games Sertorius is Copyright 2014 Bedrock Games. All Rights Reserved. Printed in the U.S.A. For licensing agreement information contact Bedrock Games.
The Game The Setting
Preface
13 13
13
Influences 14 Thanks 14
Chapter One: Introduction
15
What is Sertorius? 15 Gamandria 15 Sertori and Grims 16 The Gods and Rituals 16 The Network System Basics 16 Skill Rolls 16 Skill Rankings 16 Target Numbers 16 Character Creation 17 Race 17 Background 17 Character Details 17 Emotions 17 Spells 17 Skills 17 Expertise and Combat Techniques 17 Divinity 17 Flaws 17 How to Use this book 18 Where to begin? 18
Chapter Two: Character Creation and Skills
19
Choose A Character Sheet 19 What are Sertori? 19 Sertori Characters 19 Mundane Characters 19 Ogres 20 Character Creation 20 Bonus Skill Ranks 20 Advancement and XP 20
Step One: Select Race
21
Parnellians 22 Humans 22 Elves 23 Dwarves 24 Halflings 25 Brunes 25 Gru (Beastmen) 25 Ogres 27 Wrains 28 Hasri 28 Kobolds 29 Orcs 30
Step Two: Select Background 31 Scholar 31 Farmer/Laborer 31 Warrior 31 Tradesman 32 Leader 32 Jack of All Trades 32 Performer 32
Step Three: Character Details 33 Names 33 Agarian 33 Male Names 33 Female Names 33 Khubsi 33 Male Names 34
Female Names 34 Middle 34 Ending 34 Latar 35 Male Personal Name 35 Female Personal Name 35 Family Names 35 Nicknames/Honorific Names 35 Gruskel 35 Male Personal Names 36 Female Personal Names 36 Surnames 36 Klerskel 36 Personal Names 36 Ronian 36 Male Names 36 Female Names 37 Titles 37 Singh 37 Male Personal Names 37 Female Personal Names 37 Titles 38 Nicknames 38 Age and Aging 38 History and Personality 39
Step Four: Allocate Emotion Points and Set Stability
40
Step Five: Select Spells
41
Step Six: Select Skills
44
Stability Penalty (optional) Balanced Sertori Random Spells Chart Spell List
40 40 41 43
Skill Overview 44 Skill and Spells 44 Skill Purchasing Basics 44 Open Skills and Closed Skills 44 Skill Groups 44 Skill List 44 Purchasing Skills 45 Skill Gutting 46 Skill Rankings 46 Skill Rolls 47 Active Defenses (Optional) 47 Total Failures (Optional) 47 When to Perform (and not to perform) a Skill Roll 48 Draining Skills 48 Summary 48 Defense Skills 48 Hardiness 49 Stealth 49 Evade 49 Parry 50 Wits 50 Resolve 50 Combat Skills 50 Wrestling 51 Light Melee 51 Medium Melee 52 Heavy Melee 52 Small Ranged 52 Large Ranged 52 Specialist Skills 52 Medicine 52 Treating Wounds 52
Diagnosing and Curing Poison/Disease 52 Divination 53 Divination about the Future 54 Divination about the Past/Present 54 Divination about the Will of the Gods 54 Ritual 55 General Appeals 55 Angered Gods (for general appeals) 55 Specific Appeals 55 Trade 56 Survival 56 The TN for traveling is set by the Terrain 57 Talent 57 Mental Skills 58 Command 58 Persuade 59 Deception 59 Empathy 59 Reasoning 59 Detect 59 Physical Skills 60 Athletics 60 Swim 60 Speed 61 Muscle 61 Lifting Objects 61 Breaking Objects 63 Contested Muscle Rolls 63 Beast Strength 63 Endurance 63 Ride and Sail 63 Races and Pursuit 64 Maneuvers 64 Combat 64 Knowledge Skills 64 History 65 Creatures 65 Places/Cultures 66 Magic 66 Institutions 67 Languages 67 Dialects 68 Read Script 68 Religions/Gods 69
Step Seven: Select Expertise and Combat Techniques
70
Combat Skill Expertise 70 Wrestling-Grappling 70 Wrestling-Striking 70 Light Melee-Select Weapon 70 Medium Melee-Select Weapon 70 Heavy Melee-Select Weapon 70 Small Ranged-Select Weapon 70 Large Ranged-Select Weapon 70 Specialist Skill Expertise 70 Divination-Fortune Telling 70 Divination-Augury 71 Medicine-Diagnose 71 Medicine-Surgery 71 Medicine-Treat 71 Ritual-Select Deity or Being 71 Talent-Perform 71 Talent-Composition 71
Trade-Medium 71 Survival-Forage/Shelter 71 Survival-Travel 71 Survival-Harvest/Fish 71 Physical Skill Expertise 71 Athletics-Climb 72 Athletics-Leap 72 Athletics-Sports 72 Swim-Fast 72 Swim-Diving 72 Speed-Initiative 72 Speed-Pursue 72 Speed-Elude 72 Muscle-Lift 72 Muscle-Break 72 Endurance-Exposure 72 Endurance-Marathon 72 Ride-Race 72 Ride-Maneuver 72 Sail-Navigation 72 Sail-Battle 72 Mental Skill Expertise 72 Detect-Sense 72 Command-Lead 73 Command-Extract 73 Persuade-Charm 73 Persuade-Convince 73 Deception-Denial 73 Deception-Tall Tale 73 Empathy-Emotion 73 Empathy-Intention 73 Detect-Quick 73 Detect-Prolonged 73 Reasoning-Wits 73 Reasoning-Logic 73 Knowledge Skill Expertise 73 History-City 73 Language-Dialect 73 Creatures-Specific 74 Places/Cultures-City Or Tribe 74 Magic-Spell 74 Institutions-People 74 Institutions-Formalities 74 Institutions-Symbols 74 Religion-History 74 Religion-Teachings 74 Combat Techniques 74 Wrestling 74 General Melee 74 Light Melee 75 Medium Melee 75 Heavy Melee 75 Small Ranged 75
Step Eight: Divinity and Disciples 76 Divinity 76 Followers 76 Disciples 76 Thauma (Miracles) 77 Spells 78 Divinity Loss 78 Resist 78 Devotion 78
Step Nine: Select Flaws
79
Awkward 79 Blind 79 Cowardly 79 Cursed 79 Egotistical 79 Enemy 80
Greedy 80 Hedonist 80 Foul-Tempered 80 Juvenile 80 Mad 80 Magic Vulnerability 80 Missing Limb 80 Nervous 81 Lame 81 Lazy 81 Secret 81 Sickly 81 Ungainly 81 Unintelligent 81 Weak-willed 81 An Example Of Character Creation 81
Chapter Three: Spells and Thauma
83
The Four Emotions 83 Casting a Spell 83 Sustaining Spells and Automatic Successes 84 Minor Spell Effects 84 Spell Rolls and Afflictions 84 Spell Entry Format 86 Spell Descriptions 86 All 86 Dance Of Satree 86 Herald 87 Memory 87 Orthu’s Frightful Mindfulness 88 Orthu’s Potent Script 88 Potent Ambience 88 Soul Shield 89 Treacherous Icon 89 Agape-Love 90 Arch Of Protection 90 Borrowed Fate 90 Captivation 90 Cloak Of Protection 91 Desire 91 Flavia’s Terrible Purification 91 Gilded Cage 92 Heart Of Darkness 93 Heal 93 Illuminate Script 93 Inversion 94 Love’s Martyrdom 94 Merciful Plea 94 Sanctuary 95 Servitor 95 Summon 96 Unfettered Joy 97 Ultimate Sacrifice 97 Unity 98 Warding Wall 98 Water Shape 98 Wild Whisper 99 Penthos-Pain/Sorrow 99 Bridge 99 Bloodsmith 100 Cacophony 100 Drowning Sorrows 101 Endure 101 Enhance 102 Flying Eyes 102 Glimmering Rupture Of Karima 103 Horrible Opening Of Penderghast 103 Invigorating Cauterization 104 Iron Refuge 104
Lens Of Agony 105 Mitigation 105 Mourning Glory 105 Reshaping Of Satree 105 Scars Upon Scars 106 Seeping Wound 106 Share Pain 107 Shared Burden 107 Song Of Lament 107 Sphere Of Suffocation 107 Void Of The Demonlords 108 Deimos-Fear 109 Costly Bargain 109 Daydream 109 Dread Passenger 110 Eyes Of Knowing 110 Flight 111 The Gaze Of Carus 111 Grasp From Beyond 112 Hibernation 112 Hide 112 Malevolent Mockery 113 Paralysis Of Nemach 113 Plague Of Fear 114 Pora’s Portrait 114 Remembrance 115 Sealing 115 Smoke 115 The Splintering Of Yaum 116 Storm Walker 116 Thekla’s Secret Pathway 117 Tearing The Veil 117 Vortegan’s Whirling Catastrophe 118 Youthful Restoration 119 Misos-Anger/Hate 119 Avalanche Of Flame 119 Beacon 120 Bend Gravity 120 Blades Of Wrath 120 Bolt Of Fury 121 Cold Furious Gaze 121 Dancing Steel 121 Earth Mastery 122 Flying Steel 122 Focus Of Ire 123 Hungering Arrow Of Yaum 123 Inner Strength 123 Immolation 124 Impaling Spike 124 Impel 124 Juggernaut 125 Karima’s Baleful Glare 125 Obliterate Magic 126 Screaming Surge 126 Shattering 127 Shooting Star Of Yaum 127 Surging Wave 127 Vow 127 Thauma (Miracles) 128 Performing Thauma 128 Consequences Of Performing Thauma 128 Entry Format 129 Thauma Descriptions 129 All Seeing Eyes 129 Awakened Doom 129 Army Of The Chosen 129 Blight 129 Blood Of A God 129 Bountiful Blessing 129
Captivating Voice 130 Create Den 130 Create Life 130 Divine Curse 130 Grim Sacrifice 130 Earthquake 130 Food Of The Gods 130 Grant Wish 130 Invincibility 131 Majesty 131 Meteor 131 Minister Unto The Sick 131 Permafrost 131 Portal 131 Rain Of Fire 132 Raise Dead 132 Remove 132 Returning 132 Spark Of Life 132 Sending 133 Senga’s Fortitude 133 Soul Anchor 134 Strength From Weakness 134 Tidal Wave 134 Time Freeze 134 True Wisdom’s Radiance 134
Chapter Four: Equipment
135
Starting Wealth 135 Currency, Wages And Trade 135 Wages 136 Trading in Gamandria 136 Buying Weapons, Armor, 136 and Military Goods 136 Weapon 136 Weapon Entry Format 136 Melee Weapons 138 Wrestling 138 Light Melee 139 Medium Melee 139 Heavy Melee 139 Ranged Weapons 141 Small Ranged 141 Large Ranged 141 Armor 141 Armor Entry Format 141 Padded Armor 142 Leather Armor 142 Mail Armor 142 Scale Armor 142 Mandaru Lamellar Armor 142 Breast Plate 143 Ronian Laminar Armor 143 Caelan Laminar Armor 144 Shahri Pearl Armor 144 Helmet 144 Armguard 144 Shields 144 Mounts and Transport 145 Transport and Combat 146 Naval Combat 146 Mounts 146 Vehicles 146 Chariots 146 Light Chariot, Two Horse 146 Light Chariot, Four Horse 146 War Chariot, Two Horse 147 War Chariot, Four Horse 147 Light Travel Chariot, Four Horse 147 Ships 147
Light War Galley 147 War Galley 147 Heavy War Galley 147 Super War Galley 147 Merchant Ship 148 Grain Ship 148 Shahreme 148 Sea Chariot 148 Whale Howdah 148 Ship Weapons 149 Chemicals 149 Clothes 150 Materials 151 Everyday Items 152 Musical Instruments 154
Chapter Five: Rules
155
Rolling the Dice 155 Types of Skill Rolls 155 Penalty and Bonus Format 156 Deep Penalties (Optional) 156 Rolling 10s 156 Rolling 10s for Target Number 10 157 Capping the Numbers 157 Setting the Target Numbers 158 Damage 158 Closed Damage Rolls 158 Open Damage Rolls 159 Lethal and Non-Lethal Attacks 159 Wound Trackers 159 Dying 161 Critical Injuries (Optional) 161 Healing 161 Combat 162 Actions in Combat 162 Turn Order 163 Movement in Combat 163 Terrain in Combat 163 Miniatures and Maps 163 Damage 164 Combat Tactics and Options 164 Area of Control (optional) 164 Closing and Reach 164 Facing (Optional) 164 Cover 164 Prepared Strike 165 Targeted Strike 165 Aimed Strike 165 Restraining 165 Suffocation and Drowning 165 Mounted Combat 166 Charging on Foot 166 Disarming 166 Surprise 166 Ad Hoc Combat Modifiers 166 Environmental Hazards and Challenges 167 Falling Damage 167 Fire Damage 167 Illumination 167 Special Actions, Conditions 168 Suffocation and Drowning 168 Drowning 168 Attacking Objects 168 GM Adjudication of Attacking Objects 169 Lifting and Moving Objects 169 Beast Strength 170 Lack of Sleep 170 Dreams And Dreaming 170
The Realm of Dreams 171 Non-Combat Skills 171 Failure, Success and Total Success 172 Non-Combat Modifiers 172 Carts, Horses and Boats 172 Travel and Encounters 173 Travel Times 174 Encounters and Impediments 174 Dispositions in Encounters (Optional) 175 Traps 175 Trap Entry format 175 Obstacle Traps 176 Attack Traps 176 Spell Traps 176 Supernatural 176 Sample Traps 176 Fragile Bridge 176 Collapsing Door 176 Poisoned Darts 177 Ballista Trap 177 Blade Trap 177 The Face of Taul 177 Pit Trap 177 Managing Followers 178 Follower Roll Table Results 179 Income from Sertori Followers 181 Disease, Poison and Herbals Medicines 181 Poison and Disease Table Entry Format 182 Diseases 183 Poisons and Herbal Medicine 184 Poison 184 Herbs and Herbal Medicines 186 Campaign Event Rules 186 Armies and War 186 Combat Roll 187 Combat Rating 187 Strength 187 Pre-Combat Skill Rolls 187 Calculating Casualties 188 Money Making Ventures 188 Chariot Races and Gladiator Games 188 Participating in Chariot Races 188 Participating in Gladiator Games 189 Spectators of Chariot Races, Gladiator Games and other Events 189 Politics 190
Chapter Six: Afflictions and Grims
191
Grims Points and Afflictions 191 Resting and Recovery Checks 191 Making Recovery Checks 192 Afflictions and Grims 192 Stage Zero: Safe Zone 192 Stage One Afflictions 192 Mental Afflictions 193 Physical Afflictions 193 Stage Two Afflictions 193 Mental Afflictions 194 Physical Afflictions 194 Stage Three: The Transformation 194 Grims 195 Grim Beasts 195 Haunts 195 Grim 195 Extended Example 196 Grims in Gamandria 198 Destroying Grims 198
Angordee 198 Bashon 198 Daethron 199 The Foothills of Yaum 200 Leonus 201 The Library of Karima 201 The Napung Forest 203 Ogre Gate 203 The Pits of Aqaban 204 The Red Forest of Ras 205 Rona 206 Tungat Oasis 207 Sai Wood (Khason/Dosikan) 208
Chapter Seven: Gods
209
The Gods and Creation 209 The Power of the Gods 209 The Death of Senga 209 Gods 210 Ramos (Humans and flying creatures) 210 Sul (Dwarves and fish) 211 Lurolai (Halflings, sea mammals and fish) 212 Lorgo (Orcs and Elephants) 213 Ranua (Elves and horses) 214 Senga (Ogres and Lions) 215 Sur Vanker (Gru and deer, elk, etc) 215 Sarilla (Hasri and reptiles) 216 Aetia 217 Little Gods and Demi-gods 217 The Role of Gods in Gamandria 217 Creation of Races and Monsters 217 Divine Intervention 218 Gods, Religions and Sects 218 Souls and Sertori 218 The Many Realms of Gamandria 219 Dens 219
Chapter Eight: Religioms, Organizations and Texts
221
Religions in Gamandria 221 Major Religions 221 Church of Light 221 Northern Church Structure 223 Southern Church Structure 223 Church of Ramos 223 Church of Ramos Structure 224 Laws of Ramos 224 The Cult of Sarda (The Sardonan Church) 224 Sardonan Church Structure 224 The Hasri Priesthood 224 The Monks of Isharna 225 The Priesthood of Lurolai 225 The Priesthood of Sul 225 Ranuism 226 Khatic Ranuism 226 Mandarism 226 Phukaoism 226 Cults And Mystery Cults 227 The Children of Nong Sai 227 Cult of the Emerald Serpent 227 Cult of Karima 227 The Cult of Kwam Jao 227 The Cult of Maelith 227 Cult of Leonus 228 Cult of Senga 228 Cult of the Stone Gods 228 The Cult of Sukat 229 The Cult of Tungat 229
Organizations 229 The Children of Nong Sai 229 The Caelcori 230 The Fellowship of Promestus 230 Structure 230 Laws 231 The Hand of Jahannam 231 Texts 231 The Book of the Archon 231 The Book of Light (Vavantos Kounaevma) 232 The Fabian Law Codes (Lex Fabii) 232 The Light of Ramos (Noor Alu-Ramu) 232 The Purging (Tanqiya Alu-Sephari) 232 The Sarrian Book 232
Chapter Nine: People and Places
233
Geography 233 Grims 234 Ancient Ruins of Nong Sai and the Slovars 235 Lost Civilizations 235 Trade 235 Trade Routes 235 The Shahri Trade Network 236 Coffee 236 Coffee Houses 236 Tea 236 Ivory 237 Culture 237 Important Customs and Folk Beliefs 237 Culture by Region 237 Wars 240 Slavery 241 Technology 241 The Aevia and the Aeta Tribes 249 The Agars 249 Agra 249 Agorta 249 Ahad Bilda 250 The Aluma 250 The Amla 250 The Amla and Amla Qart (Giants and City of Giants) 250 Amla Qart 251 The Anam Tribe 252 Angordee 252 Angordee Forest 252 The Anifa Tribes 252 Anisa 252 The Anja Grasslands 252 Anumar Mountains 252 Aqul 252 Ardiah 252 Argat 253 As 253 The Asana 253 Asar 253 Asharun 253 The Ateeni 256 The ‘Awad Mountains 256 Atroxis and the Tribes of Pendeo 257 Bahur 258 Bakra 258 Bashon 258 The Basi 258 The Bay of Goa 258 Bedyr 258 Belhauch 258
Besra The Betari Belvane and Gru Belvar The Belvari Bisos Brixes Brogustu Foothills Brogustu Mountains Bukra-Shar The Bukhra Tribes The Bungata Tribes Cael The Caeloru Sea (The Sea of Cael) Caelum Republic The Canti The Cantian Forest Chambar Chun Cliffs of Shandee The Corsata The Daethroni Dakia Donyra Druna (geographic) Druna (city) The Eastern Plains Elea Forest The Emerald Mountains Emerald Valley The Eshi Esmar and The Esmar People Faikhun Foothills of Yaum The Free Cities of Eukos (Eukos, Celos, Paroi, Achae and Rapistos) The Fushal Islands The Gara Tribes Garba Garos Gashta Forest Ghajeen Gola Grega The Gru The Gulf of Anja Haban Hadashta The Hanadi and the Corsata Harkad The Has Mountains The Hashar Desert The Hasheva Havsoru River Helenos Helvaro The Hirami The Hoona Hoonor The Hora River Iqra Isaek The Isan Forest Ishola Iska Jalisa Janus Jun Kabod The Kalgoru
258 258 259 259 260 260 260 260 260 260 261 261 261 263 264 270 270 270 273 273 274 274 274 274 275 275 275 275 275 275 275 276 276 276 276 277 277 277 277 277 277 277 277 277 278 278 278 278 278 278 278 278 279 279 279 279 279 279 279 279 279 279 280 280 280 280 280 280 280
Kalgut Forest 280 Kamison 280 Kao Dee 280 The Kasikon 281 Kasir 281 Kawa 281 Khasaba 281 Khason/Dosikan 281 Khata 281 Khubar Forest 282 Kisra 282 The Klammerskel Mountains 282 Korash Desert 282 Korashu Mountains 283 Kufar Forest 283 Ledo 283 Loxus 283 Ludaea 283 Machaea, Polyra and Loxus 283 Mandaru Empire 283 The Maniya 285 The Marite Kingdoms 285 Matruk 286 Meng Sai 287 Midbar Desert 287 Midbar Mountains 287 Midbar Valley (Geographic) 288 Midbar Valley 288 Mikan 289 Miskan 289 Mount Lorgo 289 Mount Sarda 289 Muqasat Forest 289 Nahar 289 Namthong River 289 Napra 289 Napung Forest 289 The Narhasta Tribes 289 Neoda 290 Nokai 290 Nong Sai 290 The Noshtar 290 Ogre Gate 290 Okpa 290 Olam 290 The Padee 290 The Padee Forest 290 The Padee Mountains 291 Pador 291 Parsa 291 Parum River 291 Patua 291 Pendeo Mountains 291 Perlova Forest 291 Perlova Valley 291 Peronius 291 Phra Goa (city) 291 Phra Goa 291 Phu Kao 292 Pits of Aqaban 293 Plains of Moru 293 Polyra 293 Poro Deos 293 Port Sul 293 The Pulpar River 293 Pulpatoon 294 Qados 294 Qana 294 Qam’ua 294 Qasi 294
The Qidhani Tribes Rahan Ralla Ralla River Ranu and The Ranu People Ranua Forest Raqin Rasan Mountains Rashpar Forest Rashua Rashua Forest The Rasuwan Red Forest of Ras Red Plains Rihan The Rihan Tribes Rona The Ronian Empire Rono River Rostanba The Ruya Sahir Saigru Sakhira Sai Wood Saiyok Sardon Sardona The Sayfada Sea Alu-Hasri The Sea of Aetorus The Sea of Garbala The Sea of Gilva Sengasta The Servars Servata Shahr Shahr Island The Shahr Republic The Shakasti Tribes Shandee Falls Shanor The Singh Tribes Skalda The Slovar Caverns Solara Starhaunch The Steppes of Gulga The Steppes of Shandee The Stone Gods of Pulpar Sudwon Sula Akdala Taam Tajem The Taksira Channel The Taksiri Pirates Talyr Talyr Pass Tanyra Tardu Tarsa Thrakos Thrana Tisa Ran Tongasha The Tooksap Tribes Tordae Traya Tronis The Tribes of Pendeo
294 295 295 295 295 295 296 296 296 296 297 297 297 297 298 298 298 298 301 301 304 304 304 304 305 305 305 305 306 307 307 307 307 307 307 307 307 308 308 312 312 312 313 313 313 313 313 313 313 313 314 314 314 314 315 315 315 317 317 317 317 317 317 317 318 318 318 318 318 318
Tungat Oasis Tusk House Ubara Udom Urgason Urhauch Usta The Utari Utor Vaar Wood The Vadeena Valorgo The Vari Tribes Varian Mountains Varian Sea The Vaaran Kingdoms Vashanu Vesta The Verani Waqar The Wastes of Biti Panma The Western Plains Yodh
Chapter Ten: History and Legend
318 319 319 320 320 320 320 320 320 320 321 321 321 321 321 321 323 324 324 324 324 324 324
325
Calendar Eras 325 Ante Angustiam (AA) 325 Post Angustiam (PA) 325 History in Broad Strokes 326 Ancient Period (Ogre Civilization 1500 AA to 1 PA) 326 “Age of Light” 326 Middle Period (1-500 PA) “Age of Ashes” 328 The Golden Age (501-1200 PA) 329 The Silver Age (1200 to 1450): The Age of Disciples 329 Beyond the Present 330 The Times of War 330 The Time of Magic 330 Time of Ruin 330 The History Of Shahr And Caelum 330 Shahr 330 Caelum Republic 332 Lore 334 The Creation and the Spread of the Elves 334 The Legends of Cael and Sola 335 The Legend of Cael 335 Legend of Sola 336
Chapter Eleven: Threats and Monsters 337 How to use this chapter 337 How Monsters Come to Be 337 Monsters and Capping 338 Powers 338 Entry Format 338 Soldiers And Warriors 339 Ronian Soldier, Infantry 339 Ronian Imperial Guard (Ogre) 339 Marauders, Scum And Villainy 341 Shades Of Gray 343 Pilgrims (Human) 343 Animals 344 Bears 344 Crocodiles 344 Elephants and Mammoths 344 Gorillas 345 Gorillas, Great 346 Hippopotami 346 Lions/Tigers 346
Monkeys 347 Monkeys, Staring 347 Monkeys, Skunk 348 Ostrich 348 Rhinoceros and Wooly Rhinoceros 349 Hippocampi 349 Shark 350 Shark, Tendril 350 Snake, Giant 351 Whales, Esmar 351 Wolves 352 Armira 352 Bronze Soldiers 353 Golden Lions of Nicephorus 354 Marble Statues 354 Berserker 355 Boulder Crabs 356 Demons 358 Eshraic 358 Eroo 358 Den Dwellers 359 Surface Dwellers 360 Brownies 360 Imps 360 Numinous Elves (Forest Elves) 361 Qarin 362 Selkies 362 Trow 363 Guardian Beasts 364 Lorgo’s White Mammoths 364 Ramos’ Burning Eagles 365 Sarilla’s Serpents 365 Sea Beasts of Lurolai 366 Sur Vanker’s Bears 366 Wolves of Ranua 367 Inhabitants 368 Qalibarians 368 Guardian 370 Angels of Ramos 370 Ifrits of Sul 371 Krut of Sarilla 372 Dragons 374 Tohireo 374 Rakada 376 Tanoor 376 Eyes Of The Sertori 377 Flying Squid 377 Giants (Amla) 378 Gliding Hunger 378 Golden Locust 379 Grim Beasts, Haunts 379 Grims 379 Haunts 379 Grim Beasts 379 Banshees 380 Brain Wasps 381 Demagogue 382 Dryads 383 Dybbuk 383 Harpy 384 Gorgon 384 Liches 385 Marghasts 386 Minotaur 386 Ophidian 387 Siren 387 Ghouls 388 Abominations 388 Gulga Raptor 388 Ice Demons (Yorga) 390
Korvars 390 Krut 391 Living Dunes 392 Monstra 393 The Beast of Sardona (Lion Monstra) 393 Nam-Ra 394 The Old Man of Ansa 394 Naga 395 Naga Men, Eastern 396 Plants And Molds 398 Blood Tree 398 Thorny Death Moss 399 Worm Wood 400 Sea Slime 401 Shahri Blackbirds (Sharur) 402 Snow Serpent 403 Spirits 403 Angry Spirits 403 Haunting Spirits 404 Sandmen 405 Sand Dragon 406 Sandwalker 406 Strix 406 Taidin 407 Theklan Raiders 408 Trolls 408 Empty Shell 409 Ghouls 410 Ghouls of Aqaban 411 Liches 411 Vampires 411 Yaumbie 412 Zombies 413 Waste Elves 414 Whisperers 415 Wildmen 416
Chapter Twelve: Objects of Power Axe of Rending The Bell of Goa The Belladonna The Bukhra Diamond The Blade of Sarilla Chalice of Sarilla Dagger of Anaree Dust of the Destroyer The Toga of Fire Crown of Shadows The Golden Locket Helm of the Slovars The Horn of Senga The Ivory Tusk of Victory Khaduma The Lyre of the Archon The Orb of Salvation The Red Sword of Goa The Sarrian Book Sertori Skull Thekla’s Chariot Thekla’s Endless Rakwa The Throne of Nicephorus Spear of Demon Slaying The Skull of Kashan Voidspear
Chapter Thirteen: Gamemastering Gamandria
417 417 417 418 418 418 418 419 419 419 419 420 420 420 421 421 421 422 422 422 423 423 423 424 424 424 424
425
Where is the adventure? 425 The Nature of the Setting 425 Assumptions 426
Using Followers 427 Using the Gods 428 Using Grims and 429 The World Lives 429 Gamemaster Responsibilities 430 Types of Adventures 430 Urban 431 Missions 431 Exploration 431 Investigation 431 Monster Hunts 431 Political Intrigue 432 Adventure Ideas 432 Experience and Character Adv. 434 Creating Your Own World 434 Traditional Sword and Sorcery 434
Chapter Fourteen : Non-Player Characters Aetos Dominus Gesara of Palus Isharna Juventar Ilexu Gardo Ozias the Ice Lich Sabeena basa Aruhana Sukat Veja Kashan Zabaea Anaree Ariston Badr Barka Dulo Iqra Cael Korgo Fang of Sur Vanker Flavia Kalla Basa Jafa Wasan Phra
Appendix One: Encounter Tables Regional Encounter Tables List Of Kings (Maliks)
Appendix Two: Sample List of Kings and Rulers List Of Rulers Of City Of Talyr Archons Of Promestus
435 435 436 437 438 439 440 441 442 443 444 445 445 446 446 447 447 448 448
449 455 457
457 458 458
Appendix Three: Titles in Gamandria 459 Asharun 459 Caelum 459 Chambar 460 Church Of Ramos 460 Fellowship Of Promestus 460 Donyra 460 Khata 460 Mandaru Empire 460 Marite Kingdoms 461 Matruk 461 Phra Goa 461 Rashua 461 Ronia 461 Shahr 462 Talyr 462 Vaaran Kingdoms 462
Appendix Four: Glossary of Key Terms and Gamandrian Words
463
Appendix Five: Pronunciation Guide 465
Preface The Game
The Setting
This book was a long time in the making. When we first started Bedrock Games, it was at the top of our list of projects to do, but it fell by the wayside while we worked on other books. We released Terror Network, Crime Network, Horror Show and Servants of Gaius (and we published an OSR Indian RPG called Arrows of Indra). We also published a number of modules and supplements. All of these commanded our full attention, and we were not able to work on Sertorius seriously until 2012. Since then, we have been diligently creating the setting and system. In the end, the delay was a tremendous gift. It allowed us to experiment with the underlying mechanics for years with games like Horror Show and Servants of Gaius. We identified flaws and tried to improve what already worked well. This game is a result of all that effort, but it is also something new.
One reason Sertorius is 500 pages is the setting: Gamandria. This is a fantasy world where the Players are powerful Spell-casters (called Sertori), the reborn spirits of a god whose soul was scattered to pieces over a thousand years ago during the time of the great Ogre kingdoms. They inhabit a setting of empires, ruins and city states, amassing worshippers as they gain power.
Fans of previous Network games will note that Sertorius is a more robust game. Part of the reason for this is the introduction of magic and fantasy which meant we simply needed more mechanics, but the other half was a desire for more comprehensive design. We knew this would be a bigger book than our previous Network products (which are roughly 100 pages each), so it seemed like a good opportunity to develop the Network System beyond that smaller scope. The end result still adhered to a general philosophy of less is more, and we tried to keep most of the expansions optional. Hopefully, the more elaborate system will not shock those familiar with Terror Network or Servants of Gaius. I believe this is our best Network book so far and hope you agree.
The setting is an entire continent. It includes a wide selection of cultures, races, magic and gods. It can accommodate a range of play-styles and adventures. We made it with everything from political intrigue to dungeon crawls in mind. We worked hard on the setting trying to make it believable, fun and fantastic. Our aim was to include a gazetteer with an entry for everything named on the map. Word count limitations forced us to limit some entries, but on the whole, we were able to include everything we wanted. It’s not perfect, but I believe we did as well as our natural limitations allowed. Each of us had strengths that contributed to Gamandria’s design, and we certainly also had weaknesses that couldn’t help but emerge. While we worked to contain those, I am sure some have been overlooked. Still, we think it is a marvelous setting and is better than we imagined when we set out to create it. We all have our favorite aspects. I love the Ogres with their mighty civilization and tragic decline. The nomadic Elves of Mandaru and the city states of
Hema Valley are other personal favorites of mine. Dan gravitated toward the beastly Gru warriors of the North and the mercantile republic of Shahr, while Bill fell in love with the monks of Phra Goa, the dizzying array of Sertori gods in Donyra and the Taksiri pirates.
Influences Like all of our other books this one is a result of many different influences. I think the chief ones are the fantasy and science fiction settings we played growing up in the 80s and 90s—among these, Ravenloft, Harn and Darksun probably had the most direct influence on our design. In particular, Ravenloft helped inspire certain aspects of the setting. I am a die-hard fan of the demi-plane of dread and tried to bring some of its creepiness to Sertorius. For movies it really ran the gamut: Life of Brian, BenHur, Jesus of Nazareth, Willow, Excalibur, Conan, Spartacus, The Highlander, 13th Warrior, Legend, Gladiator, The Seventh Voyage of Sinbad, Clash of the Titans, Time Bandits and Agora all shaped the setting. I think Agora and Life of Brian were quite important in helping inspire much of the Follower system (which becomes more central as campaigns progress). The Roman influence is probably obvious to readers so, much like Servants of Gaius, Gamandria (or at least the Orcs of Caelum) owes a debt to I, Claudius the miniseries. Television programs like Doctor Who, Rome, Star Trek, Star Trek: The Next Generation (Particularly the Kahless episodes), Hercules and Xena certainly offered inspiration as well. Martial Arts Fantasy and Historical Martial Arts films also shaded our view of what an RPG setting ought to contain. I drew a lot of inspiration from recent martial arts movies like House of Flying Daggers, Crouching Tiger Hidden Dragon, Zu Warriors, Hero, Painted Skin, Painted Skin II, True Legend, Detective Dee and the Mystery of the Phantom Flame (highly recommended for Sertorius), Sorcerer and the White Snake, Ong Bak 2 & 3, Flying Swords of Dragon Gate Inn. I was also influenced by older ones like Come Drink With Me, The Lady Hermit, Butterfly and Sword, The Bride with White Hair, The Kid With the Golden Arm, Twin Warriors, The One Armed Swordsman, Golden Swallow and Dragon Gate Inn. Perhaps more important was our interest in ancient history: the ancient Mediterranean cultures, Europe, 14
The Middle East, Eurasian Steppes and the Silk Road. Thai history and myth also play a foundational role in the setting. The great Ogre civilization is based on the old Thai kingdoms, and much of Ogre and Elven culture is influenced by Thai interpretations and art of the Indian epic Ramayana (The Ramakien). Arabic and Middle East history also helped shape the setting. I took a cue from Tolkien and used the three letter root system (often after creating the sound of a place name) to discover what it meant. The influence of Arabic (and its clumsy merger with Phoenician and Punic) cannot be overstated (at least for the widespread Khubsi speaking cultures that dominate so much of the continent). It needs to be emphasized, these were sources of inspiration that we took and changed to our taste. Nothing here is intended to be authentic to any source material. The languages are fake hybrids, and the monsters, cultures, etc., are fusions dressed up the way we like for an RPG. Gamandria owes a big debt to Tolkien and to Dungeons and Dragons. It is a fantasy setting with Elves, Halflings, Dwarves, Humans, and monstrous Races like Trolls. We may have put our own unique twist on them, but we tried to keep all the basic Races familiar to fans of traditional fantasy RPGs. Beyond Tolkien, all of the designers could point to countless Fantasy and Science fiction writers who inspired them while working on Gamandria: Michael Moorcock, Edgar Rice Burroughs, Robert Jordan, Mercedes Lackey, Chris Bunch, Margaret Weis and Tracy Hickman, T.H. White, Robert A. Heinlein, Arthur C. Clarke, R.A. Salvatore, Jim Butcher, Harlan Ellison, Tad Williams, John Marco, J.V. Jones, Patrick Rothfuss, Peter S. Beagle, C.S. Friedman, Robert E. Howard, Frank Herbert, Isaac Asimov, Larry Niven, Ray Bradbury, Aldus Huxley, Robin Hobb, Mickey Zucker Reichert, James Lowder, H.G. Wells, Terry Pratchett, etc. Ultimately, this is a game that draws from a wide range of sources.
Thanks We would like to thank everyone who supported us by play-testing, reading, contributing and being fans of Bedrock Games. As always, special thanks to therpgsite.com, where we received a good amount of feedback from posters.
Chapter One Introduction What is Sertorius? Sertorius is a fantasy role-playing game where you play powerful magic-wielders called Sertori. In an ancient world, where kings and oligarchs rule, Sertori are the inheritors of a dead god’s sacred sorcery. That god, Senga, the Ogre deity, was killed ages ago and his spirit reborn among the Races of the Gamandria. This power is yours. Rare and widely feared, the Sertori are at times the focus of adoration and worship. In this game, you increase in power by gaining followers. With time, you command hundreds of thousands who kneel at your feet and heed your every word. Well, almost every word. Followers add to your strength but sometimes stray into sectarian conflict and religious warfare. Until you achieve such greatness, you are just one Sertori among the hundreds (perhaps thousands) who roam the land—some of whom have formed into orders, others adventure the world together, and a few dream of conquest. Your destiny is for you to decide. Sertorius is a game for adventures of all kinds. Explore the ruins of Nong Sai, navigate the gauntlets of courtly intrigue, make your fortune as an adventurer or merchant and investigate the strange and evil doings of mysterious cults. There is an entire continent before you, waiting to be explored.
Gamandria Gamandria is the world and continent on which Sertorius is set. It is a place created by the gods, who
once walked freely among their followers. In its ancient past, the Ogres built a great civilization of cities called Nong Sai and went to war with their rivals in Anumar. When these powers collided, their gods Senga and Lorgo fought beside them. But the last of the Ogre kings, Dosikan, made a pact with Sarilla, the snake goddess and consort to Senga, who showed him how to kill a god. He tricked Senga and spilled the deity’s blood, absorbing all its divine powers in the process. The experience drove Dosikan mad and brought the wrath of the other gods. As they sent dragons and fury to destroy Nong Sai, Dosikan made his last stand in Sai Wood. When he died in battle, the power of Senga was released into the world and reborn into the Humanoid Races, except for the Ogres, who carried the curse of Dosikan with them. Civilization was destroyed. From that destruction, the other races (Halflings, Dwarves, Orcs, Humans, Elves, Gru, Kobolds and Hasri) built on the ruins. The emergence of Sertori, who are a product of Senga’s death, was initially frightening. They often seized control of cities and imposed their will on the populations, or they were hunted down by organized bands of fanatics. Eventually things settled and today Gamandria is, once again, a world of sprawling city states and trade roads. The setting of Gamandria is described in much more detail later in this book (particularly CHAPTER NINE). All you need to know initially is that it’s a setting modeled after the ancient world, in places extending as far as late Antiquity or even the dark ages, but for the most part draws inspiration from places like ancient Rome, Alexandria and Petra. That said, it is
also anachronistic. Things like gunpowder exist in certain quarters. Gamandria is inspired by ancient history but not chained to it. While there are a lot of places to explore in Gamandria, the key areas to be aware of going in are Caelum Republic (a massive Orc empire in the North), Ronia (a theocracy in the Varian Sea, mainly Human), Shahr (a Halfling trade empire, with extensive coastal colonies), Mandaru (an Elven empire ruled by nomads from the steppes) and Asharun (a Hasri empire in the West).
Sertori and Grims Magic is dangerous to wield in Gamandria. Sertori who carelessly cast Spell after Spell risk acquiring Afflictions which affect their bodies and minds. If they allow this process to continue, it can turn them into beings called Grims. Grims come in a great variety of forms. When a character goes Grim, his spirit and body undergo an elaborate transformation, sometimes fusing with the local environment. Grims exert an influence over such areas, and their powers are greatly heightened. This is not unlike a haunted landscape people fear to pass through. But Grims can also be mere monsters like Liches, Banshees and Minotaurs.
The Gods and Rituals The gods are real and their powers can be called upon through Rituals and effort. Characters, even non-Sertori, can perform Rituals to seek aid from the gods or they can try to divine their will through augury. These are both handled by Ritual Skill and Divination Skill (both belonging to the Specialist Skill Group). Throughout the book you will find Rituals that characters can perform (particularly in the god section). These are not exhaustive; there are assumed to be more Rituals, and the GM has the freedom to create them as he needs.
The Network System Basics The Network System is Skill-based and uses dice pools of ten-sided dice (called d10s) against Static Defense Numbers (called Target Numbers or TNs). This is the same system we used in Terror Network, Horror Show and Servants of Gaius— 16
greatly modified for a fantasy setting. To play the game, you will only need the Sertorius rulebook. You do not need to buy any other Network products, and everything required to play is contained in these pages.
Skill Rolls When characters do things they make Skill Rolls. This includes everything from swinging a sword to pitching a tent in the wilderness. To make Skill Rolls, characters roll d10s equal to their Skill Rank against static Target Numbers to see if they succeed or fail at an action. A crucial point here is they roll a number of d10 and take the single highest result, which is compared to the Target Number (TN). If it equals the TN, then it is a Success. If it is lower than the TN, then it is a Failure. If it is a result of 10, then something special happens. In rare cases, characters roll their d10s against each other or opponents, and the person with the single highest result wins (this occurs in arm wrestling matches or Races, for example).
Skill Rankings The number of d10 rolled for a Skill is set by your Skill Ranking (usually 0-3). The Skill Ranking is the number of dots a character has in a given Skill. Each of these dots equals one 10-sided die in a Skill Roll. So a character with two dots in Light Melee, rolls 2d10 any time he attacks with a dagger. When characters have zero Ranks in a Skill, they can normally still use it, but must roll 2d10 and take the single lowest result.
Target Numbers All Skill Rolls are made against Target Numbers. Characters need to meet or exceed Target Numbers to Succeed at an action. When the Skill Roll is performed against another character, the Target Number is the Target’s Relevant Defense Rating (see CHAPTER TWO for details). When the Skill is performed against the environment or objects, the Gamemaster sets the Target Number. Guidelines for setting Target Numbers are found in CHAPTER FIVE: RULES.
Character Creation Character creation is a step-by-step process described in CHAPTER TWO. Here we go over some of its basic components.
Race There are several different Races to choose from in Gamandria. Almost all Races can be Sertori, except for Ogres, who have no access to magic. The available Races are: Orcs, Kobolds, Humans, Gru, Hasri, Halflings, Dwarves, Ogres and Elves.
Background This is a reflection of your personal history, social class and natural talents. Are you a Halfling merchant looking for opportunities on the Eastern Trade Route, or the Elven son of a Chieftain from the Steppes of Shandee? The function of Background is to determine how many Skill Points you have to invest in each category of Skill. The Backgrounds in Sertorius are: Scholar, Farmer/Laborer, Warrior, Tradesmen, Leader, Performer and Jack of All Trades.
Character Details These are aspects of your character like place of birth, age, name and description. Some sample names based on language are provided in CHAPTER TWO.
Emotions Spells are primordial creative energies similar to Human emotions. All Spells are divided into four Emotional categories: Misos (anger), Agape (love), Penthos (pain) and Deimos (fear)—there is also an All category. Casters are naturally more inclined toward different Emotion categories, and have Rankings of 0 to 3 in each. Having a high Ranking in a category makes those Spells more powerful when you cast them, but it also increases the number of Grim Points you acquire through casting. Emotions are described in more detail in CHAPTER TWO.
Spells
Each Spell is tied to a particular Skill, which is what you need to cast that Spell. So, Bolt of Fury uses Small Ranged—meaning, anyone casting it must make a Small Ranged Skill Roll to do so successfully. Because of this, it is important to know what Skills you need for your Spells. Generally, most characters start with four Spells.
Skills Sertorius is Skill-based and has six categories of Skills: Defense, Physical, Combat, Mental, Specialist and Knowledge. The higher a character’s Rank in a given Skill, the better he is at performing it.
Expertise and Combat Techniques Expertise are enhancements to existing Skills. They give you a small +1d10 bonus when using Skills in the right circumstances. For example, a character can take the Dagger Expertise, to gain a +1d10 bonus to Light Melee Skill Rolls when wielding a dagger. Combat Techniques are special abilities available to characters with the Warrior Background and to Ogres. All others need to trade in Combat Skill Points or buy them after character creation. These add flavor and flair to combat. They give you a little bonus or special effect under the right conditions.
Divinity Sertori grow in power by gaining Divinity. This is described in CHAPTER TWO, but the key thing to keep in mind is Divinity goes hand in hand with gaining followers. As you gain more Divinity, you can learn new Spells and eventually tap into major powers called Thauma. Non-Sertori characters have Devotion, while Ogres have Resist (which makes them less affected by magic).
Flaws Flaws are physical or mental weaknesses that are a serious disadvantage for characters during play. They usually give you a free Skill Point when you take them.
In Sertorius, most characters are assumed to be Spell-casters (or Sertori). In fact, those who are not are at an extreme disadvantage and strongly discouraged. Spells are performed by making Skill Rolls.
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How to Use this book This book contains everything you need to play and run Sertorius. Players making characters should read through CHAPTER TWO: CHARACTER CREATION. This has nine steps that walk you through the different stages of making a character, and it includes complete descriptions of Skills, Combat Techniques, Languages and other important aspects of character creation. Spells can be found in CHAPTER THREE: SPELLS AND THAUMA. Equipment is located in CHAPTER FOUR: EQUIPMENT. The rules of play are found in CHAPTER FIVE: RULES. The remaining chapters are largely for the Gamemaster and cover Afflictions (acquired when Spell-casting goes wrong), the setting, monsters, etc. The Gamemaster should read all these chapters, in addition to CHAPTERS ONE through FIVE. It is important to note that information on individual Skills is all contained in CHAPTER TWO: CHARACTER CREATION under STEP SIX. This is important to reiterate because Sertorius is a Skill-based game, and these entries will come up often during play. This chapter, which is quite long, is divided into the nine steps of character creation: Race, Background, Character Details, Emotion Ranks, Spells (covered in more detail in CHAPTER THREE), Skills, Expertise,
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Combat Techniques, Divinity/Devotion/Resist and Flaws. It ends with a short example of character creation. Use this chapter to make your character. The Gamemaster should read every chapter, but should pay special attention to CHAPTER SIX: AFFLICTIONS AND GRIMS, which describes the dangers of using magic in Gamandria; CHAPTER FIVE: RULES; and CHAPTER NINE: PEOPLES AND PLACES, which describes the setting of Gamandria in detail. Monsters can be found in CHAPTER ELEVEN: MONSTERS AND THREATS. To find gods go to CHAPTER SEVEN, and to find information on religions and organizations go to CHAPTER EIGHT. Magical Objects are located in CHAPTER TWELVE: OBJECTS OF POWER. Advice on running the game is found in CHAPTER THIRTEEN: GAMEMASTERING GAMANDRIA, and examples of NPCs are found in CHAPTER FOURTEEN: NPCS. The APPENDICES contain encounter charts, titles, a setting glossary, and more.
Where to begin? To start play, grab a character sheet from the back of the book, go to CHAPTER TWO: CHARACTER CREATION and complete each of the nine steps described. If you have trouble review the Character Creation example at the back of CHAPTER TWO or skim through the chapter to get a feel for the different sections. It is organized according to the steps, in order of the steps.
Chapter two character creation and skills This chapter explains the process of character creation and contains Skills, Expertise, Flaws, Combat Techniques, and the full list of Spells available. It also includes explanations of Emotions, Divinity, Resist and Devotion, as well as an explanation of how the Skill system functions. CHAPTER TWO is large because it contains all the steps of character creation. In addition, you will probably wish to consult it from time to time to reference individual Skills. These can be found in STEP SIX: SELECT SKILLS.
Choose A Character Sheet Before moving on to the steps of character creation, Players should obtain the correct character sheet for the type of character they wish to play. There are three character sheets in the back of the book: Sertori, Mundane and Ogre. All Sertori use the standard character sheet at the back of the book. Because of their divine nature, they have more health than normal people. All Ogres use the sheet labeled “Ogre” and all other non-Sertori use the “Mundane” sheet. Most Player Characters are assumed to be Sertori (a type of Spell-caster). This is important because the Sertori are far more powerful than normal people in Gamandria. While it is possible to play a Mundane Character, doing so puts Players at an extreme disadvantage. Ogres offer a middle-ground between Mundane and Sertori. They are more viable as character options but still not balanced well against Sertori. Anyone who selects Ogre as their Race has no access to magic, but has higher health than other Races (Ogres still have a big disadvantage but are better off than other Mundane Characters). We offer
Ogres and Mundanes as choices simply so people who wish to explore such characters, despite their weaknesses, may do so.
What are Sertori? A core concept of the game is that Players are people born with special abilities called Sertori. What they are, exactly, is somewhat mysterious but fundamentally they are Spell-casters. Souls in Gamandria are either reborn or enter the realm of a god. The souls of Sertori carry a fragment of Senga’s spirit. Senga was the god of the sun and of Ogres, but was killed fourteen hundred years ago. When he died, his spirit shattered and was reborn into living flesh in the form of Sertori.
Sertori Characters Most Player Characters are assumed to be Sertori. Sertori are powerful beings who carry a fragment of the god Senga in their soul. All Sertori start the game with four Spells (unless they are balanced casters), Points in the four Emotions and a higher number of Wounds than Mundane Characters. Use the “Sertori” sheet to make a Sertori Character.
Mundane Characters These are normal characters in the setting who are neither Ogres nor Sertori. Once again, Players are not advised to make Mundane Characters unless they enjoy the role-playing challenge of being considerably weaker than the rest of the party. Mundane Characters have a Devotion Rating (similar to a Sertori’s Divinity or an Ogre’s Resist) that allows them to commune with gods and Sertori. Use the “Mundane” sheet to make Mundane Characters.
Ogres
Bonus Skill Ranks
Ogres are the descendants of Nong Sai civilization. Large and powerful, they are fully described in the Ogre entry below under STEP ONE. They have more Wounds, a Resist Rating, and more Muscle. Use the sheet labeled Ogre, to make an Ogre Character.
Players get free Skill Ranks from their Race and Background. These are listed toward the beginning of each entry, and are applied after the Player assigns Skill Ranks using the guidelines in STEP SIX. This means a Player making an Ogre Character who buys 2 Ranks in Muscle, applies his Racial bonus after the purchase, bringing him to a 3 (which is effectively 3 free Skill Points). The higher your Skill Rank, the more beneficial the bonus, because of the cumulative Skill cost.
Character Creation To make a character, use the following steps. Each step appears as an individual section of CHAPTER TWO. These are merely guidelines. Players, who wish to do so, may conduct character creation in any order they desire. Even though Spell selection is Step Five on the list, some Players will prefer to choose those first (because Spells are linked to Emotion Ranks): 1. Pick Race: Human, Dwarf, Halfling, Gru, Elf, Ogre, Hasri, Orc, Kobold 2. Pick a Background: Scholar, Farmer/Laborer, Warrior, Tradesman, Leader, Performer and Jack of All Trades 3. Choose Character Details: Homeland, Name, Age, Description 4. Allocate Emotion Points 5. Select Spells 6. Select Skills 7. Spend points on Expertise and Combat Techniques. 8. Record Divinity/Resist/Devotion Score 9. Select Flaws
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Sometimes Race and Background bonuses overlap, providing a free Rank in the same Skill. In these instances, simply shift one of the free Ranks to another Skill in the same group.
Advancement and XP Characters can gain experience as they go on adventures and explore the world. This is usually between 1-3 points a session. It is described in detail in CHAPTER THIRTEEN: GAMEMASTERING GAMANDRIA.
Step One: Select Race Gamandria is a world peopled by many Races with shared physical characteristics and cultural tendencies. The Elves of Mandaru are immortal nomads, with a fierce reputation and athletic physiques, while the Halflings of Shahr are short and stocky with a penchant for exploration and trade. Players should select a Race for their character from the entries below. Anyone playing an Ogre must use the Ogre Character sheet and cannot be a Sertori. All the other Races use the Sertori Character sheet or the Mundane Sheet (if the Player selects/chooses not to be a Sertori). Each Race tends to inhabit particular areas of the world, so you may want to consult CHAPTER NINE: PEOPLES AND PLACES and examine the world map when deciding on a Race. Races are grouped into the following categories: Parnellians, Brunes, and Wrains. These are broad types that each Race falls into. These categories
usually mean a shared history of some kind, superficial similarities, or some kind of divine relationship. Mainly they denote common ways of distinguishing between Races in everyday speech. Those that share the same category may be similar but are not related in the way subspecies belonging to the same species are related by a common ancestor in our world. Being of the same racial category does not indicate creation by the same god. However, they do often have a sense of kinship with one another due to their history. Each Race grants advantages, special abilities (called Gifts) and in some cases, Penalties. All Races begin the game with free Ranks in key Skills. These are sometimes emphasized in the entry as well. Free Skills are added after the purchase of Skills, so a Player who buys two Ranks in Wits and gets a free Rank from his Race, begins the game with three Wits
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(and doesn’t have to pay the cumulative cost for the third point). If your free Race and Background Skills are the same, then you simply shift one of them to another within the same Skill Group. Some Races may receive other benefits listed in the Advantages entry. Races also each have special abilities called Gifts. These were given to them by their creator deity and are either innate powers/talents or a special blessing accessible through their god.
Parnellians The Parnellians are the standard “Human-like” Races: Halflings, Dwarves, Humans and Elves. Sometimes the Dwarves, Elves and Halflings are grouped together as “Veja-folk”. While Halflings, Humans and Dwarves are all mortal, Elves are immortal and do not die from old age.
Humans Advantages: Free Rank in Resolve and two Skills of choice Gift: Reckless Ambition Common Homelands: Ronian Empire, Sardona, The Vaaran Kingdoms, Caelum Republic (East and Perlova Valley), Marite Kingdoms, Khata Common Languages: Ronian, Khubsi, Latar and Gruskel
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Humans in Gamandria come in all shapes, sizes and skin tones. The majority of Humans fall into one of four ethnic groups based mostly around shared language: Kash, Ronian, Agars or Khubsi (Khubsi has may subdivisions). Ronians are found in the area around the Varian Sea and have very dark skin (ranging from brown to black) and dark hair (often curly hair, though straight hair isn’t uncommon). Agars (which includes Servars as well) are clearly related to Ronians, sharing most of their physical characteristics, but they usually speak Agarian. The Kash are mostly from the North and are much taller than Southern Humans. Their hair is usually black or brown and their skin tends to be light. South of Ronia (and also in places like Sardona) are the Khubsi. The Khubsi tend to be less tall with olive to brown skin and dark hair (though light hair is not unheard of). Khubsi people are perhaps the most widespread Human group and can be quite diverse in appearance. While olive skin
and dark hair is the most common, some Khubsi groups look quite different. For example, the Sardonans tend to be fair haired and dark skinned. The Marites are Khubsi intermixed with Dwarves and have a shorter and wider appearance than other Humans. A person’s ethnicity is generally not as important to Humans as tribe or language. Among the Kash and Khubsi, tribal affiliation is important, among the Ronians the most important distinction is either social class or whether a person is from the city or the country. Though not listed clearly on the map of Gamandria, Humans are widely present in the hills and mountain regions (even in non-Human parts of the world). These hill tribes often speak their own languages and are greatly feared by the settled cultures around the Varian Sea and in the Hema River valley. Reckless Ambition: Ramos instilled a sense of reckless ambition in Humans when he first created them. This is their strength as well as their weakness. It provides a +1d10 bonus to Sertori on Spell Skill Rolls when casting Cathartically, but they gain +1 Grim Point on Cathartic Castings as well (even if they get a Total Success on their roll, which normally results in 0 Grim Points).
Elves Advantages: 1 Free Skill Rank in Parry, 1 free Combat Skill, Speed, or Medicine (any 3) Gift: Immortality Common Homelands: Mandaru Empire, Khata, Chambar Common Languages: Singh
Elves originate from the Ogre lands of Nong Sai. They were originally created by Ranua to serve the Ogres, but migrated over one thousand years ago to the plains and then further South. They are tall, lean and tend toward athleticism. Their hair color is usually white or black with no tones in between, and their skin is often fair to olive toned. Most Elves speak Singh. The most notable Elves are from Mandaru. Pastoral Nomads, their strength as a civilization lies in their expertise with horses and bows. Among the Mandaru, warriors are held in high esteem and makeup the
ruling class. The Elves of Chambar and Khata are settled and culturally distinct from the Mandaru. For more information on these groups, see CHAPTER NINE: PEOPLES AND PLACES, especially the entries on CHAMBAR and KHATA. Also see ELVEN RANUISM in CHAPTER EIGHT: RELIGION for details about the CALL OF RANUA. Elves are not culturally monolithic, but they do share some common characteristics and sensibilities. Because of their immortality, Elves have strong oral traditions, and their sense of history is less distant and removed than the other Races. While few Elves living today can claim a direct connection to the great migration from Nong Sai, it is still only one or two generations removed for many. And in the case of religion, the founders of their faiths are often still alive. Immortality also shapes how Elves view death and war. There is considerable variation from one group of Elves to the next. The entry on ELVEN RANUISM in CHAPTER EIGHT and the LORE entry on THE CREATION AND SPREAD OF THE ELVES in CHAPTER TEN: HISTORY have a good deal of information on this. For Elves, death is a big deal and their attitude towards it comes in three major forms. The Khatic Elves and the Elves of Phukao have differing viewpoints on the specifics but share a belief in the Call of Ranua. According to the Khatic view, (which is largely embraced by Chambari Elves as well), anyone who dies before becoming an elder (500) is reborn as a non-Elf. An Elven life is significant. For them, dying so young is a sign of weakness, a failure before Ranua, their goddess. They believe that elders can go on to join Ranua in her realm, but only if they die in battle. Anywhere between age 600 and 1000, an Elf hears the song of Ranua, a calling for him to join her. He must become a warrior and fight for his people. This is simply the ideal. Out of necessity, Elves often serve as warriors at a
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much earlier age. To die in war before becoming an elder is considered the worst sort of death. However, to serve in war young and survive is a sign of greatness. The Elves of Phukao believe in the call but only regard it as an extreme measure reserved for emergencies. Otherwise, there is no need for an Elf to die in battle. The Mandaru Elves believe the call of Ranua is a fiction, a deceit of the god Lorgo, intended to make them a Race of cowards. For Mandaru Elves, immortality is a Gift, and one that must be preserved by force and by the sacrifice of their warriors. For them, there is no greater honor than dying in battle protecting the lives of their fellow Elves. Those who are brave enough to die young are called Benkrob, bands of warriors loyal to a leader. They believe their band and its leader are re-united in the Realm of Ranua after death. Immortality: Elves are immortal. They were created this way by Ranua, so they would make perfect slaves for the Ogres of Nong Sai. Though Elves cannot die from old age, the average Elf will die by age 700 from accidental death, war or Disease. Due to their longevity, Elves are adept at the art of healing and medicine (out of necessity).
Dwarves Advantages: 1 Free Skill Rank in Resolve, Hardiness, and Endurance Gift: Breath of Life Common Homelands: Rashua, Shahr, Marite Kingdoms, Ronian Empire (East), Midbar Desert Common Languages: Khubsi, Ronian
Dwarves are slightly smaller than Humans, but built wide and more muscled. Their skin usually ranges from brown to bronze and their hair ranges from jet black to the color of copper. The Dwarves are often tribal, but settled mostly along the Western coast. They are strong allies with the Halflings, who even rule many of the Dwarven cities. Due to their contact with the Halflings, the Dwarves are quite advanced. But due to surrounding threats in the region their cities and towns are vulnerable. One key to their success is an elaborate wall and gate system. Even their cities are designed with
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siege in mind. The stone houses line up and form a complex web like a labyrinth, making it easy for locals who know the layout to move around but hard for attackers to navigate the street ways. The gates around the town are equally complex. The Dwarven economies revolve around farming, fishing, pearl diving and mining. They are also excellent, if slow, craftsmen. Their ability to hold their breath serves them well in the mines and pearl beds of Gamandria. Dwarves mostly worship Sul, a god of earth, peace and compassion. They believe their god is the twin of the Halfling goddess, Lurolai, so they treat the Halflings and the Halfling deity with respect. They are known for their gentleness and their patience. However, they are also considered great warriors, and this contradiction is one of the most puzzling features of Dwarven culture. For them war is an evil necessity, one that they must be purged of in the next life. Some Dwarves adopt the custom of wearing masks or facial plates in battle to hide their identity and evil actions from Sul. Dwarves are usually led by a charismatic monarch or a council of elders (often but not always Priests). Many Dwarven cities or kingdoms are ruled by a combination of the two. Breath of Life: Dwarves can hold their breaths for an exceptionally long time compared to other Races. This assists them in working underground and makes them ideal pearl divers. Dwarves may hold their breath for up to an hour before requiring any kind of Endurance Roll to remain conscious (See SUFFOCATION in CHAPTER FIVE: RULES).
Brunes
Halflings Advantages: 1 Free Skill Rank in Survival (Sea), Persuasion, Swimming, and Knowledge (any Knowledge Skill of choice) Penalties: Pay double for Muscle Skill, Muscle capped at 2, −1 to Hardiness Gift: Guidance of Lurolai and Waters of Lurolai Common Homelands: Shahr, Dakia, Coastal Colonies. Common Languages: Khubsi, Ronian
These are rugged, “beastly” Races.
Gru Advantages: 1 Free Skill Rank in Physical (any one), Parry, and Detect Penalty: Wits costs double and caps at 2 Gift: Berserking
Halflings resemble Dwarves physically, although they are smaller and less muscular. Compared to dwarves, Halflings are plumper as well.
Common Homelands: Esmar, Belvar, Belvane, Ranu Common Languages: Klerskel, Gruskel
Children of Lurolai, the sea goddess, Halflings are at home in the ocean. In fact, navigating the chaotic waters of the Gamandria comes quite naturally to them. It is as if Halflings are attuned to the sea’s cycles and can sense impending changes in weather or currents. While Halflings are widely distributed in Southern Gamandria, they are most associated with Shahr, a successful maritime republic, although they originated in the city of Shanor.
The Gru are a savage Race of creatures resembling light-skinned Humans with wider and thicker features. Their large bodies are ideal for warfare and survival in the cold reaches of the North. Though their skulls are mostly flat, their jaws protrude slightly and are filled with sharp teeth. From a distance, they could be confused with Humans (resembling the Kash), but up close, the difference is unmistakable. Most Gru live to be 60 or 70.
Halflings are naturally intelligent and curious which has served them well. Because of their small frame, they are not well suited to combat. In times of war, they often rely on their good relations with the Dwarves or allied Human tribes.
The Gru almost uniformly worship Sur Vanker, a ruthless god of war. Some tribes worship Ranua as well, believing her to be the consort of Sur Vanker. Gru have also been known to worship Sertori and Grims.
Guidance of Lurolai: Halflings with the Ritual Skill can use it at sea to invoke the Waters of Lurolai and Guidance of Lurolai. These are both special Rituals only Halflings can call upon. The first produces calm waters for sailing with an offering of salt and prayer, while the second summons dolphins and other servants of Lurolai to guide a ship (using an offering of wine). See the LUROLAI entry in CHAPTER SEVEN: GODS.
They are divided into a number of tribes. The three major clans of the Gru tribes are: The Gruvar, The Ranu and The Esmars. These are discussed at length in CHAPTER NINE: PEOPLES AND PLACES. War and violence is commonplace in Gamandria and, among the Gru, it is a feature of everyday life. The spilling of blood is not just a method of conquest, but a tool of business and interpersonal relationships. Importantly, the Gru are not known for holding grudges. When violence does occur, its outcome is usually accepted without a need for retribution or justice to follow. Some Gru are Berserkers, and this is a divine ability bestowed to warriors selected by Sur Vanker and passed down to their descendants. It is considered a mark of pride to have a Berserker in the family, but it is also regarded as a sacred responsibility. At character creation, a Player can choose to be a Gru Berserker if desired. 25
Gru Berserkers: These are special warriors anointed with the berserking frenzy by Sur Vanker. When a Gru goes berserk, he changes physically and emotionally, taking on the qualities of a wolf. These will vary depending on the extent of the rage, but usually include the growth of fur, claws, and a snout full of sharp teeth. The Berserker rage is triggered only by the will of Sur Vanker, who decides if a given situation is worthy of the Gift’s use. Those who are blessed with the Gift can also choose to pass it on to others, deliberately, by performing a Ritual in moonlight that involves clawing the throat of a Berserker initiate. Gru who are deemed particularly worthy, gain the ability to pass it on to anyone through a scratch when they wish to. Non-Gru affected in this manner, go mad and are under the control of the Gru who passed on the blessing to them.
A Gru Berserker can go into a rage if he is in a battle and Sur Vanker believes it is worthy of his attention. It usually ends when the battle is over, though this is entirely up to Sur Vanker (the Gamemaster). Once a Gru goes Berserk, he has the following abilities: • The Detect-Smell Expertise. They can also use Detect to track scents over distance. • Claws and Bite (claws do Muscle in Damage and Bite does Muscle +1d10). • Regenerate one Wound from Mundane source per round (Wounds taken from magical sources heal normally). • Their Frenzy allows them to expend huge reserves of power, and inflict more Damage to foes at a cost to themselves. After each successful attack, a Berserker may opt to do one extra Wound (provided his Damage Roll is successful) but must also take a Wound himself. This reflects a depletion of the Berserker’s vital energy. This is covered by their regeneration ability. • After a Gru finishes Berserking, he falls to the ground effectively incapacitated for an hour (though fully awake and conscious), unless he succeeds on a TN 6 Endurance Roll. Any Gru who is known to be a Berserker receives a +1d10 to all Command and Persuade Rolls against other Gru (even when not Berserking). For more information on Berserkers see the BERSERKER entry in CHAPTER ELEVEN: THREATS AND MONSTERS. Their abilities are explored in further detail in this entry.
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Ogres Advantages: 1 Free Rank in Muscle, Hardiness, 1 Free Combat Technique, and Muscle capped at 4, 6 Wounds Penalties: Can’t use magic, -2d10 on all Specialist Skills (except Survival), Speed costs double and caps at 2 Gifts: Resist and Beast Strength Common Homelands: Anywhere but commonly found in Midbar Valley and Phukao Common Languages: Singh
Compared to other Races, Ogres are tough (even for their size and strength). They are Humanoid but large, about seven feet tall on average and 500 pounds. To Humans, Ogres look a bit like lions, and it is believed that Senga modeled their appearance on the creatures. They have broad heads and stout muzzles that house thick canine teeth. Males have a heavy mane, and females have longer snouts. Their
skin is thick like an elephant’s hide, yet this does not explain their unusual resistance to Magic or to physical damage. Ogre skin ranges in color from gray to sandy-brown. Some say that Senga created them from a substance unknown to the other gods; others believe it is divine protection. This is reflected by the number of Wounds an Ogre can take (six). Ogres can live 300 years or more. Ogres created the first major civilization: Nong Sai. Now, they live as nomads or in pockets within other societies. They invented writing and mastered agriculture when Humans, Dwarves and Orcs were still hunting and gathering. Despite these early achievements Ogres are stuck in the past, forever dwelling on their former greatness and lamenting the death of their god Senga. Some envy the Ogre’s longevity and resilience, but they are a cursed Race doomed to live as nomads and scavengers. They have lost the drive to create, to rise above nature and rule the world. Although they can still craft goods, farm and produce technology, somehow their efforts continually achieve only mediocre results. This imposes a −2d10 penalty whenever an Ogre attempts any Skill from the Specialist Skill Group. Because of their size, Ogres are slow. This translates into a cap of 2 Ranks in Speed, as well as a doubled cost for taking each Rank. Ogres cannot be Sertori. They bear the burden of Dosikan’s Curse, which makes them unworthy of receiving Senga’s spirit (see setting details for more information). Therefore, an Ogre Character can never use magic. However, Ogres are naturally resistant to Sertori powers. Resist: All Ogres have a special Rating called Resist. This goes up over time as they encounter more Sertori and reflects their ability to withstand magical effects. Anytime they are targeted by a Spell (any Spell, even beneficial ones), they roll their Resist against TN 10. If they succeed, the Spell does not affect them (though it can indirectly affect them). Resist goes up any time an Ogre is reduced to Incapacitated by a Spell effect. This also applies anytime Ogres use magic items or are targeted by them. They must
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make a Resist Roll each use to see if they are unaffected by, or unable to use, an item’s powers. Combat Technique: Because they are almost uniformly martial as a culture, Ogres also receive one free Combat Technique. This can be traded in for an Expertise if the Player desires. Beast Strength (×2): Ogres are strong. Their Base Lift for Muscle is doubled (so 1,000 pounds instead of 500). They also can go up to four Ranks in Muscle. Having Strength allows Ogres to exceed the Dice Cap on Damage Rolls. For example, an Ogre with 4 Ranks in Muscle wielding a Dab Yai, rolls 7d10 for Damage.
Wrains The Wrains are the so-called green-skinned Races and include Orcs, Kobolds and Hasri.
Hasri Advantages: 1 Free Skill Rank in any three of the following: Empathy, Deception, Persuade and Detect Penalties: Muscle Capped at 2, Muscle Costs double Gift: Poison Immunity Common Homelands: Asharun, Caelum Republic (Southwest), and Khata Common Languages: Khubsi and Singh
This is a reptilian Race of Humanoids who live in Southern Gamandria, mainly in the Southwest. However, there are a number of them who also live in Southern Caelum. Created by Sarilla, Hasri look like Humans except for their pitch black eyes and smooth blue-tinted skin. Hasri are so-colored because their skin is made of layered scales, which they keep polished. Their scales have additional colors arranged in many different patterns. The hue and shape of these colors are usually similar or the same within a given clan. Their hair is long and straight, often braided, but not always. Hasri can live 200 years or more. Hasri are very social, more so than even Humans or Orcs. The Hasri tend to focus on small details and cues that other Races ignore or forget. A minor misstatement here or failure to follow expected protocol there has long term ramifications in their 28
society. When you make a social misstep, the Hasri remember. They also tend toward meritocracies of various kinds. This doesn’t preclude monarchies, it simply means selection of leaders and officials is usually based on merit and not bloodline or wealth. However, nepotism is still rife among the Hasri due to their enormous clan sizes. Therefore, there is more social mobility among the Hasri than most other Races, but having the right family connections is also important. However, the climb from the bottom to the top is one that demands cunning, skill and patience. Most Hasri live in Asharun or in cities along the coast at the foot of the Korashu Mountains. They worship Sarilla, and believe one day she will resurrect Senga from the dead. Among the Hasri, Sertori are embraced. However, they are fearful of Sertori from other Races. Hasri do lay eggs but are not cold blooded, and have one sex. To procreate, they simply become fertile and lay eggs when it is time by going to the temple and making an offering of gold and flowers to Sarilla (they can perform the Ritual on their own or have a Priest do it for them). The siblings from the same clutch of eggs, or clutchlings, are a key social unit
in virtually every Hasri culture. The bond between clutchlings is strong. They leave their parent late in life, usually going with their siblings, and work together to survive. The parent is still important and often serves as the head of an extended clan, which is comprised of all the parent’s clutches. These clans are easy to identify by the patterns and colors of their scales.
Though grouped with Kobolds and Orcs as Wrains, they are culturally and physically very different from these Races and they mostly speak Khubsi.
Before embarking out on their own, Hasri are expected to help their parent rear the other clutches. When Hasri reach the age of fertility at about 40, they may begin laying clutches and thereby start their own tribal line within the clan if they choose and if they perform the Ritual. Hasri lose their ability to lay eggs at about age 80 or 90. When a Hasri has its first clutch, its clutchlings join with the parent to support it until the first clutchlings are old enough to help. There is nothing more sacred or important than being a parent in Hasri society, but few take on this responsibility themselves. It is deemed careless to become a parent without full commitment to being the head of a clan. So, many Hasri are content never to perform the Fertility Ritual.
Advantages: 1 Free Skill Rank in three of the following: Wits, Stealth, Knowledge (one of choice), or Talent
The members of a Hasri’s own clutch are its closest living friends and allies. These are usually called “first siblings” or “first clutchlings”, while members of different clutches from the same parent are called 2nd, 3rd, 4th and 5th “clutchlings” the further apart they are in sequence. The closer the number, the stronger the bond. The word for clutch in Khubsi is Qurbana. The word for clutchling is Qurabi. The word for clan is Aqarib. Hasri are incapable of sexual reproduction. They can produce as many or as few clutches as they wish simply by performing the Fertility Ritual to Sarilla. This is much easier to manage in places like Asharun where Hasri culture dominates. They rely on support from their clan when the process begins (see above). While they are not sexual, Hasri are quite capable of love and of forming powerful emotional bonds with a single individual, but this is not associated with child rearing or reproduction. Hasri often consider their love more pure than the love known by most other Races because it is unfettered by the needs or desires of the body and exists (for them) on a higher level.
Poison Immunity: Hasri are unaffected by poisons of all types except where noted.
Kobolds Gift: Night Vision Penalties: Pay double for Muscle Skill, capped at 2 Common Homelands: Caelum Republic Common Languages: Latar and Ronian
Kobolds are the courtiers and thinkers of Caelum. They have survived mostly by co-existing with Orcs and are often the servants, lictors, scribes, healers and scholars of the Caelum Republic. Kobolds look like Orcs but they are much smaller, no more than three feet in height. Though they have claws, most Kobolds file these down as a matter of civility. Their eyes resemble those of a feline, and their mouths are part of a narrow snout filled with sharp but small teeth. Kobolds generally like to nap throughout the day and night, rather than sleep in one or two large blocks like the other Races. This sometimes earns them a reputation for laziness but they actually get more done, because Kobolds work easily into the late night and early morning hours. Night Vision: Kobolds can see as well at night as they can in the day time. They only suffer illumination penalties if there is a total absence of light. Even in complete Darkness they take a −1d10 Illumination Penalty rather than the normal −3d10.
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Orcs Advantages: 1 free Skill Rank in Wits, Command, Specialist (any one); Free Expertise in Detect-Smell Gift: Resilient Mind Common Homelands: Caelum Republic Common Languages: Latar and Ronian
Orcs resemble Kobolds but are larger and stronger. They have thick layers of short hair, and the color varies from gray to green. Their faces are long, and they have two small tusks protruding from their lower lip. Male Orcs tend to baldness, while female Orcs usually have long black hair. Orcs value hygiene and are sensitive to foul odors due to a heightened sense of smell. Orc women often adorn their foreheads with glass beads or precious stones. Orcs live about as long as Humans. Their creator, the god Lorgo, imbued Orcs with a restlessness that drives them to act. More than the other Races, Orcs busy themselves with tasks and find it tedious to be idle. When idle, they consider it a waste not to think and reflect on big ideas or innovations. That doesn’t mean there are no lazy Orcs. It is more a matter of boring easily, so some find stimulation in entertainment and foods as well. Like Humans, Orcs are common throughout Gamandria. In the South, they live in small tribes mainly in hills or mountains, but in the North, they populate the Caelum Republic and Beltari river region. As with Humans, Orc cultures vary considerably. The mountain tribes are quite primitive, and the Orcs of Pendeo are little more advanced than their highland cousins. But in Caelum, the Orcs have built an impressive civilization and intricate system of government. Cultural descendants of the Slovars, who had a sizeable empire at time of Ogre kingdoms, the Orcs of the Caelum Republic are highly sophisticated. Their growing empire stretches from the Western coast of Gamandria to its Eastern shores along the Varian Sea. Resilient Mind: Orcs are less susceptible than others to afflictions from magic. This provides Orcs, who are Sertori, an advantage when they cast Spells Cathartically. They take one less Grim Point when casting Spells Cathartically (simply subtract one from the total number of Grim Points they receive for each casting). 30
Step Two: Select Background After picking a Race, you must select your Background. This describes what role your character played in society prior to setting out for adventure. Each role is a broad category covering the different cultures of Gamandria and is therefore somewhat general. Backgrounds are: Scholar, Farmer/Laborer, Warrior, Tradesman, Leader, Jack of All Trades, Slave and Performer. Background determines your Primary Skill Group(s). With the exception of Scholar and Jack of All Trades, each Background bestows 2 Primary Skill Groups and 4 Secondary Skill Groups. You get 12 points to spend in each of your Primary Skill Groups and 6 points in each of your Secondary Skill Groups. In the case of Scholars, Players get one Primary Skill Group (Knowledge) with 24 points, and 5 Secondary Skill Groups will 6 points each.
Scholar Scholars have spent life acquiring Knowledge through study, direct experience or a combination of both. They are historians, political advisers, explorers, or mystics. A Scholar’s specific role in society will vary from culture to culture. For example, a Scholar from Mandaru is less academic than in Ronia, gaining most knowledge from the Elven oral tradition or direct experience of Ranua filling the role of spiritual guide or mystic. While other Backgrounds have two Primary Skill Groups, Scholars only receive one: Knowledge. They can spend 24 points in their Knowledge Skills at character creation. In all other Skill Groups they have 6 points to spend. Primary Skill: Knowledge Bonus: 24 points in Knowledge Skills Starting Wealth: 1d10×10 Silver Pieces
Farmer/Laborer Farmers/Laborers come from the most basic Ranks of society. They could be porters working the docks in Rostanba or farmers tending crops in the Perlova Valley. Though not as finely skilled as the other backgrounds, they are tough and physically fit. Farmers/Laborers have Physical and Defense as their Primary Skill Groups; Specialist, Combat, Mental and Knowledge are all Secondary Skill Groups. They receive 12 points to spend in each of their Primaries and 6 points in each of their Secondary Skill Groups. Primary Skills: Physical and Defense Bonus: One free point in either Endurance or Survival Starting Wealth: 1d10×6 Silver Pieces
Warrior These are the soldiers and gladiators of society. Well trained and experienced in armed combat, Warriors are good in a fight.
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Warriors have Combat, Defense or Physical as their Primary Skill Groups (pick two); Specialist, Physical, Mental and Knowledge are their Secondary Skill Groups. They get 12 points to spend in each of their Primary Skill Groups and 6 in each of their Secondary Skill Groups. Primary Skills: Combat, Physical or Defense (any two) Starting Wealth: 1d10×4 Silver Pieces Bonus: Start with one weapon of their choice, leather armor and one Combat Technique
Tradesman These are the merchants and dealmakers in society. They understand the art of commerce and diplomacy. Therefore, they shouldn’t strictly be limited to shopkeepers and traders—many will be political officials or rogues. The Tradesman have Mental and Specialist as their two Primary Skill Groups; Defense, Combat, Physical and Knowledge are their Secondary Skill Groups. They get 12 points in each of their Primary Skill Groups and 6 in each of their Secondary Skill Groups.
Jack of All Trades Jacks of All Trades have done a bit of everything. Usually they are well-travelled and have a knack for navigating through the social ranks. Scoundrels and explorers are frequently Jacks of All Trades. Like the Scholar, the Jack of All Trades doesn’t abide by the same rules for Skill Point distribution as other characters. A Jack of All Trades gets 8 points to spend in each Skill Group. Primary Skills: Special Bonus: One Free Skill of their choosing Starting Wealth: 1d10×10 Silver Pieces
Performer These are the musicians, acrobats, and actors of their society. They know how to entertain. Performers have Physical and Specialist as their Primary Skill Groups. They get 12 points in each of their Primary Skill Groups and 6 in each of their Secondary Skill Groups, but they must spend at least 9 of their Specialist points on Talents.
Primary Skills: Mental and Specialist Bonus: One free Rank in Trade
Primary Skills: Physical and Specialist
Starting Wealth: 1d10×20 Silver Pieces
Bonus: A free Rank in Talent
Leader Leaders are anyone commanding respect and admiration from others in their society. Kings, priests, chieftains, nobles, and senators are all leaders. Leaders have Mental and Knowledge as their Primary Skill Groups. All others are Secondary Skill Groups: Combat, Specialist, Physical and Defense. They get 12 points in each of their Primary Skill Groups and 6 in each of their Secondary Skill Groups. Primary Skills: Mental and Knowledge Bonus: A free Rank in Persuade, Deception or Command Starting Wealth: 1d10×50 Silver Pieces
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Starting Wealth: 1d10×8 Silver Pieces
Step Three: Character Details (Homeland, Name, Age, Description, History) Character details are the things that make your character unique and interesting. This step involves choices that shape who your character is. Select a homeland, name, age and some information about your character’s personal history (where he is from, who his parents were, etc.). Consult the map of Gamandria if you need a sense of where things are, (and check their descriptions in the rulebook to find cultural details in CHAPTER NINE: PEOPLES AND PLACES). This section of the book includes information on names and aging.
Names For the most part, characters names are shaped by their language and not their Race. For example, Hamar is a common Khubsi name while Brogustu is a common Latar name. There are some instances in regions where multiple language and ethnic groups are blended and where the rules are somewhat looser. In the Vaaran Kingdoms, it is not unusual to have a Ronian Surname and Kash or Latar personal name. Here is an overview of the different language groups and their most common names, (as well as some brief notes on name structure). These are not intended to constrain Players or GMs. You are free to go beyond or ignore the suggestions on these lists. They are provided only to make character creation easier and offer some basic understanding of the setting’s cultures.
Agarian This is the language of the Agars and Servars, tribes of the Perlova Valley region of the Caelum Republic. These tribes are predominantly Human. Their names are quite simple, with just a given name. Male names tend to be two or three syllables, while female names are usually just a single syllable.
Male Names Ator Dagar Helgor Hermakaul Odug Ogaron Purnam Taldug Urvanam Urmak Vermak Vernum Vel
Female Names Ao Bu Ban Dee Ta Taj Tuk Tees Pa Pon Sha Shai Shee La Lu Nek
Khubsi Khubsi is a language spoken widely in Southern Gamandria, the Midbar Region, parts of the Varian Sea (Sardona for instance) and areas in the Gulf of Anja. It is also spoken by the Hasri living in and near 33
Asharun. Speakers of this language tend to be Halfling, Hasri, Human and Dwarf. Khubsi names are relational, with the first name being selected by the parents and the second name indicating an important family member. Most often this is connected by a middle word such as al-, um-, -basa, dul- or khuba-. The last vowel of the name attached to the middle word to usually adjusts to accommodate it (or vice versa). For example, son of Hamil is expressed by combining Dulo+Hamil, but because Dulo ends in “o” the final form of this name would be “Dulo-Hamilo”. This rule can be ignored, since it is more a matter of preference and what Khubsi speakers consider to be pleasant sounding. Some Khubsi names have a suffix at the end instead of a middle word. These are sometimes identical to middle words, but when they appear at the end, they modify the word they follow. So, Barka-Bal means the conqueror of Barka, whereas Bal-Barka would mean Barka the conqueror. Again, the name attached to the suffix often adjusts to accommodate its sound. Balu-Qart often becomes Bal-Qart, and Afkar-Qart usually becomes Afk-Qart. However, there is enormous variation from place to place, so these are just general rules. Khubsi suffixes are not uniform across Gamandria. The ones provided below are a limited selection. In some places, the underlying structure is similar, but the precise words are different. In others structures, they are slightly different or used in different orders.
Male Names Afkar Ashan Barka Bayid Balu Bodmel Bostar Dalal Daroob Jafa Jamil Jahan Jalayn Karoom Hafar 34
Hamar Hamil Hanno Hiram Nutesh Shillek Sazran Taul Tauq Tandao Uthmar Yaum Yutar
Female Names Ayzabel Azima Druza Farisa Kalla Gala Iqra Ishat Karima Katina Laffa Parsa Qalah Sabeen Sephroniba
Middle
Alu, Ala, Ali, Alo, Aq (of, the or from) Ula or Uq (Parent of) Basa (daughter of) Dulo (son of) Kar (lord of) Khubu (servant of) Bal (conqueror of) Baal (lord)
Ending
Bal (the conqueror) Kar (the great) Khuba (the slave) Qart (true blood, an aristocrat of Shahr)
Latar While Latar originated in Caelum and is mostly associated with Orcs and Kobolds, many Humans living within the Caelum Empire or near its borders speak this language. Latar names are usually quite simple, with most having a personal and family name—the first name being the family name, the last name being a personal name bestowed by the parents and usually being the mother or fathers own name. However, most Latar cultures also have a third name, which is either a nickname or a name acquired for great achievement. Though Latar people are given their parent’s name at birth, it is common to adopt a new personal name upon reaching adulthood.
Male Personal Name Aetos Brogustu Cael Carus Daethronus Gaecius Ilexu Lollios Orthu Poro Tadarus Vestu
Female Personal Name Aeta Brogusta Caela Cara Daethrona Gaecilia Ilexiana Lollia Ortha Pora Sertoria Tadaria Vesta
Family Names Aemali Baesoni Cassar Deoni Fulvar Helvatani Juventar Lurani Malavine Passar Raeali Sertorius† Turatani
† one of the earliest recorded Sertori
Nicknames/Honorific Names Afer (intelligent) Basto (conqueror) Cadius (attractive) Destorus (without tact or culture) Gardo (blessed by the gods) Fapaso (eloquent) Horgelgus (foul smelling) Korgo (tyrant)
Gruskel One of the two major Gru languages, Gruskel is spoken mainly by Humans of Kash stock living in former Gru lands or near them and actually quite rare among the Gru themselves (who mostly speak Klerskel). It is found in the Northeastern region of Gamandria called Klammerskel, but it is also spoken in the Northern Varian Sea. Among the Kash, particularly in regions that formerly belonged to the Ronian Empire, it is common to have a Gruskel personal name and a Latar or Ronian surname. This indicates social class, but whether high or low varies depending on the particular area. Places more culturally close to the Gru regard a Gruskel surname as a sign of good lineage, while those in culturally Latar or Ronian parts of the Varian coast consider a Latar or Ronian surname aristocratic.
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When a person has a Gruskel personal name and surname, the two are joined into a single word. So Belpar Artoon, usually becomes Belpartoon, or Esmar Gru becomes Esmargru.
Klerskel
Male Personal Names
This is the original language of the Gru. Klerskel names are very simple: a given name followed by the name of one’s most impressive ancestor or just a descriptor (such as The Strong). One unusual feature of Klerskel is that there is no distinction between male and female names. Titles always precede names.
Belpar Beor Dumar Esmar Golgar Kolgar Mar Par Pender Pulpar Rom Ruala Rue Veder
Female Personal Names Esmarla Igona Kolga Luna Mara Para Pendara Ria Roona Una
Surnames Anbar Artoon Edro Ghast Gru Harch Haunch Tar Uman Vaehus Vespat
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This is spoken in the Klammerskel region. Most speakers are Gru.
Personal Names Astrig Afer Belv Dorgel Gerfon Joffler Korskel Klammer Loff Rosh Uster
Ronian This is the language of the Ronian Empire. It is spoken throughout the Varian Sea, mostly by Humans. Most Ronians have a single name, given by their parents, followed by a title.
Male Names Amenas Ammonius Apion Aristanos Bessarion Callimachus Carus Evanderos Eutropius Festus Goresios Koulean Loukas Mossedes
Nestarchus Nicephorus Orathel Psellus Theon Sissinius Sophronius
Female Names Aroune Appa Amida Basina Catella Domecia Evancia Flavia Leone Macrina Palatina Sarisa Thekla Ucina
Titles
Archistrategos (High General) Basileus (Sovereign/Emperor/Pontiff) Eukos (Eunuch) Eparkos (City Administrator) Fratori (Magistrate) Dromu (Diplomat) Kabouli (Council or Boule Member) Kasouvlos (Cardinal) Maorides (Commander, under Strategos) Namburi (Prophet) Luthos (Deacon/Secretary of Church of Light) Patrus (Bishop) Promestus (Teacher/Tutor) Proedri (President of Guild, Governing Body or Organization) Strategos (General) Sertori (Sorcerer) Tribos (Official responsible for public buildings and roads)
Singh Singh is spoken primarily by Ogres and Elves (though a handful of Human groups speak it as well). Everyone knows a little Singh, because it was so widespread and influenced the other languages (see Languages in the skill section). People from the Mandaru region, parts of Korashu and in portions of the Gulf of Anja speak this language. Ogres living in other areas continue to speak Singh. Naming conventions in Singh are relatively simple— typically with a single name, followed by a title when applicable. Titles always come after personal names. Nicknames are common among Singh speaking cultures. Usually, these are Singh words for characteristics or flaws, but sometimes they use words from other languages if the meaning is more apt. A person can have multiple nicknames, and they can change over time.
Male Personal Names Anom Bayya Dosi Doru Gandat Preechat Praokhut Rasan Lawat Wasan Saan Saofan Sokchai Veja
Female Personal Names Anaree Dawan Lawan Malai Nalee Nathreen Wanee Praya Ranee
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Rasimon Sawan Satree Sanee Tana Uwon Veyanna
Titles
Benkrob (Warrior) Kashan (Emperor) Khan (Leader) Kha (Offical) Khusat (King) Phra (Priest)
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Nicknames
Adurai (dangerous) Boon (stupid) Gon (fat) Kamoon (flower) Langyao (lazy) Naklee (hideous to behold) Nuntha (a gossip) Nongboon (small ape) Songboon (big ape)
Age and Aging Characters start the game at any age they want, although they incur penalties if they reach certain age categories. Because each Race ages at a different rate, these vary considerably. Elves suffer no aging effects as they are immortal, though the average Elf dies by age 700 from accidents or violence.
TABLE: AGING Age Race
Juvenile Adult
Middle Aged
Old-Aged
Elderly
Humans
0-17
18
45
70
90
Dwarves
0-31
32
70
90
110
Halfling
0-31
32
70
90
110
Elves
0-49
50
—
—
600†
Gru
0-11
12
30
50
65
Ogre
0-39
40
130
210
280
Hasri
0-19
20
110
150
190
Kobolds
0-17
18
45
70
90
Orc
0-17
18
45
70
90
† Elves suffer no aging penalties but are regarded by their kind as Elderly when they reach 600 years of age.
As characters age, either through the natural process or by supernatural intervention, this takes a toll on their bodies, imposing Skill Penalties to all Combat Skills, Physical Skills, and Defenses. Player characters who opt to start as an older character also receive extra points to spend on Knowledge Skills, which are listed in the entries below (these are not granted from natural or supernatural aging). Juvenile: Characters this young lack both experience and physical strength. All of their Skills are capped. Those who start as Juveniles are affected in the following way(s): They cannot have more than 1 Rank in any Combat, Physical, or Specialist Skill; or more than 2 Ranks in any other Skill group. In addition, all of their Skills cost double the normal amount. Juvenile Characters begin the game with 0 points in Combat Skills and must use bonus points or experience to raise them. In addition, Juvenile Characters start with a base Evade of 4 instead of 3.
Old Aged: Old characters suffer a −2d10 Penalty to Physical and Combat Skills. They also take a −2 penalty to all Defenses except Wits and Resolve. Characters who start out Old receive 6 free points in Knowledge Skills. Elderly: Elderly characters suffer a −3d10 Penalty to Physical and Combat Skills. They also take a −3 Penalty to all Defenses except Wits and Resolve. Characters who start out as Elderly receive 9 free points in Knowledge Skills. In addition, an Elderly Character must live with the fact that the present year could well be his last. The GM should roll 1d10 against his Hardiness once each year (make this roll in secret). If the result equals or beats the Character’s Rating, he will die in the next ten months. On a result of 10, he dies in the next ten days.
History and Personality The history and personality of your character are up to you. Usually a few notes about where the character is from and pivotal events in his life are enough, followed by some personality traits, but you can go into as much detail as you like. We suggest you review CHAPTER NINE: PEOPLES AND PLACES and CHAPTER TEN: HISTORY to better understand your character’s homeland.
Those who unnaturally become Juvenile take the following penalties: Evade, Parry and Hardiness reduced by 2. Muscle, Speed, Athletics, Endurance reduced by −2d10. Combat Skills reduced by −2d10. Adult: No effects Middle Aged: Characters who are Middle Aged suffer a −1d10 Penalty to Physical and Combat Skills. They also take a −1 penalty to all Defenses except Wits and Resolve. Characters who start out Middle Aged receive 3 free points for Knowledge Skills.
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Step Four: Allocate Emotion Points and Set Stability The four fundamental elements of creation, used by the gods to shape the world and its inhabitants are the primal Emotions of Agape (love), Deimos (fear), Misos (hatred) and Penthos (suffering). Every Sertori has a Rank in each of the four Emotions, from 0d10 to 3d10, and this affects his ability to use Spells. Magic is divided into Agape, Deimos, Misos and Penthos, so anytime a Sertori tries to cast a Spell, his Rating in the Relevant Emotion helps set the effect or the Damage Roll. At character creation, you have four points to spend on your Emotion Ratings. Unlike Skills, these are always purchased at a cost of 1-1, so three Ranks in Deimos costs three points. As you take Ranks in your Emotions, mark this down on the circle next to Defenses on the character sheet. Once set, these Ranks can never change. They reflect the shape of the individual Sertori’s soul and can therefore never be altered. Emotion Ranks do not increase or decrease after character creation (except under very special circumstances managed by the GM). There are only so many possible Emotion Rating combinations. They are: 3-1 2-2 2-1-1 1-1-1-1
Stability Penalty (optional) Use this option to make it harder to lose Grim Points and Afflictions. A Stability Penalty is derived from your Emotion Ranks. This modifier adjusts your Reason Skill Roll on any Recovery Checks related to Afflictions acquired through Spell use. It is calculated by counting the difference between your single highest Rank Emotion and your single lowest Rank. This produces a number between 0 to -3d10 (it is never a positive
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number). Apply this to your Reason Skill when making Recovery Checks to eliminate Afflictions. Your Stability Penalty can never reduce your Reason Skill below 0d10 (roll 2d10 and take the single lowest result). As another option, Stability can be converted to a Static Modifier that increases the TN of Recovery Checks. This is less harsh than the first approach, and it is a bit smoother.
Balanced Sertori Typically Sertori with 2 or 3 Ranks in one or two Emotions are much more effective casters than those with 1 Rank in each. However, being “balanced” with a single Rank in each Emotion has one big advantage beyond Stability: two bonus Spells. A balanced Sertori (Agape 1, Deimos 1, Penthos 1, and Misos 1) has two extra Spells at character creation.
EXAMPLE: Michael is making his first Sertori and goes for a Hasri Warrior who uses rage magic (Misos). He has four points to allocate in Emotions and can take as many as three or as few as zero in each of them. He puts everything he can into Misos, spending three points to earn a Rank of 3 Misos. This leaves him with one point to spend on another Emotion. Michael feels that pain magic (Penthos) is a good match for his character concept, so he spends one point for a Rank of 1 Penthos. This gives him Misos 3 and Penthos 1. Now, because his GM is using the optional rule, Michael needs to find his Stability penalty. His highest Rating is Misos 3, but his lowest Ranks are in Deimos and Agape (both zero), so he calculates the difference between 3 and 0, which is three. This gives him −3d10 Stability. While it may not come up early on in the game, once he starts acquiring Grim Points past a certain stage, that −3d10 Penalty applies to his Reason Roll to recover.
Step five: select spells All Sertori begin the game with four Spells of their choice from the list below (except Balanced Casters who get 2 additional Spells). The Spells are located and described in CHAPTER THREE: SPELLS AND THAUMA. As Sertori grow in power, they gain new Spells. When selecting Spells, keep these two very important things in mind: 1. Emotion Ranks: Every Spell belongs to an Emotion, and how many Ranks you have in that Emotion determines how powerful the Spell’s effects are. If you have no Ranks in the Emotion, you cannot cast that Spell at all! However, powerful Emotion can be a double edged sword, and can result in gaining mental afflictions more easily and generally hasten the process of becoming a Grim. Still, a higher Emotion Rank is overall a very good thing when you are casting Spells linked to that Emotion. 2. Linked Skills: Each Spell is linked to a Skill. In order to cast any Spell, you need to roll a Success with the Skill linked to the Spell. This means that it is very important to make a note of what Skills your Spells will use. If you do not have at least one Skill Rank in the linked Skill, casting that Spell will be very difficult. There are two methods for selecting Spells. The first is to simply allow Players to choose whatever four
Spells (6 for balanced Sertori) they wish, and to select a new one each time they gain enough Divinity to do so. This is perfectly fine, and makes it easier for Players to make characters they want. However, it doesn’t reflect the setting’s underlying assumption as well as the second method, which is to randomly roll your first four Spells (6 for balanced Sertori) and to roll again as you acquire more later. RANDOM SPELLS CHART
(ROLL ONCE FOR EACH RANK OF EMOTION)
D10
Result
1-4
Roll Relevant Emotion Spells Random Table Chart I
5-8
Roll on Relevant Emotion Spells Random Table Chart II
9
Roll on Relevant Emotion Spells Random Table Chart III
10
Re-roll or pick one Spell (if get 10 twice in a row gain one additional Spell of choice)
To roll Spells randomly, simply roll on the Random Spell Chart four times (once for each Rank of an Emotion) and use the result to roll on the Emotion Spells Random Table. So a character with 3 Agape and 1 Misos, would roll 3 times on the Random Spell Chart for his Agape and 1 time for his Misos. If his first three results were: 2, 5, and 6, he would then roll once in the Agape I column of the Agape Spells Random Table, and twice in the Agape II column of the Agape Spells Random Table. He would then roll once more on the Random Spell Chart for his Misos Rank. If his result was a 9, he would roll in the Misos III column of the Misos Spells Random Table.
AGAPE SPELLS RANDOM TABLE D10
Agape I
Agape II
Agape III
1
Arch of Protection
Heal
Gilded Cage
2
Unfettered Joy
Summon
Orthu’s Potent Script (All)
3
Desire
Inversion
Orthu’s Frightful Mindfulness (All)
4
Flavia’s Terrible Purification
Water Shape
Herald (All)
5
Cloak of Protection
Warding Wall
The Dance of Satree (All)
6
Wild Whisper
Borrowed Fate
Memory (All)
7
Heart of Darkness
Unity
Ultimate Sacrifice
8
Servitor
Captivation
Soul Shield (All)
9
Merciful Plea
Love’s Martyrdom
Potent Ambience (All)
10
Illuminate Script
Sanctuary
Treacherous Icon (All)
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PENTHOS SPELLS RANDOM TABLE D10
Penthos I
Penthos II
Penthos III
1
Bloodsmith
Mourning Glory
Treacherous Icon (All)
2
Scars Upon Scars
Drowning Sorrow
Soul Shield (All)
3
Endure
Enhance
The Dance of Satree (All)
4
Lens of Agony
Song of Lament
Glimmering Rupture of Karima
5
Iron Refuge
Void of the Demonlords
Orthu’s Frightful Mindfulness (All)
6
Mitigation
Bridge
Herald (All)
7
Shared Burden
Cacophony
The Reshaping of Satree
8
Share Pain
Flying Eyes
Orthu’s Potent Script (All)
9
The Horrible Opening of Penderghast Seeping Wound
Memory (All)
10
Sphere of Suffocation
Invigorating Cauterization
Potent Ambience (All)
DEIMOS SPELLS RANDOM TABLE D10
Deimos I
Deimos II
Deimos III
1
Thekla’s Secret Pathway
Sealing
Costly Bargain
2
Hibernation
Daydream
Splintering of Yaum
3
Remembrance
Vortegan’s Whirling Catastrophe Treacherous Icon (All)
4
The Gaze of Carus
Dread Passenger
Orthu’s Potent Script (All)
5
Plague of Fear
Pora’s Portrait
Herald (All)
6
Youthful Restoration
Tearing the Veil
Soul Shield (All)
7
Grasp From Beyond
Malevolent Mockery
Potent Ambience (All)
8
Hide
Flight
Memory (All)
9
Paralysis of Nemach
Smoke
The Dance of Satree (All)
10
Eyes of Knowing
Storm Walker
Orthu’s Frightful Mindfulness (All)
MISOS SPELLS RANDOM TABLE
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D10
Misos I
Misos II
Misos III
1
Blades of Wrath
Dancing Steel
Impaling Spike
2
Obliterate Magic
Karima’s Baleful Glare
Bend Gravity
3
Flying Steel
Hungering Arrow of Yaum
Herald (All)
4
Immolation
Screaming Surge
Soul Shield (All)
5
Shooting Star
Beacon
Potent Ambience (All)
6
Focus of Ire
Juggernaut
The Dance of Satree (All)
7
Earth Mastery
Cold Furious Gaze
Orthu’s Frightful Mindfulness (All)
8
Bolt of Fury
Vow
Treacherous Icon (All)
9
Avalanche of Flame
Impel
Orthu’s Potent Script (All)
10
Inner Strength
Surging Wave
Memory (All)
SPELL LIST Deimos
All
Penthos
The Dance of Satree
Costly Bargain
Bridge
Herald
Daydream
Bloodsmith
Memory
Dread Passenger
Cacophony
Orthu’s Frightful Mindfulness
Eyes of Knowing
Drowning Sorrow
Orthu’s Potent Script
Flight
Endure
Potent Ambience
The Gaze of Carus
Enhance
Treacherous Icon
Grasp From Beyond
Flying Eyes
Soul Shield
Hibernation
Glimmering Rupture of Karima
Hide
The Horrible Opening of Penderghast
Thekla’s Secret Pathway
Invigorating Cauterization
Malevolent Mockery
Iron Refuge
Arch of Protection
Paralysis of Nemach
Lens of Agony
Borrowed Fate
Pora’s Portrait
Mitigation
Captivation
Plague of Fear
Mourning Glory
Cloak of Protection
Remembrance
Scars Upon Scars
Desire
Sealing
Seeping Wound
Heart of Darkness
The Splintering of Yaum
Share Pain
Heal
Smoke
Shared Burden
Illuminate Script
Storm Walker
Song of Lament
Inversion
Tearing the Veil
Sphere of Suffocation
Flavia’s Terrible Purification
Vortegan’s Whirling Catastrophe
The Reshaping of Satree
Gilded Cage
Youthful Restoration
Void of the Demonlords
Agape
Love’s Martyrdom Merciful Plea Sanctuary Servitor Summon Ultimate Sacrifice Unfettered Joy Unity Warding Wall Water Shape Wild Whisper
Misos Avalanche of Flame Beacon Bend Gravity Blades of Wrath Bolt of Fury Cold Furious Gaze Dancing Steel Earth Mastery Flying Steel Focus of Ire Juggernaut Karima’s Baleful Glare Hungering Arrow of Yaum Inner Strength Immolation Impel Impaling Spike Obliterate Magic Screaming Surge Shooting Star of Yaum Surging Wave Vow
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Step Six: Select Skills Sertorius is a Skill-based game. These reflect everything your character can do, from swinging a sword to jumping over a ditch. When you act, you will occasionally be asked to make a Skill Roll by the GM. If you wish to travel from one city to another, you make a Survival Skill Roll for the terrain you pass through. If you wish to fire a crossbow, you make a Small Ranged Skill Roll. These are the basic tools you use to interact with the setting when outcomes are not certain or an action involves risk.
Skill Overview Skill and Spells Skills also have a very special function in Sertorius. Anytime you cast a Spell, it requires the use of a particular Skill. Each Spell is associated with one Skill. For example, the Skill for Paralysis of Nemach is Command, so anytime you wish to use this Spell you must make a Command Skill Roll first. There are more details about this in the CHAPTER THREE: SPELLS AND THAUMA, but for now it is important to know that you may want high Ranks in any Skills associated with the Spells you selected.
Skill Purchasing Basics At character creation you have 12 points to spend in each of your Primary Skill Groups and 6 to spend in each of your Secondary Skill Groups. There are some exceptions to this rule. If you took Scholar as your Background, then you have 24 points to spend in your Primary Skill Group and 6 points to spend in each of your Secondary Skill Groups. The Jack of All Trades Background gives you 8 points in every Skill Group. Skill point costs are cumulative at character creation. For more information see SKILL PURCHASING below.
Open Skills and Closed Skills Skills are of two types: Closed and Open. A Closed Skill is very straight forward, where you take that Skill alone and don’t need to specify a particular sub-skill for it. For example, “Wrestling” is a Closed Skill. Open Skills, on the other hand, are followed by a colon and require you to specify a sub-skill when you take them. For example “Language:” is an Open 44
Skill, when you take Language, you choose a specific Language and can take up to three Ranks in that Language. So you might take 2 Ranks in “Language: Khubsi”, and because you can take Open Skills multiple times, you could also take 1 Rank in “Language: Ronian” and 3 Ranks in “Language: Singh”.
Skill Groups Skills are also divided into six Skill Groups: Defense, Combat, Knowledge, Specialist, Physical and Mental. Defense Skills are used to protect yourself from physical attacks or attempts to influence your behavior. Combat Skills are for fighting, whether by fists, swords or bows. Knowledge Skills determine what you know about Gamandria, its history, geography, languages, etc. Specialist Skills are areas of Expertise requiring special training or experience to master. Physical Skills are athletic in nature allowing you to run swiftly or swim through the ocean. Mental Skills reflect your wits and social graces, they are used to influence people or perceive things. Defense Skills: Defense Skills are different from other Skills in Sertorius. Use these to defend against attacks (whether mental or physical in nature). Unlike Combat and Non-Combat Skills, Defense SKILL TABLE 1: SKILL LIST DEFENSES
COMBAT
SPECIALIST
Hardiness
Wrestling
Medicine
Stealth
Light Melee
Divination
Evade
Medium Melee
Ritual
Parry
Heavy Melee
Trade (open)
Wits
Small Ranged
Survival (open)
Resolve
Large Ranged
Talent (open)
KNOWLEDGE
MENTAL
PHYSICAL
History (open)
Command
Athletics
Creatures (open)
Persuade
Swim
Places/Cultures (open)
Deception
Speed
Magic (open)
Empathy
Muscle
Institutions (open)
Reasoning
Endurance
Languages (open)
Detect
Ride (open)
Read Script (open) Religions/Gods (open)
Sail (open)
Skills are passive, meaning you do not roll for them. Instead, each Defense Skill provides a number or Rating, and this is what your enemies roll against when they try to attack you. For instance, if an Orc soldier tries to run you through with his short sword, he makes a Medium Melee Skill Roll against your Parry Rating. If he meets or exceeds your Parry, then you are struck and he rolls for Damage. Combat and Non-Combat Skills: Another important distinction in Sertorius is between Combat and Non-Combat Skills. All of these Skills are active, meaning to use them you roll a number of d10 equal to your Skill Rank and take the single highest result. In the case of Combat Skills, Success is followed by a Damage Roll (based on weapon). Non-Combat Skills are not followed up by a Damage Roll after a Success, but simply yield the desired result (you jump the fence, you correctly divine the will of Ramos, you see the wolf lurking in the woods, etc.).
Purchasing Skills The number of points you have to invest in Skills is determined by your Background. From your Background, you get your Primary and Secondary Skill Groups. You can spend more points in each of your Primary Groups than in your Secondary Groups. Most Backgrounds give you two Primary Skill Groups, and you can spend 12 points in each one. The Scholar Background gives you a single Primary Skill Group, and you can spend 24 points in it (Jack of All Trades gives you 8 points to spend in each Skill Group). What remains are Secondary Skill Groups and you may spend 6 points in each of these. You can always decline to spend Skill Points in a particular group if you want no Skills from that category. (See Skill Gutting below for a way to get extra points in other Skill Groups when you opt to do this).
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Skill costs are cumulative (see SKILL TABLE 2). Every Skill in Sertorius starts with a Rank of zero and is raised by spending points. The cost to raise a Skill is the Rank desired, cumulative. So, it costs one point to bring your Light Melee Skill from 0 to 1, and costs 6 points to raise it from 0 to 3. Note that you can also spend one point to gain an Expertise if you wish, so you may want to save some of your initial Skill Points. Expertise simply indicates advanced training or aptitude for a special condition. When the conditions of your Expertise are met, you gain a +1d10 to the Skill Roll. SKILL TABLE 2: CUMULATIVE COST OF SKILLS Rank
Cost
Total Cost
0
0
0
1
1
1
2
2
3
3
3
6
EXAMPLE: Alexa has 12 points to spend in her Combat Skills because she made a character with the Warrior Background, and selected Combat as one of her two Primary Skill Groups. She takes two Ranks in Light Melee, which costs three points. She then takes three Ranks in Wrestling, which costs six points. This leaves her with 3 Skill Points to spend on other Combat Skills. She decides to take one Rank in Medium Melee, one Rank in Heavy Melee, and one Rank in Small Ranged (a total of three points). This is all she can buy at character creation. So, she obtained the following Skill Ranks for her Combat Skills: Wrestling: 3d10 Light Melee: 2d10 Medium Melee: 1d10 Heavy Melee: 1d10 Small Ranged: 1d10 Large Ranged: 0d10
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Skill Gutting Players can sacrifice all their points in one Skill Group (Combat, Specialist, Knowledge, etc.) to spend extra points in another category (they can also spend them on Expertise if they wish or not use them at all). This is called Skill Gutting. The number of points gained depends on the Category you choose. Gutting Combat Skills bestows 3 extra points to spend elsewhere, while gutting Non-Combat or Defenses gives you 2 points to spend elsewhere. For example, Sammi decides to sacrifice all her points in Knowledge so she can earn 2 points to spend on another group like Physical or Mental. Cheryl, on the other hand, chooses to sacrifice all her points in Combat, earning 3 points to spend in another Skill Group of her choice. Players may also put their extra points back into the Gutted Skill Group. This is usually done to help fit a specific character concept. So, a Player who wants to make a Sertori who is has very little experience with Combat, but still knows some basics, could gut his Combat Skill Group and then put his 3 points back into Combat, perhaps taking 2 Ranks in Wrestle.
Skill Rankings Skills Rankings (sometimes just called Ranks) represent your level of competence in each Skill. All Rankings are between 0 and 3 (with the exception of Ogres who can get 4 Ranks in Muscle). In the case of Defenses, you add a base number to your Ranks for your final score. For all other Skills, your Ranking indicates how many d10 you roll when using the Skill (for a Rank of zero, or 0d10, roll 2d10 and take the single lowest result). EXAMPLE: Daethron, an Orc general from Caelum, has a Rank of 3 in Command, meaning he rolls 3d10 whenever he issues orders to another. For Resolve, he has 2 Ranks, which he adds to the base of 6 for a Total score of 8. That is the number anyone attempting to Command or Persuade Daethronus must beat on their Skill Roll.
Here is an explanation of what each Rank means in terms of capability: •
Skill 0 is below average or generally not very capable
• • •
Skill 1 is average or reasonably capable Skill 2 is competent or above average Skill 3 is greatly above average; the peak of capability for most Humanoids Skill 3 plus a Relevant Expertise indicates an extreme level of dedication and mastery
•
Skill Rolls As stated before, Defense Skills are never rolled, but all other Skills involve rolling a number of d10 equal to the Skill Rank. To make a Skill Roll, find your Rank in that Skill and roll that many d10. At times, this number will be adjusted by situational bonuses or penalties, sometimes called die bumps, but it can never go beyond the cap of 6d10 except in highly unusual circumstances (usually involving magic or special conditions like Beast Strength, and only when specified by the rulebook). There are three possible outcomes for any Skill Roll: Failure, Success or Total Success. When you make your roll, take the single highest result (do not add the numbers, ever) and compare it against either the Target’s Relevant Defense Rating (all Defenses are keyed to specific Skills) or against the Target Number selected by the Gamemaster. If you meet or exceed this number, the Skill Roll is successful. If you roll a 10, it is a Total Success, creating a special result (see individual Skill entries for more details). If you roll below the Defense Rating or Target Number, then that is a Failure. Characters without Ranks in a Skill can still attempt to make an Unskilled Roll. To do so, simply roll 2d10 and take the single lowest result. This works for every Skill. Occasionally, characters will make Contested Skill Rolls. This may occur with Muscle when characters arm wrestle, for example. In these cases, just have each character involved make a roll and whoever gets the single highest result wins. Other times, like during chases, the rolls are contested, but the roll of one character (in this case the person being pursued) sets the TN for the other’s roll to catch up.
EXAMPLE: Tadaria walks through the streets of Talyr in broad daylight, but is followed by one of King Tauq’s spies. The GM asks her to make a Detect Roll, to see if she spots the tracker. She has 2 Ranks in Detect, so she rolls 2d10, getting a 7 and 3. Since 7 is the single highest result, she tells the GM she got a 7. This must meet or exceed the Stealth Score of the Target in order for her to succeed. King Tauq’s agent has a Stealth of 6, so she sees him as he is rounding a corner behind her. Pretending she doesn’t notice the man, Tadaria changes her intended course, and goes to the Fig Tavern instead of the Gorgon (her original destination).
Active Defenses (Optional) This is an optional rule that allows Players to roll defenses actively when they choose. It gives Players a bit more control over defense, but can slow the game down, so it isn’t advised for groups that consider speed of play important. However, we found in play-tests a few people do prefer having this as an option. To make an Active Defense Roll, you ignore the base number, and only apply your Ranks in that Defense. As with other Skills, your Ranks are the number of d10 you roll. The result of your roll sets the Target Number for your opponent, which must be equaled or exceeded. An Active Defense Roll counts as a move action.
Total Failures (Optional) This is an optional rule for those who want more degrees of Failure in the game. It adds another possibility to any Skill Roll: Total Failure. A Total Failure results when your single highest result is a 1. This means a Player rolling a d10, who rolls a 1, gets a Total Failure, while a Player rolling 3d10, would need three 1s to get a Total Failure. The exact outcome of a Total Failure depends on what the Player is doing, and should be determined by the GM, but it should be a costly set-back (i.e. dropping a weapon, breaking something being constructed, mixing up important information, etc.).
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When to Perform (and not to perform) a Skill Roll Just because a character performs an action that is covered by a Skill doesn’t mean that the character must make a roll every time. A roll should only be made if there is a reasonable possibility or expectation of Failure at the character’s level of Skill. For instance, an unarmored character with two or three dots in Swimming does not need to make a Skill Roll every time he steps into water higher than his head, or a professional arm wrestling Ogre with four dots in Muscle should not have to make a roll to defeat a four year old Halfling in an arm wrestling contest. However, that same swimmer would have to make a roll in 15 foot tall ocean waves, or to cross a calm lake before the next patrol boat comes by, or to swim against a stiff current while under crossbow fire. If the Ogre had been fatally poisoned before the arm wrestling contest, and was trying to win with the last shreds of his strength (operating under a -3d10 situational penalty), he has to roll against the four year old Halfling. Whether or not a roll is required is a situational ruling, the GM should use common sense to determine when a roll is necessary. Sertorius is built on a rules light engine, and we don’t expect people to go digging for exact information about wave height when making a Swim Skill Roll. However, we have provided guidelines in many of the Skill entries for those who want a more thorough treatment. The GM is free to ignore these if he wishes; they are simply there for those preferring greater detail and consistency. For advice on when to roll for social skills like Command and Persuade, see the Mental Skill section of this chapter.
Draining Skills Skill Points can be drained or lost both temporarily and permanently. This is usually the result of magic or a monster’s ability. Temporary Skill Point loss is returned at a rate of one point per day, unless otherwise stated. When Defenses are drained, be sure to include the 48
base Ranks in your total calculation. A character with no Skill Points in Hardiness, still has three Hardiness Points to lose. When certain Defenses are brought to zero, they each have a special effect: Hardiness: A character reduced to zero Hardiness is on the brink of death and must make an Endurance Roll TN 7 every hour or die. Wits: A character reduced to zero Wits is barely able to think or process information. Such a person will mostly stare off into the distance and must make a Reason Roll (TN 7) anytime he wants to communicate or attempt a Skill. Resolve: A character with zero Resolve is filled with apathy and has no desire of his own. They can talk and communicate fine but will respond positively to any request or demand.
Summary •
All Skills belong to one of six groups. These help establish your Primary and Secondary Skills. Based on your Background, each group is marked as Primary or Secondary for the purposes of Skill Point spending (for most characters, Primary Skills get 12 points each and Secondary Skills get 6 points…characters with the Scholar Background get 24 points in a single Primary Skill Group).
•
The cost of a Skill is cumulative.
•
Defense Skills produce a passive Defense Rating and all other Skills produce die rolls. Roll 1d10 per Rank in skill.
•
Skill Rolls are not always required, the GM decides when they are necessary (usually when Failure is a possibility).
DEFENSE SKILLS Defense Skills reflect your character’s ability to survive and resist assaults on his body or mind. Use Defense Skills to avoid being hit, avoid taking Wounds and to resist attempts at manipulation or mind control. These are all static, never rolled (though there are optional rules for Active Defenses). Each of your Defenses has a base value (3 for the four Physical Defenses and 6 for the two Mental Defenses). Ranks in Defense Skills can be purchased like others,
giving you 0-3 Ranks in each one. You add your Defense Skill Ranks to the base values to arrive at your Defense Skill Rating. The Defense Skill Rating sets the Target Number for any attack or Mental Roll against you. Each Defense counters a specific Combat or Non-Combat Skill (it may also counter certain Spells or Monster abilities). See the RELEVANT DEFENSE CHART below. When one of these Skills is used against its counterpart, the Relevant Defense Rating provides the Target Number. For example, Resolve is the Relevant Defense Skill for Command. If Tar Haunch the Wise issues an order to the barkeep and there is some doubt over whether he would oblige, then Tar Haunch rolls his Command Skill against the Barkeep’s Resolve Skill Rating (succeeding if he meets or beats the number). For attacks, it functions the same (with Melee Weapon Rolls needing to beat the Target’s Parry Score and Ranged Weapons needing to beat the Target’s Evade Score), except a Damage Roll against Hardiness follows any successful attack. TABLE: RELEVANT DEFENSE Relevant Defense Skill Combat/Non-Combat Skill Hardiness
Damage Roll
Stealth
Detect
Evade Parry
Small Ranged, Large Ranged, Thrown Melee Wrestling, Light Melee, Medium Melee, Heavy Melee
Wits
Empathy, Deception
Resolve
Persuade, Command
Hardiness Hardiness is your character’s ability to withstand physical harm from attacks. It also indicates your ability to fight off infections and Poisons. Your Hardiness Score sets the Target Number for any Damage Rolls against your character and it determines how long you live after becoming incapacitated. When an opponent lands a successful attack against you, he makes a Damage Roll against your Hardiness Score. If the single highest result of the roll meets or exceeds your Hardiness, you take a Wound. If your opponent rolls a 10, you take an additional Wound (and other results of 10 add further additional Wounds). In some instances, the Damage Roll
will be Open, meaning all Successes are counted and treated as Wounds. When you are Wounded enough to reach Incapacitated on the Wound Tracker, your character begins to die. This takes a number of rounds equal to your Hardiness Score, and can be stopped by a successful Medicine Roll. The base value for Hardiness is 3. To calculate your Score in Hardiness add your Rank to the base value. However, when used to Defend against Poisons, Diseases and other such ailments, the base value is treated as 6 (this is also explained in CHAPTER FIVE). Armor can add to your Hardiness, but should be ignored against threats like fire and Disease.
Stealth Stealth is your character’s ability to remain unseen. It is a Passive Skill and not rolled. Anytime you attempt to hide or pass unnoticed, this serves as the TN for anyone who might make a Detect Roll to see you. In Sertorius it is not easy to go unnoticed or sneak up on people and this is by design (which is why stealth is passive and why the base value of Stealth is 3 rather than 6). To successfully use Stealth, you must make use of things like darkness and distractions to acquire bonuses to your Stealth Score. When this is done, your Stealth TN can go from a 6 to a 9 (in rare cases it may reach up to 10). When you are trying to remain unseen, opponents may make Detect Rolls against your Stealth Score to see you. If the single highest result meets or exceeds your stealth, they spot you and (if applicable) normal combat can begin. If your opponent fails to meet or beat your Stealth Score, he doesn’t Detect you, and you can gain surprise (which allows you a free Skill Roll or attack). If multiple opponents are present, they each get a Detect Roll. If any of them succeed, this prevents surprise. The base value for Stealth is 3. To calculate your Stealth Score, add your Ranks in Stealth to its base value.
Evade Evade is used against ranged and thrown attacks like bows or javelins. It applies to Small Ranged, Large Ranged and certain Melee weapons when thrown.
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You always use Evade against such attacks, never Parry. Evade represents your ability to maneuver and position yourself, so attacks are less likely to strike. Your Evade Score sets the Target Number for any ranged or thrown attacks against you. When an opponent makes a ranged or thrown attack against you, he rolls the number of d10 equal to his attack Skill Ranking. His roll must meet or exceed your Evade Score to succeed. If he succeeds, then he can make a Damage Roll against your Hardiness. If he gets any natural 10s (Total Successes) on his attack roll, those add additional dice to his Damage Roll.
Resolve is how well you resist attempts to intimidate, tempt or convince. It represents your force of personality as well as your inner resolve. It also used when you select certain Flaws (see the Resolve Tests below). Your Resolve Score sets the Target Number against Command, Persuade and some Magical Attacks. High Resolve makes it harder for opponents to convince you. When an opponent makes a Command or Persuade Roll against you, he must meet or exceed your Resolve Score.
The base value for Evade is 3. To calculate your Evade Score, add your Rank in Evade to the base value.
The base value for Resolve is 6. To calculate your Resolve Score, add your Rank to the base value.
Parry
Resolve Test: Some Flaws (see Flaws section of this chapter) require Resolve Tests to avoid succumbing to them. If you have a Flaw like Hedonist, you must occasionally pass a Resolve Test to avoid any temptations. Here is how a Resolve Test works: the Gamemaster rolls 1d10 to 6d10 (determined by the severity of the situation) against your Resolve Score. If he meets or exceeds your Resolve, you succumb. If he rolls a Total Success, you succumb even more dramatically. If he rolls under your Resolve, you are unaffected. (See the FLAWS entry in this chapter for more details on how Resolve Tests interact with specific Flaws).
Parry is used against Melee Attacks and represents your ability to deflect, duck and slip past potentially lethal strikes. It serves as your defense against: Wrestling, Light Melee, Medium Melee, and Heavy Melee. Your Parry Score sets the Target Number for any Melee Attack Rolls against you. When an opponent makes a Wrestling or Melee Skill Attack against you, he rolls the number of d10 equal to his Skill Rank. His roll must meet or exceed your Parry Score to succeed. On a Success, he then makes a Damage Roll against your Hardiness. If he scores any natural 10s (Total Successes), these add additional dice to his Damage Roll. The base value for Parry is 3. To calculate your Parry Score add your Rank in the Skill to the base value.
Wits Wits is how well you see through attempts at deception and your ability to conceal your true feelings. While reasoning handles making calculations or creating logical arguments, Wits is a Defense against Empathy, Deception and certain magical attacks. Your Wits Score sets the Target Number for any such attempt to deceive or read you. When an opponent makes a Deception or Empathy Roll against you, he must meet or exceed your Wits Score to succeed. The base value for Wits is 6. To calculate your Wits Score, add your Rank to the base value. 50
Resolve
COMBAT SKILLS Use Combat Skills for fighting. There are six Combat Skills, and each one covers a range of weapons. Thrusting a spear, firing a ballista bolt, wrestling an opponent or throwing a javelin are all handled by Combat Skills. For example, Light Melee includes daggers, nets and darts (as well as many similar weapons). Whenever you want to use a weapon on this type, you make a Light Melee Skill Roll. To throw such a weapon, you would also make a Light Melee Skill Roll. To use a Combat Skill, roll a number of d10 equal to your Skill Ranking. If your single highest result meets or exceeds your opponent’s Relevant Defense Rating (either Evade or Parry), you strike and can then make a Damage Roll. If you get a 10 (a Total Success), this adds another die to your Damage Roll.
Wrestling You know how to fight with your body. This includes grappling techniques but also punches, kicks and throws. When you attack someone with your bare hands, make a Wrestling Skill Roll against the person’s Parry Score. If you succeed, you either roll Damage or restrain your opponent. Damage from Wrestling is your Muscle −1d10 because you are unarmed. Instead of doing Damage, you can choose to restrain your opponent. If you restrain a foe, you forgo Damage but manage to grab and control their body. To maintain a restrain, you must make a successful Wrestling Roll each round. While restrained, an opponent cannot move except where you do. Although they cannot move, restrained characters can still attack. However, they may only attack with small weapons like dagger or with the Wrestling Skill. During a restrain, you can move, but only five feet per round. Wherever you go, you take your opponent with you. If you rolled a Total Success on your initial Wrestling Skill, you can opt for one of the Restrain Maneuvers below: Restrain: This basically just means you continue to restrain your foe. He cannot move, though he can attack with the Wrestling Skill or a small Melee weapon. Your movement is reduced to five feet. Pin: You gain complete control, preventing both movement and attack. Your foe can do neither. Wound: You use an unarmed technique to bring harm to your opponent, inflicting one Wound. Combat Skill Rolls are usually made against your opponent’s Evade or Parry. Ranged and Thrown Attacks are made against Evade, while Melee attacks are made against Parry. It is important to keep in mind, that while Light Melee, Medium Melee, and Heavy Melee are mostly applied to Parry, when throwing weapons from these categories, you roll against Evade instead.
Throw: You throw your foe onto the ground up to five feet away from you (i.e. one square on a Combat grid). Roll your Muscle against his Hardiness to see if he takes Damage. In addition, he lands on his back and must spend one move to get up (treat as prone position).
Combat Skills can be improved by taking Expertise in specific weapons. Doing so affords you a conditional +1d10 to your Combat Skill Roll anytime you use a weapon you are expert in. Combat Skills can also be complimented by taking Combat Techniques (See COMBAT TECHNIQUES later in this chapter).
Light Melee
Disarm: You remove a weapon from your opponent’s grip. Possession of the weapon transfers to you, but takes an action to ready.
You know how to use light Melee weapons effectively. These include daggers, bolos, lassos, nets, darts, Khatic daggers, wooden rods, and Mandaru sabres. When you attack with such a weapon, make a Light
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Melee Skill Roll against your opponent’s Parry Score. If you are throwing the weapon, roll against Evade instead. On a Success, roll Damage Dice based on the weapon against your foe’s Hardiness.
Medium Melee You know how to use mid-sized Melee weapons effectively. These include short swords, maces, war axes, tridents and javelins. When you attack with such a weapon, make a Medium Melee Skill Roll against your opponent’s Parry Score. If you are throwing the weapon, roll against Evade instead. On a Success, roll Damage Dice based on the weapon against your foe’s Hardiness.
Heavy Melee You know how to use heavier melee weapons effectively. These include long swords, great swords, dab yai, hoks, heavy spears, halberds and Sardonan spears. When you attack with such a weapon, make a Heavy Melee Skill Roll against your opponent’s Parry Score. If you are throwing the weapon, roll against Evade instead. On a Success, roll Damage Dice based on the weapon against your foe’s Hardiness.
Small Ranged You know how to use smaller ranged weapons effectively. These include Mandaru bows, short bows, Shahri crossbows, slings and Ronian crossbows. When you attack with such a weapon, make a Small Ranged Skill Roll against your opponent’s Evade. On a Success, roll Damage Dice against the Target’s Hardiness based on the weapon.
Large Ranged You know to use larger ranged weapons effectively. These include ballista, repeating ballista, Shahri canons and Shahri bombard canons. When you attack with such a weapon, make a Large Ranged Skill Roll against your opponent’s Evade. On a Success, roll Damage Dice against the Target’s Hardiness based on the weapon.
SPECIALIST SKILLS Specialist Skills are used to perform complex tasks that require extensive training, apprenticeship or education. They tend to be Skills that involve both 52
mind and body, serving as something of a middle ground between Knowledge Skills and Physical Skills. Gamemasters should pay close attention to the descriptions of Divination and Ritual, as these are quite important to the setting. Also of note are the Poison sub-skill (under Talent) and the Alchemy sub-skill (under Trade) Many, but not all, Specialist Skills are Open, meaning they can be taken multiple times for different areas of focus.
Medicine Medicine is a crucial skill. While the people of Gamandria might seem primitive to the modern world, they are capable of performing surgeries and have a number of tools to help heal the sick (ointments, bronze catheters, forceps, and probes). When performing surgery without modern amenities, brute strength and speed are vital. The Medicine Skill represents training as a Physician. It can be used to diagnose and cure a Disease, counter Poison, stop a person from dying and to heal.
Treating Wounds Treating a Wounded character takes one round. On a Normal Success, the Target is stabilized, meaning he does not die if he has become Incapacitated. On a Total Success, the Target is stabilized and improves, removing one Wound. Characters cannot be healed this way more than once a day (though they can be stabilized multiple times).
Diagnosing and Curing Poison/Disease Diagnosing a Disease or Poison takes 1d10 minutes. On a Normal Success, you accurately identify the problem. On a Total Success, you diagnose the problem and gain a +1d10 on your roll to cure or counter it. To cure a Disease or counter a Poison, use the following method: Make a Medicine Skill Roll. The TN for this roll is listed under the individual Poison and Disease entries in CHAPTER FIVE: RULES as Medicine Skill TN and is the Target Number to stop the effects. On a Success, the person stabilizes but continues to suffer the penalties associated with the Disease or Poison (it does not progress). However, they must continue to make regular Medicine Rolls to see if
they recover (on a Total Success), remain stabilized (Success) or slip back into illness (Failure). On a Failure, the Disease or Poison resumes or continues. On a Total Success, the person is cured or fully recovered and the penalties associated with the Disease or Poison go away (unless they are listed as permanent in the chart, in which case they remain forever). Diseases and Poisons kill characters in increments of time (minutes, hours, days, weeks, etc.) listed under Lethality. The number of Medicine Rolls you can make for a Disease is determined by the Lethality increment in its entry on the Disease and Poisons Tables in CHAPTER FIVE: RULES. You can make one Medicine Roll to recover per the increment of time identified in its lethality. Meaning, a Disease that lists Minutes under Lethality, allows one Medicine Roll every minute, while a Disease that has Weeks for Lethality allows a Medicine Roll every week. Many Diseases require a specific substance or antidote for the Medicine Skill Roll to even be attempted. These can be found, purchased or created with the Talent: Poison Skill.
Divination Divination is a broad range of techniques used to either interpret the will of the gods or see into the future (as well as the past and present). Diviners draw on practices such as astrology, reading animal entrails, casting lots, and many other methods. Most of these require at least two hours of effort (in some cases much more). The Diviner must also have the necessary materials available. The effects of a Divination Roll vary depending on what kind of questions the person is trying to answer. Divination is a Closed Skill, so with Ranks in it you can use any of the methods described below. However, each method does have its own advantages and drawbacks: Astrology: This takes more time than other approaches because it requires the Diviner to create a chart or horoscope based on the alignment of the stars in relation to a person’s time, place and conditions of birth. This is at least a full day of work, but it tends to produce much more accurate readings of the future than other methods. It is much less reliable for determining the will of the gods.
Bibliomancy: This is a quick method of Divination that usually produces highly ambiguous results. Bibliomancy is best used for gauging Divine will. It is done by asking a question and opening an important text to a random passage (usually the sacred scripture of the god in question). The Bibliomancer senses the hand of his deity and guides him to the most appropriate text in the book. He must then interpret that text for himself. Again, this usually is quite subjective, as most passages are not directly applicable to the situation. A Bibliomancer may ask Sul “Should I go to war with the Marites?” and on a successful attempt land at a passage that reads “The serpent’s venom coursed in the blood of Ashan, and made him a tyrant.” Palmistry: This mode of divination is very good at assessing a person’s history, but not very reliable for reading their future or accessing the will of the gods. It takes a little over an hour to perform properly and can usually provide vague details about the person (how many siblings they had, whether they are married or in love, important personal events like having served in a major battle). Lithomancy: This method reads precious stones as a method of divination. Suited primarily to the past, Lithomancy takes up to three hours and is especially good at yielding information about big picture elements of history. Taromancy: This is a good method for gaining insight into the present or past, and usually involves the laying down of cards. It takes up to hours to perform adequately and begins by focusing on a point of inquiry. It is particularly good for readings about the present or near future. Haruspicy: This is the reading of animal entrails, usually after a sacrifice. It is most commonly used to interpret the will of the gods and is one of the more reliable methods. Using Haruspicy tends to produce much clearer details about what the gods intend. It also allows the user to frame the inquiry. For example, with Haruspicy, the user can seek the gods will on any particular issue. This method takes about two hours. Cleromancy: Another form of divination aimed primarily at understand the will of the gods, Cleromancy involves the casting of lots or bones. It is the 53
quickest method, taking only seconds but produces the foggiest of results. The answer is never clear and always quite vague. The Diviner doesn’t get direct messages but a feeling or collection of feelings based on the casting and has to interpret these. It can also be used to sense something about the future.
detail about their future. On a Total Success, you gain a much more complete picture, acquiring several important pieces of information. These attempts are always limited by the medium used.
Augury: This is the interpretation of signs sent by the gods. Diviners can gauge the will of the deities from natural occurrences like the flight patterns of birds or lightning strikes. It is about as reliable as Haruspicy but not always convenient. It takes moments to perform and requires the gods send a deliberate message. So the Diviner cannot frame the question, he simply sees the birds (or goes looking for birds) and receives the meaning of their pattern.
This involves efforts to see into the past or the circumstances of the present. It can be used to focus on an individual but can also be used on a group or culture. There are a few methods suited to this sort of divination but the best are Taromancy, Palmistry and Lithomancy.
All of the methods available to diviners can be used to predict the future, see into the past, understand the present or determine the will of the gods but all are not equally good at each one. Regardless of methodology, there are three basic goals of Divination:
For attempts to see into present or past, the Diviner must select a Target, normally a person, and make a Divine Skill Roll TN 7. Each attempt allows you to glimpse past or present of the Target. On a Success, you learn a small detail about them. On a Total Success, you gain a much more complete picture, acquiring several important pieces of information. These attempts are always limited by the medium used.
Divination about the future
Divination about the will of the gods
The future is not written in stone, but it is predictable and powerful beings such as the gods are better than Humans or Elves at estimating future events. However, they are still flawed. The most reliable method for telling the future is Astrology, because the stars are governed by something greater than the earthly gods: Aetia. Therefore, Astrology is the most precise and accurate way to read the future, as it is based on the more perfect understanding of Aetia; whereas, methods like Haruspicy reflect the best guesses of the gods about the future. Even predictions based on the stars are a glimpse of the most likely outcome. People still have free will and shape the future course of events, however.
The gods are active forces in Gamandria; they interfere with history and make their will known. A number of methods are available to discern this, but the most reliable is Haruspicy.
While an astrologer does gain insight about the future, his understanding of the process is imperfect. The Diviner may believe he is discerning the intent of Lorgo by composing a Horoscope based on the constellations, when in fact, he is reading the will of Aetia. For attempts to see into future, the Diviner must select a Target, normally a person, and make a Divine Skill Roll TN 7. Each attempt allows you to glimpse the future of a person or thing. On a Success, you learn a small 54
Divination about the past/present
It is important to understand that in some instances, characters can take the initiative to Divine the future or understand the gods. They can choose to read animal entrails or cast the bones anytime they want, but the gods will not always have an important message and the Diviner doesn’t always get the type of answer he seeks. An attempt to see into the future could, instead, yield a command to go to war. Because the information is coming from the gods, they can do whatever they wish. In some cases, the gods take initiative and the characters are merely recipients of an omen or prodigy. In these cases, the message is already determined and the roll is made simply to know what that message is. While seemingly simple, an omen often is littered with complex details the unskilled observer might miss. The Diviner must consider all the circumstances and details of an omen when determining its intent.
Rolls made to gauge the will of the gods, are normally made at TN 7. On a Success, you get a general sense of what the gods intend. On a Total Success, you gain specific insight into the will of the gods. EXAMPLE: Hypatia and her companions are contemplating a venture South into Chambar to share the teachings of the Church of Light. She wants to know if Ramos approves of the mission and how he wishes them to proceed. Because she is trained in the art of Haruspicy, she sacrifices a pig at the base of the Brogustu Mountains (which are Sacred to Followers of Ramos) and lays out the organs to decipher her god’s will. She has 2 Ranks in Divine, so rolls 2d10, getting a 6 and 10 (a Total Success). A number of unusual lumps on the liver reveal the intentions of Ramos, and she informs her horrified companions that he commands them to venture South, converting the willing and killing the unwilling.
Ritual Rituals are appeals to the gods, or even Sertori and Grims, for assistance in the face of difficulty or for their support in a cause. These should not be performed lightly, as attracting the attention of a god, even a seemingly kind one, is filled with peril. Anyone can make a Ritual Skill Roll, but Ogres always take a −1d10 to them (because they are cursed by the gods). You must appeal to a specific deity, and your appeal must reflect the god’s area of interest. This normally takes at least an hour to do.
General Appeals Make your Ritual Skill Roll (normally against TN 7 but the GM has final say). On a Failure, there is a small chance the god is angry; roll another d10 and on a result of 1, you have angered the god (see Angered Gods below). On a Success, the god can alleviate a Skill Penalty due to conditions (not due to a Spell effect or Poison). The effect of this is to reduce the penalty by one die increment. So, if the fields are hard to work because of dry weather and causing characters to suffer -2d10 to their Skill Rolls, a successful Ritual Roll can bring it to -1d10. This should also have effects that are not simply mechanical. For instance, it may start to rain or water may
pool up from the ground to nourish the crops. On a Total Success, there is a chance a god will bestow a bonus to a character or intervene. Roll another d10 on a Total Success. On a result of 1-9, the god provides a bonus. This is a +1d10 to a skill under its purview (and can also be used to nullify penalties from Spell effects or Diseases/Poisons). On a result of 10, the deity intervenes. An intervention means the god performs a miracle or sends one of its servants to perform a task—(for example, help fend off an invading army or stop flooding).
Angered Gods (for general appeals) On a result of one after a Failure, the god is angered and imposes a minor or major curse. Roll a d10: on a 1-9 the curse is minor, a mere penalty to a Skill or Group of Skills (often, but not always, temporary or conditional). On a 10, the curse is Major. These are powerful punishments such as Lycanthropy or Large Skill Penalties. A Major Curse can be anything the gods wants.
Specific Appeals Different gods perform different miracles, and these can include things like removing Disease or even restoring the dead to life. In addition, some gods will respond to a Normal Success by intervention to requests under specific conditions. For instance, when a city of Followers is about to be destroyed by an army, intervention is more likely on a Success. This is largely determined by the GM based on the god’s individual entry, but each god also has a listing of common miracles which they perform in this way under the right conditions. As a general rule, a given appeal can only be made once. If Wasan dies and a member of his party makes a Ritual Appeal to have him resurrected, he only gets one attempt. What is more, only one attempt may be made by the entire group. Other members of the party cannot attempt to make a Ritual Roll to have Wasan resurrected if the first attempt failed or didn’t yield a Total Success, and doing so risks angering the deity. Also, Rituals always take at least an hour, and their effect remains for the amount of time invested in the Ritual. A Success on a one hour Ritual alleviates a Skill Penalty for one hour, a two hour Ritual alleviates the penalty for two hours, a day-long Ritual does so for a day, and so on. Pestering a god with multiple 55
requests in a short period is certain to anger it, though this will possibly vary from deity to deity.
the object in question. On a Total Success, you do so at a much faster rate (hours instead of days).
Ritual can also be used to appease an angry god or to prevent a god from becoming angered. When people transgress against a god, they can make a Ritual Roll. These can undo Minor Curses but not Major Curses.
When using the Alchemy sub-skill to create chemicals, you must have the Relevant Expertise and any necessary materials. It takes 1d10 hours to manufacture a chemical through Alchemy. On a Success, you create the substance desired. On a Total Success, you make it in minutes instead of hours. On a Failure, you do not achieve the desired effect.
Trade Trade is an Open Skill, each time you take it you must specify which Trade sub-skill you want. Each Trade sub-skill is based around a particular medium. Use Trade to make or design things. Trade Skills can also be used to disarm traps of the correct medium. Alchemy: You work with minerals and other elements to produce important chemicals like dye, ink, paint, gunpowder and perfumes. With the exception of simple things like certain dyes and paints, to use Alchemy to create these substances, you must have the Expertise for the substance (you do still get a bonus from the expertise). Only Alchemy uses Expertise in this way.
Survival
Mechanical: You can create simple mechanical devices like locks, wind wheels, Aeolipiles, automata, etc.
When you take Survival, you select from the following list of sub-skills:
Wood: You can perform carpentry to create wooden objects or structures.
Wilderness: This includes forests and jungles.
Stone: You know the craft of stonemasonry and can work with stone and concrete to create structures. Glass: You know how to work with glass. You can create glass objects such as bottles or windows. Jewelry: You know how to work with precious stones and to make fine jewelry. Metal: You can shape steel. This includes everything from weapons to harmless metal parts. Architecture and Engineering: You can devise plans for structures of impressive size. Hide: You know how to tan leather. Fabric: You are a skilled weaver and understand the basics of fabric production. Trade can be used to build (or create), design, repair or to modify existing structures or objects. Repairing/building a simple object or device takes 1d10 days. On a Normal Success, you repair/build
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To modify an object or device, or rig it for Failure, takes 1d10 hours. On a Normal Success, you adjust the object accordingly. On a Total Success, you do so at a much faster rate (1d10 minutes).
Survival is your ability to navigate and find resources in the wilderness and to thrive in a given environment (including cities). It covers things like agriculture, travel, fire-building, etc. It can be used to plant crops, travel safely, chart a course across the sea, and identify important plants.
Cities: For any large settlement, particularly navigating slums. Mountain/Hill: The hills and highlands of Gamandria. Underground: This is used for underground structures like caves and dungeons. Desert: The hot arid wastes, where water is scarce. Sea: This applies to oceans and seas. The focus of this sub-skill is navigation, although it also includes fishing and surviving in the open water. For the purposes of fishing it can include rivers and lakes. Plains: The flat lands of places like Mandaru. When used to forage or find shelter (as well as water), make a Survival Skill Roll for the appropriate terrain against a Target Number set by the GM. On a Normal Success, you find enough food or shelter for one person. On a Total Success, you find food and shelter for many people. When using this to fish on a Normal Success, you
catch enough to feed yourself and your family. On a Total Success, you catch enough fish to sell and make a small profit. On a Failure, you find no fish. When using this for agriculture, make a Survival Skill Roll for the appropriate terrain against a TN set by the Gamemaster. On a Normal Success, you reap a good yield at harvest time. On a Total Success, you reap an abundant yield at harvest. When using Survival to travel, roll for the appropriate terrain against a Target Number set by the terrain. If traveling in a group, have the person with the highest Ranking make the roll. On a Success, you manage to make it safely without getting lost. On a Total Success. you make it through in half the normal time (by short cuts and a bit of luck). On a Failure, you are lost, impeded or have an encounter. You must have the relevant Survival Skill for the terrain, otherwise you make an Unskilled Roll. So, if you have only 3 Ranks in Survival (Desert) and are traveling through wilderness, you must roll Unskilled (2d10 take the lowest). Checks are made daily, hourly or every twenty minutes depending upon the circumstances (this is described in greater detail in CHAPTER FIVE: RULES).
The TN for traveling is set by the Terrain: Civilized Road 4 Civilized Rural 5 Road 6 Hills/Rural 7 Coastal Waters 7 Forest/Frontier 8 Mountains/Ocean 9
Talent Talent is a Skill acquired through extensive training not covered by the other Specialist Skills. It includes such things as playing a musical instrument, brewing Poison, thievery and appreciating fine food. Below is a list of potential talents, but Gamemasters and Players can elaborate or make new ones. Because it is so vital to play, the Poisoning Talent sub-skill is fully described after the list. •
Cooking
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Dancing
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Instrument (simply name the instrument)
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Mosaic
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Painting
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Poisoning
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Reciting
•
Scribing
•
Sculpting
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Singing
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Theft (lock picking and purse snatching)
•
Writing
Poisoning (Talent): This includes the art of creating and administering deadly Poisons, as well as the art of brewing herbal cures. It can be used to make a Poison or cure (See Poisons in CHAPTER FIVE: RULES). Brewing takes at least an hour and requires a Talent: Poisoning Roll (TN is set by the Poison). On a Normal Success, the Poison functions as desired. On a Total Success, the Poison is more effective than normal, so its Lethality and Speed increase by an increment. On a Failure, the Poison has no effect but the brewer risks being harmed by the raw materials. If you roll all 1s on your failed result, then you accidentally ingested enough of the raw components to suffer the Poison’s effects. Creating a cure or salve is similar to making a Poison. On a Success, the cure works as intended and can be administered in congress with a Medicine Roll. On a Total Success, the cure is so potent that it bestows a +1d10 to any Medicine Rolls made while administering it. Administering Poison is more difficult. The poisoner must come up with a clear scheme for placing the Poison in the victim’s food or drink. The Player makes his plans known to the Gamemaster and provides all the details (how, when, who, etc.). Based on this information, the Gamemaster weighs the challenges that might interfere, considers the assets and advantages the Player possesses, and uses this to assign a modifier to the Talent: Poison Roll to administer. The Player rolls his Talent: Poison Skill against the Target’s Wits. On a Normal Success, he succeeds in having the victim consume the Poison; however, some evidence of poisoning is apparent. On a Total Success, he succeeds and the victim shows no evidence of having been poisoned. On a Failure, the attempt is detected before the Target consumes the Poison.
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MENTAL SKILLS Mental Skills reflect your ability to reason, socialize and sense things in your environment. Those who are clever, charming and observant have high Ranks in Mental Skills. Most Mental Skill Rolls are made against another Character’s Resolve or Wits Score (or in some cases against a TN set by the GM). See individual Mental Skill entries for details. Mental Skills should be handled with care. While many of these skills enable Players to influence the behavior of NPCs, this should always be reasonable and feasible within whatever conditions happen to exist. That is, the circumstances surrounding the characters, their positions in the world, their inherent disposition, should always be considered by the GM when he gauges what a successful Command, Persuade or Deception means. For this reason, the GM should set the outcome, not the Player. A Player can describe what he hopes to achieve with a particular skill use (i.e. I command the guard to slap his commanding officer in the face), but a Success does not automatically result in what the Player desires. The GM has to decide how the particular NPC would react to a successful Command roll in the situation. The GM also decides when a Skill Roll is called for. EXAMPLE: Rasimon of the Asana, played by Maddy, is being hunted by an assassin, Amenas, who is under strict orders from a master Sertori to return with her head as evidence of the kill. The Sertori is terribly powerful and the assassin serves him out of fear. Rasimon is cornered by Amenas and pleads with him to spare her life. Maddy, Rasimon’s Player, says to the GM “I make a Command Roll to convince him to kill his master instead of me”. The GM decides this outcome is unreasonable, that Amenas is too afraid of the Sertori and too weak to ever attempt such a thing. However, the GM agrees a Command Roll is warranted by the plea. Maddy rolls and gets a 9, which is high enough to succeed. The GM determines that Amenas is moved by the Rasimon’s plea, and he decides to trick his master instead. He lets Rasimon go and finds another head to present to the Sertori.
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It is also difficult to know when to ask for a Command, Deception or Persuade Roll. As a general rule, do so when the outcome is not clear or when the Player’s actions fall short of his character’s Skill level. If the Players walk into a tavern and buy a round of drinks, you don’t need to roll unless there is some doubt over whether they will get their drinks. But if they happen upon a group of bandits and meekly command the bandits to step aside, and it’s unlikely the bandits would respond to such a request, then a Command Roll would be called for. However, don’t roll if the Players ask questions or make requests that would reasonably get a result. Essentially, don’t roll if the Players are already being persuasive, commanding or deceptive. Only when there is some doubt should you roll, when they fail to make a persuasive argument or issue a stern command. For example, if the party is investigating a mystery, and interviewing suspects, you want the focus to be on their questions and what they actually ask, not on their rolls. If they talk to Nuntha the Gladiator and figure out what threats to make and what carrots to offer, then he can respond without resorting to a roll. The roll is more for when you have a character who is talented at persuasion, but the Player in command is not being particularly persuasive. Then you can roll to see if his natural abilities shine through the faltering moment.
Command This is your ability to get other people to do things. It indicates how much authority you project. Use this to order soldiers, bark commands at your social inferiors or to intimidate the weak-willed. It includes a broad range of techniques from aggressive shouting, to threats and torture. The line between Command and Persuade is a bit fuzzy at times. The key distinction between the skills is this: Command is used to alter behavior while Persuade is used to alter thoughts (which can lead to different behaviors). Command tends to be for things in the moment, and Persuade is more long term (the difference between telling someone to pick up that chair over there versus convincing them to be more charitable to the poor). When you make a Command Roll, roll against the Target’s Resolve Score. On a Normal Success, you
can influence your Target’s behavior, within their personal limits (they will do something they consider reasonable). On a Total Success, you can influence a Target’s behavior slightly beyond their normal limits. They won’t ruin their own lives but they will do what they can and even bend or break a few rules to appease you.
Empathy
Command can also be used to extract information from people On a Normal Success, you obtain half of the relevant information known by the person. On a Total Success, you obtain the full amount.
Empathy is not used to make other characters more empathetic toward you. It is strictly about interpreting other peoples’ states of mind.
Persuade You are adept at the art of persuasion. While command seeks to change peoples’ immediate behavior, you seek to alter ways of thinking and long term behavior. You cannot undo a person’s entire worldview in a single Persuade Roll, but you can work within that world view to convince them of things. Use Persuade to convince people of things. These are always rolled against the Target’s Resolve Score. On a Normal Success, you convince the Target to believe something that he is already likely to believe with a little persuasion. On a Total Success, you can convince the Target of something he is much less likely to believe. Again, though, this would have to be within the worldview of the person you are trying to convince.
Deception This is the art of lying and distorting the truth but it also includes things like pretending to be someone you are not. Use Deception when you bend the truth or lie. Always roll Deception against your Target’s Wits. On a Normal Success, you convince the Target you are telling truth (or at the very least, you convince the Target you believe you are telling the truth). On a Total Success, you are so convincing that you achieve an automatic Success with the same Target on your next attempt. If used to assume another identity, on a Normal Success you remain convincing to observers. On a Total Success, you are so convincing you get an automatic success on your next roll for those same observers.
This reflects how well you can read other peoples’ intentions or Emotions. It can be used to decipher the motives of another character or to detect hostility. This is not a mind-reading Skill, but merely a Skill for interpreting social cues.
When you want to gauge a person’s Emotions, intentions or motives, make an Empathy Roll against the Target’s Wits. On a Normal Success, you achieve partial insight. On a Total Success, you gain deeper insight into the Target’s Emotions, intentions or motives. The GM should describe what cues the Player picks up on and not simply give a list of things going on in the NPC’s head (for instance “She stiffens any time someone mentions the name Daethronus” or “He keeps looking to your weapon as his hand perches on the hilt of his own”).
Reasoning This is your ability to think logically and analyze pieces of information. Gamemasters can allow Players to make Reasoning Rolls when they fail to put together clues their characters may have stitched together. Use reasoning to solve difficult problems or perform mentally challenging tasks (such as trying to beat someone at a strategic game or solving an elaborate puzzle box). On a Normal Success, you reach a valid conclusion in 1d10 minutes. On a Total Success, you reach a valid conclusion in 1d10 seconds. If the test of reason is between you and another, simply roll and whoever gets the single highest result wins. In the event of a tie, neither side can claim victory (effective stalemate or no clear winner).
Detect This reflects how well you observe your environment. It is used to search, gather evidence and to spot stealthy opponents. At its core, this is the ability to find things amid other things. When used for finding clues or a search, the Gamemaster should set the Target Number based on the Difficulty. On a Normal Success, you find something 59
of significance within an hour. On a Total Success, you find something of significance in minutes. To spot someone sneaking or hiding, make a Detect Roll against the Target’s Stealth Score. On a Success, you spot the person, taking away the element of surprise (See CHAPTER FIVE: RULES).
PHYSICAL SKILLS
Physical Skills represent your fitness and aptitude for grueling or involved kinetic activities. How strong or fast you are is determined by your Physical Skills. Most Physical Skills are made against a Target Number set by the Gamemaster, but this isn’t always the case. You will not always need to roll for Physical Skills. A character with 3 Ranks in Muscle doesn’t need to roll to lift a five pound sack of flour, but he may need to roll if he wants to lift a 400 pound boulder. Physical Skills serve other functions as well. Muscle adds to Damage Rolls, for example, and Speed sets your movement and Turn Order.
Athletics Athletics is your ability to do things like jump, climb or participate in sports. Use this Skill for Athletic feats not covered by the other Physical Skills. For example, when trying to leap from one moving chariot to another, you would make an Athletics Roll. When you attempt to perform a simple Athletic feat, make an Athletics Roll against a Target Number chosen by the GM (the number is based on the difficulty of the task). On a Normal Success, you accomplish the task without any problems. On a Total Success, you achieve your goal in an exceptional way or (if appropriate) gain a free Skill Action. Jumping: When you try to jump the Target Number is set by height or distance. For standing jumps, the Target Number equals distance in feet (with ten feet being TN 10). For running jumps, the TN is equal to half the distance in feet (so 20 feet for a running jump is TN 10). For vertical jumps, the TN is equal to height multiplied by 2. So to jump five feet in the air is TN 10.
Swim Swim represents your ability to tread and move in water. It is used to check for drowning and to determine your movement speed in the water. 60
Movement in the water is set by your Swim Rank (in the same way Speed governs land movement). You can swim 10 feet plus 5 feet per Rank of Swim. So, a Character with two Ranks in Swim moves 20 feet in a round when in the water. When in the water you still use the Speed Skill for Turn Order. You may occasionally need to make Swim Rolls for chases or races in water. When trying to out-swim someone, make Contested Swim Rolls. Whoever gets the single highest result out-swims the other. When chasing someone in the water, make Contested Rolls in the same way. If the pursuer meets or exceeds the roll of the person in flight, then he catches up to him and can attempt to make a Restrain Roll. If the person trying to flee rolls higher, then he creates substantial distance between himself and the pursuer. Sometimes you make a Swim Roll to avoid drowning. If you had to make a roll every time you set foot in water, every character would drown eventually. So your Swim Rank determines under what conditions you must roll to avoid drowning. When you enter water, compare it to the Drowning conditions in TABLE: WATER CONDITIONS AND DROWNING to see if a roll is called for (or just use common sense). See the Swim Check column of the chart to determine whether you need to roll to avoid drowning or not. TABLE: WATER CONDITIONS AND DROWNING Swim TN
Drowning Conditions
Swim Check if
3
Calm waters
Rank 0
6
Rough Waters
Rank 1 or lower
9
Stormy Waters
Rank 2 or lower
10
Hurricane or Tsunami Rank 3 or lower
To check for drowning, make a Swim Roll. On a Failure, you begin to drown (See Suffocation and Drowning in CHAPTER FIVE: RULES). On a Success, you stay afloat. On a Total Success, you stay afloat and don’t need to make a check the following round. Even conditions that don’t require a Drowning Check for your Rank become dangerous after a while (in which case you do need to make a Swim Roll to avoid drowning). Your Endurance Rank determines how many hours you can spend swimming in safe con-
ditions before needing to make a Drowning Check. Each Rank gives you one hour. So, a character with Rank 2 Swim can spend two hours in open sea conditions before making a check.
Speed Speed is a very important Skill in Sertorius. It reflects how fast your reflexes are and how quickly you can get around. Its key functions are to set your movement in feet during combat and to determine your Turn Order in Combat. You can move 30 feet plus an additional 10 feet per Rank of Speed (so with 2 Ranks in Speed you can move 50 feet in one combat round). For speed in water, use your Swim Skill instead (in water the rate of movement is 10 feet plus 5 for each Rank of Swim). For Turn Order, when combat begins, everyone makes a speed Skill Roll and keeps their single highest result. For every Total Success after the first, add 1 to your Turn Order Score (so one Total Success is 10, two total successes is 11). Turn Order proceeds from highest to lowest. The GM counts down from the highest number each round, and you go on the round equal to your Speed Rating. If there is ever a tie, compare Speed Skill Ranks, and the person with the highest goes first. If there is still a tie, both characters go at the same time. Races and Chases: Speed can also be used to resolve chases and races on foot. When racing, all sides roll their Speed Skill, and whoever gets the single highest results wins (with ties indicating actual ties). When chasing someone, make Contested Rolls in the same way. If the pursuer meets or exceeds the roll of the person fleeing, then he catches up to him and can attempt to make a restrain roll. If the person trying to run away rolls higher, then he creates substantial distance between himself and the pursuer (this equals his movement in feet). Every thirty feet of space between characters imposes a −1d10 on the Speed Roll for the person with disadvantage. Also against vehicles or foes with double or triple your movement in feet per round, you suffer a −1d10 penalty to your roll.
Muscle Muscle represents your physical strength and has a several important uses in Sertorius. With a Muscle
Skill Roll you can lift, break or throw objects for instance. Perhaps more importantly, you often add your Muscle to Melee Weapon Damage, usually a number of d10 equal to your Ranks in the skill (See CHAPTER FOUR: EQUIPMENT for further explanation of Muscle modifiers to weapons). In addition certain items require base Muscle Ranks in order to be used without penalties. So Muscle is a crucial Skill.
LIFTING OBJECTS Muscle sets your Base Lift in pounds. Your Base Lift is how much you can lift, drag, or push without making a Muscle Skill Roll. Anything beyond your Base Lift requires a roll. As always, you can use common sense here, rather than the chart. If it’s obvious that Tauq the Ogre can lift the table because he is massive and has 4 Ranks in Muscle, no need to consult the tables. Anytime you try to lift, push or drag an object or entity that weighs greater than your Base Lift by 50%, you must make a roll. The TN is set by the amount it exceeds your Base Lift, raising by 1 for every 50% increment (see chart below and in CHAPTER FIVE: RULES). If you need to throw an object of great weigh, then simply cut your Base Lift in half, and you only have to roll to throw things that are 50% above that number. This may sound a bit complicated but it is actually quite easy. For example, if you have a Muscle Rating of 1 Rank, then your Base Lift (BL) is 100 pounds. To lift a 100 pound chest, you do not need to make a roll. But if anything exceeds that by 50% of your BL (in this case anything 150 pounds or more), then you must roll. Your roll is against a Target Number based on how much it exceeds your BL. So for every 50% increment above your ML it rises by 1. This means to lift 150 pounds is TN 2, to lift 200 pounds is TN 3, and to lift 250 pounds is TN 4, because each 50 pound increment represents a 50% increase above your ML. Just keep in mind this changes for different BLs. If you have a BL of 200, then the TN rises by 1 for every 100 pounds (because 50% of 200 is 100). Do not count TN 1, always begin at 2. Base Lift is the amount you can raise off the ground by a few feet or move by pushing/pulling, it is not the amount you can raise over your head or throw.
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TABLE: BASE LIFT TNS Muscle Rank/Base Lift (pounds)† TN
0d10/50
1d10/100
4d10/400
5d10/500
6d10/600
1
50
100
2d10/200 3d10/300 200
300
400
500
600
2
75
150
300
450
600
750
900
3
100
200
400
600
800
1,000
1,200
4
125
250
500
750
1,000
1,250
1,500
5
150
300
600
900
1,200
1,500
1,800
6
175
350
700
1,050
1,400
1,750
2,100
7
200
400
800
1,200
1,600
2,000
2,400
8
225
450
900
1,350
1,800
2,250
2,700
9
250
500
1000
1,500
2,000
2,500
3,000
10
275
550
1100
1,650
2,200
3,000
3,300
† Players may notice this only goes up to 600 pounds Base Lift. While that is sufficient for most †umans, animals and normal sized monsters, it may not be for larger creatures like Ogres, horses or supernatural beings. In these instances, creatures are designated as having Beast Strength (see below).
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Essentially, this is how much your character can dead lift or press. The number of pounds you can raise over your head or throw is exactly your Base Lift. It doesn’t go up or down and you don’t roll. You either can or can’t throw/raise that amount. So, with a Muscle Rating of 3, you can throw 300 pounds. While most normal characters can only go up to three Ranks in Muscle, (except Ogres who can go up to 4), we provide all the way up to 6, since certain monsters have higher Ratings. These only approximate real world numbers. The real life record for a dead lift is 1,117 pounds, which is about the most a character with 2 Ranks of muscle can achieve. But this record has been increasing over the decades (it used to be well under 1,000 pounds), so Rank three Muscle is the peak of Human potential in Gamandria, which is still edging over 1,117 pounds. TABLE: BASE LIFT Base Lift (pounds)
50% Increment (pounds)
0 Ranks
50
25
1 Rank
100
50
2 Ranks
200
100
3 Ranks
300
150
4 Ranks
400
200
5 Ranks
500
250
6 Ranks
600
300
Muscle Rank
Lifting Rolls When attempting to lift an object, find its weight and compare it to your Base Lift, then find the TN. So, a character with 2 Ranks in Muscle wants to lift a 700 pound iron door off its hinges—this would be TN 6, since it is five increments of 100 pounds (50% of 200 is 100), and you don’t count TN 1 since that is always a Success.
you are being assisted by a weapon, tool or magic, this will be at −1d10 for being unarmed (See Attacking Objects in CHAPTER FIVE: RULES).
Contested Muscle Rolls Muscle can also be used in opposition to other characters (such as in a tug of war over an object or an arm wrestling match). In this case, simply do a Contested Roll between the characters involved. Whoever rolls higher, wins.
Beast Strength Some creatures, including Ogres, have Beast Strength, this improves their base lift by a multiplier listed in parenthesis. So an Ogre has Beast Strength (×2) while an Elephant has Beast Strength (×10). The Ogre multiplies his Base Lift by 2, while the Elephant multiplies its base lift by 10. Beast strength also allows them to exceed the capping limits on Damage Rolls for physical attacks.
Endurance Endurance represents your stamina and conditioning. Enduring harsh elements or running a long distance requires an Endurance Roll. The Target Number should be set by the Gamemaster. When pushing your body to the limit, make an Endurance Skill Roll. On a Normal Success, you remain active without resting. A Total Success imparts an automatic success for the same activity in the same period. A Failure indicates your body must rest or pass out in a number of rounds equal to your Hardiness (passing out lasts 1d10 minutes).
Ride and Sail
On a Success, you lift or move the object successfully. On a Total Success, you do so and you gain a free Skill action. On a Failure, you simply cannot lift or move it.
Ride and Sail are Open Skills that can be taken multiple times for each type of vessel, animal or vehicle. For example, if you know how to drive a chariot you take Ride (Chariot) and assign the desired Ranks.
Breaking Objects
Each time you take either of these Skills select from the following lists.
Muscle can also help you to break or damage objects. All objects have Hardiness Ratings like people do (except some objects have Hardiness 10).
Ride: Horse, Camel, Rhino, Elephants/Mammoths, Whale Chariot and Wagon
When you strike to break an object, you simply apply your Muscle Rating to the Damage Roll against Hardiness in the way you do for all attacks. Unless
Sail: War Galleys, Sailing Ships (Merchant and Grain Ships) and Barges The Ride and Sail skills can be used to evade, give 63
chase, escape dangerous conditions or avoid sudden obstacles. In the case of sailing vessels, it can be used to pilot or captain a ship and to navigate.
will occasionally use other skills like Large Ranged for ballista or cannons. This is explained in greater detail in CHAPTER FOUR: EQUIPMENT.
All modes of transportation have a Performance Rating (and many have something called a handling speed). Anytime you try to perform a risky maneuver or exceed handling speed, you must make a Ride or Sail Skill Roll with a TN equal to the mode of transport’s Performance Rating.
KNOWLEDGE SKILLS
Races and Pursuit This functions the same as it does for characters using their Speed Roll to race when on foot (See SPEED SKILL). When you are racing vehicles or horses, simply roll their Speed (listed in each entry in the Mounts and Transport in CHAPTER FOUR: EQUIPMENT). This is a Contested Roll between all participants. For a race, whoever rolls higher wins, wins that segment of the race, or pulls ahead (for chariot races make four rolls for each lap: see Chariot races in CHAPTER FIVE: Rules). On a Total Success, you can exceed your Handling Speed that round without making a Ride/Sail Roll. For chases, the pursuer needs to meet or exceed the roll of the transport in flight to catch up. If the person running away rolls higher, then he creates substantial distance between himself and the pursuer (at least his transport’s movement in feet).
Maneuvers On a Normal Success for any Ride/Sail Skill Roll, you maintain control. On a Total Success, you can perform maneuvers or move at the Handling Speed without making another roll for one round. Maneuvers include: exceeding handling speed, sharp turns, jumping, sudden stop, and cutting off.
Combat For combat on vehicles use the following rules. The rider or captain makes attacks using his Ride or Sail against the other vehicles’ Evade Score. On a Success, he rolls his Vehicles’ Damage against the Target Craft’s Hardiness and deducts any Wounds from its Integrity. For ship combat we recommend using the Armies and War rules in CHAPTER FIVE. Ship combat operates the same, except the person coordinating the attacks 64
Knowledge Skills encompass the things you know and understand. They include worldly knowledge and academic knowledge. In most cases, Knowledge Skill Rolls are made to determine whether you know a specific or relevant piece of information. Because knowledge is a reflection of what you already understand, you don’t need to make as many rolls for them as with other skills. From time to time you will be called upon to do so, but often you can simply judge by your Rank if you know something. It is primarily when you try to operate beyond your Rank in a subject that a roll is required. The only time you roll for knowledge is when the information you are after is more advanced than your level of understanding in the subject (i.e. if you want information that requires 2 Ranks in a subject but you only have one) and you attempt to make an educated guess based on what you know. This level of understanding is called mastery. Therefore, it is important to understand what different Ranks signify in terms of your mastery of a subject. There are five basic levels of mastery, always be sure to add in any Relevant Expertise when gauging your level in a particular subject: 0 Ranks: You have no knowledge of the subject. 1 Rank (Novice): You are just starting to learn about the subject and only know very basic things. 2 Ranks (Student): You have spent a great deal of time learning about the subject but are far from a Master Scholar. You have good general understanding of its major topics, though you do not know the finer details. 3 Ranks (Scholar): You have devoted yourself to the study of the subject and possess in-depth knowledge. You know the finer details but some obscure facts elude you. 4 Ranks (Expert): This is only possible with an Expertise and three Ranks in a Knowledge. You are one of the world’s leading masters of the
subject. If you don’t know something about it, chances are that information isn’t available. You even know obscure tidbits that few have heard. When you attempt to use one of your Knowledge Skills, for example to see if you know whether Naga are venomous, the GM will decide what level mastery that information requires. If your Rank is that level or greater, there is no roll required. If the information is deemed beyond that level, then you must roll to make an educated guess. When using Knowledge Skills to cast Spells, you must always roll. Languages follow a slightly different format than the one provided above, but this is explained in the Language Skill entry.
doms, and the Eastern coast of the Caelum Empire). Because this was the heart of Nong Sai, anyone who wants to be an expert in the ancient Ogre civilization should take Ranks in History: Varian Sea. The Mandaru Region: This is all the land on the Western side of the Brogustu Mountains, where Mandaru, The Asana and the Utari are located. The Midbar Region: This includes everywhere Southeast of Ronia, including Shahr, The Marites, Rashua and Bukhra. Korashu: This is the Southwestern portion of Gamandria, where Asharun, Phra Goa and Chambar can be found.
In addition to being used for determining what you already know, Knowledge Rolls are made when conducting research through texts or artifacts to obtain new knowledge. This reflects your ability to navigate a subject and find the information you want quickly.
The Sea of Aetorus: Everything around the Sea of Aetorus and Northwest Gamandria is covered by this region. This includes most of the Caelum Republic, Anumar Valley, Atroxis, and Pendeo. Anyone wanting to know about the Anumar City States should take this skill, as it was located near the Sea of Aetorus.
All Knowledges are Open Skills, so you specify a sub-skill each time you select one and take up to three Ranks in it. You can take each Knowledge multiple times for different sub-skills.
Gulf of Anja: This encompasses the cultures in the Gulf of Anja: Khata, Matruk, The Eastern Trade Route, The Hashar Desert, The Plains of Moru, and Dakia.
For example, you could take Places/Cultures: Varian Sea at 3 Ranks, Places/Cultures: Gulf of Anja at 2 Ranks, and Places/Cultures: The Midbar Region at 2 Ranks.
History This reflects your knowledge of a region’s past. It can be taken multiple times, for a broad area of Gamandria’s Geography. You can specialize in historical periods by taking an Expertise. A place’s history includes major events, important people, cultural/political developments and similar elements. The Gamemaster should set the Target Number for any History Skill Rolls. On a Normal Success, you know relevant information about the region’s history. On a Total Success, you know relevant information but can go a step beyond and make deeper connections. When taking History, choose from the following sub-skills. Be sure to read the full description of each so you know what parts of Gamandria they cover. The Varian Sea: This includes all the cultures around the Varian Sea (Ronia, Sardona, The Vaaran King-
Klammerskel Region: This is Northeast Gamandria, including: Belvane, Gru, Ranu, Esmar and Belvar.
Creatures This is your knowledge of animals, powerful beings and monsters. It is an important skill if you want to know a creature’s weakness or its key characteristics. When selecting this skill take from the group of broad classes listed below each time. You can add another level of mastery by selecting an Expertise in specific creatures. This skill imparts understanding of basic biology, diet, behavior, etc. When making a Creatures Skill Roll, the GM should set the TN based on difficulty. On a Success, you know an important piece of information about the creature. On a Total Success, you know several important pieces of information. Keep in mind that you don’t need to roll if the information you hope to know is within your level of mastery. Grims: Take this to know about any class of Grim (Haunts, Grim Beasts and Grims). Like Den Dwellers and Demons, not a whole lot is known about Grims—
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so much of your understanding is based on reports from eye witnesses and speculation by scholars. Den Dwellers: This covers all Den Dwellers, which are servants of the gods. Because they are elusive, you rely on accounts and myths to form an understanding of Den Dwellers.
This skill is divided into the same groupings as History. Anytime you take it, select from the following:
Demons: Demons are a special class of monster, and you must take this sub-skill to know about them. Much of what people know is pure speculation, but having this Skill means you at least are familiar with the major theories about them and probably have read many first-hand accounts of encounters.
The Varian Sea: This includes all the cultures around the Varian Sea (Ronia, Sardona, The Vaaran Kingdoms, and the Eastern coast of the Caelum Empire). Because this was the heart of Nong Sai, anyone who wants to be an expert in the ancient Ogre civilization should take Ranks in History: Varian Sea.
Undead: This includes basic types of undead like Zombies and Vampires, but does not include undead that are also Grim Beasts, like Liches and Banshees. There is plentiful information about these creatures, so having this skill can mean the difference between knowing how to confront a Vampire and death.
The Mandaru: This is all the land on the Western side of the Brogustu Mountains, where Mandaru, The Asana and the Utari are located.
Dragons: There are very few dragons in the world, and very few who know much about them. However, there are reliable accounts of their appearance following the Great Anguish (Angustia Magna). There are also sporadic instances of Dragons awakening in the last 1000 years. This skill is helpful for knowing the lore about dragons and possibly knowing how to defend against them. Humanoids: This includes all the Humanoid Races: Blemmyae, Korvars, Dwarves, Humans, Orcs, etc. Sertori: Knowledge about Sertori is a specialty. Very little is known about their true nature, but there is a lot of speculation and eye witness accounts (not to mention texts written by Sertori themselves). You rely on such information to form a workable understanding of these powerful people. Even Sertori themselves often have a limited understanding of what they are. Animals and Monsters: This includes all other monsters not contained in the previous categories. Elephants and Naga belong to this group.
Places/Cultures This skill involves knowledge of places and cultures in Gamandria. It means you understand customs, politics, food, traditions, etc. You can take it multiple times. The Gamemaster should set the TN for any Places/
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Cultures Skill Roll. On a Normal Success, you know an important bit of information about the region. On a Total Success, you know multiple pieces of information about the place.
The Midbar Region: This includes everywhere Southeast of Ronia, including Shahr, The Marites, Rashua and Bukhra. Korashu: This is the Southwestern portion of Gamandria, where Asharun, Phra Goa and Chambar can be found. The Sea of Aetorus: Everything around the Sea of Aetorus and Northwest Gamandria is covered by this region. This includes most of the Caelum Republic, Anumar Valley, Atroxis and Pendeo. Anyone wanting to know about the Anumar City States, should take this skill, as it was located near the Sea of Aetorus. Gulf of Anja: This encompasses the cultures in the Gulf of Anja: Khata, Matruk, The Hashar Desert, The plains of Moru and Dakia. Klammerskel Region: This is Northeast Gamandria, including: Belvane, Gru, Ranu, Esmar and Belvar.
Magic This is your knowledge of Sertori magic. You can use it to identify Spells, know what a Spell does and what Spells exist. The TN for a Magic Skill is set by the GM. It should be based on the rarity of the Spell. So, something that is quite commonly cast should have a TN of 6, while an extremely rare Spell could be as high as 10. This skill is knowledge-based, it isn’t an ability to sense magic. Rather, it reflects a character’s under-
standing of magic through study or experience. So while it might be used to know what Spell a Sertori is casting or has cast, it can’t be used to determine if a person is under the influence of Compel. The sub-skills for Magic are divided by Emotion Type. Select from the following list anytime you take this Skill. You know about the Spells in that category: Agape: Colloquially known as “love magic”, this category is so much more than charm and seduction. Penthos: This has a sinister reputation and often called “pain magic”. Deimos: The magic of “fear”. Misos: The magic of “hate and rage”.
Institutions This Knowledge Skill is for important institutions. It reflects your working knowledge of things like armies or trade guilds. Like other Knowledge Skills, any Institutions Roll TN should be set by the GM. On a Normal Success, you know a relevant piece of information about the Institution. On a Total Success, you know several important bits of information.
ploring ideas.
Languages This represents your mastery of speaking different languages. It does not allow you to read scripts, however. Language can be taken multiple times, and all characters start with 3 Ranks in their native language. Because Singh is so ancient and because civilization was built on the ruins of Nong Sai, all starting characters receive 1 free Rank in it. Languages are quite simple; there are four basic levels of mastery. To speak within the scope of your Rank, you do not need to roll. For example, if you have 1 Rank in Ronian and simply want to thank someone for being friendly, no roll is required. Should you then attempt to discuss your plans to revolutionize the silk trade, with just 1 Rank in the language, you would need to make a Roll (with a high Target Number). When making a Language Skill Roll, you can communicate and understand on a Success. On a Total Success, you can pass as a native Speaker. On a Failure, you fail to comprehend or communicate successfully.
Each time you take Institutions, select from the following list:
Here are the basic levels of language mastery. If you lack the Relevant Dialect, treat yourself as one Rank lower.
Military Orders and Hierarchies: You have knowledge of armies and military command structures. This also includes things like tactics and strategies.
0 Ranks: You cannot speak a single word of the language
Trade Guilds: There are many Trade Guilds in Gamandria, and this skill means you understand how they operate and how to become a member. Criminal Orders and Secret Societies: This Skill provides knowledge of the hidden layer of civilization, the dark underbelly of the urban world and man’s secret brotherhoods. Political Organizations: This provides knowledge on political bodies and government like the Caelan Senate. Sertori Orders: This includes the major Sertori orders like the Fellowship of Promestus. Academic Societies: This includes any institutions with the key aim of acquiring Knowledge and ex-
1 Rank (poor): You know basic words and conversational phrases, but cannot form complex or meaningful sentences. 2 Ranks (average): You can communicate in the language but with some trouble. 3 Ranks (fluent): You can communicate with competence in the language and speak on complex subjects. You can take Ranks in multiple languages. Always start with 3 Ranks in your native Tongue and 1 Rank in Singh. Native Singh speakers may select a single Rank in another Language of their choice. When choosing a language, select from the list below (script is noted in parenthesis):
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Agarian (Sai): This is the language of the Agars and Servars who live in the Perlova Valley region and elsewhere near the Sea of Aetorus. Their language seems to have elements of Latar, Singh and Gruskel. One unusual feature of Agarian is female names and feminine words are short, one syllable, usually a consonant followed by a vowel. Male names and masculine words are usually two syllables, almost always ending in a consonant. Khubsi (Yoshaic): Khubsi is the language of Halflings, Dwarves, some Humans and the Hasri. It is spoken among the Marites, the Midbar tribes, the Sardonans, and in Shahr, Asharun, Bukhra and Rashua. Khubsi consonants are almost always followed by a vowel, and most Khubsi speakers regard it as an ideal language for poetry and literature. It requires some effort to speak, as many of the vowels are made by exhaling heavily from the lungs. Consonants in Khubsi are often rolled or emphatic. Latar (Latari): Latar is a crisp and functional tongue spoken by many of the Orcs and the Humans of Utari. Latar shares some sounds and traits with Ronian. Gruskel (Latari): Gruskel is a guttural language spoken by Gru and Humans of Kash stock. Gruskel is primarily spoken in Esmar, Belvar and the Vaaran Kingdoms. Klerskel (Terfka): Ancient language of the Gru. This is spoken in Belvane, Gru, Ranu and in the Anumar Valley. Ronian (Latari): This is the language of the Ronian Empire, but it is also spoken in areas of Sardona, the Vaaran Kingdoms and the Eastern Caelum Republic. It seems to have some common characteristics with Latar. There is likely a connection that has been lost by history. Singh (Sai): The language of the Ogres, first spoken in Nong Sai. The Elves of Mandaru and Chambar (as well as the Asana) speak Singh. Singh has a melodic quality to it, due to its tonal nature. So to speak it, one must use both pitch and sound. Pasaali (Pasar): This is a dead language, though a few scholars know it. It was the language of the old Anumar City States, the culture of the Slovars. Other Languages: There are many other languages spoken by tribes and monstrous Races, such as Hinfu
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(spoken by the Taidin). Characters can also learn these languages on a case by case basis.
Dialects Dialects add some realism to the game. They are optional but highly encouraged. When you learn a language, you choose a free dialect in it (you must take this when you obtain your first Rank in the language). This is the dialect you know. You can spend Expertise to gain additional dialects, but this one is free and serves as your base in the language. Each language has multiple dialects. These can be selected from the list below. Anytime you communicate with someone in a dialect you do not know, you receive a −1d10 to your Language Roll to understand them. Agarian: Agari and Servari. Khubsi: Eastern (Shahr, Rashua and the Dwarves of Bukhra), Central (Marites and Midbar tribes), Western (Asharun and some Humans in the West), Sardonan (Humans of Sardona), Khatic (Khata and Dakia), Amlia (Giant). Latar: Enean (Western Caelum Republic and Utari), Aetori (Eastern Caelum Republic), Pendi (Pendeo). Gruskel: Vaaran (Vaaran Kingdoms), Ranu (Ranu and Anumar Valley). Ronian: Old Ronian (Church of Light and Imperial Court), Tarchaean (provinces of Tarchaea and Ronia), Magaean (province of Magaea). Klerskel: Belvic (Belvane and Gru), Esmari (Belvar and Esmar). Singh: Sai (Ogres), Manda (Mandaru), Chambari (Chambar), Asan (The Asana). Pasaali: None
Read Script This is your ability to read and write a language’s script. It doesn’t grant you the ability to communicate in a language you do not have. It simply allows you to understand the language’s letters. This must be taken for any language that you wish to be literate. Here is the list of Scripts (languages in Parenthesis):
Yoshaic (Khubsi): This is an elegant cursive script, with vowels expressed as different renderings for each consonant. So an “L” followed by the “ah” sound would look different than and “L” followed by “uu” or no vowel at all. Yoshaic is written from right to left. Latari (Latar, Gruskel and Ronian): This is a very effective block-letter script, with separate letters for vowels and consonants. Latari is written from left to right. It also has a robust punctuation system, and replaced most of the earlier scripts found in the Varian Sea region due to its simplicity and utility. Terfka (Klerskel): Terfka is a runic script, written horizontally from left to right. Sai (Singh): Sai is an elegant script with nearly 60 letters. In addition, it uses diacritical marks to denote tone. Vowels in Sai are much smaller than consonants and appear above or below them. Like Latari it is written from left to right. Pasar (Pasaali): Pasaali is dead language, spoken by the Slovars, and its script is syllabic rather than phonetic. It is rendered right to left with many horizontal lines and semi-circles.
Religions/Gods You know about religious organizations and the gods. This includes things like symbols, doctrine, Rituals (though not performing them), etc. Religions/ Gods can be taken multiple times to reflect knowledge of different faiths. When you select this skill you can simply choose one of the gods or a specific religion dedicated to the god. If you choose to take the god, then you know a thing or two about that deity, but not much about the people who worship it. If you take a specific religion, you know quite a bit about that organization’s beliefs.
Gods Ramos Sul Lurolai Lorgo Ranua Senga Sur Vanker Sarilla Aetia
RELIGIONS Sertori Cults Mystery Cults Church of Light Church of Ramos Cult of Sarda The Children of Nong Sai Khatic Ranuism Mandarism
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Step Seven: Select Expertise and Combat Techniques Expertise is specialized training in a particular use of a skill. It adds a +1d10 bonus to a given skill when used under the right circumstances. You might take an Expertise in a specific weapon for example. One Expertise costs a single Skill Point. The point used for an Expertise must belong to the Relevant Skill Group. For example, if you have 6 points in Combat Skills, and only spend 5, you could take a Combat Expertise with the remaining point, but you couldn’t spend that point for an Expertise in Speed or Talent. Most Skills have 3 Expertise and you can take as many as you wish.
COMBAT SKILL EXPERTISE Combat Skill Expertise indicates training in a specific weapon (in the case of wrestling it reflects your training in striking or grappling). You can take as many Combat Expertise as you wish. Whenever you use a weapon you have an Expertise in, you gain the +1d10 bonus to your attack roll.
Wrestling-Grappling You are trained in the art of grappling and know how to restrain foes effectively. Whenever you use Wrestling to restrain an opponent, you get a +1d10 bonus to your roll.
Wrestling-Striking You are good at striking foes with your limbs. Whenever you use Wrestling to attack in this manner, you gain a +1d10 bonus to your roll.
Light Melee-Select Weapon To take an Expertise for Light Melee, choose a weapon from the Light Melee category: dagger, bolo, lasso, net, Khatic dagger, wooden rod and Mandaru sabre. When you use that weapon, you gain a +1d10 to your roll. You can take this for as many weapons as you like from this category.
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Medium Melee-Select Weapon To take an expertise for Medium Melee, choose a weapon from the Medium Melee category: short sword, mace, war axe, trident, and javelin. When you use that weapon, you gain a +1d10 to your roll. You can take this for as many weapons as you like from this category.
Heavy Melee-Select Weapon To take an Expertise for Heavy Melee, choose a weapon from the Heavy Melee category: long sword, great sword, dab yai, hok, heavy spear, halberd, and Sardonan spear. When you use that weapon, you gain a +1d10 to your roll. You can take this for as many weapons as you like from this category.
Small Ranged-Select Weapon To take an Expertise for Small Ranged, choose a weapon from the Small Ranged category: sling, Ronian crossbow, Shahri crossbow, short bow and Mandaru bow. When you use that weapon, you gain a +1d10 to your roll. You can take this for as many weapons as you like from this category.
Large Ranged-Select Weapon To take an Expertise for Large Ranged choose a weapon from the Large Ranged category: Shahri bombard canon, Shahri canon, repeating ballista, and ballista. When you use that weapon, you gain a +1d10 to your roll. You can take this for as many weapons as you like from this category.
SPECIALIST SKILL EXPERTISe Expertise in Specialist skills vary considerably. Consult each skill entry below for the available Expertise.
Divination-Fortune Telling You are skilled at foreseeing the future, understanding the present and uncovering the past. Any time you use Divination to learn about the future, past or present you gain a +1d10 bonus to your Skill Roll.
Divination-Augury
Trade-Medium
You are well trained in reading the will of the gods. Anytime you use Divination to gain insight into about the gods you gain a +1d10 bonus to your roll.
Medicine-Surgery
When you take a Trade Expertise, you can choose specific objects, chemicals or structures you wish to specialize in. For example, you could take Trade: Wood-Furniture and this would give you a +1d10 bonus any time you make chairs. In the case of Alchemy, unless it is something simple like a common dye or paint, you must have the Expertise before being able to use the Alchemy Skill to create that chemical. So, if you want to make gunpowder, you must take Trade: Alchemy-Gunpowder. The following are just examples—the list of potential Trade Expertise is far from exhaustive.
You know how to perform surgeries. When using your Medicine Skill for surgical procedures, such as amputations, you gain a +1d10 bonus to your roll.
Alchemy: Paint, gunpowder (see gunpowder entry in Equipment section), smoke powder (See entry in equipment section), dye, Shahri purple, etc.
Medicine-Treat
Mechanical: Locks, wind wheels, automata, etc.
You know how to treat illness and poisoning. When using your Medicine Skill to cure or heal, you gain a +1d10 bonus to your roll.
Wood: Furniture, wagons, tables, houses, etc.
Medicine-Diagnose You know how to diagnose illness, Poison or Disease by examining a person. When you use your Medicine Skill to arrive at a diagnosis, you gain a +1d10 bonus to your Skill Roll.
Ritual-Select Deity or Being When you take a Ritual Expertise you simply select a god or powerful being whose rituals you have mastered. Anytime you perform a Ritual to this entity, you gain a +1d10 bonus to your Ritual Skill Roll.
Stone: Walls, stairs, houses, etc. Glass: Windows, tableware, etc. Metal: Weapons, armor, gates, etc. Architecture and Engineering: Buildings, canals (including aqueducts), roads, siege weapons, etc. Fabrics: Clothes, rugs, sails, etc.
Talent-Perform
Survival-Forage/Shelter
Talents cover a broad range of Skills. So, the exact nature of this Expertise varies according to the specific nature of the Talent Skill in question. It generally applies to the performance of the skill itself. So, if you have Talent: Singing, it refers to the act of singing, but if you have the Talent: Poisoning Skill, it refers to the act of poisoning someone. Anytime you doing anything considered a performance with your Skill, you gain a +1d10 to your roll.
You are good at foraging and finding shelter. When you use Survival to do either of these things, you gain a +1d10 to your roll.
Talent-Composition Like Talent-Perform, this Expertise accommodates the precise skill it applies to, but in most cases covers anything considered preparation or composition. So, if you have Talent: Singing, you would gain a +1d10 bonus when using the Skill to create a new melody.
Survival-Travel You are a swift and able traveler. When you make a Survival roll to travel (particularly when rolling for an encounter), you gain a +1d10 bonus.
Survival-Harvest/Fish You are a Master Farmer or Fisherman, and gain a +1d10 bonus to your Survival Roll when used for either of these things.
PHYSICAL SKILL EXPERTISE Consult each Skill entry below for the available Expertise.
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Athletics-Climb
Muscle-Break
You are an experienced climber, and know how to climb safely and efficiently. When using the Athletics Skill to climb, apply your +1d10 Expertise Bonus.
You are good at breaking things, from tables to reinforced doors. When using the Muscle Skill to break something, apply your +1d10 Expertise Bonus.
Athletics-Leap
Endurance-Exposure
You are adept at leaping over distances and heights. When using the Athletics Skill to leap, apply your +1d10 Expertise Bonus.
You have experience in harsh environments, and know how to pace yourself. When using the Endurance Skill to endure the elements, apply your +1d10 Expertise Bonus.
Athletics-Sports You are skilled at sports. When using the Athletics Skill in a sporting event, apply your +1d10 Expertise Bonus.
Swim-Fast You are an experienced swimmer, and know how to move quickly in the water. When using the Swim Skill to race or move quickly, apply your +1d10 Expertise Bonus.
Swim-Diving You are an experienced diver, and know how to dive under water. When using the Swim Skill to dive into water, apply your +1d10 Expertise Bonus.
Speed-Initiative You have lightning reflexes, and react with perfect timing in combat situations. When using the Speed Skill to make a Turn Order Roll, apply your +1d10 Expertise Bonus.
You can run at a steady pace when most others would collapse. When using the Endurance Skill to run long distances, such as in a marathon, apply your +1d10 Expertise Bonus.
Ride-Race You know how to move fast on your horse or in a chariot. When using the Ride Skill to go fast, apply your +1d10 Expertise Bonus. Select multiple times for each mode of transport you possess.
Ride-Maneuver You know how to maneuver on your horse or in a chariot. When using the Ride Skill to perform a stunt or unusual maneuver, apply your Expertise Bonus. Select multiple times for each mode of transport you possess.
Sail-Navigation
Speed-Pursue
You are an adept navigator. Apply your Expertise Bonus when using the Sail Skill to navigate.
You are fast on your feet, and able to run more swiftly than most. When using the Speed Skill to move fast, such as a running pursuit or race, apply your +1d10 Expertise Bonus.
Sail-Battle
Speed-Elude
MENTAL SKILL EXPERTISE
You move with cunning and make an elusive Target. When using the Speed Skill to escape pursuit, apply your +1d10 Expertise Bonus.
Muscle-Lift You are strong and trained to lift heavy objects. When using the Muscle Skill to lift something, apply your +1d10 Expertise Bonus. 72
Endurance-Marathon
You can command a crew in battle. Apply your Expertise Bonus when using the Sail Skill in combat.
Consult each skill entry below for the available Expertise.
Detect-Sense When you take Expertise in Detect, you select from one of the five senses: Smell, Sight, Hearing, Taste and Touch. Anytime this sense is the primary sense involved in a Detect Roll, you gain a +1d10 bonus.
Command-Lead
Detect-Prolonged
You are a born leader. When using Command to order someone around, apply your +1d10 Expertise Bonus to the Skill Roll.
You are skilled at conducting exhaustive searches of buildings and rooms. When you use your Detect Skill to conduct a prolonged search, apply your +1d10 Expertise Bonus.
Command-Extract You know how to loosen a man’s tongue. When using Command to extract information, apply your +1d10 Expertise Bonus to the Skill Roll.
Persuade-Charm You are a charming person and use that to your advantage. When using your Persuade Skill to seduce or gain favor with a person, apply your +1d10 Expertise Bonus.
Persuade-Convince You know how to convince people. When you use your Persuade Skill to convince another person that your view is correct, apply your +1d10 Expertise Bonus.
Deception-Denial You know how to deceive, to convince someone you didn’t do something you actually did. When you use your Deception Skill to deny a fact you know to be true, apply your +1d10 Expertise Bonus.
Deception-Tall Tale You understand the subtle art of telling a tall tale and can convince anyone of anything. When you use your Deception Skill to tell a false story or impersonate someone, apply your +1d10 Expertise Bonus.
Empathy-Emotion You read other people’s Emotions with ease. When you use your Empathy Skill to assess another person’s emotional state, apply your +1d10 Expertise Bonus.
Empathy-Intention You read other people’s intentions accurately and understand what makes them tick. When you use your Empathy Skill to decipher another person’s intent, apply your +1d10 Expertise Bonus.
Detect-Quick You can find things at a glance. When you use your Detect Skill to find something at a single glance, apply your +1d10 Expertise Bonus.
Reasoning-Wits You think quickly on your feet and know how to get out of tricky situation. When you use your Reasoning Skill to think up a solution on the fly, apply your +1d10 Expertise Bonus.
Reasoning-Logic You understand the principles of inductive logic, and know how to analyze information. When you use your Reasoning Skill to form a conclusion from evidence gathered, apply your +1d10 Expertise Bonus.
KNOWLEDGE SKILL EXPERTISE Knowledge Skill Expertise is generally a very specialized area of study, but can vary from one Skill to the other. For example, Language Skill Expertise indicates mastery of a particular dialect.
History-City A History Expertise indicates deep understanding of a particular city or site inside a given area. For instance, if you have History: The Varian Sea, you could take an Expertise in Rostanba or Angordee.
Language-Dialect This functions like other Expertise except it eliminates the −1d10 penalty imposed when you try to communicate between dialects within a language. For example, someone speaking the Agari Dialect of Agarian will suffer a −1d10 penalty when communicating with a person who speaks the Servari dialect of Agarian. If they both have the same Dialect, then there is no penalty. Only take a Language Dialect for an Expertise if your group is using the optional rule for dialects. Agarian: Agari and Servari Khubsi: Eastern (Shahr, Rashua and the Dwarves of Bukhra), Central (Marites and Midbar tribes), Western (Asharun and some Humans in the West), Sardonan (Humans of Sardona), Khatic (Khata and Dakia). 73
Latar: Enean (Western Caelum Republic and Utari), Aetori (Eastern Caelum Republic), Pendi (Pendeo). Gruskel: Vaaran (Vaaran Kingdoms), Ranu (Ranu and Anumar Valley). Ronian: Old Ronian (Church of Light and Imperial Court), Tarchaean (provinces of Tarchaea and Ronia), Magaean (province of Magaea). Klerskel: Belvic (Belvane and Gru), Esmari (Belvar and Esmar). Singh: Sai (Ogres), Manda (Mandaru), Chambari (Chambar), Asan (The Asana). Pasaali: None
Creatures-Specific For a Creature Expertise, choose a particular type from its category. For example, if you have Creatures: Undead, you could select an Expertise in Zombie or Vampire. Anytime you make a Creatures Roll related to the type you have an Expertise in, you gain a +1d10 bonus.
Places/Cultures-City Or Tribe A Places/Cultures Expertise indicates deep understanding of a particular city or tribe inside a given area. For instance, if you have Places: The Varian Sea, you could take an Expertise in Rostanba.
Magic-Spell When you take an Expertise in magic, select specific Spells each time from the Relevant Emotion type. When you make a Magic Skill Roll for that Spell, you gain a +1d10 bonus.
Institutions-People You know the important people in an organization (you also know its general structure). Whenever you make an Institutions Roll on the matter of the people inside an organization, you gain a +1d10 bonus.
Institutions-Formalities You understand the procedures, customs and etiquette of an institution. Anytime you make an Institutions Roll on the matter of that organization’s formalities, you gain a +1d10 bonus.
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Institutions-Symbols You understand the symbols, standards or flags of an institution. Anytime you make an Institutions Roll on the matter of that organization’s symbols, you gain a +1d10 bonus.
Religion-History You know about a religion’s history and gain a +1d10 to your roll if it is related to this subject.
Religion-Teachings You know about the teachings, scriptures and beliefs of a religion. You gain a +1d10 to your roll if it’s related to this subject.
Combat Techniques Combat techniques are acquired through advanced martial training and experience in live combat. These are the dirty tricks and special techniques that allow warriors to gain the upper-hand. Most are conditional on specific circumstances, but some are not. Only Ogres and characters with the Warrior Background start the game with free Combat Techniques. Everyone else must trade in Combat Skill Points to receive them at a cost of 3 Combat Skill Points for one Combat Technique. Characters can have no more than two Combat Techniques at Character Creation.
Wrestling Outside Fighter: You know how to dance around your opponent and keep them at a distance. If you move your full movement before attacking, you gain a +1d10 to your Damage Roll. Inside Fighter: You hurt your foes by getting up close and cutting down their reach. If you only move five feet or less before attacking, you gain a +1d10 to your Damage Roll. Brawler: Your fists fall like iron on your foes. When making an attack without a weapon, you do not take a Muscle Penalty for being unarmed.
General Melee Blind-Swordsman: You have learned to compensate for your lack of sight during swordplay (and other melee). By listening to your foe’s movements and sensing vibra-
tions, you are able to function without extreme penalties. If you have the Blind Flaw, your penalties are reduced to −1d10/−1 instead of −3d10/−3. If you do not have the Blind Flaw, you can still take this ability, but it literally requires an hour of practice each morning or evening or you lose its benefit the coming day. In addition, those taking it who do not have the Blind Flaw merely decrease their Illumination Penalties by one increment. So, an Illumination Penalty of −3d10 becomes −2d10.
Deflect: You know how to parry effectively against incoming blows. You gain a +1 bonus to your Parry when you do not move.
One-Armed Swordsman: Through practice and determination you have partially overcome the limits imposed on your swordplay (and other one-handed Melee) through the loss of a limb. Instead of −2 Parry, you take −1 to your Parry.
Set-up: If you win Turn Order against an opponent, you can take a +1d10 on your Attack Roll against him by choosing to go after him.
Light Melee Opportunity: You find opportunities to strike when a foes gets in close enough to do you harm. This gives you a +1d10 to your Damage Roll against an opponent who Wounded you in the previous or current round. Quick: You are fast. If your Speed Roll was higher than your opponent’s this round, you gain a +1d10 to Damage. Counter: You know how to draw in opponents and set up counter attacks. If a foe hit you but failed to do Damage on their last attack, you gain +1d10 to your Damage Roll. From the Shadows: You know how to attack in the dark of the night and gain a +1d10 to Damage in Dim, Dark or Lights-Out Conditions.
Heavy Melee Reach: You excel at fighting from a distance and circling your opponent. If the Target is 10 feet away from you, and your weapon has reach advantage, you gain a +1d10 to your Damage Roll.
Hefty Crush: You can wind up and deliver a powerful blow to an opponent. You take a −2d10 to your Attack Roll, −2 to your physical defenses, and in exchange, you do an extra Wound on a Successful Damage Roll. This only works with blunt weapons.
Small Ranged Accurate: You gain a +1d10 to your Attack Rolls against Targets with cover. Hawkeye: You get +1d10 to attacks in Poor Illumination. Bow Rider: You do not suffer the -1d10 penalty for firing a bow while on a mount. This is only available to Elves. Under special circumstances, the GM can allow exceptional characters of other Races to acquire this Combat Technique.
Deflect: You know how to parry effectively against incoming blows. You gain a +1 bonus to your Parry when you do not move.
Medium Melee Momentum: When you Wound a Target, you gain +1d10 to your next attack. Press: You aggressively pursue and intimidate your opponent with constant attacks. If you hit, but didn’t Wound a Target, you gain a +1d10 bonus to your next attack (cannot be taken with Momentum). Counter: You know how to draw in opponents and set up counter attacks. If a foe hit you but failed to do Damage on their last attack, you gain +1d10 to your Damage Roll. 75
Step Eight: Divinity (and Resist/ Devotion) and Disciples All characters, whether Sertori, Ogres or Mundanes, possess a special Rating which appears below the Wound Tracker on the character sheet. Ogres have Resist which protects them from magic, Mundanes have Devotion which enables them to commune with deities or higher beings, and Sertori have Divinity which gives them access to Thauma (miracles) and more Spells.
Divinity All Sertori have a Divinity Rating which represents their god-like charisma and power. This isn’t used to persuade people about a particular point of view or to negotiate the price of a grain shipment, rather it has three basic functions: managing Disciples, gaining Followers, Spells and performing miracles. Divinity ranges from 0 to 6 and all Sertori start the game with a Rating of 0 in Divinity. This score can go up as one gains Followers, but beginning at Rank two there is also an XP minimum requirement that needs to be met to advance. In play, the score indicates the number of d10 to roll (typically against TN 7) to perform miracles (called Thauma), to attract more Followers and to direct your Disciples (who are especially devoted and loyal Disciples).
Followers Divinity Rank is determined by the number of Followers one has, and the number of Followers one has is established by making special Divinity Rolls called Follower Checks. Characters should make Follower Checks when they use their magic publicly and in a highly impressive way (such as saving a village from certain destruction, striking fear into the heart of a king before his court, etc.). This means the Spell must: be cast Cathartically, be linked to the caster’s highest Emotion Rating, and achieve a result viewers could not have achieved themselves. In addition, to achieve Rank 2 or higher in Divinity, the character must possess a minimum Experience Point total. This amount need not be spent to acquire Divinity Ranks, but it is a bar to entry. To check for new Followers, the Player makes a Divinity Roll (d10 equal to his Divinity Rating) against Target 76
Number 7. On a Success, he sways approximately 10% of the people viewing and benefiting from his public performance of magic. So, in a crowd of 1,000, he gains 100 Followers. The effect of acquiring Followers is it raises his Divinity Rating by one for each of the following increments: 0=Divinity 0; 10=Divinity 1; 100=Divinity 2; 1,000=Divinity 3; 10,000=Divinity 4; 100,000=Divinity 5; 1,000,000=Divinity 6. To achieve Rank 3, the minimum XP is 30 (Rank 4 is 40, Rank 5 is 50 and Rank 6 is 60). So long as a character has acquired this amount of experience and has the Followers required, he can progress to the corresponding Rank. Followers don’t necessarily travel with the Player character, although they may help and offer assistance when they encounter him. Most won’t even recognize him, but simply know his message and name (to be recognized by Followers he must make a TN 7 Divinity Roll). As time goes on, they spread ideas and beliefs surrounding the Sertori. These are ultimately determined by the GM, but the Player can try to convey his wishes to Followers himself or through Disciples. After a Sertori gains Divinity Rank 3, he must make a roll each month to manage his Followers. Every month, each Sect of Followers a Sertori has will evolve on their own (see Managing Followers in CHAPTER FIVE: RULES). The Sertori can step in directly himself to influence the outcome of this. To do so, he must be physically present and make his will known. Sertori can rely on Disciples to tend to Sects of Followers in their absence. It is very easy for Sertori to directly acquire small groups of Followers, but to gain greater numbers they need to have Disciples (who can grow their number of Followers by a small amount each month).
Disciples Characters do not start the game with Disciples, rather they acquire them through play and by spending Experience Points. To gain a Disciple costs 15 XP, but must also be role-played over the course of at least a week. A Disciple, once gained, is a fully fleshed
out Mundane Character who can aid the Sertori in growing Followers, managing his movement, protecting him from harm, etc.
get his message out in a month to them. But otherwise, he is limited to those in a small area (generally Followers in and around a city or along a short route).
Disciples are not merely loyal, they are spiritually connected to the Sertori in a way Followers are not. They have achieved a state where, through various religious practices such as prayer, meditation and asceticism, they can commune with their teacher (the Sertori) and intuit his intentions. This enables the Sertori to appear briefly to his Disciples in visions and issue commands. He can also make such pronouncements in person, if he prefers.
Protect Teacher: Disciples will always come to their teacher’s defense when he is threatened, but he still needs to make a roll to have them come from a distance (Divinity TN 7). To request something extreme, such as sacrificing their life for his, he must make the request in person (TN 7).
While interactions with Disciples ought to be roleplayed, and the GM should not constrain results by the following mechanics when they interfere with plausibility, Disciples can generally do one of the following things provided the Sertori makes a Successful TN 7 Divinity Roll: Attempt to Raise More Followers: If the Sertori succeeds on his Divinity Roll, the Disciple will heed and preach his message to the masses. This takes about a month and requires the Disciple to make a Persuasion Roll (TN 7). On a Success, the Disciple gains a number of Followers determined by his teacher’s Divinity Rating: Divinity Rating Zero (None), Divinity Rating One (1 Follower), Divinity Rating Two (d10 new Followers), Divinity Rating Three (d100 new Followers), Divinity Rating Four (d1,000 new Followers), Divinity Rating Five (d10,000 new Followers), Divinity Rating Six (d100,000 new Followers). On a Total Success, double the result. To roll these amounts simply increase the number of d10 appropriately for each roll (i.e. two d10 for d100, three d10 for d1,000, etc.). Manage Followers: Followers tend to change their message over time, or argue over teachings by the Sertori that are unclear. A Disciple has a certain amount of clout among his Sertori’s Followers and can attempt to redirect them by preaching, writing new texts or taking more drastic measures. If the Sertori succeeds on a Divinity Roll, his Disciple spends the next month trying to shape a group of Followers in a particular region of the world. See MANAGING FOLLOWERS in CHAPTER FIVE: RULES. Keep in mind the limits of geography here. If one million Followers reside in a single city, then the Disciple can probably
Keep in mind that this is a two way path of communication. A Sertori can project his mind to his Followers when he chooses, but his Disciples may also seek to communion on their own through mystic practices that the Sertori encourages. The more involved and difficult the practices, the harder it is for his Disciples to contact him on a regular basis. A Sertori with Disciples can expect to receive occasional requests for guidance or insight from them (see Devotion below). There are two ways to create a Disciple’s stats. The first option is for the GM to design them and allow the Player to estimate the value of any prospective Disciple before selecting him. Using this method, the Player would most likely draw any new Disciple from the Ranks of his Followers, interacting with them to get a sense of the kind of person he wants to choose. So, if the Player is looking for someone with a high command or large number of Knowledge Skills, he will try to find someone who appears knowledgeable and persuasive. This is the default method for Sertorius. The second option allows the Player to stat his own Disciple. Using this method, he assigns Skill Points (using zero as the base) himself with a 15 point pool that can apply to all Skill Groups, at a cumulative cost (so the same as during character creation). After the initial Skills are set, the Player can raise his Disciples Skills at a cost of 5 XP per Skill Rank.
Thauma (Miracles) Sertori Characters can gain up to three miracles, or Thauma. A miracle is not something you simply wish for in the morning and possess in the afternoon. It requires a great deal of effort and personal sacrifice. While Sertori are godlike, they are just fragments of divinity compared to gods like Ramos and Ranua. 77
However, gaining Followers gives them a taste of true godhood in the form of Thauma. A Sertori gains one Thauma every Rank of Divinity beginning at Rank four. So, Thauma progression is as follows: Divinity Rank Four gain first Thauma, Divinity Rank Five gain second Thauma, Divinity Rank Six gain third Thauma. These are selected from the list in CHAPTER THREE: SPELLS AND THAUMA each time, and you may only take one Thauma from each Divinity level (you can never have two level 6 Thauma for example) . All miracles require their own method of casting which are described in their entries in the Thauma entries after Spells.
Spells Every Sertori is born with an inherent number of potential Spells. As he ages, he learns to access some of these on his own (these are the four starting Spells a Sertori begins the game with), but hidden deep within them are Spells that are harder to access. Gaining Followers and drawing on their soul energy enables Sertori to tap into these Spells and manipulate them. As a Sertori advances in Divinity, he acquires a new Spell for every Rank up to Rank three (one new Spell at Rank 1, another at Rank 2, a third at Rank 3). When you gain a new Spell, you may pick any one you wish from the list of Spells available to Sertori (unless you are using the random Spell selection method, in which case you should roll). If your Divinity goes down, you lose any Spells acquired in this way.
Divinity Loss If you lose Followers, your Divinity can go down. If this happens, you also lose any Spells and Thauma for the respective Rank of Divinity. TABLE: THAUMA AND SPELL ACQUISITION CHART Divinity Ranking
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Spell/ Miracle
Followers Needed
Minimum XP
0
None
0
none
1
One new Spell
10
none
2
One new Spell
100
5
3
One new Spell
1,000
30
4
One Thauma
10,000
40
5
One Thauma
100,000
50
6
One Thauma
1,000,000
60
Resist Ogre Characters have a Resist Rating instead of Divinity. This represents their ability to withstand Magical Attacks. Anytime an Ogre is subject to a magical effect, he rolls his Resist Rating in d10s against TN 10. On a Success, he is immune.
Devotion Mundane Characters who become Disciples, monks or Priests have a Devotion Rating which allows them to commune with Sertori and gods. Most regular people do not have Devotion Ratings at all. This is only available to people who dedicate their lives to the worship of a powerful being or in contemplation of metaphysical concepts. It is a Rating of 0 to 6 which indicates the number of d10 to roll when attempting communion. Communion is always against Target Number 8, takes several hours to achieve and allows the character to seek guidance or advice from a deity or Sertori that he worships. While characters are free to worship as many deities or Sertori they want, one can only commune with a single entity and earn Ranks in Devotion toward that being. To shift to another resets your Devotion to zero. To Commune with a deity or Sertori, the character must engage in the preferred mystic practice of the entity he seeks to connect with. This can vary a great deal from one god to the next but includes anything from prayer and meditation to bouts of asceticism (in the former case the time required is often much longer). At the very least, it takes four hours of dedicated effort to achieve communion. At the end of this time, the Player makes a Devotion roll against TN 8. On a Success, he may ask a single question and get a single response. On a Total Success, he may have an extended exchange with his deity or Sertori. In addition, once connected, the worshipper may receive blessings or affects such as healing if the being is able and wishes it.
Step Nine: Select Flaws Flaws are the warts and blotches of your personality. They are more than just bad habits; they really stand out and get in the way of your everyday life. These are physical, moral, mental and social imperfections that truly inhibit a character’s ability to function. Each flaw you take gives you one extra Skill Point during character creation. Because they each provide one free Skill Point, it is important for the Player and the GM to make sure Flaws come into play. The GM has the responsibility of knowing when a Flaw might be triggered or relevant. The Player has the responsibility of being true to his flawed nature. To facilitate this, there are Resolve Tests, but there will also be times when the Player needs to use his own judgment. Some Flaws require a Resolve Test when triggered (See the Resolve Skill entry for further details on this procedure). It basically works by rolling a pool of d10 against the Player’s Resolve Rating to see if he succumbs to the flaw.
Awkward You are off-putting to people in a particular way, such as arrogance, curtness or a stutter. Perhaps you are an intentional jerk or maybe you desire to be liked but make all the wrong moves. This could be anything you like (foul odor, speech impediment, a constant sneer, etc.) whatever it is, this imposes a −1d10 penalty to all your Persuade and Command Rolls.
Blind
what you can to avoid the threat. If he gets a Total Success, you become obsessed with the threat, believing it is everywhere. If the GM rolls under your Resolve, you are able to confront the threat, but still afraid.
Cursed You live under the weight of a curse from the gods. The details of the curse are up to you, but the Gamemaster has final authority. It could be an inherited condition or one that befell you specifically. For example, you might be cursed to turn into a particular animal at night. Whatever the curse, any potential benefits must be heavily outweighed by the drawbacks. Becoming an animal may give you a half decent Attack Bonus, but would make you incapable of communication or casting Spells. Also, Spells can never lift the effects of a curse, even temporarily. These are conditions imposed by the gods themselves, and no amount of hocus pocus from a mere Sertori will alleviate them.
Egotistical You believe in yourself, even when it’s not justified. There may be areas where you do, in fact, excel, and these don’t present much of a problem, but you have an enormous blind spot for your own weaknesses, believing them to be strengths. As a result, you overestimate your ability to achieve in areas where you have no training or experience. On any Unskilled Roll, instead of the normal 2d10 take the lowest, you roll 3d10 and take the single lowest result.
Characters that are blind operate as if in Lights-out conditions as described in the ILLUMINATION section of CHAPTER FIVE: RULES. This imposes a −3d10/−3 to all Parry, Evade, Combat Skills, Physical Skills and the Detect Skills (in the case of Detect, it is ignored when vision is not a factor).
Cowardly You value your own life and avoid risk at all cost. Whenever you can, you stay out of combat and you try not to expose yourself to danger. Anytime you encounter a potentially harmful threat, you must have a Resolve Test. If the GM meets or exceeds your Resolve, you do 79
Enemy
You have a long-term enemy who hates you. An enemy is a fully fleshed out NPC (created by the game master). Enemies have a 50% chance of showing up and creating problems for the character each adventure. Some enemies just want to see you fail, while others want to see you die. The GM should roll on the Enemy Chart when making your foe to find out the type of character and motives. ENEMY CHART Type of NPC (Roll d10)
NPC Motive (Roll d10)
1-7 Mundane
1-4 Dislikes you and doesn’t want you to succeed
8-9 Ogre
5-6 Jealous and covets your success
10 Sertori
7-8 Hates you and wants to ruin your reputation 9-10 Hates you and wants to kill you
Greedy You lust for wealth and material gain. To obtain these things you would lie, cheat and deceive even a trusted ally. When the opportunity to gain presents itself, you must pass a Resolve Test. If the GM meets or exceeds your Resolve, you take any non-violent action available to exploit the opportunity. If he gets a Total Success, you take any action (including a violent one) to exploit the opportunity. If the GM rolls under your Resolve, you resist temptation.
Hedonist You have an insatiable appetite for physical pleasures. This is normally a specific vice, that you have difficulty resisting. For example, you might select wine as the focus of your Hedonism. Food would be another choice. When in the presence of your vice, you must pass a Resolve Test or attempt to partake of it. You won’t necessarily do anything harmful to others to indulge your hedonism but you might behave recklessly in its pursuit. When confronted with the source of your Hedonism, the GM will roll a pool of d10 against your Resolve (the number would be based on the degree of temptation it presents). If the GM rolls under your Resolve, then you overcome your urges. If he meets or exceeds your Resolve Rating, then you give into your Hedonistic desires. If he gets a Total Success, you suffer a prolonged episode where you must make an additional Resolve Test each day in order not to seek out your particular pleasure. 80
Foul-Tempered You are irritable and impatient. You do not suffer fools and you are prone to fits of rage. When you don’t get your way, or when people appear to be thwarting your efforts, you must pass a Resolve Test. If the GM meets or exceeds your Resolve Rating, you become verbally confrontational and accusatory. If the GM gets a Total Success, you become physically confrontational. If the GM rolls under your Resolve, you can bite back your emotions and remain calm.
Juvenile You are still a child (well below the age of adulthood for your Race) and lack both experience and physical strength. All of your Skills are capped. You cannot have more than 1 Rank in any Combat, Physical, or Specialist Skill; or more than 2 Ranks in any other Skill group. In addition, all of your Skills cost double the normal amount. Juvenile Characters begin the game with 0 points in Combat Skills and must use Bonus Points or Experience to raise them. Because of the severity of these penalties, this Flaw bestows 2 free Skill Points. In addition, Juvenile Characters start with a base Evade of 4 instead of 3.
Mad You suffer a serious mental disorder. In the STAGE ONE AFFLICTIONS section of CHAPTER SIX: AFFLICTIONS AND GRIMS, select one of the Emotion columns on the Mental Afflictions Table and roll. You suffer from this mental disorder permanently (this is completely separate from normal afflictions you may or may not acquire in the course of a campaign and cannot be removed under any circumstances).
Magic Vulnerability You are easily affected by magic and suffer a −1 to all Defenses against magical attacks or Spells.
Missing Limb You are missing an arm or leg (anyone missing just a hand or foot should take the Lame flaw). The penalty for this depends on which limb you are missing. Missing Limb gives you 2 extra Skill Points instead of the normal 1 for Flaws.
Missing Arm: You take a −2 penalty to Parry, and a −1d10 to Athletics and Swim. You cannot use weapons/ devices requiring the use of two hands, such as bows or heavy spear. Certain other Skills may be affected by penalties as well at the GM’s discretion. A character with two missing arms takes a −3 penalty to Parry, and a −2d10 to Athletics and Swim. Missing Leg: You take a −2d10 to Speed, a −1d10 to Ride and Athletics. Certain other Skills may be affected by penalties as well at the GM’s discretion. A character with two missing legs takes −3d10 to Speed and −2d10 to Ride and Athletics, plus suffers the expected challenges to movement and transportation.
Nervous You tend to panic in social situations. As a result you suffer a −1d10 penalty to any Command, Persuade or Deception Roll.
Lame You are physically crippled in some way, such as having poorly developed legs or arms. This imposes a −1d10 penalty to a Physical Skill of your choice and to one Skill of the GM’s choice (this skill should be related to the condition).
Lazy You are slow and do not engage your surroundings. This is purely an issue of motivation and imposes a −1d10 penalty to Speed and Detect. This Flaw bestows 2 Skill Points.
Secret You have a terrible secret that, if discovered, would ruin your reputation and put your life at risk. This flaw must be taken with GM approval and tailored to the character. It should be something significant, like pretending to be a Sertori when you are not, or masquerading as the opposite sex. Whatever the secret, it must be something that is a constant threat. If the secret would only be discoverable once a month or once a week even, then it isn’t enough. It has to be a secret that people could uncover on a daily basis with dire consequences. Having a secret ought to require frequent uses of the Deception Skill to help avoid detection.
Sickly You may be physically strong, perhaps even a great athlete, but your body is susceptible to illness and harm. Your Hardiness has a base value of 2. When exposed to Poison or Disease, instead of increasing to base value 6, your Hardiness increases to base value 4.
Ungainly You are not adept at dodging or going unnoticed. This could be due to any number of factors, including physique or clumsiness. Your Evade and Stealth both have base values of 2 instead of 3.
Unintelligent Your memory is poor and learning new information proves difficult for you. As a result, you take a −1d10 penalty on all Knowledge Skill Rolls.
Weak-willed You are easily manipulated and intimidated by others. As a result, your Resolve begins as base 5 instead of 6.
AN EXAMPLE OF CHARACTER CREATION Michael sits down to make his first character for Sertorius. He begins by going to CHAPTER TWO and following the nine steps under CHARACTER CREATION. The First Step is to pick a Race. He has already been told by his GM that all characters need to be Sertori or Ogres, and since the later cannot use magic, Michael decides to make an Elf. So, he writes “Elf” under Race on his character sheet. As an Elf, Chris gets a free Rank in three of the following: Parry, a Combat Skill, Speed or Medicine. Knowing he wants to make a Warrior, Michael opts for Parry, Medium Melee (his Combat Skill) and Speed. These will be added to his total after he buys all his Skills. The Second Step is to select a background. Michael already knows his character will be martial, so he takes the Warrior background. It is suitable for any character with combat training. Backgrounds determine which Skill Groups are primary and starting wealth. In addition, the Warrior Background lets 81
characters begin the game with one weapon (Player’s choice), leather armor and one Combat Technique. Michael makes a note of these details on his sheet for when he outfits his character and gets to the Combat Technique section of the book. After selecting his Background, Michael needs to come up with some basic details about his character such as homeland, name and age. Because he doesn’t know the setting, he asks his GM where Elves are likely to come from. The GM tells him that the possibilities are quite varied, but he recommends a nomad from the Steppes of Shandee for a Warrior. This appeals to Michael, so he selects Steppes of Shandee as his homeland. Looking at Step Three in CHAPTER TWO, Michael sees a lot of information on names organized by language. The GM informs him that the Steppe Elves speak Singh and suggests choosing a name from the Singh Language list. He likes the name Rasan, so writes that down on his sheet. Under AGE AND AGING (right after languages and names), Michael finds that adult Elves are 50 or older, so he makes Rasan 55. After this, he comes up with a brief personal history for Rasan: an Anam tribesmen cast out by his people for being a Sertori. Step Four is to allocate Emotions. There are four: Misos (anger), Agape (love), Deimos (fear) and Penthos (pain). Michael likes the idea of a Warrior using rage and fear in battle, so he takes 2 Ranks in Misos and 2 Ranks in Deimos. Step Five is to select Spells. The GM tells Michael it helps to note the Relevant Skill for each Spell he takes, because you need to make Skill Rolls to cast. Looking through the Misos and Deimos Spells in CHAPTER THREE, he selects The Splintering of Yaum (Deimos), Paralysis of Nemach (Deimos), Blades of Wrath (Misos), and Flying Steel (Misos). The Splintering of Yaum seems like a good Defensive Spell to Michael, and he notes that it requires the Athletics Skill. Looking at Paralysis of Nemach, he suspects he will come in handy if cast before charging his enemies and notes that it uses the Command Skill. Flying Steel enhances his sword-fighting ability and is cast with any Melee Skill. Blades of Wrath, which imbues his swords with magic power, uses the Magic: Misos skill. Michael notes these down as well and moves on to the next step. Step Six is the Purchasing Skills phase of character
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creation. Skills are divided into six categories, and Players have 12 or 6 points to spend toward Skills in each depending on which groups they select as their Primary and their Secondary Skills (some Backgrounds give more or less for Primary and Secondary Skills). As a Warrior, Michael can select two of the following as his Primary Skills (all others are secondary): Combat, Defense or Physical. He chooses both Physical and Combat because he knows those will be important to his Spells. This gives him 12 points to spend on Combat, 12 points to spend on Physical, 6 for Defense, 6 for Specialist, 6 for Mental and 6 for Knowledge. Skills are at a cumulative cost with 1 point for the first Rank, two more points to raise it to two, and three more to raise it to three (for a total of six points to buy Rank three in a given Skill). Because he has 12 points in Combat, Michael Takes 3 Ranks in Medium Melee (total 6 points), 2 Ranks in Small Ranged (total of 3 points) and 2 Ranks in Light Melee (Total of 3 points). He then moves onto the other groups making sure he buys Ranks in the Skills connected to his Spells. When he is done, he adds in his free Skills for being an Elf. Step Seven is to buy Expertise and Combat Techniques (if applicable). Expertise cost one point and gives you a circumstantial +1d10 bonus when using the Skill they are related to. Michael only has one spare point, and it is in Physical Skills, so he takes Athletics-Climb (which will give him a 1d10 bonus any time he uses his Athletics Skill to climb). He also gets a Combat Technique for being a Warrior. Michael sees Rasan as an aggressive character, so he takes Medium Melee-Momentum, which gives him a bonus on his next attack anytime he wounds a foe. Steps Eight & Nine are Divinity and Flaws. As a beginning Character, Rasan’s Divinity Rating is 0, so Michael circles 0 on the Divinity Tracker. While taking a Flaw would give him a bonus point toward Skills or Expertise, Michael doesn’t like the idea of starting at a disadvantage, so he opts not to choose a Flaw. He is now ready to equip his character (who already begins the game with a sword and leather armor for being a Warrior). Warriors get 1d10 × 4 Silver, so he rolls, getting a 5, and has 20 silver to spend on the Equipment lists in CHAPTER FOUR.
Chapter Three SPELLS AND THAUMA Use this section of the book to learn more about casting magic. Here you will find a complete listing of Spells and Thauma (miracles), as well as a general overview of how magic works in Gamandria. These are not all of the Spells that exist in Gamandria; the total number of Spells is too numerous to tally, but this is the default list for a standard campaign. For more Spell options, you can download the expanded list in BOOK OF THE ARCHON for free (we plan to release several Books of the Archon in PDF format).
The Four Emotions All magic is based on four forces of creation, powerful emotions that shaped the gods and the world. Casting magic requires the Sertori to channel these forces from within. They are: Agape: Love Deimos: Fear Misos: Anger/Hate Penthos: Pain/Sorrow Each character has a Ranking of 0 to 3 in each Emotion, and this determines the power for Spells in that category. At character creation 4 points may be allocated into the four Emotions (Emotion Ranks are purchased at a cost of 1-1). You cannot cast Spells if you don’t have Ranks in their relevant Emotion.
Casting a Spell Every Spell is cast by making a Skill Roll against a Target Number. The Skill used represents how the Spell itself is cast. In some cases, this may simply be visualizations based on knowledge, but in others it may be physical gestures or movements. If the Skill Roll is successful, the effects of the Spell occur and are based on your Emotion Ranking (this will be explained in the Spell description but follows a general pattern described in Spell Rolls and Afflictions below). Like Normal Skill Rolls, those made to cast Spells are subject to Success, Total Success and Failure. Again, the specific results of these are explained in the Spell descriptions. Spells all have two basic power levels: Normal Casting and Cathartic Casting. You can cast Spells as much as you want, but must observe the listed casting time and duration. Both Normal and Cathartic Castings have no limits on how often they may be cast unless specifically stated in the Spell description. A Normal Casting typically produces a smaller effect, linked directly to your Emotion Rating (for example, a Spell may do 3d10 if you have 3 Ranks in Misos). A Cathartic Casting is greatly amplified. Sometimes this means the effect of your Spell is doubled (so a Spell that Targets 1 person per Rank of Misos will Target 2 people per Rank of Misos on a Cathartic Casting, a Spell that does 1d10 Damage per Rank of Misos does 2d10 Damage per Rank of Misos); other times it may increase duration or allow for a special effect. Each Spell explains what happens on a Cathartic Casting.
While Cathartically Cast Spells are clearly superior, they come with serious risk to the Sertori. Each time you cast a Spell Cathartically, you acquire Grim Points. As you expose yourself to the intense magical energy required to unleash a Cathartic Spell, you can acquire Afflictions and eventually transform into a creature or powerful haunt through the accumulation of these Grim Points (which are tracked on the second page of your character sheet).
Sustaining Spells and Automatic Successes You can take an Automatic Success on a Normal Casting provided you are doing so in conditions that are not pressing or when there are no serious consequences for Failure. This also allows for the sustained casting of shorter duration Spells. When sustaining Spells, you can essentially ignore casting time after the initial casting, provided you don’t need to take any other actions. For example, you don’t need to roll every round to cast Flight overland. As long as no one is attacking you and you are not pushing for speed, you can fly all you want. If the consequences for failing a Normal Casting would be substantial, then you do need to roll. For example, a Spell like Pora’s Portrait requires a roll because the quality of the object crafted is vital to the Spell’s performance.
Minor Spell Effects A Sertori can always cast Spells to produce minor, superficial effects. Doing so requires no Skill Roll and is instantaneous. Such castings produce visual and insignificant (largely non-mechanical) physical results that are in keeping with the core concepts and powers of the Spell. For example, a Sertori may use Avalanche of Flame to cause all the candles in his study to light.
Spell Rolls and Afflictions Sertori can cast Spells without risk provided they are doing so at Normal Casting. When a Sertori unleashes a Spell’s cathartic effect however, he risks being overwhelmed by its primal energy. This begins a long process of madness and transformation that
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ends with the Sertori transforming into a Grim (See CHAPTER SIX: AFFLICTIONS AND GRIMS). Any time a Sertori casts a Cathartic Spell, which basically means casting it at full effect, there is a risk the caster becomes unstable. This risk actually increases the higher his Rank is in the Relevant Emotion. Failing your initial Spell Roll increases the risk even more. This risk is measured by the amount of Grim Points you accumulate on your Grim Points Tracker (see Character Sheet). Whenever you cast a Spell Cathartically, your Spell Skill Roll determines how many Grim Points you acquire. On a Total Success, you are safe and take no Grim Points. On a Success, you are slightly overpowered by the magic energy and gain a number of Grim Points equal to the Rank of your Relevant Emotion for that Spell. On a Failure, you take your Emotion Rank in Grim Points, plus 2 additional Grim Points for the Failure. As an example, a caster with Rank 2 in Agape who casts Merciful Plea and fails his Persuade Roll, gains 4 Grim Points and marks those on his sheet (2 for his Ranks in Agape and 2 for Failing the Spell Skill Roll). As you gain Grim Points, you become less stable and acquire Afflictions. Every Grim Point you gain advances you further along the Grim Point Tracker. There are four stages: Stage Zero, Stage One, Stage Two and Stage Three. The first three stages have six boxes, each allowing you to take 6 Grim Points before progressing to the next stage. When you reach boxes marked with an M or P, you acquire an Affliction (Mental Afflictions on Ms and Physical Afflictions on Ps). When you reach Stage Three, you start turning into a Grim. Here is a walk-through of how it works:
A character getting 3 Grim Points marks three boxes on the Tracker (putting him at the third box on Stage Zero). A character who accumulates 7 points marks off all the boxes in Stage Zero and progresses to Stage One (marking off the first box there). As you can see if you look at the sheet, this means he also gains a Mental Affliction (because the first box of Stage One is marked with an M). Once you are at this stage, it is more difficult to eliminate Grim Points by resting.
EXAMPLE OF CASTING A SPELL: Flavia is traveling with her companions along the Eastern Trade route, when a Harpy descends from the sky and attacks. She attempts to trap the creature by casting Gilded Cage. Gilded Cage takes two rounds to cast, so Flavia begins her attempt while the rest of the group rushes to attack the Harpy. She must wait and hope her party survives until the casting is complete. Unfortunately, none of Flavia’s party are Sertori. The Harpy kills one with a crackling Bolt of Fury and kills another ally the following round with a second bolt. Over the two rounds she spends Casting, her surviving companion manages to wound the Harpy with a magic arrow they found inside an old Ogre king’s tomb.
If you gain enough Grim Points to reach the M or P box in Stage One, you gain an Affliction (see CHAPTER SIX: AFFLICTIONS AND GRIMS). If you gain enough Grim Points to reach the M or P box in Stage Two, you gain a Major Affliction. If you gain enough Grim Points to reach the final Box marked with a G, you become a Grim.
When it is time, Flavia unleashes her Spell. To cast Gilded Cage, she must make an Empathy Roll against the Harpy’s Wits (because Gilded Cage uses the Empathy Skill for casting). With three Ranks in Empathy, Flavia rolls 3d10 resulting in 5, 2, and 8. Her single highest result (8) beats the Harpy’s Wits Rating (6), so her Spell is a Success. She is casting it non-Cathartically, so it creates a golden energy field around the Harpy trapping it for 1 week per Rank of Agape (Flavia can trap it for one week).
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Spell Entry Format
Spell Descriptions
Every Spell follows a simple entry format, with an information block followed by descriptive text and then the Cathartic Effect. Here is an explanation of the format: Name: This is the name of the Spell. Type: The Relevant Emotion: Misos, Agape, Penthos and Deimos. Skill: This is the Skill used to cast the Spell. You must have the exact Skill (and sub-skill when required) to cast the Spell. If you don’t have the Skill, you make your roll at 0d10 (roll 2d10 and take the single lowest result). Casting times: This is how long a Spell takes to cast. For instance: instant, action, 2 rounds, 10 minutes or more. You can cast as many instant Spells as you like in a round, though they are usually Cathartic and, therefore, come with some risk. Instant Spells can be cast as you are being attacked, when it normally isn’t your turn. Duration: This is how long a Spell lasts once it is cast. Duration begins the round of casting. Area: This is the area of effect or the number of Targets a Spell allows. Effect: This is a brief note (explained more in the Spell entry itself) about the effect of your Emotion Rating when casting the Spell. For example: Damage, Number of Targets, Area etc. Description: This explains what the Spell does and how to use it. Catharsis: This is the full release of magical potential in a Spell causing the Sertori to take Grim Points. Unless otherwise noted, a Cathartically Cast Spell gets the same benefits as a Normal Casting if it is a Total Success.
These are all the Spells available in Sertorius. At character creation, Players may select four of their choosing (or follow one of the optional methods provided). Balanced casters get 2 extra Spells. After character creation, Sertori acquire new Spells as they gain Divinity. Spells are organized according to Emotion type: All, Agape, Penthos, Deimos, and Misos. Spells in the All category can use whatever Emotion the caster wishes as their base.
All DANCE OF SATREE
Type: All Skill: Talent (Dance) against Resolve Total Success: Special Casting time: 3 Minutes Duration: 1 hour/Rank of Relevant Emotion Area: 100 foot area Effect: Number of Targets and Duration
The caster weaves a powerful enchantment as she dances, captivating those who watch and turning their minds toward madness. To cast the Dance of Satree, the Sertori must make a Talent (Dance) Skill Roll against the Resolve Scores of all Targets in the area. Anyone who witnesses the dance is a potential Target, but the caster can only affect one person per Rank of the Relevant Emotion. On a Success, the Target suffers one Mental Affliction of the caster’s choosing from the Stage One Mental Affliction Table in CHAPTER SIX: AFFLICTIONS AND GRIMS. On a Total Success, the caster may choose an Affliction from the Stage Two Affliction Table. The duration lasts one hour per the caster’s Rank of the Relevant Emotion. Catharsis: On a Cathartic Casting the dance temporarily turns the Target into a Grim Beast (roll randomly on the Grim Beast Chart in CHAPTER SIX). On a Total Success, the caster does not suffer any loss to Hardiness from casting (see below). This can transform any person, regardless of their nature (whether Sertori, Ogre or Mundane) into a Grim Beast. They have all stats of a Normal Grim
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Beast, except they keep their natural Wounds. They are powered by the magic of the caster, and under her limited control (the caster must make a single Command Roll against the Grim’s Resolve to get it to obey). This depletes the caster’s energy, causing her Hardiness to drain one point an hour until the end of the Spell. This state lasts for an hour per Rank of Relevant Emotion and leaves the victim confused and horrified for hours to days after the event.
MEMORy
HERALD
The caster makes a special brew that alters the memories of anyone who drinks it.
Type: All Skill: Reason TN 6 Total Success: Double duration. Casting time: 1 hour Duration: 1 week per Rank in Relevant Emotion Area: One Target per Rank in Divinity within 10’ of the caster Effect: Duration
The caster empowers willing non-Sertori and nonOgres with Divine Power to act as his Herald. To cast Herald, make a Reason Skill Roll TN 6. This takes an hour and requires both the caster and the Target to join hands while the caster meditates. On a Success, you impart some of your spirit to the Target temporarily. While the Spell is in effect, the Heralds have +1 on Hardiness and Resolve. When a Herald is wounded, the Sertori instantly knows this and may choose to take any amount of the Wounds upon himself, if desired, to spare the Herald. Total Success doubles the duration. Cathartic: The Heralds receive +2 Hardiness and Resolve instead of +1. In addition, every two Wounds transferred from a Herald only inflicts one Wound on the caster. Also, the caster can impart one or more Spells to the Herald for the duration of the Spell. This must be done at the moment of casting, and while the Spell is possessed by the Herald, the caster cannot use it himself.
Type: All Skill: Talent (Poison) TN 8 Total Success: Duration doubled Casting time: 1 hour Duration: 1 day per Rank of Relevant Emotion Area: Special Effect: Special
To cast Memory, the Sertori must make a Talent (Poison) Skill Roll against TN 8. This takes an hour and requires the use of a wide variety of ingredients, which reflect the particular memories the caster wishes to imbue in the potion. On a Success, the caster creates a beverage that causes anyone who drinks it to gain 1 new memory for a day per Rank of Emotion. On a Total Success, the duration doubles. On a Failure, the caster accidentally ingests or inhales some of the brew and acquires the memory himself, leaving the rest of the potion ruined. Even when cast successfully, you still need to get a person to drink the brew for it to work. The memory created must align with one of the four Emotions, and the caster’s Rank in this Emotion is used to determine things like duration. He may create one memory, and its potency is set by the caster’s Rank in the Relevant Emotion: Emotion Rank 1 2 3
Memory Simple, everyday memory like buying a goat or eating a meal. Somewhat important memory like an acquaintance or important business matter. A major memory like a family member, friend, or major turning point in one’s life.
Cathartic: When cast Cathartically, this enhances the potion’s power greatly. The first major improvement it makes is the duration becomes permanent. The second is it also allows the caster to remove a memory instead of adding one should he choose to do so.
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ORTHU’S FRIGHTFUL MINDFULNESS Type: All Skill: Empathy against Wits Total Success: Special Casting time: 1 round Duration: Special Area: 20 feet Effect: Special
The caster focuses his mind and probes the subject’s soul, learning what magic it contains. To cast Orthu’s Frightful Mindfulness, make an Empathy Roll against the Target’s Wits and choose an Emotion to focus on. On a Success, you learn about one Spell per Rank of your Relevant Emotion (it must be a spell the person has in that category of Emotion). On a Total Success, you also learn how many Ranks they have in that Emotion. Cathartic: When cast Cathartically, in addition to the normal effects, Orthu’s Frightful Mindfulness allows you to force and direct the casting of a Spell possessed by the Target that you know about. The Target is forced to cast the Spell in the manner you wish, though he retains control of himself in all other respects. The effect lasts for one round per Rank of the Relevant Emotion, but can be sustained further by making an additional Cathartic Casting of the Spell. This is important if the Spell you are forcing has a long casting time.
ORTHU’S POTENT SCRIPT
Type: All Skill: Read Script TN 6 Total Success: Duration Casting time: 10 Minutes Duration: 4 hours/ Rank of Relevant Emotion Area: Up to a line of text Effect: Duration
The caster renders a character or line of text on any viable surface, and it begins to glow as he empowers it with a Spell of his choosing. To cast this Spell, the Sertori must make a Read Script Skill Roll against TN 6. Success allows a Spell to be contained within the text, provided the caster succeeds on secondary casting of the Spell to be stored. Failure indicates the caster loses use of the 88
Spell that was intended to be contained for 1 day. The duration of the Spell is 4 hours per Rank of the Emotion used for the second Spell. Total Success doubles the duration. The caster sets conditions for the contained Spell to be triggered based on entities and objects entering the area it is located (within ten feet). When the conditions are met, once per round the Spell will trigger. When making the text, the caster rolls as if casting the contained Spell. Failure indicates the contained Spell fizzles and the symbol vanishes. Success indicates the Spell casts normally. So long as the script is imbued with a particular Spell, the caster cannot use that Spell himself. Casting the Spell, nullifies the script. Catharsis: The contained Spell is Cathartic.
POTENT AMBIENCE
Type: All Skill: Magic (Any) TN 8 Total Success: Duration Casting time: 1 round Duration: 1 round Area: 20 foot radius Effect: Duration and Special
The caster becomes one with an Emotion, selecting any one Emotion he has Ranks in each time the Spell is cast. His body radiates the Emotion, affecting those around him. To cast Potent Ambience, make a Magic Skill Roll (use sub-skill for the Emotion) against TN 8. On a Success, the caster causes one of the following effects to take place for 1 round. On a Total Success, this lasts for two rounds: Misos: All aggressive actions taken that round inside the area get a +1d10 on Attack and Damage Rolls (if any). Agape: All aggressive actions taken that round inside the area get a -1d10 on Attack and Damage Rolls (if any). Penthos: All beings in the area gain +2d10 to Damage Rolls. Deimos: All beings in the area have Speed increased by +1d10.
If the Spell is cast while a previous Potent Ambience is in effect, the most recently cast Spell replaces the older one. The caster suffers a -1d10 on casting any Spells, while this Spell remains in effect, that are not from the Emotion used to cast this Spell.
Empathy Roll against TN 6. On a Success, he creates one of the effects described below depending on which Emotion he uses. On a Total Success, the duration becomes 2 hours per Rank of the Relevant Emotion.
Cathartic: The magic becomes so powerful that the area doubles, and it has a visual effect: ripples of light radiating out from the caster. The colors tend to be red for Misos, gold for Agape, grey for Deimos, and white for Penthos. The duration lasts for one additional round per Rank of Emotion.
Any Emotion the caster has one or more Ranks in may be selected. The effects are chosen from the following: Agape; the object becomes desirable to possess. Misos; the object incites violent rage. Deimos; the object inspires fear. Penthos; the object causes sorrow. Anyone other than the caster who is able to see or touch the object may be affected. A desirable object compels the Target to make a reasonable effort to acquire it. A fearsome object requires a victim to make a reasonable effort to avoid it. A sorrowful object imposes a −1d10 penalty on Skill Rolls if within 100’ of it. An object of anger requires a victim to attack it or anyone holding the object. Each round a victim may only be affected by one Treacherous Icon, and a roll is made each round to determine if the effect compels the Target to act.
SOUL SHIELD
Type: All Skill: Speed TN 6 Total Success: Special Casting time: Instant Duration: Instant Area: Self Effect: Special
The caster expends a portion of his divine power to protect himself from harm. A flare of light flashes from his body and protects him from Wounds. To cast Soul Shield requires a Speed Skill Roll against TN 6. On a Success, the caster expends one of his Spells, protecting him from 1 Wound per Rank in the Relevant Emotion. However, the Spell expended may not be used for two days. On a Total Success, the number of Wounds stopped is +1. Catharsis: The Spell may also protect one ally within 20’ of the caster.
This roll is a number of d10 equal to the caster’s Rank in the Relevant Emotion versus the Target’s Resolve or Wits (caster sets the defense). It is separate from the caster’s initial Skill Roll. Catharsis: Cathartic Casting of Treacherous Icon makes the effect so powerful that it imposes a -1d10 (−2d10 if Penthos) on Skill Rolls due to the intense distraction caused, and the duration becomes one day per Rank of the Relevant Emotion. A Total Success changes the duration to weeks.
TREACHEROUS ICON
Type: All Skill: Empathy TN 6 Total Success: Special Casting time: 10 Minutes Duration: 1 Hour per Rank of Relevant Emotion Area: One object touched Effect: Special
The caster touches an object and imbues it with an Emotional Effect. This is usually something carried or worn by another (see below). To cast Treacherous Icon, the Sertori simply touches an object and focuses his mind on it, making an 89
Agape-Love ARCH OF PROTECTION
Type: Agape Skill: Trade (Architecture) TN 6 Total Success: 2 Round Duration Casting time: 1 Skill Action Duration: 1 Round (2 rounds on Total Success) Area: 15 foot Radius Effect: Sets strength of Arch
This Spell creates a glowing arch of light that forms a protective dome around the caster and anyone inside its area. The arch deflects Magical and Mundane Attacks unless their effect or Damage exceeds the strength of the arch. The arch’s strength is set by the caster’s Agape Ranking. To cast Arch of Protection, make a Trade (Architecture) Skill Roll against Target Number 6. On a Success, you create a luminous dome in a fifteen foot circle around you and anyone inside the area for one round. On a Total Success, the effect lasts for two rounds. Effectively, this reduces any Damage from an attack by −1d10 per Rank of Agape. Nothing can penetrate the barrier (from within or from without) unless its effect or Damage die exceeds the strength of the arch (so Mental Attacks and similar affects cannot penetrate the arch). If an effect or weapon exceeds the arch’s strength, then it penetrates the barrier by the excess amount (so a 4d10 Avalanche of Flame against Arch of Protection with Agape Rank 3, becomes 1d10 Damage). The strength equals your Agape Ranking. The arch is not mobile and stays in the position where it was originally cast. For Example, Basina casts Arch of Protection to ward off any attacks from an approaching Orc and Sertori. She makes a Trade (Architecture) Skill Roll and her single highest result is a 7, so she casts the arch successfully for one round. Her Agape Ranking is 3, so the arch has a 3 strength against incoming attacks. This means any weapon must do 4d10 or higher Damage to penetrate the arch (and only the excess amount makes it through). The Sertori casts Avalanche of Flame at Basina, but he only has 1 Rank in Misos, meaning his Spell’s effect (even if cast Cathartically) cannot penetrate the barrier. The Orc carries an axe, which does 2d10+Muscle for Damage 90
(and he has a Muscle Score of 3, giving him a Total Damage Roll of 5d10). This means he can penetrate the arch, but can only roll 2d10 for Damage (and he still must make a successful Attack Roll). Catharsis: Doubles strength of arch and makes the casting time instant. Therefore it can be cast as someone attacks you, even if it isn’t yet your turn.
BORROWED FATE
Type: Agape Skill: Divination TN 8 Total Success: Special Casting time: Instant; once per round max Duration: 1 Round Area: Caster Effect: Special
The caster borrows good fortune from his future. Make a Divination Roll against TN 8. Success bestows a +1d10 bonus per Rank of Agape to all Skills for one round. After the spell ends, for one hour the caster suffers a −1d10 cumulative penalty to all Skill Rolls. Total Success indicates the penalty does not increase cumulatively after the spell ends. Catharsis: One Target of the caster’s choice within 30 feet may also receive the bonus, and neither the Target nor the Caster suffer any penalties after the spell ends.
CAPTIVATION
Type: Agape Skill: Deception against Wits Total Success: Duration becomes 1 Day Casting time: 1 round Duration: 1 hour (day on Total Success) Area: 1 Target per Rank of Agape Effect: Special
With a handful of words, you make a person your friend and ally. To cast Captivation, roll your Deception Skill against the Target’s Wits Rating. This requires the caster speak briefly to the Target (who must understand what the caster is saying), requiring one full round. Any words will do as the magical effects carry on the caster’s voice. On a Success, the Spell captivates the Target for a full hour. On a Total Success, the Spell captivates
the Target for a day. When the duration of the Spell is over, the caster must make another Deception Roll against the Target to see if it continues to function. This does not constitute a separate casting of the Spell but is simply to gauge if the Target remains under the caster’s influence. This continues until the Deception Roll fails against the Target’s Wits. The Spell works on 1 Target per Rank of Agape who must all be able to hear and understand the caster. When the Spell ends, the subject has full memories of events. Captivation fills the Target with a sense of devotion to the caster, making the person amenable to reasonable requests. The Spell does not give the caster complete control of the Target, and victims of Captivation will never do anything against their sense of morals or personal safety just to please the caster. Nor does the Target behave with any less intelligence or any less devotion to its occupation or duty than normal (city guards arresting PCs for violating local laws will still arrest them if they are under the Spell’s influence, but will be nice about it and see what they can do to get the PCs out of trouble). However, they will inconvenience themselves or work within the system to help the user of the Spell. They will always assume good faith so long as they are under the Spell’s influence, brushing off any odd or offensive requests as a mere misunderstanding on their part. Catharsis: Casting Captivation at full potency causes the Target to fall madly in love with the caster for a full week (on a Total Success this lasts a full month). This is not physically driven love, but a profound love that borders on worship or adoration.
CLOAK OF PROTECTION
Type: Agape Skill: Trade (Fabric) TN 6 Total Success: Creates additional Cloaks Casting time: 1 Skill Action Duration: 3 Rounds Area: One person Effect: Defense Bonus
creates a Radiant Cloak that provides a +1 Bonus to Parry and Evade per Rank of Agape. On a Total Success, he constructs 1 additional Cloak per Rank of Agape. When the Spell ends, the Cloaks vanish. Cathartic: Doubles the duration and the Spell is Instant.
DESIRE
Type: Agape Skill: Reason against Wits Total Success: Duration becomes days Casting time: 1 Skill Action Duration: 1 hour per Rank of Agape Area: One sentient being within 100’ of caster Effect: Special
The caster wills himself to become desirable. His appearance is altered by an illusion that makes him appealing to one sentient being nearby. The illusionary appearance may be either a real person the Target knows, or an ideal of a person they hope to meet, at the GM’s discretion. To cast Desire requires a Reason Skill Roll against the Target’s Wits. On a Success, the caster is perceived as someone the Target desires (of any sex or any race of similar size and shape). Every half hour, the caster must re-roll the Reason vs Wits to maintain the Spell. On a Total Success, the duration becomes days. On a Failure, the illusion goes wrong and unnerves the Target, likely making them hostile to some degree. Catharsis: The transformation is real, not illusory, for the full duration. No roll is needed to maintain the Spell. The change is purely superficial and cannot confer new abilities on the caster.
FLAVIA’S TERRIBLE PURIFICATION
The caster weaves a glowing cloak out of thin air and drapes it over himself or another.
Type: Agape Skill: Medicine (set by Poison or Disease) Total Success: Special Casting times: 2 Rounds Duration: Permanent Area: One Target/Rank of Agape, item of food or up to a barrel of water Effect: Area
To cast this Spell, the Sertori must make a Trade (Fabric) Skill Roll against TN 6. On a Success, he
The caster touches a living being or tainted food item, and purifies it of disease or poison.
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To cast Flavia’s Terrible Purification, the Sertori must make a Medicine Skill Roll against the Medicine TN of the Poison or Disease. On a Success, the Poison or Disease is removed. On a Total Success, the recipient of Spell gains immunity from the Poison or Disease for 12 hours. On a Failure, the caster accidentally draws the Poison or Disease into her own body. The Target remains afflicted, but the caster also suffers the effects. The Spell can Target one person or object per Rank of Agape. Catharsis: A Cathartic Casting can be used to remove special conditions or illnesses. Instead of curing Poison and Disease, a Cathartic Casting of this Spell will allow the removal of a parasitic bug infestation. Alternately it can be used Cathartically to create and unleash Disease or Poison upon Targets (1 Target per Rank of Agape). To do so, cast the Spell normally, making a Medicine Roll against the Medicine TN of the Poison or Disease to be used. On a Success, provided the Skill Roll results also meets or exceeds to Target’s Hardiness, the caster channels Disease or Poison into the recipient’s body. On a Failure, the caster is exposed to the Poison or Disease.
GILDED CAGE
Type: Agape Skill: Empathy against Wits Total Success: Strengthens Cage Casting time: 2 rounds Duration: 1 week per Rank of Agape Area: One living being within 50’ of the caster Effect: Duration
The caster creates an immobile, golden cube of pure magical force, 20 feet to a side, trapping his foes for long periods of time. This Spell may be cast against one Target, and cannot be used against multiple Targets, even those standing within the 20 by 20 area of the cube (the body of the Target must be able to fit inside the cube). To cast this Spell, the Sertori must use powerful feelings of attachment and love to produce the cage. Make an Empathy Roll against the Target’s Wits. On a Success, the Target is trapped within the cube for the duration of the Spell. On a Total Success, the Target is trapped but the cube is stronger (see below). On a Failure, you trap yourself in the cage for the 92
Spell’s duration. The caster can only make and maintain a single cage at a time. Breaking free of the cube is tremendously difficult. No mundane means can yield escape. Only magical weapons or Spells can break through the cube, but doing so requires physically damaging it through Attack and Damage Rolls, as one would with any other object. On a Successful Empathy Roll at initial casting, the Cube has a Hardiness of 8 and an Integrity of 8 (allowing it to take up to 8 “Wounds”). On a Total Success, the Cube has a Hardiness of 10 and takes up to 10 “Wounds” (see attacking objects in rules CHAPTER FIVE for further details). Each round the Cube regenerates one Wound automatically. As stated previously, only Magical Weapons or Spells that inflict Damage can affect the cube. Mundane Attacks cannot harm the structure in any way. It is impossible to escape the cage by any means, except physically breaching it with magic (which requires its Integrity be reduced to zero). While inside the Gilded Cage, Targets are immune to all harmful effects from without. This includes Weapon Damage, Spells, and Poisons (though people outside the cage may attempt to breach it). The cage completely protects the person inside it from Disease, Poison, Aging or other Wounds. However, it does not heal them. If someone is dying or poisoned before entering the cage, they simply do not get worse, their condition is held in check. But once they leave, any ailment they had will resume. Catharsis: Casting time lowered to one round and the duration doubles. The number of Wounds the Gilded Cage can sustain also doubles. Also, when cast Cathartically there is no risk to the caster of being trapped in the cage on his initial Empathy Skill Roll, should it be a Failure.
HEART OF DARKNESS
Type: Agape Skill: Wrestle against Parry Total Success: Doubles Duration Casting time: 1 Skill Action Duration: 1 round per Rank of Agape Area: One person Effect: Duration
The caster plunges his hand into the Target’s body, bypassing flesh as if it were air, and grasps the heart of his victim soothing the person’s anger. To cast Heart of Darkness, make a Wrestle Skill Roll against the Parry of the Target. On a Success, you temporarily lower the victim’s Misos Rank by 1 per your Rank of Agape (so if you have 2 Agape, his Misos lowers by two). This can go as low as zero. On a Total Success, the duration of the Spell is doubled. After the Spell’s duration expires, the Target regains his lost Misos Ranks. On a Failure, the caster is overwhelmed by the Misos of the Target, and his Agape is lowered by the opponent’s Rank in Misos for the duration of the Spell. Characters dropped to zero Ranks in an Emotion cannot cast Spells from that Group. Cathartic: This changes the duration of the Spell from rounds to minutes.
HEAL
Type: Agape Skill: Medicine TN 6 Total Success: Speeds up Heal Rate Casting time: 10 Minutes Duration: Special Area: One Target Effect: Wounds healed or heal rate
This Spell causes a wave of warmth and energy to flow from the caster’s hands into the body of a Wounded Target. It fills the person (or thing) with a sense of well-being and calm as a luminous energy repairs and heals Damage.
Success, he does the same, but at a rate of one Wound per hour. Once your heal rate is accelerated, there is no way to further increase the rate through another casting. The Target must wait until he is fully healed to benefit from another accelerated healing. Catharsis: When cast Cathartically, it heals two Wounds per Rank in Agape. Because it technically only speeds up the natural healing process, this Spell cannot re-grow lost limbs or fight Diseases and Poisons.
ILLUMINATE SCRIPT
Type: Agape Skill: Read Script TN 9 (-1/Rank Agape) Total Success: Special Casting time: 1 minute Duration: Special Area: Writing the caster is able to read Effect: Special
As you read text, a clear image of the writer appears before you. The caster reads a scroll, book, engraving, or anything with writing on it. The caster must make the appropriate Read Script Skill Roll (TN 9 -1 per Rank of Agape). On a Success, as the caster reads a ghostly image slowly forms of the person or persons that wrote the text. After one minute, the image is complete enough to clearly represent the writer or writers. Failure indicates whoever wrote the writing cannot be discovered with this Spell from the same caster in the future. Total Success gives the name of the writer. The image fades after another minute. Cathartic: On a Cathartic Casting, the image also reveals the surroundings, and possibly the location the writer was in and who else was there when it was written. Also, the current direction and distance of the writer is known.
To cast Heal, the Sertori must make a Medicine Roll against TN 6. On a Success, the caster accelerates the Wounded character’s natural heal rate until he heals fully, healing one Wound a day (the first Wound healed the moment the Spell is cast). On a Total 93
INVERSION
Type: Agape Skill: Command against Resolve Total Success: Doubles Duration Casting time: 1 round Duration: 1 round/ Rank of Agape Area: 1 sentient creature Effect: Range and Duration
The caster shouts out a command to change the outlook and nature of one sentient being. To cast Inversion, make a Command Roll against the Target’s Resolve. Your Target must be within 30 feet per Rank in Agape. On a Success, the victim’s likes, dislikes, loyalties, and morals are reversed for 1 round per Rank of Agape. Failure causes the Spell to affect the caster instead of the Target. Total Success doubles the duration. Catharsis: Duration is one hour per Rank of Agape. The Spell may affect Automatons, and up to one additional Target.
LOVE’S MARTYRDOM
Type: Agape Skill: Empathy TN 6 Casting time: 1 Skill Action Duration: 1 hour, Spell may not be ended early Area: One subject touched and the caster Effect: Suffer Wounds on the behalf of the victim Total Success: Spells may also affect the caster instead
Perhaps the ultimate expression of love is being willing to suffer or even die in the place of another. This Spell allows the caster to perform exactly such an act of martyrdom. To cast this Spell, the Sertori must touch the Spell’s intended beneficiary, and make an Empathy Roll versus TN 6. On a Success, the caster forms a strong empathic bond with the Target as described below, and a red tendril connects caster and Target at chest level. Nothing happens on a Failure. On a Total Success, the caster may also choose to suffer the effects of a Spell instead of the Target. On a Success, any Wounds that the Target would suffer during the Spell’s duration are suffered by the 94
caster instead. For instance, if the Target is hit by a sword and would suffer two Wounds, the Target of this Spell is completely unharmed, and a huge sword gash appears on the caster instead, causing him to suffer two Wounds. If enough Wounds are transferred through the bond to kill the caster, the caster dies, and the Spell ends. It is very important to note that the Spell may not be ended early, and must run its full hour-long duration. The caster is truly putting his life on the line to protect the Spell’s Target. This cannot be cast on someone who is casting the Spell himself. Catharsis: The caster negates some Wounds taken through the bond. Your initial Empathy Roll to cast the Spell determines how much Damage you can absorb. On a Success, the caster can ignore 1 Wound per Rank of Agape during the duration of the Spell. On a Failure, the Damage is taken through the link as Normal. On a Total Success, the caster is immune to two Wounds per Rank of Agape. These are total amounts of Damage you can ignore during the duration, so if you are immune to 2 Wounds, you can take two Wounds, then suffer Damage normally. It doesn’t matter if those Wounds occur in the same exact round or over two rounds.
MERCIFUL PLEA
Type: Agape Skill: Ritual TN 6* Total Success: Special Casting time: 5 Minutes Duration: 1 day or week/Rank Area: 1 Target Effect: Duration
This Spell can briefly restore someone to life, provided they only recently died and their soul has not yet moved on. Casting requires the Sertori to lay hands on someone who died within the last few hours and plead with the gods and spirits of life and death to grant the soul a temporary reprieve. The caster makes a Ritual Roll against Target Number 6 (increase this number by one for every day the body has been dead). The Spell is useless on anyone dead longer than 1 day per Rank of the caster’s Agape. On a Success, the Target awakes and remains alive for 1 day per Rank of Agape possessed by the Caster. On a Total Success, the
Target awakes and remains alive for 1 week per Rank of Agape possessed by the caster. On a Failure, the person regains consciousness but as a random form of Undead (and this lasts until he is destroyed, beyond the duration of the Spell). Anyone so awakened is just barely alive and will require further healing to move and be useful (they awake at Incapacitated, though they are conscious and not dying). If the Target takes enough Wounds to die before the duration of the Spell is over, he dies permanently and the Spell cannot be cast on him again. Merciful Plea can only be cast once on a Target. If ever it is cast twice on the same individual, he rises up as a random type of Undead. Failed casting: Roll 1d10 to determine the type of Undead Target becomes (1-5 Zombie, 6-8 Ghoul, 9 Marghast-Lich, 10 Banshee). Catharsis: When cast Cathartically, the Spell’s duration increases to a month (two months on a Total Success).
SANCTUARY
Type: Agape Skill: Endurance TN 6 Total Success: Duration Doubled Casting time: Instant Duration: 1 Hour per Rank in Agape Area: Self Effect: Special
SERVITOR
Type: Agape Skill: Trade (wood) TN 6 Total Success: Special Casting time: 1 hour Duration: 1 day per Rank in Agape Area: 10’ Around Caster Effect: Duration.
The caster forms a servant out of wood that is roughly the size of a small Kobold. This Spell takes an hour to cast while the caster directs energy toward any available wood causing it to whittle into the desired shape. To cast Servitor, the character must make a Trade (Wood) Skill Roll against TN 6. On a Success, he successfully creates a man-shaped and animate figure from wood capable of following simple commands. The Servitor has 0d10 in all Skills and 2s in all its Defenses. A single Wound will destroy it. A Total Success creates a more physically and mentally capable Servitor, with 1d10 in all its Physical Skills, 4s in all its Defenses, and 2 Wounds. While the Servitors possess a trace amount of intelligence and independence, they do not possess souls.
The caster withdraws mentally into his mind, creating a pleasing refuge to escape reality. To cast Sanctuary requires an Endurance Skill Roll against TN 6. On a Success, the caster may appear calmer, but is otherwise unchanged. Hardiness and Resolve are increased by 1 per Rank in Agape. Any Wound Damage from an attack is halved, rounded down. While this Spell is in effect, the caster may not cast Spells or make Skill Rolls, but may move once each round. On a Total Success, the duration is doubled. The caster may end the Spell at the start of any round. Once cast successfully, Sanctuary may not be cast again for 10 minutes. Catharsis: The Spell may be cast once per round, ignoring the 10 minute restriction. It also raises both Hardiness and Resolve to 10. 95
The caster has not created life, but simply produced a vaguely sentient being from dead matter. When the Spell duration ends, the Servitor ceases to exist. Compassionate casters will cast the Spell again on their creations before the duration ends in order to prevent their demise. While multiple Servitors can be created, a single caster can only manage 1 per Rank of Agape at a time. Servitors cannot speak, but they can communicate through gestures. Catharsis: When cast Cathartically, it allows the Sertori to see, hear, smell and feel what his Servitor is experiencing. If the Servitor takes any Damage during this time, so does the caster (that is how powerful the connection is). The amount of Damage the caster sustains is equal to the amount inflicted on the Servitor. Sensing through his Servitor takes concentration, so the caster must use a Skill Action to do so each round. This can only work on one Servitor at a time. On a Total Success, the duration doubles.
SUMMON
Type: Agape Skill: Persuade against Resolve Casting time: Special Duration: Special Area: 1 Target Effect: Type of Creature
Summon draws another entity from its present location through the Ethereal Realm, to the location of the caster. It can be used to summon any being from CHAPTER 11: THREATS AND MONSTERS. To cast this Spell the Sertori calls forth the being to be summoned, his words slice through reality in a flash of light, breaching the Ethereal Realm and drawing in his Target. Make a Persuade Skill Roll against the Resolve Rating of the creature being summoned. This reflects the caster’s attempt to reassure and gain the trust of the Target as it travels through the Ethereal Realm. Regardless of the result, the entity is pulled to a spot within 10 feet of the caster. The Persuade Roll merely determines how the creature reacts to being summoned. On a Failure, it is hostile to the caster. On a Success, it is neutral and behaves as it naturally would, if intelligent this means it assesses the situation to make a decision. On a Total Success, the creature is friendly.
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How the creature behaves is very much determined by its nature; however, any summoned being that is Friendly toward the caster, will make efforts to protect him from harm, provided such attempts are not suicidal or clearly against its own interest. A Neutral creature will need to be persuaded to act in the favor of the Caster. Hostile creatures usually attack the caster or flee. Other Spell effects such as Impel or Captivation can be used on a summoned creature or person to influence their behavior. Summoned beings always remain true to their own nature. While the initial Persuade Skill Roll will determine its attitude toward the caster, it still acts like a creature of its type. So a summoned lion, even one that is friendly, won’t always attack foes at the instruction of the caster. It may well protect him, but it is still a lion and focused on the sorts of things lions worry about. Intelligent creatures can be reasoned with and persuaded, but they also remember. This is important for any Caster to consider. Only one creature may be summoned at a time, and at the end of the Spell’s duration, the creature is thrust back from whence it came via the Ethereal Realm. The casting time for Summon is determined by the caster and sets its duration. He may spend as much time as he wishes summoning it and that is how long it remains. So, a Sertori who spends two rounds summoning a creature, finds it remains for two rounds. If he spends an hour summoning it, it lasts for an hour. The casting time rounds must fully elapse though before the creature appears. As an option, the caster may extend the Spell once it expires by focusing on it, meaning he can take no other action. The moment he does anything else (even move or speak) it ends immediately. There are limits on the different types of creatures the caster can summon (a maximum of 2 types for each Rank of Agape). Each time the caster summons something, that monster is locked in as one of his types. So if he summons a Strix on his first attempt, and has 1 Rank in Agape, then summons a Wolf on his second, those two creatures are the only types he can summon from that point on. If he has two Ranks in Agape, then he can add in two more creature types on other castings. On his second casting, if he summoned a Rhino, then he will have to summon Rhinos, Wolves and Strixes from then on,
plus he would have one other slot that would be set as soon as he summoned a new type of creature. Because of this, the caster should be careful when summoning Cathartically, as he could set creatures he is unable to summon in non-Cathartic Castings (which would mean the Spell would only function when he cast it Cathartically). Your Ranks in Agape determine how powerful a being you can summon. You can only creatures that are equal to your Agape or lower. When the Spell is cast Cathartically, your effective Agape Rank is doubled: Agape
Type of Creatures
Rank 1
Small Animals and Monsters: Wolves and Strixes
Rank 2
Large Animals and Intelligent Threats: Rhinos, Elephants, Soldiers, Marauders, etc.
Rank 3
Monsters and Sertori: Naga, Monstra, Blemmyae, etc.
Rank 4
Minor Undead and Surface Dwellers: Zombies, Ghouls, Vampires, Brownies, etc.
Rank 6
Major Undead and Guardian Beasts: Liches, Banshee, White Mammoths, Guardians (Den Dwellers) and Demons: Ifrits, Demons and Dragons
Catharsis: On a Cathartic Casting the Spell’s duration is doubled and the Caster’s Emotion Ranking is doubled for the purpose of gauging the type of creature he can summon.
UNFETTERED JOY
Type: Agape Skill: Empathy against Wits Total Success: Duration Doubled Casting time: 1 round Duration: Ten Minutes per Rank of Agape Area: 60 foot radius Effect: Special
The caster projects invisible waves of joy. To cast unfettered joy requires an Empathy Skill Roll against the Target’s Wits. It affects anyone inside a 60 foot radius. On a Success, the caster and every sentient being capable of feeling joy becomes full of happy thoughts. On a Total Success, the duration is doubled. If provoked or attacked, the joyous individuals will defend themselves or fight back normally.
ULTIMATE SACRIFICE
Type: Agape Skill: Light Melee TN 8* Total Success: Increases Damage and area Casting time: 2 Rounds Duration: Instant Area: 60 foot radius Effect: Damage
The caster lets out a long, continuous shriek (commonly the name of his patron deity) for 2 rounds. At the conclusion of the scream, the Sertori plunges a blade into his own organs, releasing pulses of punishing energy that wash over everything in range as his consciousness fades. Casting Ultimate Sacrifice requires a Light Melee Skill Roll against TN 8, minus Ranks in caster’s Resolve (this is to reflect the difficulty of plunging a knife into one’s own body). On a Normal Success, the caster issues five waves of energy that hit all Targets within range. Each of these waves do Damage individually: 1d10 per Rank of Agape, 1d10 per Rank of Deimos, 1d10 per Rank of Penthos and 1d10 per Rank of Misos. The fifth wave occurs as the caster passes out and issues a blast of 3d10 Damage (becoming Incapacitated). On a Total Success, the initial waves do an additional 1d10 Damage per roll, and the area of the Spell doubles if the caster wishes. The waves of energy can either extend in all directions from the caster or in a 90 foot arch in front of the caster. On a Failure, you still become Incapacitated, but begin to die and no Spell effect occurs. The caster takes Wounds sufficient to reduce him to Incapacitated upon completion of Ultimate Sacrifice and falls unconscious for eight hours (during this time no amount of natural or magical healing restores him). Cathartic: Damage die is doubled and all Damage is treated as open. Instead of passing out, the caster dies on the spot and begins to turn into a Grim.
Catharsis: The Spell can affect any sentient being including Undead and constructs normally unable to feel joy. 97
UNITY
Type: Agape Skill: Empathy TN 6 Total Success: Special Casting time: 1 Hour Duration: 4 Hours per Rank of Agape Area: Touch Effect: Duration and area (1 Target per Rank of Agape)
This Spell establishes an empathic bond among the recipients and caster. To cast Unity, the Sertori touches up to one Target per Rank of Agape, forming a ring and meditating for an hour. The caster then makes an Empathy Roll against TN 6. On a Success, all members of the ring gain awareness of each other’s emotions and physical well-being. On a Total Success, this awareness includes distance and the ability to communicate by telepathy (which takes a Skill action). On a Failure, the Spell backfires and information or secrets people would otherwise resist sharing in the bond rise to the surface for everyone to see. The duration of the Spell once cast is four hours per Rank of Agape. Multiple Sertori may cast Unity together to form a larger single unified ring than one Sertori can form alone. Catharsis: The caster may cast Unity Cathartically to take possession of another person at a distance, provided he knows of the Target’s existence and approximate location. To do so, he must make his initial Empathy Roll against the Target’s Wits Score. Used in this manner, it can only Target a single person. It is also much harder to maintain, lasting less time than the regular Spell. On a Successful Empathy Skill Roll, the caster takes over the body of the Target, leaving his own body behind in a trance like state. For one hour per Rank of Agape he has complete control of the Target. But the bond is strong, causing the caster and victim to freely share thoughts, memories and emotions. He can control the person, but he is unable to direct the body to harm itself, because he shares its desire for self-preservation. On a Total Success, the effect lasts for 4 hours per Rank of Agape. After a Cathartic Casting, the Sertori is drained by the experience mentally and needs to rest for four hours before casting Spells again.
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WARDING WALL
Type: Agape Skill: Endurance TN set by caster Total Success: Special Casting time: 1 Skill Action Duration: 1 round per Rank of Agape Area: 100 feet per Rank of Agape Effect: Area and Duration
The caster creates an invisible barrier in a sphere around him fueled by his divine life force. To cast Warding Wall, make an Endurance Roll against between TN 2-10. The TN is selected by the caster because it sets the Rank in Resolve needed to pass through the Ward. On a Success, any creature with a Resolve Rating below the TN set by the caster cannot pass the Ward. Creatures whose Resolve equals the TN may pass through. Only sentient creatures with souls are affected. Any creature the caster desires may pass freely. Total Success doubles the duration. The Wall is immobile, and will vanish if the caster moves more than 50 feet from the center. Only one wall may be created at one time by the same caster. Catharsis: Duration becomes 3 hours per Rank of Agape and any creature that passes through the barrier against the will of the caster suffers a Wound, and may not move on the following round.
WATER SHAPE
Type: Agape Skill: Muscle TN 6 Total Success: Increases effect Casting time: 1 Skill Action Duration: 1 hour per Rank of Agape Area: 1 mile per Rank of Agape Effect: Duration, Area
The caster pulls his arms against the air, as if to draw water from a nearby source or to beckon moisture from the ground and sky. This Spell gives the user the ability to influence water that already exists. To cast Water Shape, the Sertori must make a Successful Muscle Roll (TN 6). On a Success, he can call forth rain, or even cause pools of water to surface from the earth. On a Total Success, he can call forth a potent storm, that includes lightning and hail or cause the ground to swamp with water.
This can also be used to cause water levels to rise along the coast or near rivers by a small amount. This isn’t enough to create massive flooding, but it is enough to cause a shallow flood 1 mile inland per Rank of Agape. No one can be harmed by such flooding, as the water won’t rise above ankle height. Mostly this will ruin property and food.
report. However, they do not normally understand Human languages, so they cannot provide any details on conversations heard (the exception would be animals like Parrots that may be able to communicate some basic speech). It can even be used to make simple requests, such as asking a squirrel to retrieve a chestnut.
Cathartic: This can be used for one of two effects: to calm stormy waters, or to create a deadly flood inside a 300 foot area. Both uses require the presence of a body of water. The flooding lasts 3 rounds per Rank of Agape and can potentially drown everyone inside its area. The Swim Roll TN for those caught in the area is 3 +1 per Rank of Agape. Those caught in its area of effect must make a Swim Roll against this number each round to avoid drowning. They can use debris and high ground in the area to avoid making rolls.
Cathartic: The Target is strongly bonded to the caster (temporarily not life-long as with a Total Success) and agrees to any command or suggestion the caster makes. The duration also extends to 1 day per Rank of Agape and the number of Targets increases to 1 per Rank of Agape. In addition, the animal (or animals) is infused with the ability to comprehend any language the caster knows for the duration of the Spell. This allows the caster to send the Target to spy on his enemies.
WILD WHISPER
Type: Agape Skill: Persuade against Resolve Total Success: Special Casting time: 1 Minute Duration: 1 hour per Rank of Agape Area: 1 Animal Effect: Duration and Special
This Spell allows the caster to communicate with animals, earning their trust and gaining valuable information. To cast Wild Whisper, the Sertori must approach a non-hostile animal and speak softly. Make a Persuade Skill Roll against the creature’s Resolve. On a Success, the Spell creates a special bond between the caster and any one animal in the area, allowing them to communicate freely in a language known to the caster (to any observers the animals just appear to be making their normal chirps, hoots and howls). On a Total Success, the bond is so strong that the caster has earned a friend for life, provided the animal is still alive and in the area. Should he return one day, it will be there waiting for him prepared to share what it knows. On a Failure, the animal becomes hostile to the caster. Wild Whisper can be used to gain all kinds of information. Anything the animals have seen they can
Penthos-Pain/Sorrow BRIDGE
Type: Penthos Skill: Trade (Architecture) TN 6 Total Success: Special Casting time: 1 Minute Duration: 3 hours/Rank of Penthos Area: Must begin or end within 100 feet of caster Effect: Duration and Size
The caster waves his hands, drawing forth materials at hand and shaping them into a bridge or platform. Though he does no physical lifting, the process still puts a tremendous strain on the caster’s body. To cast Bridge, the Sertori must make a Trade (Architecture) Skill Roll against TN 6 (this can be adjusted by the GM as needed). On a Success, the caster fashions a solid bridge for 3 hours per Rank of Penthos. On a Total Success, the duration doubles. On a Failure, the materials crumble into dust and fail to form a coherent structure, and the caster takes 1 Wound from the strain. The Bridge is up to 20 feet wide and 200 feet long per Rank of Penthos. The Spell can only be used to create horizontal bridge-like structures (out of virtually any material in the surrounding area) anchored between two solid points, but cannot be used to make vertical buildings or similar objects. Use the
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following to gauge a Bridge’s size and how much Damage it can take (Integrity), according to the caster’s Penthos Ranking. On Cathartic castings, the Caster’s effective Rank in Penthos doubles: Penthos Size
Integrity
Hardiness
1
20 × 200’
5 Wounds
6
2
40 × 400’
10 Wounds
7
3
60 × 600’
15 Wounds
8
4
80 × 800’
20 Wounds
9
6
120 × 1200’
25 Wounds
10
The Bridge is constructed over the course of the casting time, beginning at a point designated by the caster and progress to an end point designated by the caster. Materials can be anything from inside the casting area. If any object or person is in the way, the bridge simply builds around the obstacle, neither damaging nor trapping it. Once the Bridge is created. it lasts until the end of the duration, its material parts crumbling to the ground. The caster cannot end this early as the magical energies have already infused the Bridge with the construction materials and remain in a fixed state until the Spell ends.
Once cast, the blood forms into the shape of the object desired, imitating its physical properties, but not its chemical properties. Such items are entirely functional. For example, bows can fire arrows and swords slice through foes, but an attempt to Bloodsmith gunpowder would only result in a strange, inert powdery substance. Items created with this Spell feel like warm metal when touched and have a dark red, slightly mottled coloration. Objects created by this method can be anything that exists, but their size and quality are determined by the Rank of the caster’s Penthos. On Cathartic castings, the Caster’s effective Rank in Penthos doubles: Penthos
Item Quality
1
A small simple item such as a hammer or bowl
2
A medium sized simple item, such as an axe or chair
3
A large sized simple item such as a door or fence
4
A small complex item with moving parts or a medium sized simple item
Catharsis: On a Cathartic Casting, the bridge becomes permanent (or lasts a length of time desired by the caster), and the casting time changes to 1 Skill Action. The caster’s Penthos Ranking also effectively doubles for the purposes of the bridges’ size and strength.
Catharsis: When cast Cathartically the effective Rank of the caster doubles and duration becomes 1 day per Rank of Penthos.
BLOODSMITH
CACOPHONY
The caster cuts himself, carving a wound deep enough to spill blood which flows into a sphere between the caster’s hands. Shaping it like clay, the Sertori creates a physically solid and surprisingly durable item.
The caster begins to speak, but the words are a cacophony of gibberish. All beings capable of verbal communication in the area will also find any attempt at speaking to be impossible to understand.
Type: Penthos Skill: Trade (specialty) TN 6 Total Success: Duration Doubled Casting time: 2 Rounds Duration: 1 Hour/Rank of Penthos Area: 1 created item Effect: Duration and Area
To perform this Spell, the caster must make a Trade Skill Roll (you must have the sub-skill for the object you are making) against TN 6 (for complex items, the GM can raise the TN accordingly). On a Success,
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the blood forms into the item desired for 1 hour per Rank of Penthos. On a Total Success, the duration is doubled. On a Failure, the caster simply bleeds and takes one Wound.
6
A large sized complex item with moving parts
Type: Penthos Skill: Language (Any non-native) against Wits Total Success: Double area Casting time: 1 Skill Action Duration: 2 rounds per Rank of Penthos Area: 200 feet per Rank of Penthos Effect: Duration and Area
The caster rolls any Language Skill other than his native language against the Wits Score of his Targets. On a Success, everyone affected finds it harder to communicate and takes a −1d10 to all Command, Deception and Persuade Rolls used for that purpose. In addition,
any attempt to speak at all requires a Command, Deception or Persuade Roll TN 6, even if it normally wouldn’t be needed. On a Total Success, the area of the Spell doubles. On a Failure, the caster (and no one else) is affected by the Spell (normally he is immune). Cacophony can be used on anyone with the ability to hear within 200 feet of the caster per Rank of Penthos (caster is immune). It has a duration of 2 rounds per Rank of Penthos. Cathartic: On a Cathartic Casting, the thoughts of those in the area are heard by all as if spoken, but are also a cacophony of gibberish. This is so overwhelming that anyone affected loses the ability to act, and can only take a single action (i.e. they can move, but not perform a Skill, or perform a Skill but not move).
DROWNING SORROWS
Type: Penthos Skill: History (must choose sub-skill) against Wits Total Success: Duration becomes hours Casting time: 1 Skill Action Duration: 2 Rounds per Rank of Penthos Area: 20 foot Radius/Rank of Penthos around caster Effect: Area
The caster conjures up life-like images and sounds of tragic past events that swirl around the victims and literally chokes them with grief. To cast Drowning Sorrows, the Sertori must make a History Skill Roll against the Wits of his Targets. He must use a specific sub-skill of History, using it as a basis for the memories. On a Success, they are overwhelmed by the poignant memories and suffer a −1d10 to their Skill Rolls. On a Total Success, they suffer a −2d10 penalty to their Skill Rolls. The caster can choose who is affected by the Spell and who is not. The specific scene he decides to create appears as a whirling sea of confused moments from the actual event. If the scene is particularly appropriate to the Targets, the GM can assign a penalty to their Wits, but the caster must select from the specific History Skills he possesses. Cathartic: When cast Cathartically, in addition to the normal effects of the Spell, the images literally choke the Targets, making it impossible for them to
breathe while inside the area of effect. This is so overwhelming and forceful that it requires the Target to make an Endurance Roll (TN 1 +4 per round) or pass out. Once passed out, the character dies in a number of rounds equal to his Hardiness Score, as long as he remains inside the area of effect. See SUFFOCATION AND DROWNING in CHAPTER FIVE: RULES for further information on choking.
ENDURE
Type: Penthos Skill: Endurance TN 6† Total Success: Duration increases by one round Casting time: Instant Duration: 1 round per Rank of Penthos Area: Self Effect: Ignores pain, distractions, and sometimes even death itself † Note: The Casting Roll of Endure is not affected by any penalties that the Spell would ignore when active
The Sertori’s eyes turn black and his face becomes an emotionless mask as he forces his flesh and mind to disregard all pain, suffering, and distractions. To cast Endure, make an Endurance Roll against TN 6. On a Success, you ignore pain or distraction based penalties up to 1d10/Rank of Penthos. On a Total Success, the Spell lasts one additional round. Endure does not remove these penalties or the conditions that caused them, but the actual penalty is not applied for the duration of the Spell. Penalties you can ignore must be mostly caused by pain or distraction, not from some physical affect hampering the character. For instance, the -1d10 penalty from having one Wound remaining on the Wound Tracker can be ignored, since it is mostly caused by pain and desperation. Fatigue Penalties may also be ignored. Penalties from the emotional pain of the Spell Drowning Sorrows or the pain caused by the early rounds of the Horrible Opening of Penderghast are other examples of penalties that may be ignored. Penalties that are caused due to a physical impairment, such as those from illumination, a Target’s level of cover, or acting while physically hampered (partially restrained or clinging to a rope, for in101
stance) are not affected by this Spell. If a Sertorius using this Spell somehow had his favored arm ripped off, for instance, he would not suffer any penalties from Wounds inflicted, pain, or mental panic at such a severe loss, but he would suffer the normal penalties for using his off-hand instead. Catharsis: The Spell’s duration doubles. In addition to the effects of a Normal Casting, the caster’s Endurance becomes so great that he can persevere even after his body has failed him. If the caster is Incapacitated by taking Wounds or by any other cause, he is still technically Incapacitated, but he does not fall unconscious or begin to die while the Cathartic Endure Spell is still active. He may act and fight as normal. Once per attack that would otherwise kill the Sertori (such as taking one or more Wounds when already at Incapacitated on the Wound Tracker), the Sertori may make an Endurance Roll against TN 8. On a Success, he is only Incapacitated (and may move and act normally while the Spell is still active). On a Failure, he dies immediately as normal. On a Total Success, he receives a +3d10 bonus to the next Endurance Roll to avoid dying (if necessary). When the Spell ends, if the caster is still Incapacitated, he falls unconscious and begins to die as normal (See DYING in CHAPTER FIVE: RULES).
ENHANCE
Type: Penthos Skill: Medicine TN 6 Total Success: Improves Skill by 2 Ranks Casting time: 1 Skill Action Duration: 3 Rounds Area: 1 Target per Rank Effect: Targets and Duration
This Spells allows the caster to improve the Target’s natural abilities and talents. To maintain the duration he has to concentrate, incurring a -1d10 penalty when he takes any other actions. Casting another Spell ends Enhance. This Spell cannot be cast on oneself. Casting Enhance requires the Sertori to touch the Target and concentrate, manipulating magical energies to improve a person’s body and mind. To cast, he must make a Medicine Roll against TN 6. On a Success, he bestows a Magical +1d10 Bonus to a number of Skills equal to his Ranks in Penthos. If 102
cast on multiple Targets, these must be the same Skills. On a Total Success, the Skills are increased to +2d10 for the duration of the Spell. Catharsis: On a Cathartic Casting, the duration becomes one hour, the number of Targets double and the Enhancement Bonus increases by an additional +1d10 for the specified Skill(s).
FLYING EYES
Type: Penthos Skill: Detect against Hardiness (own) Total Success: Duration becomes hours Casting time: 1 Minute Duration: 10 Minutes per Rank of Penthos Area: Caster (special) Effect: Duration
The casters eyes tear themselves painfully from his skull flying away at his command, leaving his body blind, but allowing him to see through them as they move. To cast Flying Eyes, the Sertori must make a Detect Roll against his own Hardiness Score (ignoring armor bonuses and similar modifiers), as he concentrates on his eyes and their movement. On a Success, his eyes rip from their sockets and float in any direction he wishes. The eyes may fly at twice the speed the caster normally moves. The caster sees normally from his eyes, but suffers -1d10 penalties on all Skills performed by his body (−3d10 if his eyes are not able to see his body) due to the disorientation this causes. Failure inflicts one Wound on the caster. Total Success increases the duration to hours. The eyes may be returned to the skull restoring normal sight and ending the Spell. If the eyes are not returned, the caster will remain blind. During the duration of the Spell the eyes are protected by energy. They have an Evade 10, Stealth 9, and Hardiness 2. Any Wounds will destroy one eye. The eyes move as a pair as if still inside a skull. Cathartic: On a Cathartic Casting, the caster spends an additional minute after the casting is completed, re-growing his eyes. This allows use of the flying eyes, as well as his own, with no penalties. This effect can be used to regenerate eyes lost from casting this Spell or any other reason.
GLIMMERING RUPTURE OF KARIMA
HORRIBLE OPENING OF PENDERGHAST
Through painful effort the Sertori extrudes a glimmering mass of diamonds through her skin, creating a protective layer against attacks. Highly effective as a defensive measure, Glimmering Rupture of Karima is potentially hazardous to the caster.
This Spell is legendary and greatly feared. Its namesake, Penderghast, used it to strike terror into his enemies and extract secrets from the unwilling. Many Sertori consider this Spell wholly evil.
To cast Glimmering Rupture of Karima, the Sertori must make an Endurance Roll against TN 6. On a Success, scores of diamonds burst through her skin, deflecting most forms of attack and lasting one round per Rank of Penthos. On a Total Success, the duration lasts one additional round. Casting this visibly alters the Sertori’s appearance, as thick clusters of reflective gemstone perforate and shield her body. When the Spell ends, the diamonds disappear. On a Failure, you take a Wound.
The Horrible Opening of Penderghast does exactly what the name implies, it opens a living body by bursting the rib cage (or exoskeleton in some instances) slowly, merely causing pain for the first several moments. Initially this starts as a mounting pressure in the chest, which feels something like a heart attack. As the Spell progresses, the pressure increases, spurring hot flashes as the ribs begin to crack and the organs begin to swell. In the final moments of Horrible Opening of Penderghast, the victim experiences unrelenting agony.
While Glimmering Rupture of Karima is in effect, the Sertori is nigh-indestructible. Her Hardiness is treated as 10, and even Total Successes on Damage Rolls against her inflict no extra Wounds. She is immune to fire and does not need to breathe. For the Duration of the Spell, the caster’s weight doubles, causing her to sink in bodies of water.
This is a difficult Spell to execute properly and has some strict requirements. First, the caster must succeed on a Medicine Roll against the Target’s Hardiness Rating. Once he does that, the caster may choose to make the Target suffer the effects of being one increment lower on the Wound Tracker, though he takes no actual Wounds. On a Total Success, the effect is as if the Target were lowered by two increments on the Wound Tracker. The caster may choose to not impose this on any given round in order to prolong the agony of the Target. Again, no actual Damage is sustained, so the Target does not take a Wound, he merely takes the Penalty should he reach it. The next round the caster can choose to sustain the effects of the Spell, but doing so requires another Medicine Roll against Hardiness. If he doesn’t try to sustain the Spell, its effects go away immediately. This can continue until the Target has been affected enough that he would drop to the Incapacitated box on the Wound Tracker (as if he were taking Actual Damage). At this point, the Sertori can elect to cast Horrible Opening Cathartically, which automatically kills the Target by bursting open the rib cage and exposing the internal organs.
Type: Penthos Skill: Endurance TN 6 Total Success: Duration increased by one round Casting time: 1 Skill Action Duration: 1 Round per Rank of Penthos Area: Self Effect: Duration
Though Glimmering Rupture of Karima is highly beneficial to one’s defenses it comes at great cost. When the Spell’s duration ends, she takes one Wound due to diamonds ripping her skin. While the Spell is in effect, her movement is reduced by half, and all Skill Rolls are made at −1d10 penalty. Catharsis: This doubles the duration of the Spell, removes the Skill Roll Penalty completely, and casting time becomes Instant.
Type: Penthos Skill: Medicine against Hardiness Total Success: Special Casting time: 1 Round (and special) Duration: Special Area: One Target within 20 feet per Rank of Penthos Effect: Special
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If the caster chooses to continue casting the Spell, but not Cathartically, he may do so. This simply sustains the current effect. However, if the caster rolls a 10 on his Skill Roll, it causes the Target to pass out from the pain. Catharsis: This can only be cast Cathartically after it has been sustained long enough to make the Target suffer Incapacitation. At that point, Catharsis automatically kills the victim by bursting his rib cage.
INVIGORATING CAUTERIZATION Type: Penthos Skill: Medicine TN 9 Total Success: Special Casting time: 1 Skill Action Duration: Instant Area: 1 Target touched by caster Effect: Special
The caster touches a wounded creature with a hand wreathed in electricity, invigorating the one touched, cauterizing any bleeding wounds, and waking up anyone in a sleeping or unconscious state. To cast Invigorating Cauterization, make a Medicine Roll against TN 9. On a Success, you cauterize, invigorate and awaken the Target. Cauterization prevents Sepsis if performed within ten minutes of taking a Wound (see the Diseases section of CHAPTER FIVE). However, the experience is quite painful and weakens the will of the Target. Total Success heals one Wound. Failure inflicts one Wound. Invigorating Cauterization drains a Point of Resolve each time it is cast. Resolve lost in this manner is restored one point each day. Catharsis: Heals 1 Wound per Rank of Penthos. A Total Success cures one additional Wound. Note a Cathartic Failure inflicts 2 Wounds.
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IRON REFUGE
Type: Penthos Skill: Trade (Metal) TN 6 Total Success: Duration Doubles Casting time: 2 rounds Duration: 1 hour per Rank in Penthos Area: Up to 100’ radius per Rank in Penthos Effect: Duration, Wall Strength and Area
This Spell forms a wall of Iron in a circular or square shape around the caster. To cast this Spell, the Sertori must make a Trade (Metal) Skill Roll against TN 6. On a Success, he causes a massive wall of Iron to thrust up from the ground and encircle him. On a Total Success, the duration of the Spell doubles. The wall is up to10 feet high per Rank of Penthos and up to a 100 foot radius per Rank of Penthos. The wall’s thickness is approximately 1 centimeter thick per Rank of Penthos. The wall is immune to most non-magic attempts to harm it. Magic weapons and Spells may create a breach large enough for one man sized person to slip through. To create a breach, the attack must make a Damage Roll that equals or exceeds the wall’s TN which is 6 plus 1 per Rank of Penthos. Casting this Spell while a previous Iron Refuge is still active will dispel the previous refuge. While beneficial to the caster, he and his allies are equally subject to the obstruction of the wall while the Spell is in effect. Catharsis: Cathartic creates a sturdier wall that includes a roof and floor, and sets the TN to breach it at 10. In addition, a refuge created with Cathartic Casting will repair itself; all breaches remain open for only a single round. The caster also has more control over the wall on a Cathartic Casting, and is able to create brief openings allowing himself (and allies) to pass through.
LENS OF AGONY
MOURNING GLORY
The caster uses his pain to focus on an objective.
The caster meditates in a location, hearing voices and seeing visions of suffering that occurred in that area.
Type: Penthos Skill: Endurance TN 6 Total Success: Special Casting time: 1 Skill Action Duration: 2 rounds per Rank of Penthos Area: Self or touch Effect: Duration
To cast Lens of Agony, make an Endurance Skill Roll against TN 6. A Success indicates the caster’s Wound Penalty, if any, becomes a bonus +1d10 instead of a −1d10. A Total Success increases the bonus to 2d10. The bonus only applies to one Skill chosen when the Spell is cast. All other Skills still receive the normal Wound Penalties. A Failure doubles the casters Wound Penalty for one round. Catharsis: The Spell may be used on someone other than the caster and can work at a distance of 50 feet. The bonus also increases by 1 per Rank of Penthos.
MITIGATION
Type: Penthos Skill: Endurance TN 6 Total Success: Duration becomes hours Casting time: 1 Skill Action Duration: 2 rounds per Rank of Penthos Area: Self Effect: Duration and Parry Bonus
The caster’s hands and forearms acquire a stone-like solidity that is extremely painful but protects him from incoming attacks. To cast Mitigation, the Sertori must make an Endurance Skill Roll (TN 6). On a Success, his flesh from elbow to fingertip hardens, granting a +1 bonus to Parry per Rank of Penthos. On a Total Success, the duration becomes hours instead of rounds. The caster’s arms are like stone and do more Damage than before. When the Spell is in effect, the caster can do 1d10 + Muscle for Unarmed Damage. Catharsis: Cathartic Casting of this Spell is instant, allowing the caster to improve his Parry as soon as anyone attacks him. He also has the ability to raise his Parry to 10 against a single attack each round the Spell is in effect.
Type: Penthos Skill: Empathy TN 7 Total Success: Special Casting time: 5 minutes Duration: Special Area: Everything within 20 feet per Rank of Penthos Effect: Special
To cast Mourning Glory, make an Empathy Skill Roll against TN 7. On a Success, some minor piece of useful information may be gained. A Total Success will provide a more detailed vision, and or more useful information if such exists. Failure indicates the caster is overcome with painful visions, and for one hour, all Skill Rolls the caster makes are at 2d10 take the lowest and may not be enhanced beyond that. Cathartic: On a Cathartic Casting, the caster gains a complete mental image of the most recent tragic, violent or unpleasant event to occur in the area.
RESHAPING OF SATREE
Type: Penthos Skill: Creatures TN 8 Total Success: Duration Doubled Casting time: 2 rounds Duration: 1 hour per Rank of Penthos Area: Self Effect: Duration and Forms
The caster reshapes her flesh and bones to assume a new form. To cast Reshaping of Satree, the Sertori must make a Creatures Skill Roll (TN 8). On a Success, the caster magically alters her body and facial features into a creature or person roughly the same size as herself. On a Total Success, the duration of the Spell is doubled. On a Failure, the reshaping doesn’t take hold and goes terribly wrong, inflicting one Wound. There are significant constraints to keep in mind when casting this Spell. First, the caster can only learn to change into a set number of creatures (2 per Rank of Penthos). However, she has considerable
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variation within each type (so a caster who only knows how to change into a Human and a Bear, could still take the form of several different Humans). Once the caster uses the Spell to assume a new shape, she permanently sets that as one of the creatures she can become. While in the altered form, the Sertori may not cast any Spells (though she can voluntarily end the duration in order to cast if she needs). The caster does not gain any supernatural or magical abilities possessed by the creature. When the Spell ends and the caster reverts back to her normal body, it takes a full two rounds to change back (during which she can do nothing else). The Player Character casting this Spell can select her shape from any of the creatures available in the Monster chapter or from the Race section of Character creation. Catharsis: On a Cathartic Casting, the Sertori can change into something larger or smaller than her own body (becoming something as tiny as an insect or large as a mammoth).
SCARS UPON SCARS
Type: Penthos Skill: Talent (Singing) TN 6 Total Success: Duration Doubled Casting time: 1 round Duration: 2 rounds per Rank of Penthos Area: Caster Effect: Duration and Hardiness Bonus
The caster sings a song of war as a scrawling mass of scars spread over his skin, hardening it against attacks. To cast Scars Upon Scars, the Sertori must make a Talent (Singing) Skill Roll against TN 6. On a Success, his body erupts in a patchwork of scar tissue. On a Total Success, the duration is doubled. On a Failure, he is gripped with pain and takes a Wound. Scars Upon Scars causes layers of thick battle scars to cover the caster, protecting him from incoming attacks. The effect of this is a +1 bonus to Hardiness per Rank of Penthos which lasts 2 rounds per Rank of Penthos. Cathartic: On a Cathartic Casting the bonus is doubled and the caster is able to completely ignore a single Wound each round. 106
So an opponent who hits the caster with a sword and rolls two Wounds, is only able to deliver one of those Wounds. However, if the caster is struck again before the end of that round, he takes the full number of Wounds.
SEEPING WOUND
Type: Penthos Skill: Wrestle against Parry Total Success: Special Casting time: 1 Skill Action Duration: Special Area: 1 Target plus Special Effect: Duration
The caster touches or motions toward a wounded victim and causes the wounds to bleed painfully. To cast Seeping Wound, make a Wrestle Roll against the Target’s Parry. On a Success, one Wound is inflicted. On a Total Success, in addition, one Wound is inflicted at the end of each round for a number of rounds equal to the caster’s Penthos Ranking. Attempts to bandage the Wound through Medicine Skill Rolls are useless as the bleeding continues despite any such efforts until the end of the Spell’s duration. Multiple castings of this Spell will extend the duration instead of multiplying the effect. Catharsis: Cathartic causes the bleed effect each round on a Normal Success for a number of rounds equal to double the caster’s Rank in Penthos. On a Total Success, its effects are compressed into a single round, causing the victim to take all the Wounds he would have taken over the duration of the Spell. One additional victim may be affected for each Rank in Penthos as the Seeping Wounds spread to close enemies. The caster may choose to spread the effect automatically with no roll to one additional Target per Rank that is within 20 feet of the initial Target of the Spell.
SHARE PAIN
SONG OF LAMENT
By this Spell, the Sertori spreads his pain to others, causing them to suffer the penalties for any Wounds he has.
The caster sings a song of pain and loss that weakens the spirits of those who hear.
Type: Penthos Skill: Command against Resolve Total Success: Special Casting time: 1 Skill Action Duration: 1 round Area: 1 Target per Rank Effect: Targets
To cast Share Pain, the Sertori must visualize his own Wound forming in the bodies of his Targets, and announce his intentions to share his pain with them. He then makes a Command Roll against the Targets’ Resolve Scores. On a Success, they suffer −1d10 to their Skills provided the caster is wounded. On a Total Success, the −1d10 Wound Penalty doubles to −2d10 for the Target. Catharsis: When cast Cathartically, Share Pain does two things. First, the number of Targets is doubled. Second, instead of simply taking a penalty, Targets take Actual Wounds (which lasts until healed). These are identical in number and appearance to any that the caster has.
SHARED BURDEN
Type: Penthos Skill: Persuade against Resolve Total Success: Duration Doubled Casting time: 1 minute Duration: 1 hour per Rank of Penthos Area: Up to 2 creatures per rank/Penthos Effect: Special
The caster speaks of his burdens and tries to convince listeners to offer help. To cast Shared Burden make a Persuade Roll against the Resolve of the Targets. On a Success, those targeted feel compelled to help the caster for 1 hour per Rank of Penthos. Creatures with other serious concerns will offer what they can but will not abandon serious problems of their own. Repeated use on the same creatures sets the TN at 10. Catharsis: Up to 10 creatures per Rank in Penthos may be affected. Duration becomes days.
Type: Penthos Skill: Talent (Singing) against Resolve Total Success: Increases effect Casting time: 1 round Duration: 2 Rounds per Rank of Penthos Area: 200 foot radius around caster Effect: Duration and range
To cast Song of Lament, the Sertori must make a Talent (Singing) Skill Roll against the Resolve of his Targets. On a Success, it imposes a −1d10 penalty to all Skills. The caster is immune to the song’s effects, and the sound of the song penetrates through any effort to block it out (except magical means). On a Total Success, the Target also loses half his movement for the round. Targets with Empathy Rank zero are not affected on the first round of this Spell. Targets with an Empathy Rank of three suffer an additional −1d10 penalty on the first round. Catharsis: One Target in the area per Rank of Penthos suffers a −2d10 penalty instead of −1d10. The caster may choose who suffers this effect.
SPHERE OF SUFFOCATION
Type: Penthos Skill: Small Ranged against Evade Total Success: Special Casting time: 1 Skill Action Duration: Special Area: 15 feet per Rank of Penthos Effect: Range
You conjure up spheres of light and hurl them onto enemies’ heads, causing suffocation. When this Spell is cast, one clear but luminous sphere appears in the hand of the Sertori and can be thrown at any Target. It has a range of 15 feet per Rank of Penthos. To cast, make a Small Ranged Skill Roll against the Evade Score of your opponent at a -1d10 penalty (this is the standard Targeted Strike Penalty because the caster must aim at the Target’s head). On a Success, the sphere fixes onto the Target’s head, sealing at the neck and begins to suffocate him (this follows the normal rules for SUFFOCATION in CHAPTER 107
FIVE: RULES). On a Total Success, the sphere seals perfectly to the Target; treat the first round of suffocation as the second round without air when determining the victim’s TN to resist suffocating. Once they latch onto a Target’s head, the spheres can be pried off with a successful Muscle Roll against TN 5 + 1 per Rank of the caster’s Penthos. They can also be destroyed by inflicting one Wound on them with a weapon (however the Target with an attached sphere also takes one Wound if the Damage Roll exceeds his Hardiness). For purposes of striking a sphere, a hit on a willing Target is automatic. To hit an unwilling Target, roll against their Parry as normal. The Hardiness score of each sphere is 5+1 per Rank of the caster’s Penthos. Once sealed on a Target’s neck, the sphere effectively silences Target. Cathartic: On a Cathartic Casting, you conjure 2 spheres per Rank of Penthos and can launch all of them the round you cast at different Targets. Cathartic spheres otherwise function as above, except they take 2 Wounds to destroy and their TN against Muscle is 6+1 per Rank of the caster’s Penthos. The Hardiness score of the Sphere is also 6+1 per Rank of the caster’s Penthos.
VOID OF THE DEMONLORDS Type: Penthos Skill: Religion/Gods TN 6 Total Success: Lowers Penalty Casting time: 1 Skill Action Duration: 1d10 Rounds (GM Rolls) Area: Self Effect: Penalty
While no one really knows where demons come from, and there is no visible hierarchy among them, many have taken to calling the nothingness that spawns them “Void of the Demonlords”. This Spell, it is believed, allows the caster to enter that void, perhaps even ceasing to exist for a brief period of time (the full nature of this Spell isn’t known even to those who cast it). To Cast Void of the Demonlords, the Sertori must visualize the void, making a Religion/Gods Skill Roll against TN 6. On a Success, the caster vanishes into the void, having no knowledge or sensory experience until he returns in 1d10 rounds. When the caster reappears, some disorientation is suffered. A situational Penalty to Skill Rolls and Damage Rolls is suffered for one round. This penalty begins at -3d10 and is reduced by 1d10 per Rank of Penthos (so someone with Rank 1 Penthos suffers a −3d10 penalty, while someone with Rank 3 suffers −1d10). On a Total Success, the penalties are reduced by an additional 1d10 (so a caster with Rank 1 Penthos suffers −2d10, while someone with Rank 3 suffers no penalty). Catharsis: The caster may choose to make the duration hours instead of rounds.
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Deimos-Fear COSTLY BARGAIN
Type: Deimos Skill: Ritual against Demon’s Resolve Total Success: Special Casting time: Special Duration: Special Area: 100 foot radius Effect: Duration
This Spell is greatly feared by Sertori throughout Gamandria. The caster draws on demonic forces allowing him to absorb the Spells of another and become exceptionally powerful. To cast Costly Bargain, the Sertori performs a Ritual to open a channel between his spirit and a demon (any demon will do but the caster must know of the demon and its name). If the ritual is performed correctly, the caster acquires the demon’s absorbing ability, allowing him to temporarily absorb any one Spell from Sertori within 100 feet. This takes an hour to perform. Make a Ritual Skill Roll against the Resolve of the Demon in the presence of one or more Sertori. On a Success, the caster absorbs a Spell of his choice from the Target and can use that as if it is one of his own for an hour. On a Total Success, he has use of the Spell for a day. On a Failure, the caster loses one random Spell to the demon for a day. At the end of the Spell’s duration the caster loses the Spell and the Target regains it. Cathartic: When cast Cathartically the effect is permanent. The caster permanently acquires the Spell and the Target permanently loses it. However, this process warps the soul of the caster, and any Grim Points acquired by a Cathartic Casting of Costly Bargain are permanent. Because this Spell is feared by Sertori, those who cast it are often shunned or hunted down and killed. A failure on a Cathartic Casting of Costly Bargain causes the caster to permanently lose one of his own Spells to the demon (chosen randomly by the GM). On a Total Success, the only additional effect is the caster does not acquire any Grim Points.
DAYDREAM
Type: Deimos Skill: Reasoning TN 7 Total Success: Special Casting time: 1 Round Duration: 3 rounds/Rank of Deimos Area: In sight of caster Effect: Duration and Quality of Illusion
The caster enters a trancelike state connecting with the realm of dreams, pulling images into reality to create powerful illusions. To cast Daydream, the Sertori must make a Reasoning Skill Roll TN 7 (the result sets the TN to see through the illusion). On a Failure, he is helpless for one round, lost in the haze of his own reverie. On a Success, he creates an image that looks and acts as if it is real for 3 rounds per Rank of Deimos. On a Total Success, the duration is increased to minutes. Anyone viewing the illusion has a chance to see through it. Doing so requires a Detect Roll. The TN for this is the result of the caster’s Reason Skill Roll. Attempting to see through the illusion is a Skill Action. The size and quality of the illusion is shaped by the caster’s Rank in Deimos (goes up to 6 to account for Cathartic Casting of the Spell): Deimos Illusion Quality 1
One image, no other senses, size of an insect
2
One image, no other senses, size of a small animal
3
One image, 1 additional sense, size of a person or medium sized animal
4
Two images, 2 additional sense, size of an Ogre or large animal
6
Three images, all senses, size of a building or natural feature (like a hill)
Catharsis: On a Cathartic Casting the duration for the Spell becomes 3 hours per Rank of Deimos (on a Total Success 6 hours per Rank). In addition the caster’s Deimos Ranks, for purposes of gauging the quality of the illusion, effectively doubles.
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DREAD PASSENGER
EYES OF KNOWING
With this Spell, the Sertori simply stares at the Target for a few moments. If successful, the Spell will cause the Target to experience nightmares each time they sleep for more than one hour. On a Total Success, the duration is doubled. On a Failure, it may not be used again on the same Target unless cast Cathartically.
The caster’s eyes glow and he is able to look deep into a person’s flesh and spirit.
Type: Deimos Skill: Empathy TN 8 Total Success: Special Casting time: 1 Skill Action Duration: 1 week per Rank in Deimos Area: 1 Target within 30 feet, capable of dreaming Effect: Special
The main effect of Dread Passenger is lack of sleep and the usual penalties involved. Without a possible cure such as the obliterate magic Spell, the victim may end up in quite a dire state from inability to sleep. The caster may end the Spell at any time, if desired. Catharsis: When cast Cathartically, in addition to the above, the Sertori may enter the nightmares of his victim. Both the caster and the target must be asleep for this effect to work. Distance is not a limitation. The caster can cause terrible nightmares, in a stealthy or obvious manner as desired. This allows a limited ability to learn details and secrets from the victim’s mind. Each night that the caster is asleep while the victim is having a nightmare, one such detail may be learned. However, each time this is done the Spell is cast Cathartically for this purpose. A Failure will indicate no further details may be stolen from the victims mind.
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Type: Deimos Skill: Detect against Stealth Total Success: Special Casting time: 1 round Duration: Special Area: 10 foot radius Effect: Special
To cast Eyes of Knowing, make a Detect Roll against the Target’s Stealth Rating. On a Success, you learn key information about that person’s abilities in one entire category per Rank of Deimos. On a Total Success, you learn one additional thing about the Target. The information acquired is related to the person’s capabilities and the Player should be given precise mechanical details of each category he selects (Skills, Wounds, Spells, Emotions, Divinity, etc.). For example, Po casts Eyes of Knowing on a suspected Sertori. She succeeds and has 2 Ranks of Deimos, allowing her to know details about 2 different categories of ability possessed by the Target. Her first choice is Spells, and she learns that the subject possesses Avalanche of Flame, Earth Mastery, Vow and Paralysis of Nemach. Because she already knows what Spells the Target has, she decides to find out his Emotion Ranks for her second choice, and learns that he has 3 Ranks in Misos and 1 Rank in Deimos. Cathartic: When Cast Cathartically the Sertori can use the Spell on multiple Targets (up to six) at a time.
FLIGHT
THE GAZE OF CARUS
This Spell allows the caster to move through the air as if through water provided he continues to tread successfully, he will not fall.
The Gaze of Carus enables the caster to read the thoughts of those around him (within a 100 foot area).
To cast Flight, the Sertori must make a Swim Roll TN 6 (modified for bad weather conditions). On a Success, he can “swim” through the air for one round. On a Total Success, he can do so for 2 rounds. On a Failure, he struggles and hovers in place for the Spell’s duration.
To Cast this Spell make a Deception Skill Roll against the Wits of the Target. On a Success, you know what the person is actively thinking at that moment. On a Total Success, you know what the person is feeling, in addition to their active thoughts. On a Failure, you learn nothing.
Type: Deimos Skill: Swim TN 6 Total Success: 2 Round Duration Casting time: 1 Skill Action Duration: 1 round Area: Caster Effect: Swim Speed
A character in flight moves as if through water, 10 feet plus an additional 5 feet per Rank in Swim. In addition, he can move five more feet per Rank of Deimos. So, a Character with 2 Ranks in Swim and 3 Ranks in Deimos can move 35 feet in a round through the air. He is able to move up or down, side to side, or at angles. However, his mobility is limited as it would be in water, so turning takes a full move action. The act of flying itself is a Skill Action. So, on a Normal Success, the caster must continue to cast Flight each round just to remain in the air. This prevents him from taking other actions such as attacking (however, he does get his Move). On a Total Success, he is able to take additional actions on the second round because of the extended duration. Catharsis: On a Cathartic Casting, the effect lasts for ten minutes (no additional Spell Roll is required until it ends).
Type: Deimos Skill: Deception against Wits Total Success: Special Casting time: 1 Minute/Special Duration: 10 Minutes per Rank of Deimos Area: 1 Target per Rank of Deimos in 100 foot area Effect: Special
When cast non-Cathartically, the Target and those around you have no idea the Spell is being cast or that you are doing anything unusual. The Spell can be used on more than one Target, up to 1 per Rank of Deimos. Cathartic: The Cathartic variation of the Spell must be focused on a single Target. When used Cathartically, the Spell enables you to delve into a person’s deep and hidden thoughts or secrets, as well as their motives or desires. The Cathartic Casting takes longer: ten minutes for every Rank of Resolve of the defender. It is also obvious you are casting it, requiring visible concentration. The Target also senses your presence in their mind and this is uncomfortable. They do not know precisely who or what is acting upon them; however, should the Target leave the 100 foot area of effect during casting, the Spell doesn’t work. On a failed Cathartic Casting the Target knows instinctively that you are the source of the mind reading. They also can make an Empathy Roll against your Wits to read your thoughts, as though they were casting Gaze of Carus Cathartically.
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GRASP FROM BEYOND
Type: Deimos Skill: Wrestling against Parry Total Success: Special Casting time: 1 Skill Action Duration: 1 round/Rank of Deimos Area: 10 × 30 foot plane (hands have reach of 5 feet) Effect: Duration and Area
Grasp From Beyond creates large tear in reality from which hundreds of ghostly hands erupt seeking to grasp onto living flesh. To cast this Spell, the Sertori thrusts his hands over his head dramatically and grasps at the air. The ability to speak is not required. Make a Wrestling Skill Roll against the Parry of all potential Targets. On a Success, the caster temporarily rips an oblong hole into the Ethereal Realm, calling forth the hands of recently departed spirits that latch onto Targets and hold them in place. For game purposes, they are Restrained (see RULES CHAPTER and Wrestling Skill CHAPTER TWO). On a Total Success, the victims are Pinned, Disarmed or take a Wound (up to the caster). The hands can reach up to five feet from the hole. The hole is a long tear of 10×30 feet that the caster can position wherever he wishes within 50 feet of himself (but it remains fixed once placed). Cathartic: When cast Cathartically, the duration and area double. Also, treat any successful Cathartic Roll as a Total Success for purposes of determining whether the caster Pins, Wounds or Disarms the Target.
HIBERNATION
Type: Deimos Skill: Survival TN 6 Total Success: Duration becomes weeks Casting time: 1 hour Duration: 1 day per Rank in Deimos Area: Caster Effect: Duration
The caster goes into a deep trance for one hour followed by one or more days in a deathlike state. Make a Survival Roll against TN 6. On a Success, the caster enters hibernation. Total Success increases the duration to weeks instead of days.
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No air, food, or water is required while in this state of hibernation. Poisons, Disease, Afflictions, and Aging are slowed to an effective crawl and will resume when the hibernation ends. The caster is unaware of his surroundings and may not perform any action from the moment they begin casting until the hibernation expires. Cathartic: Cathartic Casting allows the Spell to be cast in one round, and increases the duration from days to weeks, or weeks to years.
HIDE
Type: Deimos Skill: Athletics TN 6 Total Success: Special Casting time: 1 Skill Action Duration: 1 minute per Rank of Deimos Area: Self Effect: Duration
Hide enables a Sertori to blend in with the environment. To achieve this, he must be completely still unless casting the Spell Cathartically, otherwise the effect is lost. Casting requires a successful Athletics Roll against TN 6. On a Total Success, the character can move at half his speed without disrupting the Spell. Once cast the Sertori adopts the characteristics of his surroundings and is only discernible on a TN 10 Detect Roll (which must be made again each round for the duration of the Spell). The effect lasts one minute per Rank. If you attack anyone while using this Spell, you disrupt its effect and become visible for that round. All attacks on unseen characters are made at -3d10. If people see you on their Detect Roll, the effect still imposes a −1d10 on their attacks. Catharsis: Doubles duration and allows movement. However, any overt action, like an attack, makes you visible for one round.
MALEVOLENT MOCKERY
Type: Deimos Skill: Creatures (Humanoids or Sertori) TN 8 Total Success: Special Casting time: 1 Hour Duration: Special Area: Touch Effect: Duration
This Spell creates a duplicate of a person to grow from a piece of their body. The Caster must have some part of the Target; hair and blood are most likely, but a severed ear or finger would do as well. The caster touches the portion of the Target in his possession, and transforms it into a duplicate. Casting this Spell requires concentration for a full hour as the Sertori visualizes the creation of his new entity, guiding it as it grows. It can be used to duplicate Sertori, Ogres and mundane Humanoids. The location of the person copied is not a factor. Make a Creatures (Humanoid) or Creatures (Sertori) Skill Roll (the caster must possess the sub-skill of the type of creature being duplicated, or roll 0d10 for his Spell Skill Roll). Success creates a fully sentient and fully free willed duplicate of the Target, using up the part. The duplicate has a −1d10 on all Skill Rolls, but is otherwise identical to the original. Total Success creates a duplicate that does not suffer the −1d10 Skill Penalty. Failure consumes the part of the Target. This duplicate is extremely malevolent, and not under any compulsion to serve the caster. It believes itself to be the original. Only one duplicate of an individual created by this Spell by a particular caster may exist at one time. Multiple Sertori could each create one duplicate of the same individual. A duplicate of a Sertori must draw on the original’s power to use Spells. Unless a Total Success is rolled when making the duplicate, all its Spell rolls are at -1d10. Also, a Sertori who is the victim of this Spell, can feel it when the duplicate draws on his magic. Doing so does not pose any risk of accumulating Grim Points to the original (though the duplicate can acquire them). However, if a duplicate is drained of a Spell (through Costly Bargain or a Demon), the original also loses the Spell. If the original Target is killed, the duplicate can still draw on its Spells because
the soul continues to exist. Only if a Sertori’s soul has been destroyed can that link be truly severed. Duration of the Spell is based on Deimos Ranks: Rank 1 is an hour, Rank 2 is a day, and Rank 3 is a week. Catharsis: The duration of the Spell becomes permanent.
PARALYSIS OF NEMACH
Type: Deimos Skill: Command against Resolve Total Success: Special Casting time: 1 Skill Action Duration: 1 round Area: Anyone in hearing distance up to 100 feet Effect: Duration and Special
The Paralysis of Nemach causes its victims to fill with an acute sense of fear that overpowers their body and stops them dead in their tracks. Anyone under the effects of this Spell cannot easily move or speak for its entire duration. To cast Paralysis of Nemach, the caster must speak or whisper the most frightening thing he can imagine (in any language, and the recipients don’t need to actually understand it, just hear it). Once uttered, the Spell potentially affects anyone other than the caster in hearing distance (friend or foe).While he doesn’t have complete control over who this affects, the caster can exert some influence on who is affected by adjusting the volume of his voice. The caster must make a Command Roll against Resolve of everyone who hears the casting. On a Success, the Targets are struck with paralytic fear for one round that hinders their movement, reducing their speed by 1 Rank for every Rank of Deimos the caster possesses. Though they can still speak, it takes great effort to do so, imposing a -1d10 penalty to all speech related Skills or abilities. On a Total Success, victims are completely paralyzed for two rounds and unable to speak at all. Catharsis: When cast Cathartically, the duration doubles and you add 1d10 per Rank of Deimos to your initial Command Roll.
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PLAGUE OF FEAR
PORA’S PORTRAIT
This creates a mood of fear and suspicion in a large crowd of people. It spreads from person to person over the course of about ten minutes.
This Spell enables the caster to create a likeness of herself which can later be used to eavesdrop on enemies and friends.
Victims of the Spell are overwhelmed by a sense of their own impending doom. Every individual responds to fear uniquely, and the fear, itself, does not produce a mechanical effect (such as a Skill Penalty). However, it will help direct their actions. While under the Spell’s influence, they are guided by their fear and take greater efforts to protect themselves from harm (real or imagined).
Pora’s portrait is an unusual Spell. It first requires the caster to fashion a piece of art resembling herself (statue, portrait, illustration, mosaic, etc.) and, to do so, she must make a Talent Skill Roll TN 8. On a Success, she makes such an object and it is permanent. On a Total Success, the object is a masterpiece and highly desirable. This initial casting to produce the object must be a Cathartic Casting.
To cast Plague of Fear, make a Deception Roll against the Target’s Wits Rating. On a Success, the Targets are filled with fear for one hour. On a Total Success, they are fearful for an entire day. The caster must speak for a full ten minutes and concentrate on his intended victims. The words he speaks must be an elaborate web of disturbing possibilities. These are carried through the air into the minds of the Targets. Though they do not hear what the caster says, the words he speaks produce images and thoughts that terrify the victims.
Once the Sertori has the object, she can gift it to a friend or foe, or just put it somewhere she desires. From time to time, she can cast the Spell again and see through the eyes of her likeness. Doing so requires another Talent Skill Roll, during which the caster goes into a deep state of concentration, closing her eyes so she is oblivious to her surroundings.
Type: Deimos Skill: Deception against Wits Total Success: Duration becomes 1 day Casting time: 10 Minutes Duration: 1 hour (1 day on a Total Success) Area: Within seeing distance Effect: Special (see below)
The effect of Plague of Fear is somewhat unique. It can target large groups of people, and this number increases by a factor of ten for each Rank the caster has in Deimos (starting with 10). So, a Rank of one can affect 10 Targets, a Rank of two can affect 100 Targets, a Rank of three affects 1,000 Targets and so on. Cathartic Castings of the Spell can bring this up to 1,000,000 Targets (at Rank 6). Catharsis: Casting Plague of Fear at full potency doubles its effect by Rank. So, a caster with Rank two, who would normally affect 100 Targets, causes fear in 10,000 people when casting the Spell Cathartically.
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Type: Deimos Skill: Talent (any appropriate medium) TN 8 Total Success: Special Casting time: 1 Hour Duration: Special Area: Special Effect: Duration and Distance
On a Success, she can see what her likeness sees. On a Total Success, she can move the eyes of her likeness to get a better view of the situation. The duration of this ability is 10 minutes per Rank of Deimos. Catharsis: On a Cathartic Casting, the viewing duration doubles and in addition to seeing through her likeness, the caster can hear and smell as well.
REMEMBRANCE
Type: Deimos Skill: Empathy against Wits Total Success: Special Casting time: 1 Skill Action Duration: 2 rounds per Rank of Deimos Area: 5 Targets per Rank of Deimos Effect: Duration and Area
The caster enters the mind of any Undead Target, sensing and awakening memories of its living life to make it more docile. To cast Remembrance, the Sertori must make an Empathy Skill Roll against the Targets’ Wits Scores. On a Success, the creatures fall into a brief stupor as the caster awakens old memories. This lasts for 2 rounds per Rank of Deimos. On a Total Success, the creatures are grateful for the brief respite from their suffering and offer some minor assistance or information (if they can speak). On a Failure, the caster accidentally summons painful memories of its past or the raw memory of its transition into undeath. This causes the Targets to lash out and attack the caster. This Spell cannot be used on Grim Beasts, Haunts or Grims, unless cast Cathartically. Catharsis: On normal Undead creatures, the caster may charm one per Rank of Deimos (in addition to the Spell’s normal effects) for the duration of the Spell. In addition, the caster can pacify (but not charm) Undead Grimbeasts, Haunts or Grims (as per the non-Cathartic rules). Attempting to pacify a Grimbeast, Haunt or Grim is not without risk, however. If a Cathartic attempt on any such creature fails, then the caster’s mind explodes with visions of its madness, causing him to fall into a stupor for 2 rounds per Rank of Deimos.
SEALING
Type: Deimos Skill: Trade (any) TN 6 Total Success: Special Casting time: 1 Skill Action Duration: Permanent Area: One sealable object per Rank of Deimos within 50 feet Effect: Area and special
The caster seals doors, portals, gates, lids and similar objects in a manner that is impossible to open without damaging them. To cast Sealing, the Sertori must make a Trade (any one) Skill Roll against TN 6. On a Success, he magically conjures up relevant building materials which work on their own to seal the object. A Carpenter would summon wood, a Tailor would summon enchanted needles and thread that literally sew the portal shut. The door, gate or lid is now firmly shut and cannot be opened except by damaging it. Total Success increases the Hardiness and Wounds of the sealed objects by 1 per Rank in Deimos. Catharsis: Nothing short of a deity may Damage or break the sealed object for one round per Rank in Deimos.
SMOKE
Type: Deimos Skill: Speed TN 7 Total Success: Duration Doubled Casting time: 1 Skill Action Duration: 1 Hour Per Rank of Deimos Area: Self Effect: Duration
The caster utters words, makes elaborate gestures and sets himself on fire using an existing source of combustion, changing into smoke as the flames engulf his body. He must act with speed and precision however, or the flames will burn. To cast Smoke, the Sertori must make a Speed Skill Roll against TN 7. On a Success, he changes into smoke form for an hour per Rank of Deimos. On a Total Success, the duration is doubled. On a Failure, he does not cast the Spell quickly enough, is unable to transform and instead catches on fire, taking 1d10 115
Fire Damage (more if the fire source is larger). The fire source must be at least the size of a torch. Once in smoke form, the caster can move around, but is at the mercy of the wind, so he must make a Speed Skill Roll against TN 6 to move in the desired direction (otherwise he travels with the breeze). This TN can be raised or lowered if the wind is weak or strong. In smoke form, the caster cannot interact with physical objects and receives an effective Stealth Score of 10. He can, however, be moved by strong forces of wind (including magical winds). Catharsis: On a Cathartic Casting, the Sertori may attack during a move, one person per Rank of Deimos by filling their lungs with his smoke form (make a Speed Roll against Evade). If he succeeds, Targets take 1d10 Fire Damage per Rank of Deimos. Once the Spell is used to attack in this manner, it automatically ends at the start of the following round.
THE SPLINTERING OF YAUM
Type: Deimos Skill: Athletics TN 8 Total Success: 1 extra round Casting time: Instant or 1 Round Duration: 1 round + 1 round per Rank of Deimos or when all splinters are killed Area: Self Effect: Duration
Splintering of Yaum is always cast Cathartically. There is no non-Cathartic version of this Spell. When Splintering of Yaum is cast, the caster contorts his body in an inhuman spasm, ripping himself apart into four equal and identical replicas. Each of the four splinters has a perfect copy of the Sertori’s equipment and is controlled by the caster. It is unclear which one is the original Sertori—even to the caster himself. Splintering of Yaum normally takes one round to cast, however, it can be cast instantly when the Sertori is attacked. To cast the Splintering of Yaum requires an Athletics Roll against TN 8. On a Success, the caster splits into four discrete splinters of himself. On a Total Success, he splits and the duration is one round longer than normal. On a Failure, the caster takes double the normal amount of Grim Points and 116
splits into four splinters as usual, but he has no control over any of them for the duration of the Spell. All four splinters mindlessly attack the nearest Target and have a burning desire to kill the other copies. If a Mental Affliction is gained as a result of failing to cast this Spell, it is always the Splintered Personality Affliction. Each Splinter is exactly the same as the caster except that each has only 1 Wound Point, and even shares his Ranks in all Skills and Emotions. While the Spell is in effect, the four splinters of the caster are controlled by the caster. Each of the splinters may cast any Spell (not Thauma) that the Sertori knows (except Splintering of Yaum), but due to the fractured nature of the Sertori’s consciousness, all Spells are cast at a -1d10 penalty and cause 1 additional Grim Point (this applies even to non-Cathartic Spells). At the end of the Spell’s duration, the caster selects which version of himself survives, and his Wound Total is the same as it was before casting the Spell. When the Spell ends for any reason, all of the other three splinters fall over lifelessly, and their copied inventories shatter into glass shards. If the last splinter is killed, the Spell ends instantly and that splinter becomes the true form of the Sertori instead of dying. His Wound total returns to the amount he had before casting the Spell, but then he takes any Damage normally from the attack that killed the last splinter. When the Spell ends in this manner, he takes a −1d10 penalty to all actions for the rest of the day.
STORM WALKER
Type: Deimos Skill: Sail TN 6 Total Success: Duration becomes hours Casting time: 1 Skill Action Duration: 1 Minute per Rank of Deimos Area: Caster Effect: Duration
The caster spreads out his arms and lets his clothes catch sail in the winds of a storm, causing the wind to carry him through the air. To cast Storm Walker, the Sertori must make a Sail Skill Roll (TN 6 but modified for more violent or calm storms) and must have sufficiently flowing garments
(such as a cloak, robe or billowy shirt) to sail in the wind. While in the air, the caster can ignore the harmful effects of the storm, and can steer himself in a specific direction (he must move in a continuous straight line without turning, turning requires a Move action). On a Total Success, the duration of the Spell increases to one hour per Rank of Deimos. A storm must exist nearby to cast this Spell. Cathartic: On a Cathartic Casting, the caster can sail into a bolt of lightning and channel it toward a chosen foe (taking no harm himself). Roll your Sail Skill Roll against the Evade score of the potential Target (s) to see if it strikes. The bolt does 2 Wounds per Rank of Deimos. If the bolt kills a Target, it immediately launches into the nearest person and does whatever Damage is left over. If this Target is felled as well, it continues, striking the next closest Target and so on. On a Failure the Sertori takes the full amount of Wounds from the lightning bolt himself. Storm Walker can also be cast Cathartically to conjure a storm. A storm summoned in this manner takes one minute to form and lasts for an hour, effectively forcing a one minute casting time for the other effects.
THEKLA’S SECRET PATHWAY
Type: Deimos Skill: Places (must use specific sub-skill) TN 6 Total Success: Special Casting time: One Hour Duration: None Area: The Caster Effect: Area and distance
Thekla’s Secret Pathway allows the caster to travel through an Ethereal Realm normally traversed by gods and souls to instantly move from one point to another in space. This has some serious limitations however. Normally, it can only be cast on oneself (oneself and one to three others if cast Cathartically) and it can only move a living body: clothes, items and weapons cannot go with the traveler. There is the added risk that she attracts the attention of a Den Dweller, Spirit or other entity on a Cathartic Casting. When this occurs such creatures often stalk the transporting Sertori out of curiosity.
To use Thekla’s Secret Pathway, the caster must make a Places Skill Roll TN 6. If she doesn’t have the right sub-skill for Places, then she must make an Unskilled Roll at 0d10 (2d10 take the lowest result) to cast the Spell. On a Failure, she does not move at all. On a Success, she can move to a location within a mile of her choosing but lands 100 yards away in a random direction from her destination. On a Total Success, she can travel up to two miles exactly where she wishes. Catharsis: When cast Cathartically the caster can take one other person per Rank of Deimos with her and travel to any location she has been to personally. There is no limit on distance. This type of casting includes the normal limitations but adds the risk of attracting the attention of beings who travel ethereally. If the caster fails her Places Skill Roll, then roll another d10. On a result of 1, the caster attracts the attention of a hostile Den Dweller, on a 2 she attracts an Angry Spirit, on a 3 she attracts an appropriate entity of the GMs choosing. On a result of 4-10, the caster moves through the Ethereal Realm unnoticed.
TEARING THE VEIL Type: Deimos Skill: Divination TN 6 Total Success: Special Casting time: 1 Hour Duration: Special Area: Special Effect: Area
The caster gazes off into the distance, tracing his finger before him which tears open the fabric of time and gives a glimpse of future events. To cast Tearing the Veil, the Sertori must make a Divination Skill Roll (TN 6). On a Success, he sees brief moments from his near future (one hour for each Rank of Deimos). On a Total Success, he perceives with greater clarity and is able to decipher clearly future events. Because the future has not yet occurred, it is not set in stone, and what the caster sees is a confusing swirl of possible future events. The GM should adjudicate this carefully and fairly, providing pieces of information that would be of significance to the 117
To cast Vortegan’s Whirling Catastrophe, the Sertori must make a successful Survival Roll (reflecting his knowledge of natural weather) against TN 6. On a Success, he summons a powerful spinning wind that rampages the area in an unpredictable zigzag course. The caster has very little control over the tornado and it strikes randomly. Everyone within a 250 foot radius, including the caster, is a potential Target. Because the Sertori has some measure of control, those he wishes to Target have a 4 out of 10 chance of being struck, while those he wishes to spare have a 2 out of 10 chance of being struck. On a Total Success, the caster has much more control of the whirling vortex of wind. Intended Targets all have a 6 out of 10 chance of being struck and those he wishes to spare have only a 1 out of 10 chance of being struck. On a Failure, the caster loses all control of the Spell, and everyone inside its area has a 5 out of 10 chance of being struck (including the caster and his allies). To determine who is struck by the wind on a casting, have each character inside the Spell’s area roll a single d10 to determine whether they are caught by the tornado. caster, but not necessarily enough to convey a complete picture of things to come. Because the GM himself doesn’t know what exactly will happen in the future (even in the next several hours), he should use his best guess of what is likely to occur. In the event of a Total Success, the Player should be provided concrete details (i.e. someone is going to try to kill the king). Catharsis: The caster can use this Spell to see days (2 days per Rank of Deimos) into the future instead of hours.
VORTEGAN’S WHIRLING CATASTROPHE Type: Deimos Skill: Survival TN 6 Total Success: Special Casting time: 1 Skill Action Duration: 2 rounds Area: 250 foot radius Effect: Damage
Through wild gestures and ominous chants, the caster shapes a whipping tornado of debris and electricity that wrings and throws his friends and foes.
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Anyone hit by the wind takes 1d10 Damage per caster Rank of Deimos due to speeding debris. Catharsis: Damage is doubled for both debris and being hurled. Duration is also doubled. In addition, the caster is able to center the Spell on himself and move around the field of battle with the tornado (making himself immune to its effects). However, he is still not able to fully control the wind and it is subject to the rules for randomly striking Targets listed above. On a Cathartic Casting, the wind force of the Spell hurls Targets to the ground for Damage. The person is also hurled back by the wind taking another 1d10 Damage (treated as falling Damage) per Rank of Deimos. Anyone hurled in such a manner lands in a random direction from their starting location, by ten feet for every Rank of Deimos possessed by the caster. After a Cathartic Casting of this Spell, the Sertori falls to the ground stunned for one round.
YOUTHFUL RESTORATION
Type: Deimos Skill: Medicine TN 8 Total Success: Special Casting time: 12 hours Duration: 2 days per Rank of Deimos Area: Self or one living Target Effect: Duration and Years
This Spell winds back the aging process temporarily, granting the appearance and feel of youth for up to a week. To perform Youthful Restoration, the caster must meditate peacefully for twelve hours and imagine himself (or the Target) becoming younger. The Target must be willing. When the meditation is complete the Sertori must make a Medicine Roll (TN 8). On a Success, the caster (or willing Target), has his age reduced by one age category per Rank of Deimos.
On a Total Success, the Spell’s duration becomes weeks instead of days. On a Failure, the caster (or the Target) ages permanently 10 years. Catharsis: The Target of the Spell has its age reduced by ¼th of an age category permanently.
Misos-Anger/Hate AVALANCHE OF FLAME Type: Misos Skill: Large Ranged against Evade Total Success: Special Casting time: 1 Skill Action Duration: Special Area: 40 foot wave, 200 feet long Effect: Damage
With furious gestures, the caster calls forth and directs an enormous wave of fire. To cast this Spell, the Sertori must make a single Large Ranged Attack Roll against the Evade Scores of everyone inside Spell’s area. On a Normal Success, the caster creates a Rolling Avalanche of Flame that trundles across a 40 foot area for one round (the avalanche is forty feet high and reaches a distance of two hundred by the end of casting). On a Total Success, the wave creates a zone of burning flame in the area it passes through. This lasts one round and does half the initial Damage (rounded down) to those who remain within its area of effect. The flames do 1d10 Fire Damage to affected Targets for every rank of Misos the caster possesses. This amount doubles when cast Cathartically. This can also be used to summon a small fire or manipulate flames for the purposes of keeping warm or for providing light. When used this way, the fire lasts for thirty minutes per casting. Catharsis: Area of effect and Damage Roll doubled.
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BEACON
Type: Misos Skill: Ritual TN 6 Total Success: Special Casting time: 1 Skill Action Duration: 1 Hour per Rank of Misos Area: Within 10 feet of caster, 20 foot illumination per Rank of Misos Effect: Duration
This Spell creates a disc of pure light that casts away the darkness by performing a quick ritual to any god or supernatural entity. To cast Beacon, the Sertori must make a Ritual Skill Roll (TN 6). On a Success, he creates a slender beacon of light that the caster can grasp and use like a torch (anyone else touching it takes 1d10 Damage). The beacon illuminates a 20 foot area/per Rank of Misos, eliminating all Illumination Penalties. On a Total Success, the area of the Spell doubles. Catharsis: On a Cathartic Casting, the disc unleashes a burst of divine energy that washes over everything in its area. While it poses no threat to the living, any Undead creature in its path takes 2d10 open Damage per Rank of Misos (Grimbeasts, Haunts and Grims take Closed Damage).
BEND GRAVITY
Type: Misos Skill: Athletics TN 6 Total Success: Duration Casting time: 1 Skill Action Duration: 5 Minutes per Rank of Misos Area: 1 Target per Rank of Misos Effect: Special
The caster establishes a connection between his body and the gravity around him, enabling him to shift it through violent contortions of his limbs. To cast Bend Gravity, make an Athletics Skill Roll against TN 6. On a Success, you can gently shift the personal gravity of 1 Target per Rank of Misos by 90 degrees. Total Success increases the duration to 10 minutes per Rank in Misos. The Spell allows walking up walls and ceilings, and moving objects if used cleverly. It is too gentle to break objects or harm people, though it can be used to make movement more difficult. 120
Catharsis: Spell may be cast instantly for the purpose of saving the caster from a fall, stopping a projectile, knocking down an enemy or similar effect at the GM’s discretion.
BLADES OF WRATh
Type: Misos Skill: Magic (Misos) TN 6 Total Success: Duration Doubled Casting time: 1 round Duration: 2 Rounds per Rank of Misos Area: One Melee weapon while held in hand Effect: Duration
The Sertori pours his anger into any weapon he wields, imparting a magic effect similar to fire or acid. Though called Blades of Wrath, it can be used on Melee Weapons of all types. Casting Blades of Wrath requires a Magic (Misos) Skill Roll against TN 6. On a Success, the weapon is granted +1d10 to its Damage Roll for the duration of the Spell, and all Damage from the weapon is Open. On a Total Success, the duration doubles. Though powerful, this Spell has a tremendous downside. The sword, once imbued with the caster’s rage, desires blood for the full duration of the Spell. The caster must continue to attack Targets until the very end of the duration (even if he has dropped all hostile foes) or take the full Damage from his magic weapon (no attack roll, just make an open Damage roll against Hardiness at +1d10). Catharsis: When cast Cathartically, the rage is shared by the caster and the blade. He makes a second free attack each round which must be directed at a different Target from the first.
COLD FURIOUS GAZE
Type: Misos Skill: Reasoning against Wits Total Success: Target loses movement completely Casting time: 1 Skill Action Duration: 1 round per Rank in Misos Area: 1 Target per Rank of Misos Effect: Duration, Area and special when cathartic
The caster releases a withering gaze that embodies pure fury with cool logic. It can affect multiple foes, crushing their spirit and freezing their bodies in a battle of mind versus will.
BOLT OF FURY
Type: Misos Skill: Small Ranged against Evade Total Success: Special Casting time: 1 Skill Action Duration: Instant Area: One Target within 200 feet Effect: Area and Damage
Screaming out in a wild fit of rage, the caster calls forth a flash of lightning that strikes his foe. To cast Bolt of Fury, the Sertori must make a Small Ranged Skill Roll against his Target’s Evade. On a Success, he sends a bolt inflicting 1d10 open Damage per Rank of Misos. On a Total Success, the lighting inflicts 1d10 open Damage per Rank of Misos against his intended Target and bounces to another within 50 feet (1d10 Open Damage per Rank of Misos). The caster may Target one person within a 200 foot area for every Rank of Misos he possesses. So, a caster with 2 in Misos can select one Target inside a 400 foot area. The bolt is unimpeded by armor, so ignore the Hardiness Bonus from armor when rolling Damage for Bolt of Fury. Catharsis: On a Cathartic Casting the Damage is doubled and area increased accordingly.
Casting Cold Furious Gaze requires a Reasoning Skill Roll against the Target’s Wits. On a Success, he produces 1 tendril of chilly frost per Rank of Misos that causes all affected to move at half their speed for one round per Rank of Misos possessed by the caster. On a Total Success, the victims lose all movement for the duration of the Spell. On a Failure, he still creates the tendrils of cold but they are either not well aimed enough or too weak to harm anyone. Cathartic: On a Cathartic Casting, the Targets are frozen completely for one round per Rank of Misos. Anyone frozen in this manner receives a +3 Hardiness Bonus due to the sheet of ice layering their skin. On a Total Success, Targets take one automatic Wound from the cold.
DANCING STEEL
Type: Misos Skill: Any Melee against TN 6 Total Success: Doubles area or duration Casting time: 1 Skill Action Duration: 1 round per rank of Misos Area: Special Effect: Skill Roll
This Spell allows the caster to deflect incoming Melee Attacks in a whirling flash. Make a Light, Medium or Heavy Melee Skill Roll adding 1d10 per Rank of Misos. On a Success, instead of using your Static Parry Score to defend, you may use the result of your Melee Skill Roll to defend
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against attacks for the duration (applies to Melee and Ranged attacks). On a Total Success, you disarm one of your Targets or inflict a Wound. Cathartic: Casting time become instant.
EARTH MASTERY
Type: Misos Skill: Muscle TN varies Total Success: Doubles area or duration Casting time: 1 Skill Action Duration: Special Area: Within Range Effect: Area
This Spell allows the caster to manipulate earth and stone, moving it or causing it to tremble violently. In its most powerful form, the Spell shapes stone and earth as desired. Because Earth Mastery has two basic uses, they are divided here for ease of reference. Shift or Move Earth/Stone: To cast Earth Mastery, or to shift loose earth or stone, the caster must make a Muscle Roll (TN 6, +1 per additional 10 foot area). He may try to affect 10 feet by 10 feet of earth/stone for each point of Misos. This area can be increased but that also increases the Target Number for the Skill Roll. On a Success, he shifts the earth/stone vertically or horizontally by ten feet per Rank of Misos (this does not work on concrete structures— just loose earth and stone). On a Total Success, the amount it shifts by doubles, if desired. Shifted earth moves at a slow speed (about a foot every thirty seconds), and it has to move into unoccupied space. Tremble: The caster must make a Muscle Roll (TN 6). On a Success, he causes a light earthquake to a large area (1 mile per Rank of Misos) for 1 round per Rank of Misos. On a Total Success, the duration of the earthquake doubles. The earthquake is not strong enough to harm anyone but the shaking makes it difficult to perform delicate tasks. Anyone attempting to perform an action that requires care or concentration in the earthquake zone must succeed on an Athletics Roll (TN set by the caster’s Muscle Roll). Those who fail, suffer a −1d10 penalty to the task they are attempting. While it doesn’t apply to Melee Combat Skills, it does affect Ranged Combat Skills, Speed, Talent, Ritual, and Wrestling. 122
Cathartic: When cast Cathartically, the Spell has two possible effects and moves earth at a high speed. It can cause a furious shaking in a very focused area (100 feet per Rank of Misos). The caster rolls 2d10 per Rank of Misos for the effect, which sets TNs for those caught inside it. Anyone in the area must make an Athletics Roll against that number or be knocked off their feet and on to the ground. This lasts 1 round per Rank of Misos. The Spell can also be used to shape earth or stone. When applied in this way, it can be used to transform a 10 foot by 10 foot area of earth or stone (including structures) per Rank of Misos. The caster can do anything he likes, cause it to bend, warp, arrange into a pattern, etc. When cast Cathartically, Earth Mastery can also be used to harm Targets by various means (shaking, engulfing, etc.) for 1d10 Damage per Rank of Misos.
FLYING STEEl
Type: Misos Skill: Any Melee Skill against Parry Total Success: Removes resting requirement Casting time: 1 Skill Action Duration: Instant Area: Effect: +1d10 to Melee Skill Roll per Rank of Misos
This Spell empowers the caster to attack in a flashing dance of fury. To cast Flying Steel, the Sertori must wield and attack with a Melee Weapon. Make a Light, Medium or Heavy Melee Skill Roll. On a Success, you can attack everyone you choose within a ten foot radius and you gain a +1d10 Bonus/Rank of Misos to your Attack Roll (make a single attack roll for all Targets). You must rest for one round before casting again, meaning you cannot cast the Spell twice in a row. On a Total Success, the rest requirement is removed. When casting you cannot move, you must only attack. The Spell cannot be used to throw weapons. Cathartic: On a Cathartic Casting, you can move your normal move during the attack, and you can attack everyone you choose within ten feet of your movement path.
FOCUS OF IRE
Type: Misos Skill: Detect against Stealth Total Success: Duration Doubled Casting time: 1 Skill Action Duration: 2 Rounds per Rank of Misos Area: Self Effect: Special
The caster becomes consumed with hatred for one specific person or object he has seen up close, touched, or met in person. All concerns other than the destruction of this Target are pushed aside. To cast Focus of Ire requires a Detect Roll against the Target’s Stealth. On a Success, the caster gets a +1d10 on Skill Rolls directed at the Target, and +1d10 per Rank in Misos on Damage Rolls against the Target. In addition, the caster receives +1 on Hardiness and Resolve against the Target. The caster suffers −2d10 on all Skill Rolls not directly focused on the Target. This lasts for 2 rounds per Rank of Misos. Catharsis: The caster suffers no penalties during the Spell duration, and the Hardiness Bonus becomes +2.
HUNGERING ARROW OF YAUM Type: Misos Skill: Small Ranged against Evade Total Success: Special Casting time: 1 Skill Action Duration: Special Area: Within Range Effect: Number of attacks
This Spell imbues a single arrow fired from a bow with the caster’s hate causing it to either seek out a Target or multiply into a volley of death. When cast normally, Hungering Arrow of Yaum causes a normal arrow to burn like an ember and seek out a single Target of the caster’s choice. To do so, the Sertori simply makes a Small Ranged Skill Roll against the Target’s Evade, which both fires the arrow and casts the Spell (an actual arrow must be drawn for the Spell to work). On a Success, the arrow can be fired from any angle, around any object, to strike the Target. Because it surmounts cover, the Target does not receive any cover bonus to his Evade
Score (even from shields). In addition, if the arrow fails to do any Damage on the first attack it circles back for another attack (make another Small Ranged Attack against Evade each round). It can do this a number of times equal to the caster’s Misos Rank. On a Total Success, the arrows circle back for a number of attacks equal to the caster’s Misos (does not matter if it does Damage or fails to do so, the arrow keeps attacking and doing Damage a number of rounds equal to Misos). The Hungering Arrow of Yaum does the usual amount of Damage for an arrow of its type. Catharsis: On a Cathartic Casting, the caster chooses a 30 by 30 foot area (plus 30 feet per Rank of Misos) to Target instead of an individual. When he fires the arrow, it splinters into a massive volley, carpeting the whole area. When casting in this manner, the caster makes a Single Small Ranged Roll adding his Ranks in Misos for everyone inside the area of effect. Anyone struck takes normal Damage from the arrow +1d10 per Rank of Misos. On a Total Success, add an additional +1d10 Damage.
INNER STRENGTH
Type: Misos Skill: Endurance TN 6 Total Success: Special Casting time: 1 Skill Action Duration: 1 round/Rank of Misos Area: Self Effect: Bonus and Duration
With Inner Strength, the caster plants his feet firmly in the ground, breathing deeply and concentrating his mind to strengthen his body against attacks. To cast Inner Strength, make an Endurance Roll TN 6. On a Success, your Hardiness increases by 1/Rank of Misos for 1 round per Rank of Misos. On a Total Success, you Hardiness increases to 10 for one round per Rank of Misos. When the Spell is in effect, you cannot move, though you can take other actions like casting Spells or performing Skills standing in place. Cathartic: On a Cathartic Casting, in addition to the above results, the caster’s body is so elastic and resilient it deflects Mundane Attacks back on their 123
Targets (it does not deflect Magical Attacks). Any weapon that strikes the caster’s body is sucked in-between folds of skin and gripped firmly. It is then violently expelled back in the direction of the attacker (roll the caster’s Rank in Misos for the new Attack Roll).
IMMOLATIOn
Type: Misos Skill: Survival TN 6 Total Success: Duration Doubled Casting time: 1 Skill Action Duration: 2 rounds/ Emotion Rank Area: 10 foot radius around caster Effect: Damage
The caster engulfs himself with flames that burn anyone and anything nearby. Everything and everyone within 10 feet of the caster may be burned once per round. To cast Immolation requires a Survival Skill Roll against TN 6. On a Success, the caster is covered in flames that inflict 1d10 Damage against Hardiness per Rank of Misos. On a Total Success, the duration is doubled. On a Failure, the caster burns himself and suffers one Wound. Catharsis: The Damage increases to 2d10 per Rank of Misos, and the area becomes 20 feet per Rank in Misos. However, the duration is instant.
IMPALING SPIKE
Type: Misos Skill: Heavy Melee TN 6 Total Success: +1 Wound Casting time: 1 round Duration: 2 rounds/ Emotion Rank Area: Self Effect: Damage
The caster creates a thorny twelve foot long spike of red energy that the caster can wield like a spear. To cast this Spell the Sertori must make a Heavy Melee Skill Roll TN 6. On a Success, a twisted shaft of energy appears in his hands and can be used by the caster as a Heavy Melee Weapon. On a Total Success, the Spike does an additional Wound any time it strikes. Once cast, the caster must simply make a Heavy Melee Skill Roll against his opponents to do Damage with it.
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The spike is glowing red and orange color, like a hot piece or iron, but cold to the touch. It can be used like a normal spear, and has long reach (and follows all rules for weapons of this type). It does Muscle +1d10 per Rank of Misos for Damage. A special feature of the spike is its ability to impale enemies. Anyone wounded by the spike is impaled and effectively stuck to the caster. An impaled Target cannot move away and cannot attack the caster unless he has a weapon with long reach. The caster can choose to remove the spike from the Target anytime he wishes, and the Target can also voluntarily remove himself from the spike (he may take no other actions if he does so). However, removing the spike causes one automatic Wound to the Target because its thorns are angled toward the caster. Cathartic: The spike may be used to Melee Attack twice each round and does open Damage. In addition, the spike may be expended at any time during the duration by hurling it at one Target within 300’. Hurling the spike requires an Attack Roll as if using it in Melee, and ends the Spell.
IMPEL
Type: Misos Skill: Command against Resolve Total Success: Doubles Duration Casting time: 1 Skill Action Duration: 1 round/ Emotion Rank (2 rounds Total Success) Area: Within speaking distance, one Target per Rank in Misos Effect: Duration
This Spell forces the Target to do whatever the caster wants. This can be anything provided it wouldn’t put the Target in a situation that is dangerously suicidal. So, impelling Targets to punch another man in the face or attack them with a weapon will work, but impelling someone to attack a phalanx of troops alone or jump off a cliff would not work. The caster can impel someone to attack multiple Targets in a safer scenario such as a bar fight, but not on the battlefield where the personal risk is much more apparent and obvious. A Cathartic Casting of the Spell allows for more suicidal commands (see below). The words making up the command should form a
single, short sentence or phrase, such as “go in that building”, “attack that man” or “drink the wine”. Word choice is essential as the Target follows the command exactly. Longer instructions are possible (as long as they take no longer than a round to utter) but more likely to create miscommunication between the caster and recipient. To cast Impel, roll your Command Skill against the Target’s Resolve Rating. The caster must speak his order to the Target and the Target must be able to understand the order. So, language is a barrier to Impel if the caster and Target speak different languages. On a Success, the Target does exactly as commanded for one round per Rank of Misos. On a Total Success, the Target acts on the command for two rounds per Rank (but only heeds a single command). Victims of this Spell are aware they act against their own will. Catharsis: This doubles the duration and enables the caster to impel people to perform extremely dangerous acts. If the Spell is used Cathartically then the caster can impel Targets to perform suicidal acts (attacking an overwhelming force, jumping off a cliff, etc.).
JUGGERNAUT
Muscle per Rank of Misos and +1d10 to Endurance per Rank of Misos. The caster is still susceptible to Cathartically-rendered Magical impediments. Cathartic: Cathartic Casting allows the caster to breach any barrier, even pure magic force, 10 feet thick per round.
KARIMA’S BALEFUL GLARE
Type: Misos Skill: Command against Resolve Casting time: 1 Skill Action Duration: 1 round per Rank of Misos Area: Up to 2 creatures per Rank of Misos Effect: Duration and Area Total Success: Doubles the number of creatures affected
To cast this Spell, the Sertori sternly says “Behave yourselves!” (or anything that indicates disruption will not be tolerated), and lowers her most deadly glare at the Targets. Tendrils of blackness shoot from her eyes towards the affected creatures, who become surrounded by a dark aura and feel like they are being very closely watched. The Targets instinctively understand, regardless of language, that certain courses of action will result in horrible consequences.
Type: Misos Skill: Muscle TN 6 Total Success: Duration Doubles Casting time: 1 skill action Duration: 1 round per Rank in Misos Area: Caster Effect: Duration: +1d10 Muscle and +1d10 Endurance per Rank in Misos
This is a battle of sheer force of intellect versus the Target’s willpower. Roll the Sertori’s Command, and compare the result to each Target’s Resolve Score. On a Success, the creatures are affected by the Spell and must behave themselves or face the consequences, as described below. On a Failure, Targets are entirely unaffected by the Spell. On a Total Success, the number of Targets that may be affected is doubled.
The caster fills his flesh and blood with a heaving rage that makes him difficult to stop and doubles his mass.
Affected creatures know that if they do any of the following for the duration of the Spell, unspecified terrible things will happen:
To cast Juggernaut, the Sertori must make a Muscle Skill Roll against TN 6. On a Success, his rage makes him nearly impossible to stop. On a Total Success, the duration of the Spell is doubled. While under the effects of Juggernaut, the caster ignores Magical (non-Cathartic) and Mundane impediments to movement, such as Cold Furious Gaze or Restrain attempts by foes. He gains +1d10 to
•
Attempt violence upon a person or object
•
Cast a Spell
•
Make any noise above that of a loud whisper
If the Targets behave themselves and do none of these things for the duration of the Spell, they are not affected further. If, however, any of these three rules are violated, the Sertori’s eyes flash and seem
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to stab into the affected creatures’ very souls, inflicting horrible pain. On the first round, the excruciating pain halves movement speed, and the creatures take a -1d10 penalty to all actions. On the second round, the creatures can take no actions or move at all, and take a Wound of Damage if the caster wishes. On the third round, the pain vanishes as suddenly as it came, and the victims can now move and act freely. A Spell made famous by Karima Basa Karima, her Baleful Glare has never yet been possessed by another Sertori. Catharsis: When cast Cathartically, the caster adds her Ranks in Misos to the Command Roll, and the Spell affects 10 Targets per Rank. Additionally, victims take two Wounds instead of one.
OBLITERATE MAGIC
Type: Misos Skill: Small Ranged TN varies Total Success: Causes backfire Casting time: 1 Skill Action Duration: 1 round Area: Within sight Effect: 1 Spell per Rank in emotion
By casting this Spell a Sertori can destroy an existing magical effect. This does not apply to magic items unless cast in a special manner (see below). The caster must point and aim at the Spell or effect to be obliterated. To cast obliterate roll Small Ranged against a Target Number. The Target Number is set by the casting roll of the Spell to be obliterated. On a Success, you cancel the effects of the Spell in question. On a Total Success, you cause the Spell to backfire on the original caster, causing him to take Damage equal to the Spell effect or 1d10 (2d10 if cathartic) per Rank in the original casters Relevant Emotion. When this Spell is cast Cathartically, the casting time is instantaneous and allows the Sertori to deflect incoming Spells. So, if an enemy attacks you with Impel, you can immediately attempt to resist its effects should the caster succeed on his Spell Roll. Obliterate Magic cannot be used on itself. For example, Justinian encounters a massive Iron 126
Refuge erected an hour ago by his hated foe Eshar. When Eshar originally cast the Spell, he rolled a 7 on his Skill Roll. Therefore, Justinian must roll a 7 or greater on his Small Skill Roll to successfully obliterate the Iron Refuge. If he rolls a 10, then Eshar (wherever he happens to be at the time) takes 6d10 Damage because the energy of the Spell returns suddenly to his body. Catharsis: Enables instantaneous casting. Destroying Magic Items: Magical Items can be destroyed by this Spell when cast Cathartically and if the caster is willing and able to absorb 1 permanent Wound for every power imbued in the item.
SCREAMING SURGE
Type: Misos Skill: Speed TN 8 Total Success: Special Casting time: Instant; once per round max Duration: 1 Round Area: Caster Effect: Special
The caster hurtles at an enemy, screaming out his fury as his body burns with a bright red light and briefly becomes a streaking flash of energy. To cast Screaming Surge, make a Speed Skill Roll against TN 8. On a Success, you glow and look like a streak of light to onlookers. In reality, you are just moving fast and radiating Misos magic. In this state, you can perform Skills and handle objects as you normally would. You may make one free move per Rank of Misos as part of this attack. Total Success adds 1d10 per Rank of Misos to any attack made that round. The caster must attack, but may use ranged attacks if desired. The caster must move as directly toward the Target as possible, only stopping when adjacent or 10 feet away if possible. Catharsis: Allows two attacks to be made on the Target.
SHATTERING
Type: Misos Skill: Wrestle against the object’s Evade or wielder’s Parry Total Success: Open Damage Casting Time: 1 Skill Action Duration: Instant Area: Object Effect: Damage
The caster seizes hold of an object and breaks it with sheer hateful malice. To cast Shattering, make a Wrestle Skill Roll against the Parry Score of the wielder or the object’s Evade Score (see CHAPTER FIVE: RULES, Attacking, Lifting and Moving Objects). If successful, the object breaks and the shatter effect inflicts Damage on the wielder or one Target touching the object chosen by the caster. Damage is 1d10 per Rank of Misos. On a Total Success, this becomes Open Damage. Catharsis: Cathartic casting allows it to affect magic objects, constructs, and magic effects such as Arch of Protection, Iron Refuge, Gilded Cage, and Impaling Spike. Damage is also doubled to 2d10 per Rank of Misos. On a Total Success, Damage becomes Open.
SHOOTING STAR OF YAUM
Type: Misos Skill: Small Ranged against Evade Total Success: Damage Casting time: 1 Round Duration: Special Area: 1 Target Effect: Skill Roll
The caster takes aim with his bow and calls forth an arrow of pure light that fires precisely across impossible distance to strike with stunning accuracy. To cast this Spell, the Sertori must take a round to aim his shot then make a Small Ranged Skill Roll against his Target’s Evade. Normally this confers a +1d10 Bonus to attack, but Shooting Star enables the caster to strike with deadly precision, giving him an additional +1d10 bonus per Rank of Misos (so up to a +4d10 bonus). On a Total Success, the caster can add his 1d10 per Rank of Misos to the Damage Roll.
This Spell requires the use of a bow (Damage is determined by bow type). Catharsis: On a Cathartic Casting, the arrows blazes with the light of a sun, and in place of a Damage Roll, does an automatic 1 Wound to the Target per Rank of Misos (if a Total Success on Skill Roll, add one more Wound).
SURGING WAVE
Type: Misos Skill: Ride TN 8 Total Success: Special Casting time: 1 Skill Action Duration: 1 minute per Rank in Misos Area: 5 foot radius around caster Effect: Duration and passengers.
The caster forms a solid wave from natural earth or rock to ride. To cast Surging Wave, the Sertori must find a mound of rock or earth and climb atop it like a beast of burden. He then makes a Ride Skill Roll (TN 8). On a Success, it moves in a rippling wave carrying the caster and moving as he desires over the ground. Total Success allows a choice: the speed may be doubled or number of passengers doubled. One willing or helpless passenger per Rank in Misos may be brought along if the caster desires. The speed of movement is equal to the caster’s normal movement rate. This Spell may be recast at the end of the duration to maintain it without falling or stopping. Cathartic: On a Cathartic Casting, the wave has a duration of hours, the speed doubles, and number of passengers doubles.
VOW
Type: Misos Skill: Empathy against Wits Total Success: Special Casting time: One Hour Duration: Special Area: Up to three willing Targets per Rank of Misos Effect: Area
The caster seals a vow with a special enchantment that destroys the heart of any recipient who breaks this solemn oath. 127
Vow functions differently than many other Spells. It must always be cast Cathartically. The caster can enchant three willing Target’s per Rank of Misos. Casting Vow takes at least an hour, while the caster negotiates the terms of the Vow with its recipients. These must be fully agreed upon and they can never be imposed (though circumstances can allow the caster to dictate terms). Once the conditions are fully detailed and understood, the caster makes an Empathy Roll against Wits. This reflects the caster’s need to magically probe the personality and intentions of the recipients in order to set the vow. On a Success, he utters the words of the vow and a wispy energy flows from his lips into the air and is breathed in by the recipients. Once inhaled, it settles in the lungs where it passes to the heart and encircles it. From this point on, the recipient can feel the cold mist of the Spell energy. Any time he attempts to violate the terms of the vow, it warns him with a burning pain. Should he fully violate its conditions, the energy crushes his heart instantly and the Target dies. On a Total Success, all the above occurs, but in addition the caster can sense when the terms of the vow are being violated. On a Failure, the Spell still takes effect, but the caster misjudged the recipient’s character and thoughts. This produces a small loophole in the vow (though the recipient has no knowledge of this). Should a casting fail, the Target is allowed to make a Deception Roll against the caster’s Wits Score anytime he breaks the vow. On a Success, he doesn’t die. On a Total Success, he breaks free of the Spell’s effects permanently. On a Failure, he is killed by the enchantment. The Spell lasts as long as the vow requires. It could have a time limit or be conditional (you agree to refrain from shedding blood for one week, or you will travel with me until I reach Poro Deos safely). It can also be permanent and taken for life (such as the vow a Sertori takes when he enters the Fellowship of Promestus).
Thauma (miracles) This section of the book describes the different Thauma available to Sertori. Each Thauma is a type of miracle that can be performed provided the Sertori meets the requirements. These are acquired by gaining followers and increasing your Divinity (see
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Divinity in Character Creation). Every Thauma is Ranked 4, 5 or 6, this indicates the minimum Rank Divinity required to cast the miracle. Thauma do not come from the Sertori or the gods. They are granted by Aetia for unknown reasons. This is not something understood by anyone in Gamandria, simply an explanation for the GM when he adjudicates their use.
Performing Thauma When you perform a Miracle, make a Divinity Roll against the TN 9. On a Success, the Miracle is achieved. On a Total Success, the miracle is achieved without imposing a penalty to the caster’s Skill Rolls. Each Thauma has a Damage Die associated with it, which is rolled against the Hardiness of the Sertori whether the Thauma succeeds or fails. Unless specifically stated in the Spell entry, no protective Spell ever works against a Thauma’s Casting Damage. For example, Glimmering Rupture of Karima affords no protection against a Thauma that does Damage to Sertori. Performing a Miracle is exhausting, and imposes a flat −1d10 penalty to all Skill Rolls until the caster rests for a full week. It takes an additional week of rest to cast another miracle. If a Sertori performs a second or third Thauma during this two week period, then any Damage he sustains from the casting is permanent. Ogres can apply their resist ability to the direct effects of the Thauma.
Consequences of Performing Thauma Like casting Spells, casting miracles can help attract followers, but they can also gain the Sertori’s unwanted attention. Bringing people back from the dead and destroying cities will attract the notice of gods and other powerful beings (such as other Sertori). A character who walks around Gamandria using miracles to destroy the followers of a god or other being, will make a very powerful enemy. Mortals may also respond to such displays as well. The Gamemaster should keep this in mind whenever Player characters cast Thauma (particularly ones as destructive as Rain of Fire).
Entry Format The entry format for Thauma is somewhat more simple than regular Spells. The most important things to keep in mind are a Thauma’s description, its Damage Dice (which are directed against the caster on a Failure) and the Divinity Rank. Casting Damage Dice: This is the amount of Damage a Thauma does to the caster on a casting (whether it succeeds or not). These are Closed Damage Rolls, and they ignore all protective measures, Magical or Mundane, that increase Hardiness. The roll targets the caster’s Hardiness Score, not his modified Score. Divinity Rank: This is the minimum Rank of Divinity needed to possess the Thauma and cast it. Description: The effects of the Thauma are detailed here.
THAUMA DESCRIPTIONS All SEEING EYES Casting Damage Dice: 4d10 Divinity Rank: 4 The Sertori sees the truth of whatever is looked upon. For one day lies, illusions, transformations, and similar deceptions will not fool the Sertori. This also allows him to use Empathy to read a person’s heart.
AWAKENED DOOM Casting Damage Dice: 6d10 Divinity Rank: 6 The Sertori may awaken a sleeping Dragon with this Thauma, and may do so from the marginally safe distance of 100 feet.
ARMY OF THE CHOSEN Casting Damage Dice: 6d10 Divinity Rank: 6 This can be used to bless or improve an existing military. Any army of at least 100 (and up to 20,000) soldiers fights as if they have the maximum possible equipment, morale, and numbers, meaning they have a Combat Rating of 6d10 (see Armies and War).
In addition, the Army fights as if it is one size bigger than usual adding a +1 bonus to its Strength. See ARMIES AND WAR in CHAPTER FIVE: RULES. If the army is over 20,000 in number, they still get the Combat Rating Bonus, but not the Strength Bonus.
BLIGHT Casting Damage Dice: 5d10 Divinity Rank: 5 This Thauma creates famine and plague in a ten mile radius for each Rank of Divinity the caster possesses that lasts 1d10 months. The caster must select a particular plague from the list in the POISON AND DISEASE section of CHAPTER FIVE. This wipes out 10% of the population in that time, plus an additional 10% per Rank of Divinity. Should the caster select a non-fatal Disease, then the number of people killed is halved. Any characters who spend time in the area could potentially be exposed to the Disease.
BLOOD OF A GOD Casting Damage Dice: 4d10 Divinity Rank: 4 This Thauma turns the Sertori’s blood into a living thing. When spilled, the blood transforms into a sentient creature. These can be any small or medium sized animal or mundane Monster. While there is no limit to the number of creatures one can create in this manner, there is no guarantee they are loyal to the Sertori who made them. The Sertori may establish a connection to one such creature per Rank of Divinity. This tie makes the entity entirely loyal to the caster. Without it, it has free will. The creatures remain indefinitely, living the normal lifespan for an animal of their type.
BOUNTIFUL BLESSING Casting Damage Dice: 5d10 Divinity Rank: 5 This is the opposite of the Blight Thauma. It makes a region immune to Disease and famine (a 10 mile radius per Rank of Divinity) for 1d10 months. The land flourishes as crops grow and livestock thrive. To reflect this, productivity in the area is doubled. It can also be used to cancel out Blight. 129
CAPTIVATING VOICE Casting Damage Dice: 4d10 Divinity Rank: 4 This works like the Captivation Spell, except it affects everyone who can hear you (roll your Divinity against the Wits Scores of listeners to see if they are affected).
CREATE DEN Casting Damage Dice: 4d10 Divinity Rank: 4 The Sertori is granted the ability to make a small den much like the ones that the gods use. But the Den of a Sertori is smaller than a god’s, being only 1 square mile per Rank of Divinity. Time may or may not go faster/slower there if desired but once set, it is set. This rate can be up to three times faster or slower than normal time. It is difficult for people to enter the den. First they must find the entrance. It always takes a TN 10 to find the den entrance because they are magically concealed. Anyone the Sertori wishes may enter freely, but those who don’t take 1d10 Open Damage per Rank of Divinity to pass through the gateway.
CREATE LIFE Casting Damage Dice: 5d10 Divinity Rank: 5 The Sertori may create a new type of living plant or animal. This Thauma will create a mated pair as required to allow the new life a chance to flourish. The Player should consult with the Gamemaster to determine the exact stats and powers of these creatures. Also, like any life created by a powerful being, they require the Sertori’s periodic attention. Over generations, they will turn into abominations if they are not tended to.
DIVINE CURSE Casting Damage Dice: 4d10 Divinity Rank: 4 The Sertori curses an individual, a place, or an object. The exact effect will vary, and must be approved by the GM. Some examples are: inability to produce a
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child, extreme ugliness, bad luck, prevented from finding love, etc.
GRIM Sacrifice Casting Damage Dice: 5d10 Divinity Rank: 5 A Sertori may use this Thauma to touch another Sertori and take any Grim Afflictions upon themselves. He simply touches the Target and absorbs all Grim Points/Afflictions. This can even be used to cure a Grim (though the Sertori himself becomes one in the process).
EARTHQUAKe Casting Damage Dice: 4D10 Divinity Rank: 4 This produces a powerful quake that can level an entire city. Anyone caught in the quake and inside a collapsing structure needs to make an Athletics Roll (TN 6) to avoid taking 4d10 Open Damage. While this might kill a portion of the inhabitants, the bigger problem it presents is the destruction of buildings and monuments.
FOOD OF THE GODS Casting Damage Dice: 4d10 Divinity Rank: 4 The Sertori creates nourishing food and drink in prodigious quantity—enough to feed 100,000 people for two days. Any of the food and drink not consumed will fade away after two days.
GRANT WISH Casting Damage Dice: 6d10 Divinity Rank: 6 This is an unusual Thauma and works somewhat differently than others. First, it can grant any wish to someone who truly desires it, provided that wish is not covered by other existing Thauma. The wish must be centered on a single individual other than the caster. The phrasing of the wish is crucial, as whatever is requested will come to pass exactly as worded.
Secondly, the caster must rest 9 months (instead of the normal time) following casting.
casting a Spell, writing a letter) interferes with the Thauma and causes it to fail.
INVINCIBILITY
MINISTER UNTO THE SICK
Casting Damage Dice: 6d10
Casting Damage Dice: 6d10
Divinity Rank: 6
Divinity Rank: 6
The caster and up to a number of people equal to his Divinity that he specifies may not be harmed by any means short of another Thauma until the sun next rises or sets. They can still be immobilized or otherwise restrained.
The caster can cure individuals of serious ailments or Afflictions. This ability lasts for ten minutes per Rank of Divinity. It heals all Wounds, crippling injuries (including missing limbs and blindness), parasitic infections, and Poisons. Anyone who touched the caster while this Thauma is in effect (including the caster himself) is cured. It can be used to eliminate Flaws like Lame, Blind, Missing Limb, etc. Anything physical in nature can be cured.
MAJESTy Casting Damage Dice: 4d10 Divinity Rank: 4 Fueled by the rage and blood of battle, the Sertori grows twice his stature and exudes a divine presence, striking fear into enemies and filling his allies with hope. All who see or hear the Sertori area affected. Non-Sertori will either flee or rally from the darkest despair depending on their allegiance. Sertori and Den Dwellers gain or suffer a 2d10 penalty or bonus on Skill Rolls or Army Unit Rolls. Undead and Grims gain or suffer 1d10. Gods are immune. All who are inspired are healed of one Wound. This lasts the full length of the battle.
METEOR
PERMAFROST Casting Damage Dice: 6d10 Divinity Rank: 6 This produces a massive storm of freezing rain that seals all objects and living things under a sheet of ice. Everyone in the area of effect takes three Wounds automatically from the cold. Survivors must make an Endurance Check (TN 6) or take three more Wounds. It affects a 1d10 square mile area. The effect lasts for several hours.
PORTAL Casting Damage Dice: 5d10
Casting Damage Dice: 6d10 and Special
Divinity Rank: 5
Divinity Rank: 6
The Sertori wills a portal to open that creates a 60 foot square opening anyone or anything may easily pass through. The destination may be any location the Sertori has been or has a good description of. This portal takes 10 minutes to form and lasts one day. If a living Humanoid is sacrificed during the portal’s creation, it becomes permanent. If the Sertori performs the Portal Thauma while a previous portal is permanent, the old portal closes. Passing through a portal is easy, but disorienting, and beings must spend a round recovering when they arrive on the other side.
The caster summons a massive, 1 mile-wide meteor, capable of eliminating a small kingdom and plunging the entire world into cold and darkness for a period of a year. The caster must be standing with the open sky directly above him. Because the caster is the center of impact, he is utterly destroyed upon impact. It takes 1d10 days for the Meteor to arrive and it always strikes where the caster stands. The caster must concentrate for the entire period from beginning of casting to the moment of impact. He may sleep for two hours each night during this period, and he may attend to minor tasks. But anything that greatly breaks concentration (combat,
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RAIN OF FIRE Casting Damage Dice: 5d10 Divinity Rank: 4 This Thauma produces enough fire to cover an entire settlement (the area needed for a typical 20,000 person settlement) and automatically causes three Wounds to everyone within. A literal storm of fire falls from the sky igniting everything below. Those who survive continue to take 3d10 points of Open Fire Damage (they continue to take Damage, but the amount drops by 1d10 each round).
RAISE DEAD Casting Damage Dice: 6d10 Divinity Rank: 6 This brings anyone back from the dead provided their soul hasn’t been re-birthed.
REMOVE Casting Damage Dice: 6d10 Divinity Rank: 6
Obviously, travelling back in time presents many problems, but there is one rule users of Returning and Sending must obey: they cannot interact with themselves (past or future). Anyone who violates this rule has a 1 in 10 chance of being wiped from existence in an instant. Even if they survive this, there is a remaining 9 in 10 chance that something radical and random changes about them (roll 1d10 to determine how many things and then select the change at random): TABLE: FUTURE AND PAST SELF INTERACTIONTABLE (ROLL 1D10) 1 2-10
Wiped from Existence Random Change (1d10 changes then roll on next table)
TABLE: RANDOM CHANGE (ROLL 1D10) 1
New Race
2
New Background
The caster can remove one living individual from existence. They never were and never will be. On a Failure, the Caster removes himself from existence accidentally.
3
New Name
4
Emotion Points reallocated
5
Replace one Spell with another
RETURNING
6
Replace one Skill with another
7
Replace one expertise or combat technique with another
8
Gain new flaw
9
Replace Thauma with another (or roll again)
10
Roll twice on this table
Casting Damage Dice: 6D10 Divinity Rank: 6 This allows the caster and up to 6 people of his choosing to go back in time. To do so, the caster concentrates on a general time frame (years, decades, centuries, millennia, etc.) and chants. His breath causes the world to spin around himself and his companions and they are transported to a random year in history. To determine the year, select the time frame (1d10 for years, 2d10 for decades, 3d10 for centuries, 4d10 for millennia, etc.) and roll. The result is how many years back the caster travels. While it is possible to go back well beyond millennia, this is not advised as the time before the creation of the races was chaotic and dangerous. Returning is further complicated by its lack of flex132
ibility. It can only take people back in time. While it can be used in conjunction with Sending to travel forward again (provided another Sertori with the Sending Thauma can be found), this is less than an ideal solution if the goal is to return to one’s own time (due to the random nature of traveling).
SPARK OF LIFE Casting Damage Dice: 4d10 Divinity Rank: 4 The Sertori uses this Thauma and breathes on a statue or other well sculpted form and bestows it with life. The object becomes a living thing, although will still be composed of the material it was crafted from.
SENDING
SENGA’S FORTITUDE
Casting Damage Dice: 6d10
Casting Damage Dice: 4d10
Divinity Rank: 6
Divinity Rank: 4
This allows the caster and up to 6 people of his choosing to travel forward in time. It operates on the same exact principles and with the same rules as Returning (see above).
In place of a new Thauma, a Sertori may increase his Wounds by one. A Sertori may take this three times at the most, replacing a new Thauma with a Wound box at Divinity 4, 5, and 6. A Sertori need only perform this Thauma once successfully to gain the Wound box. 133
SOUL ANCHOR
TIDAL WAVE
Casting Damage Dice: 5d10
Casting Damage Dice: 5D10
Divinity Rank: 5
Divinity Rank: 5
This allows a Sertori to anchor his soul to his body, or an inanimate object of about his size. For one month per Rank of Divinity, the Sertori may cheat death. If killed, his soul remains anchored to his corpse, or instantly travels to the inanimate object to become anchored there. If anchored to his corpse, the Sertori essentially becomes a powerful zombie with 5 Wounds, but is unable to heal without use of certain Spells such as the Horrible Opening of Penderghast. If anchored to an inanimate object, the Sertori may do nothing other than wait for a sentient living being to touch the object. The Sertori can make a command Skill Roll against Resolve to possess the body and trap the victim in the object. Failure indicates the Sertori is trapped forever in the object. Over time, this may become a haunted or cursed object at the gm’s discretion. Total Success allows the Sertori to transform the stolen body into his original form over the next week.
Provided there is water nearby, whether it be from lake, river or sea, this produces a massive flood that can extends inland for 1d10 miles and 2d10 miles of coast. It wipes out half the inhabitants, and any characters caught in the wave must make Swim Rolls to avoid drowning (TN 6).
STRENGTH FROM WEAKNESS Casting Damage Dice: 4d10 Divinity Rank: 4 This Thauma alters the Sertori’s skills: strengths become weaknesses and weaknesses become strengths. Note defenses change as well, a dot is equivalent to a d10 for this purpose. This lasts until the Sertori uses this Thauma again. This Thauma does not impose the usual Skill Penalties to Muscle and Endurance for Thauma use.
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Current Skill
Skill Becomes
3d10
0d10
2d10
1d10
1d10
2d10
0d10
3d10
TIME FREEZE Casting Damage Dice: 6D10 Divinity Rank: 6 This Thauma literally stops time. The caster and up to 6 people of his choosing are ripped from the shackles of time while everyone and everything else remain frozen in a single moment. For the caster, this is an excruciating mental process as the full weight of time strains his mind. He can only keep it going one hour for each point of wits he possesses. Every hour he sustains the Time Freeze, he loses one point of Wits (recovered at a rate of one per month). There are significant limits on what a person can do while they are outside of time. Interacting physically with anyone who is time-frozen is impossible, it simply cannot be done. Casting a Spell while time is in stasis is also impossible.
TRUE WISDOM’S RADIANCE Casting Damage Dice: 5d10 Divinity Rank: 5 The caster channels the glory and Wisdom of Aetia. He or she takes on an unearthly beauty and glows with pure light as bright as the sun. Mental Skills are rolled at 7d10, and rolls to hit the caster are penalized by −2d10. The caster is considered to have all Knowledge Skills, and all Knowledge Skill Rolls are automatically considered a Total Success. Impossible facts are known, since this wisdom comes directly from Aetia. Lasts for a day per Rank of Divinity, during which time the caster does not need to eat or sleep.
Chapter Four equipment This chapter describes money, wages, weapons, armor, beasts of burden, ships, musical instruments, goods, clothing and other important items in the Sertorius setting. Use the Equipment chapter to purchase equipment and find important details about weapons and armor.
STARTING WEALTH Most characters begin the game with very little money. They will need to find employment or patronage to finance their adventures. Starting wealth is determined by Background. These are listed in individual Background entries in CHAPTER TWO: CHARACTER CREATION and repeated below: Scholar: 1d10 × 10 Silver Farmer/Laborer: 1d10 × 6 Silver Warrior: 1d10 × 4 Silver plus weapon of choice and leather armor Tradesman: 1d10 × 20 Silver Leader: 1d10 × 50 Silver Jack of All Trades: 1d10 × 10 Silver Performer: 1d10 × 8 Silver
CURRENCY, WAGES and TRADE While each region of Gamandria has its own currency, the cost of equipment and weapons is expressed in coins of gold, silver, brass and bronze. Pearls and amber are also used as currency. Names for their approximate equivalent are also provided in the Currency Table. TABLE: CURRENCY Coin
Value
Black Pearl
1 Black Pearl = 1000 Silver
Pearl Stone
1 Pearl Stone =100 Silver
Gold
1 Gold = 10 Silver
Silver
1 Silver = 1 Silver
Brass
10 Brass = 1 Silver
Bronze
100 Bronze = 1 Silver
Amber
1 Amber = 5 Silver
Wages Wages vary considerably from place to place, and are often paid in the form of grain or other goods. See Occupations and Wages Table for an approximate list of wages for different occupations. TABLE: OCCUPATION AND WAGES
Usually weapons and armors are made to order, so it can take time from purchase to acquisition. Some weapons, like cannons, are state-controlled secrets and generally unavailable to the broader population.
Occupation
Silver
Advisor
400-4,000 Monthly
Advocate
1,000 per case
Attendant
25 Daily
Astrologer
35 per reading/chart
Barber
3 per customer
Courtier
600-6,000 Monthly
Charioteer/Driver
30 Daily
This is an overview of the weapons available in Gamandria. They are divided according to Skill Group. Their availability can vary from place to place. Before reading the weapons descriptions or weapons chart, you may want to review the entry format below for clarification.
Elite Guard
19,100 Annually (includes grain allotment and donatives)
Weapon Entry Format
Craftsman
50 Daily
Fisherman
30 Daily
This is the weapon entry format guide.
Scholar
35 Daily
Laborer
20 Daily
Group: The Skill Group used to wield the weapon.
Merchant
20-400 Monthly
Musician
20 per performance
Painter
50 Daily
Politician
Varies depending on post
Teacher
50-250 Monthly per student
Sailor
30 Daily
Scribe
25 for 100 lines
Shepherd
25 Daily
Damage: How much Damage the weapon inflicts and indicates how many d10 to roll. Usually this is tied to Muscle. A plus or minus indicates whether you add or subtract from your Muscle to Roll Damage. For example, using a Short Sword you would add 1d10 to your Muscle Skill and that would be your Damage Dice pool (so a character with 2 Muscle would roll 3d10 for Damage).
Shipwright
50 Daily
Soldier (professional)
800 to 15,000 Annually (includes grain allotment and donatives)¹
¹ Varies considerably by region
Trading in Gamandria Though everything here is listed in silver, barter and gifting are common in Gamandria. Use the Silver values as a guideline in these instances. Keep in mind that the availability and pricing of goods is highly region-dependent. Some resources may be more expensive in regions where they are rare or could even be entirely unavailable. Other resources might be particularly common in that area and be priced significantly lower than the listed value.
136
Buying Weapons, Armor, and Military Goods
WEAPON
Weapon: This is the weapon name.
Accuracy: This is how easy the weapon is to wield accurately. Sometimes weapons add a penalty or bonus to your Attack Roll. For instance, an Axe has an accuracy of −1d10, so you subtract that from your Medium Melee Skill Roll when you attack with one. Muscle Requirement: This is the minimum number of Ranks in Muscle a character needs to use the weapon effectively in combat. If a character fails to meet the Muscle requirement, he suffers -1d10 to his attacks with that weapon. Lethal: This indicates whether the weapon does Lethal Damage or Non-lethal. If Non-lethal, characters Incapacitated by the weapon do not begin to die. Type: There are three types of weapons: Sharp, Mighty or Blunt. Each has advantages against certain types of armor. Blunt Weapons are good against
chain armor and some laminar armors, reducing their Hardiness Bonus by 1. Sharp Weapons are effective against padded and scale, because they can slip under the plates, reducing Hardiness Bonuses by 1. Mighty Weapons are good at tearing into and prying heavy armor (reducing Hardiness Bonuses by 1). However, they must be wielded by both hands, limiting actions and making shields all but impossible to use. Range/Reach: This is how many feet from your character your weapon can reach. If using a grid map, anything with a range of 10 can reach two squares/hexes away from the square/hex your character occupies, ranges of 15 can reach three squares from your character, etc. Otherwise, this is just their reach in feet. In addition to a Numerical Reach Value, many weapons are labeled with a type of Reach. Reach is categorized as No Reach, Normal Reach, and Long Reach. Reach comes into play when characters close
in on one another. That round they are subject to a 1d10 bonus or penalty depending on whether they have Reach Advantage or Disadvantage. See CHAPTER FIVE: RULES, Closing and Reach. Some weapons have three numbers to represent Short, Medium, and Long Range. When firing a Ranged Weapon at Short Range the attacker rolls normally. At Medium Range, he incurs a −1d10 penalty to his attack. At Long Range, he suffers a −2d10 penalty to his attack. Disarming: A few weapons, like the trident, allow characters to disarm others. To disarm, one must make a successful attack with the weapon in the usual fashion. On a Success, make a Damage Roll against the Target’s Parry Score. If this is successful, your opponent drops his weapon. Characters can attempt to disarm with weapons not intended for this function, but do so at a −3d10 penalty.
137
TABLE: WEAPONS
138
Accuracy
Group
Damage
Unarmed
Wrestling
Muscle -1d10
No
Blunt
None
Spiked Gauntlet
Wrestling
Muscle +0d10
Yes
Sharp
10
Bolo
Light Melee
No
No
None
30
34
Lasso
Light Melee
No
No
None
15
8
Net
Light Melee
No
No
None
10
14
Dagger
Light Melee
Muscle +0d10
Yes
Sharp
No
20
Dart
Light Melee
1d10
Yes
Sharp
30
18
Khatic Dagger
Light Melee
1d10
Yes
Sharp
No Reach
25
Wooden Rod
Light Melee
Muscle +0d10
Blunt
No Reach
40
Mandaru Sabre
Light Melee
Muscle +0d10
+2d10
Yes
0
Sharp
Normal Reach
55
Short Sword
Medium Melee
Muscle +1d10
+1d10
Yes
1
Sharp
Normal Reach
60
Mace
Medium Melee
Muscle +1d10
Yes
1
Blunt
Normal Reach
55
War Axe
Medium Melee
Muscle +2d10
Yes
2
Mighty
Normal Reach
65
Trident
Medium Melee
Muscle +0d10
Yes
0
Sharp
10/Long Reach
45
Long Sword
Heavy Melee
Muscle +2d10
Great Sword
Heavy Melee
Muscle +2d10
−1d10
Dab Yai
Heavy Melee
Muscle +3d10
−1d10
Hok
Heavy Melee
Muscle +2d10
Javelin
Medium Melee
Muscle +1d10
Heavy Spear
Heavy Melee
Muscle +2d10/ or Muscle
Halberd
Heavy Melee
+2d10/ or Muscle
Sardonan Spear
Heavy Melee
Battering Ram
Heavy Melee
−2d10
−1d10
Lethal
Muscle Type
No
-1d10
2
Sharp
Normal Reach
80
2
Mighty
Normal Reach
100
Yes
4
Mighty
Long Reach
120
Yes
3
Mighty
10/Long Reach
110
Yes
0
Sharp
50
30
Yes
1
Sharp
10/Long Reach
40
Yes
2
Mighty
10/Long Reach
50
1d10
Yes
1
Sharp
50
20
1d10 per wielder
Yes
1
Mighty
Mandaru Bow
Small Ranged
3d10
Short Bow
Small Ranged
2d10
Yes
Range/Reach
Price/ Silver
Weapon
+1d10
−1d10
+1d10
40
Yes
1
Sharp
100/200/300
100/500
Yes
0
Sharp
50/100/150
30
Shahr Crossbow
Small Ranged
2d10
+2d10
Yes
Sharp
50/100/150
140/450
Ronian Crossbow
Small Ranged
2d10
+1d10
Yes
Sharp
50/100/150
80
Sling
Small Ranged
2d10
−1d10
Yes
Blunt
50/100/150
10
Ballista
Large Ranged
6d10
Yes
Mighty
200/400/800
400
Repeating Ballista
Large Ranged
5d10
Yes
Mighty
200/400/800
300
Shahri Cannon
Large Ranged
4d10 (open)
−1d10
Yes
Mighty
600/1,200/2,400
10,000
Shahri Bombard Cannon
Large Ranged
6d10 (open)
−2d10
Yes
Mighty
1,200/2,400/4,800
18,000
MELEE WEAPONS
Wrestling
Sayfada Swords: The Sayfada are master craftsmen believed to make the best swords. Any sword forged by the Sayfada costs double, but has a positive +1d10 accuracy bonus (in the cases of swords with existing bonuses or penalties this serves as a die bump modifier).
Unarmed: When fighting unarmed, characters do Muscle −1d10 Damage. Spiked leather gauntlets: These are simple leather gloves with spikes used for lacerating opponents. Damage: Muscle +0d10.
Light Melee Khatic Dagger: These short swords resemble a pair of open scissors, with the blade ending in two pronglike points used for catching weapons. This weapon can be used to disarm (see above). Damage: 1d10, Accuracy: −1d10. Mandaru Sabre: This is a long curved sword with a narrow blade, light and easy to wield but a bit less damaging than larger swords. Damage: Muscle +0d10, Accuracy: +2d10 Dagger: Great for stabbing and slashing in close quarters. Damage: Muscle +0d10. Dart: These are darts weighted with lead. Damage: 1d10, Range: 30 feet. Lasso: No Damage but takes away one Move on a successful attack and imposes a −1d10 penalty on Combat/Physical Skills. On a Total Success, it takes away two Moves. Net: Nets are excellent for stopping an opponent in his tracks. On a successful attack, they do no Damage, but take away two Moves and impose a -1d10 on all Physical/Combat Skills. On a Total Success, nets take away three Moves. Accuracy: −2d10. Bolo: Bolos do no Damage on a successful attack but takes a single Move from the Target for one round. On a Total Success, they take away two Moves. Stick or Wooden Rod: Used for discipline in the armies or as a makeshift weapon. Damage: Muscle +0d10. It does Non-lethal Damage.
Medium Melee Javelin: These are short throwing spears, typically used before engaging in Melee. Damage: Muscle +1d10, Accuracy: +1d10, Range: 50 feet, Size: 4 feet. Short Sword: The favored weapon of the Caelum armies. The short sword is an effective and accurate stabbing weapon. Damage: Muscle +1d10, Accuracy: +1d10.
Trident: These are harpoons ending in three pointed prongs used to catch and disarm weapons. They are favored by the Dwarves of Rashua. Tridents can be used to disarm. Damage: Muscle +0d10, Reach: Long (10 feet).
Heavy Melee Battering Ram: Battering rams can do up to 6d10 Damage against immobile objects that are weaker than reinforced stone. They require at least two people to man, and every wielder adds his Muscle Score to the Damage Output (to a max of 6d10). Battering rams do not require an Attack Roll and are assumed to attack every round. Long Sword: This is like a short sword but longer. Commonly used by mounted combatants. Damage: Muscle +2d10. Heavy Spear: This powerful spear is used by elite soldiers in Ronia and Caelum. To use a heavy spear effectively it must be wielded with two hands (meaning the wielder cannot do Full Damage if he is holding a shield). When wielded one-handed, you do not add 2d10 to the Damage Roll. Damage: Muscle +2d10; or Muscle, Reach: Long (10 feet), Size: 6 feet. Sardonan Spear: These weapons are designed to interfere with opponent’s movement by imbedding in armor when thrown. On a Total Success, the tip bends, sticking in the Target’s armor or shield, which imposes a −2d10 penalty to Speed. Damage: 1d10, Range: 50 feet, Size: 6 feet. Dab Yai (Ogre Sword): These massive blades are wielded by the Ogre tribes. In hands of such giants, the Dab Yai can easily dispatch a well armored Target. Damage: Muscle +3d10; Reach: Long (10 feet), Size: 5 feet. Hok (Ogre Spear): These are huge spears used for throwing and stabbing. Damage: Muscle +2d10 (one handed) or Muscle +3d10 (two-handed), Reach: Long (10 feet), Size: 10 feet.
Mace: Any type of weighted cudgel. Damage: Muscle +1d10. War Axe: War Axes are very powerful but slightly difficult to wield. Damage: Muscle +2d10, Accuracy: −1d10.
139
trident
wooden rod
khatic dagger
short Sword Sardonan Spear Long Sword
Javelin/Spear Heavy Spear
Dart
Dagger
140
RANGED WEAPONS Bows all have Damage Ratings, Accuracy Ratings, and Range. Bows and other Long Range weapons have Range which is divided into three categories: Close Range, Medium Range, and Long Range. Weapons fired at Close Range suffer no penalties to Attack. At Medium Range, there is a −1d10 penalty to the Attack Roll. At Long Range there is a −2d10 penalty.
Small Ranged Mandaru Bow: The highly effective bows are prized but not readily available outside Mandaru. The Elves do not trade them, and do not share their crafting secrets. An Elf inside Mandaru can buy them for the first listed price. The second price is the cost outside the Elven lands. Damage: 3d10, Range: 100/200/300. Short Bow: This is a more primitive weapon than the Mandaru bow, but still useful for ranged combat. Damage: 2d10, Range: 50/100/150. Shahri Crossbow: This is a type of crossbow made in Shahr, known for its excellent quality. It requires two rounds to reload after firing. Shahri Crossbows are rarely available outside Shahr, the guilds keep tight control on their use and distribution. Elsewhere no one has managed to replicate their design exactly. Damage: 2d10, Range: 60/120/170, Accuracy: +2d10. Ronian Crossbow: This is based on the Shahri crossbow, but less accurate. It also requires two rounds to reload. Ronian Crossbows are widely available and crafted throughout Gamandria. Damage: 2d10, Range: 50/100/150, Accuracy: +1d10 Slings: Slings are common in Rashua and Midbar, widely used among the Dwarves, but are simple and effective weapons available anywhere. Damage: 1d10, Range: 25/50/75.
Large Ranged Ballista: This is a siege weapon that fires bolts in large-scale combat. They take two rounds to reload and a crew of three. Always use the Large Ranged Skill of the person coordinating the use of the weapon. A successful strike automatically does one additional Wound. Damage: 6d10, Range: 200/400/800
Repeating Ballista: This is a siege weapon that fires bolts, but can fire 5 bolts before needing to reload (which takes three rounds). On a successful strike, it automatically does one additional Wound. Needs a crew of three and uses the Large Range Skill of the coordinator. Damage: 5d10, Range: 200/400/800. Shahri Cannon: This is a powerful gunpowder weapon, available only in Shahr, where its secrets are tightly guarded. Cannons take two rounds to load and must be moved into position to face North, South, West and East directions. Once in position, a cannon can be aimed at Targets in the direction it is pointing within a 90 degree span, but it must be repositioned to fire at any Target outside that area. Positioning a cannon takes two rounds. It is a bit hard to aim, but delivers 4d10 Open Damage to anything it hits. Canons need at least three men to man, and the Large Range Skill of the coordinator is used. Damage: 4d10 (Open Damage), Range: 600/1,200/2,400. Shahri Bombard Cannon: This is a much larger version of the Shahri Cannon, and delivers a more powerful attack of 6d10 Open Damage. Bombard Cannons take two rounds to load and must be moved into position to face different North, South, West and East directions. Once in position, it can be aimed at Targets in the direction it is pointing within a 90 degree span, but it must be repositioned to fire at any Target outside that area. Positioning a Cannon takes three rounds. Bombard Cannons need to be manned by five people. Use the Large Range Skill of the person coordinating the effort. Damage: 6d10 (Open Damage), Range: 1,200/2,400/4,800.
Armor Here is an overview of the most common types of armor in Gamandria. Armors afford characters with a bonus to their Hardiness Score of between +1 to +3. Hardiness bonuses from Armor do not apply to Damage from sources like Poison, Disease, etc.
Armor Entry Format Protection: This is the Bonus to Hardiness wearers of the armor receive. Disadvantages: This is the inherent disadvantage of the armor (usually related to weapon types). 141
When armor is vulnerable to a specific weapon or a weapon type, then it loses a point of Hardiness protection when attacked by them. So a suit of armor that affords +2 Hardiness, but is vulnerable to Blunt weapons, drops to +1 Hardiness against Maces and Clubs.
Mail Armor
Movement Penalty: This is a penalty to a character’s Speed Skill while wearing the armor. The penalty applies to any Speed Rolls while wearing it. It also imposes a penalty to your movement in feet during a combat round.
Muscle Requirement: 1
Muscle Requirement: This is the minimum number of Ranks in Muscle a character needs to use the armor without suffering a −2 penalty to Evade. Stealth Penalty: This is the penalty that armor imposes on a character’s Stealth Score. Price: This is the cost of the armor.
Padded Armor
Disadvantage: Vulnerable to Blunt and Mighty Weapons Movement Penalty: −1d10/-10 feet Stealth Penalty: −2 Price: 100 Silver This is a mesh armor made of interwoven rings worn like a vest or tunic. It is light and provides solid protection, though it is vulnerable to Blunt Weapons.
Scale Armor Protection: +2 Hardiness Bonus Disadvantage: Vulnerable to Sharp and Mighty Weapons Movement Penalty: None
Protection: +1 Hardiness Bonus
Muscle Requirement: 1
Disadvantage: Vulnerable to Sharp and Mighty Weapons
Stealth Penalty: −1
Movement Penalty: None
Price: 150 Silver
Muscle Requirement: 0
This is a vest or tunic made of small overlapping plates of metal and is very good protection but is vulnerable to Sharp Weapons.
Stealth Penalty: None Price: 10 Silver Padded armor offers minimal protection but wears easily. After three hits it must be replaced.
Leather Armor Protection: +1 Hardiness Bonus Disadvantage: Vulnerable to Mighty Weapons Movement Penalty: None Muscle Requirement: 0 Stealth Penalty: None Price: 30 Silver Leather armor is inexpensive and rudimentary. It degrades quickly and must be replaced or repaired after five hits (whether or not they do Damage).
142
Protection: +2 Hardiness Bonus
Mandaru Lamellar Armor Protection: +2 Hardiness Bonus against bows, +1 Hardiness against other weapons. Disadvantage: Vulnerable to Mighty Weapons Movement Penalty: No Movement Penalty Muscle Requirement: 0 Stealth Penalty: 0 Price: 100 Silver This armor resembles leather armor, being made of fitted plates of hardened hide. However, the Elves of Mandaru glaze the plates in a special coating derived from local saps that is highly effective against arrows and bolts, by absorbing their kinetic energy. As a result, Mandaru Lamellar provides a +2 Hardiness Bonus against bows and crossbows, but only a +1 against other weapons.
Mail Armor
breast plate
Scale armor
caelan laminar armor
Light Shield arm guard
heavy shield
Breast Plate
Ronian Laminar Armor
Protection: +2 Hardiness Bonus
Protection: +3 Hardiness Bonus
Disadvantage: Vulnerable to Mighty Weapons
Disadvantage: Vulnerable to Blunt and Mighty Weapons
Movement Penalty: None Muscle Requirement: 1 Price: 200 Silver This is a solid plate that protects the upper torso. It offers good protection and is also used for ceremonial purposes.
Movement Penalty: No Movement Penalty Muscle Requirement: 1 Stealth Penalty: −1 Price: 175 Silver This armor is popular in the Ronian armies, and is made up of overlapping horizontal plates. These are laced together and look similar to Caelan Laminar, but are thinner lighter and more susceptible to attacks from Blunt Weapons. 143
Caelan Laminar Armor Protection: +3 Hardiness Bonus Disadvantage: Vulnerable to Mighty Weapons Movement Penalty: −1d10/−10 feet Muscle Requirement: 1 Stealth Penalty: −3 Price: 300 Silver This is plated armor made from overlapping plates of metal, most popular in Caelum. The plates are tightly fit (so blades can’t easily slip through), but they afford enough mobility that the wearer can move without difficulty. Caelan Laminar offers good protection and doesn’t damage easily. However, it needs to be maintained after use. If a character doesn’t oil and maintain his Laminar it corrodes and rusts. Each week a character fails to maintain his armor, his protection bonus drops by 1.
Shahri Pearl Armor Protection: +3 Hardiness Bonus, Absorbs 1 Wound from swords and daggers Disadvantage: Vulnerable to Mighty Weapons Movement Penalty: None Muscle Requirement: 1 Stealth Penalty: −1 Price: 1,450 Silver This armor covers the body, legs, arms, and chest. It is comprised of long bands similar to laminar except the individual plates are made from the mother of pearl from Lurolai Oysters (by placing plates in shells and allowing the nacre to form a coating). Some varieties have leggings, while the more standard is a long skirt of pearl plates. Shahri Pearl armor is rare and quite new, as the material is difficult to work with but produces a light-weight product. Developed in Shahr by their master smiths, the technique for making it is known mostly to the Halflings. Further, most Shahri Pearl armor that does exist is fitted to the Dwarven soldiers of the Shahr Republic so other Races who come across it will still have to modify the plates on a Trade: Metal Skill Roll TN 9 to be able to wear it. 144
Shahri Pearl armor affords virtual invulnerability against swords but is more susceptible to mighty weapons. When wearing Pearl armor, a character struck by sword or dagger ignores the first Wound on each Damage Roll.
Helmet Helmets do not add any bonuses to Hardiness, but they nullify an opponent’s bonuses for a targeted shot to the head. Helmets impose a −1d10 penalty to Detect. Price: 50 Silver.
Armguard These are armored sleeves that allow the user to deflect incoming attacks with ease. Can be worn with most other types of armor except Shahri Pearl Armor. Provides +1 Parry. Price 25 Silver.
Shields Shields provide a bonus to Parry of between +1 to +3. Certain shields afford their users with cover granting a cover bonus. Light Shield: +1 to Parry. Price: 50 Silver Medium Shield: +2 Parry, +1 Cover. Muscle Requirement: 1 Price: 75 Silver Heavy Shield: +3 to Parry, +2 Cover. −1d10/−10 feet Speed. Muscle Requirement: 2. Price: 100 Silver
TABLE: MOUNTS AND TRANSPORTS Performance
Handling MPH/Speed (feet)
Miles/ Day
Speed Score (Feet/Hex)
Evade
Hardiness
Integrity/ Health
Damage
Cost Silver
Light Chariot (four horse)
6
40 MPH/3d10 (50)
40
5d10 (80/16)
7
6
2
2d10
1000
Light Chariot (two horse)
4
30 MPH/2d10 (45)
30
4d10 (70/14)
8
6
2
1d10
700
War Chariot (two Horse)
6
20 MPH/0d10 (40)
30
2d10(50/10)
7
7
3
3d10
2000
War Chariot (four horse)
8
25 MPH/1d10
30
3d10 (60/12)
6
7
3
4d10
3000
Light Travel Chariot (quad)
7
40 MPH/3d10
40
5d10 (80/16)
5
5
1
0d10
500
Sea Chariot
—
Cart
6
30 MPH/1d10 (40)
30
3d10 (60/12)
5
3
1
0d10
20
Super War Galley
8
6 MPH/2d10 (70)
100
4d10 (110/22)
5
9
6
6d10
50,000
Heavy War Galley
7
8 MPH/3d10 (100)
100
5d10 (60/32)
6
8
5
5d10
30,000
War Galley
6
9 MPH/4d10 (120)
100
6d10 (180/36)
7
7
4
4d10
25,000
Light War Galley
5
8 MPH/3d10 (100)
120
5d10 (160/32)
9
6
3
3d10
20,000
Merchant Ship
5
6 MPH/2d10 (80)
135
4d10 (120/24)
6
6
3
2d10
18,000
Grain Ship
8
6 MPH/2d10 (70)
100
3d10 (90/18)
5
8
5
0d10
40,000
Shahreme
4
9 MPH/4d10 (120)
120
6d10 (180/36)
8
5
3
Cannon
80,000
Barge
6
5 MPH/3d10 (60)
40
6d10 (90/18)
5
5
3
1d10
15,000
Horse
4
40 MPH/3d10 (50)
40
5d10 (80/16)
6
4
2
0d10
300
Aetic Steed
3
50 MPH/4d10(60)
50
6d10 (90/18)
6
5
3
1d10
3,000
Camel
5
30 MPH/1d10 (40)
35
3d10 (60/12)
5
3
1
0d10
400
Elephant
7
25 MPH/0d10 (30)
25
2d10 (50/10)
4
7
4
5d10 or 1d10
2000
Mammoth
7
25 MPH/0d10 (30)
25
2d10 (50/10)
4
7
4
5d10 or 2d10
2000
Esmar Whale
9
20 MPH/1d10 (40)
120
3d10/60 feet
5
9
6
6d10 Open
10,000
Rhino
8
40 MPH/1d10 (40)
30
3d10 (60/12)
4
9
4
4d10
2000
Vehicle
Mounts and Transport These are the descriptions of various beasts of burden, vehicles and sea vessels available in Gamandria. They use the following entry format: Performance Rating: This represents how easy a vehicle or mount is to control. When you exceed the handling speed of your transport or when you try a risky maneuver, you make a Ride/Sail Roll against this as your Target Number. Handling Speed: This is the speed at which your transport becomes difficult to control. When you travel below the handling speed there is normally no need to make any Skill Roll to control your mount or vehicle. When you exceed the handling speed, you must make a roll to maintain control. This is expressed in MPH and feet per round. Miles per Day: This is how many miles your mode of transport can travel in a normal day.
Speed: This is the Speed Score of your transport which serves both as the number of d10 you roll when racing or chasing, but also provides the amount of feet or hexes you can travel in a combat round. Evade: This is how easy your transport is to hit in combat. It serves as the TN for Attack Rolls made against it. Hardiness: This functions like a character’s Hardiness. When someone attacks your transport, they must meet or exceed its Hardiness on their Damage Roll to harm its Integrity. Integrity: This functions like Wounds for a character. Integrity is the amount of Damage it can take before dying, sinking or becoming inoperable. Any Damage beyond a transport’s Integrity goes to its riders. Any 10 results on a Damage Roll against transport causes one Wound to a person aboard. Damage: This is how much Damage your transport can do when attacking or ramming. 145
Transport and Combat Regardless of the type of vehicle, attacks are made using the Ride/Sail Skill rules. The rider or captain makes attacks using his Ride/Sail Skill against the Target vehicle/vessel’s Evade Score. On a Success, he rolls his transport’s Damage against the Target’s Hardiness similar to Normal Combat. Wounds are deducted from the opponent’s Integrity Score accordingly. In some cases, as when sea going vessels have weapons mounted on their decks, the Large Ranged Skill is used instead of the Sail Skill for making attacks (always use the Skill of the character coordinating the use of the weapon).
Naval Combat Ship combat functions like combat with other vehicles but there is the possibility of boarding another craft. In addition, for ship combat where weaponry like Ballistae and Cannons are involved, other Skills like Large Ranged may be used. In such cases normally the Captain or whoever is commanding the attack effort makes the roll. Ships can try to board an opponent by using grappling harpoons and boarding planks. You can also use the ARMIES AND WAR rules in CHAPTER FIVE: RULES to handle naval combat.
Mounts Camel: Often ill tempered, these four legged beasts with one or two humps are prized for their ability to carry riders and goods through harsh desert terrain. They are most often found in the Hashar, Midbar, and Korash desert regions. Camels are heavily used by the Aluma, Narhasta, and Rihan tribes. Elephant: These huge animals are prized for their strength and are used for labor, war, and often harvested for their Ivory tusks. Esmar Whale: These large black whales have been domesticated by the Esmar. Only the Esmar seem able to ride them. Anyone who is not a member of the Esmar tribe attempting to control these creatures takes −3d10 to their Ride Skill. Usually Esmar Whales are fitted with Howdahs and ropes for dragging other vessels are lashed to their bodies (this reduces their speed by a quarter for each vessel they must drag). Howdahs are manned by several men, at least two 146
spear men, a driver, and three men whose are responsible for maintaining the whale’s moisture. Esmar Whales can be used as beasts of burden (hauling sea chariots or goods for example). Howdah: Essentially an enclosed or semi-enclosed seat on the back of an elephant for one Ogre, two full sized people, or four Halflings. A Mammoth Howdah can carry twice as many people as an Elephant Howdah. Horse: An essential domesticated animal in countless places across Gamandria, horses are well suited for riding, pulling carts and chariots, and as beasts of burden. Horse, Aetic Steed: This is a breed of horse raised in the Red Plains by the Aeta Tribesmen. They look like normal horses except their coat is a dark red color, with occasional streaks of white or black. They’re known for their speed, agility and hardy constitution. It is impossible to breed Aetic Steeds anywhere but the Red Plains, because their mother must eat a diet of red grass during gestation and nursing. Otherwise they grow into normal horses. Mammoth: Basically a much larger Elephant with oversized tusks and thick fur, these animals are found in the colder northern regions of Gamandria. Rhino: Large and vicious four legged beast with a large horn, the Eshi tribes and people of Asharun have learned to breed and use these animals as mounts.
Vehicles Chariots Use the following entries below for chariots. Every passenger aboard over a chariot’s limit reduces its speed by −1d10/−10 feet and reduces the MPH by 5.
Light Chariot, Two Horse Light chariots are built for racing. This two horse variety is maneuverable but lacks speed. These are meant for a single driver.
Light Chariot, Four Horse This is a racing chariot with good speed but weaker on maneuverability. It is meant for a single driver.
War Chariot, Two Horse This chariot is built for warfare (though it is sometimes used in the hippodrome races as well). Has good armor and is built for one driver and usually accompanied by a runner with a javelin.
80 feet in length. Light War Galleys in Gamandria have two rows of oars and a single sail. These are primarily used for ramming, not boarding. Tonnage: 25 Crew: 150
War Chariot, Four Horse
Rowers: 120
Built for war, this is faster and more powerful than its two horse counterpart. It has good armor and a platform for an archer or spearman. This is intended for one driver and a mounted warrior.
War Galley
Light Travel Chariot, Four Horse This is a simple means of conveyance. It is built for one driver and two passengers.
Ships These are the main types of ships available in Gamandria. The statistics for each ship are listed in the mounts and transport table. Each entry provides a description, and also includes information on crew size, how many amphorae it can carry and how many horses or soldiers it can transport (one amphora equals about 55 pints or 3 pecks). Ships also have tonnage, which indicates how many tons they can carry. One ton equals 2,000 pounds. When taking on passengers, use Tonnage to estimate capacity. Each person requires a quarter ton of space. Usually Sail or Survival (Sea) Rolls are made by the captain of the ship or the individual placed in charge of that duty on board—this assumes a trained crew, capable of base level skill. A captain relying on an inexperienced crew should take penalties to his rolls accordingly (as a captain with a veteran crew should receive bonuses). Some weapons aboard ships use other Skills, like Large Ranged, for attacks instead of sails. As a general rule, ramming uses the Sail Skill, while Ranged Attacks use Large Ranged.
Light War Galley These include biremes, liburnians and similar vessels. They are swift and agile, but can carry less soldiers and artillery than other ships. These are very common in Caelum and Shahr. Light war ships average about
Horses/Soldiers: 10
This is a slightly larger class of ship than biremes and liburnians, and includes triremes. They typically have three rows of oars. They have one, sometimes two, sails. War Galleys are still swift, but not as well armed or manned as the larger classes of war ships. They usually carry a contingent of 20-40 marines to engage enemies when boarding. War Galleys mainly attack by ramming though, not boarding. Tonnage: 40 Crew: 200 Rowers: 170 Horses/Soldiers: 20
Heavy War Galley This is a large oared war ship and includes hexaremes and quinqueremes. They have five or more banks of rowers. They also usually have sails, ballista, rams and boarding equipment. They are used mainly for boarding, not ramming. Heavy war galleys can carry contingents of 120 marines for this purpose. Tonnage: 70 Crew: 420 Rowers: 300 Horses/Soldiers: 120 Ram penalty: −1d10
Super War Galley These are massive oared flagships, rarely used but terrible to behold in battle. They include the octeres, which have eight banks of rowers, but there are rumors of ships that have up to 20 or thirty banks of rowers. Enormous polyremes up to 120 meters 147
long, the super war galleys of Gamandria are occasionally achieved by using two hulls instead of one, though other approaches have attained colossal results as well. They are capable of carrying up to 3,000 soldiers for boarding on deck. Tonnage: 100 Crew: 2,800-4,400 Rowers: 1,600-7,000 Horses/Soldiers: 1,200-3,000 Ram Penalty: −2d10
Merchant Ship These are sailing vessels with one to three sails, side steering oars and usually banks for rowing as a secondary means of propulsion. Amphorae: 3,000 Tonnage: 150 Crew: 10-30 Horses/Soldiers: 20
Grain Ship These are larger vessels than normal merchant ships, usually intended to carry grain or large objects for construction. They can also be used for troop transport. Grain ships rely on rowers and sails. They are slow, lumbering, but have enormous carrying capacity. Amphorae: 10,000 Tonnage: 550 Crew: 200 Rowers: 170 Horses/Soldiers: 3,000
Shahreme The so-called Shahreme is the signature vessel of Shahr. Designed to be crewed entirely by highly-trained Halflings and Dwarves, the ship is built to be fast and maneuverable at the cost of durability.
Despite its small size, it is an intensely feared vessel. Decks are Halfling and Dwarf height, allowing 5 rows of oars to be stacked in an otherwise impossibly small vertical space. While each rower exerts less force than a Humanoid of another Race, their compact size, superior technology, lack of a battering ram, and compromised Integrity Rating allows for an extremely light, efficient craft. The Shahreme also features a more sophisticated system of sails that allows for improved seaworthiness and makes longer journeys more efficient. However, the key difference between the Shahreme and all other vessels is that it is equipped with two cannons opposed to a battering ram. While Naval Combat usually involves trying to ram the other opponent before you can be rammed, the Shahreme takes an entirely different strategy. It seeks to remain at range and demolish the enemy with its powerful cannons. It cannot make ramming attacks at all, and takes double-Damage from any successful ramming attempt, since it is not designed to withstand such an attack like other military vessels. Amphorae: 800 Tonnage: 40 Crew: 200 Rowers: 170 Horses/Soldiers: 20
Sea Chariot These are mobile rafts or platforms pulled by Esmar whales and used for carrying chieftains, spearmen and archers. They can also be used for carrying trade goods and booty. They do not have Performance Ratings and Speeds of their own, instead using the Esmar Whale Statistics. Also the whales are piloted by people manning a Howdah and keeping the whale wet. Each Sea Chariot that a whale pulls reduces its speed by a quarter. For hauling goods, use its Muscle Skill to find its limit.
Whale Howdah The Gru of the North have tamed varieties of humped whales and fit them with Howdahs similar to those used for an Elephant. Up to four people can fit in a
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single Howdah comfortably. The whales are trained not to submerge when being driven, and at least two men must work to pour sea water over the whale. They use the Esmar Whale Entry for its speed and movement.
Ship Weapons Some ships can be fitted with weapons for Naval Combat from the list below. Ram: A ram extends from the ship’s prow and is designed to puncture an enemy’s hull. When attacked with a ram, use the ship’s Damage Rating. However, treat the roll as Open instead of Closed. In addition, smaller ships attacking larger ships in this manner risk taking Damage themselves. On a failed Attack Roll, smaller ships lose one point of Integrity for every increment of size difference. Once a ship rams another, they remain entangled until either ship makes a successful Sail Check at TN 8 to disengage. Larger ships have Accuracy Penalties when trying to ram. Grappling Harpoon: This is a large, sturdy grappling hook, deployed by a ballista against enemy ships. It can be used at a range (as per a ballista), and on a Success, it digs into the opposing ship, allowing the attacker to reel it in in one round per 20 feet of distance. On a Total Success, it reels the ship in in one round per forty feet of distance. When the ship is fully reeled in, the attacker can board. It is a multi-manned device (at least three people) and uses the Large Range Skill of whoever is coordinating the effort. Boarding Plank: Sometimes called a corvus, this is a spiked bridge that drops from the prow of the ship onto another connecting them for boarding. It works much like a grappling harpoon except it is static (does not reel in opponents) and must be used at close range (no greater than 20 feet). Once deployed a boarding plank takes two rounds to reload. It uses the Sail Skill Roll of the pilot or captain to attack.
Chemicals Chemicals are substances like dyes and inks which require the use of the Trade (Alchemy) Skill to produce. Each substance is described below, along with its material requirements and the Alchemy Skill TN to produce it. Gunpowder: This combustible is used in canons but can also be used on its own. It requires saltpeter, sulfur and charcoal. The process for making it is also highly guarded by the Halflings of Shahr, so acquiring the expertise for gunpowder means a PC must be taught by a master Shahri alchemist (or someone who knows their secrets). One pound of gunpowder can produce a 10 foot radius explosion that does 3d10 Open Damage to everything in its area. For every additional pound, the radius of the blast increases by 10 feet. The TN to make gunpowder is 9. Smoke Powder: This substance is similar to gunpowder but produces an obscuring smoke instead of a blast. The ingredients for it are sulfur, charcoal and sea turtle dung. The process for creating it is known only to the Halflings of Shahr, so acquiring the expertise for Smoke Powder requires access to a Shahri Smoke Powder Master. When ignited, six ounces of smoke powder can fill a 20 foot radius, blocking all visibility (treat as Lights-out Illumination Penalty), lasting 1d10 rounds. The TN to make Smoke Powder is 7. Shahri Purple: This is a purple dye produced by Shahri Halflings, made from murex (sea snails). It is highly valued. The production of Shahri Purple requires murex so the maker can extract mucus from their glands to use in the process. The TN to make Shahri Purple is 7. Paints and Inks: These are various substances used in writing and art. They vary in quality and color but the general TN for their creation is 6.
Ballista: Ballistae are described in the weapons section of this chapter. Cannon: Cannons are described in the weapons section of this chapter.
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pileus
palla & stola
toga & tunic
paenula
fasces buskins
heavy sandals
Clothes Clothing varies in style and fabric from place to place. There are far too many articles of clothing and styles of dress to catalog fully in this section, but a few of significance are noted here. Prices range considerably based on materials used, labor and the region, often clothes are simply home-made. Buskin: A sandal that wraps all the way up to the knee like a boot. Chada: A type of pointy golden crown originating from and associated with Nong Sai and the ogres. It is primarily worn by chieftains, usually for ceremonies or occasionally for going into battle. 150
Chiton: A type of tunic made from a single rectangular fabric, normally draped or pinned at the shoulders. It is girdled at the waist or just under the chest. Chitons are worn by women and men in Ronia and Shahr. Galero: A wide-brimmed hat with tassels, usually dyed red, and worn by the Pontiff of the Ronian Empire. Hasri Tail Bracelets (Sawaar and Sawar-ha): These are rings often made from metal or precious stone that slide onto the tail. They come in a variety of forms, some attach directly to the skin or are fit snugly (these are simply known as Sawaar). Others are intentionally loose, requiring the Hasri to hold
its tail in place or shift to keep the bracelets from sliding off. Bracelets of this type (called Sawar-ha), are a sign of devotion to Sarilla and worn for limited periods as reminders of the goddess’s blessings. They are common among the priesthood. If one is seated wearing a Sawar-ha is easy, but once the individual stands or moves, it requires some physical effort to retain the bracelet. Himation: A bit like a toga but lighter and usually worn over a Chiton. Common in Shahr and Ronia. Kufiya: A headdress made from a single piece of square cloth, secured to the head by a piece of rope called an agal. They are ideal for protection from sun but also for covering the mouth to ward off dust and sand. The Kufiya is common in the plains of Moru, The Marite Kingdoms, Sardona and Hashar Desert. Pagri: A turban-like headdress common among Khubsi speaking people from the plains of Moru to Shahr. Paenula: This is an overcloak made from a broad piece of fabric with a single hole in the middle for the head (similar to a poncho). Pileus: A brimless conical-shaped hat. These are often worn by manumitted slaves in Caelum.
Khubsi speaking people. The Asana make sarong of black linen embroidered with golden threads. Sampot: These are skirts similar to Sarong but normally made of silk and can be folded for different styles and occasions. It is mainly worn by females among the Asana and Chambari. Heavy Sandals: Common in the Varian Sea and Sea of Aetorus, heavy sandals are made of a thick leather soul and laced thongs. Sabai: A chest covering made from a single one-foot piece of cloth, usually worn by women but occasionally by men as well. It wraps over one shoulder, and the remaining cloth trails behind the back. It is common among the Elves of Chambar, Khata and the Ogres of Midbar. Sinh: A traditional Nong Sai dress, worn by many Elves and Ogres. Today, it is normally made from silk but other fabrics are used. The Sinh is a tube dress, with an elaborate hemming design near the feet and a waistband that tucks in front. The Sinh can be used to indicate place of origin, tribe and status depending on the precise design around the hem. Stola: Like a toga, but looser and worn mainly by females. It usually is accompanied by a Palla.
Pallium: A mantle cloak worn by magistrates and other key officials of the Caelum Republic.
Toga: A formal garment made from a single sheet of fabric and wrapped around the body (usually over a tunic). It is common in Caelum.
Palla: A mantle cloak worn by woman, that is made from a single sheet and can be draped over the head. Widely worn in Caelum.
Trousers: These are garments that cover both legs. They are common in Sardona, The Mandaru among some of the Gru, and in the Vaaran Kingdoms.
Robes: A sleeved garment that is loose and usually covers the body from shoulder to ankle (though they can be shorter). Robes are common throughout Gamandria (particularly Hema Valley, Shahr, Sardona, and even further west).
Tunics: A long or short sleeve shirt-like garment that covers the upper body and extends to just above the knee (though some are longer). These are common from Caelum to the areas around the Varian Sea.
Pelpos: A full length garment similar to a Chiton usually worn by women in Ronia and Shahr. There is a top section that drapes over the waist and a bottom, dress-like section that goes down to the ankles. Sarong: These are ankle length skirts worn by both men and women. Sarong are common among the Elves in the West (particularly the Chambari and Asana), Ogres in Asharun and among some other
Materials Silk: Silk is highly prized in Gamandria. It is made by the Ronians, who alone know the secret production methods for the fabric. All silk is made in Rostanba, but once made there, it is often shipped to places like the Free Cities of Eukos where it is made into fine garments.
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Snow Serpent Skin: This white material is made from the skin of the Snow Serpent. Snow Serpent Skin is highly prized in hot climates, because it is always cool to the touch and ideal for fending off the heat. Lurolai Oysters (Shells of Lurolai): These are large red shelled oysters found mainly near Shahr. They are valued for their rarity and ornamental uses, but within the last hundred years the Halflings have been using the nacre coating of the shells to make Pearl Armor. Lurolai Oysters inhabit sea beds near hydrothermal ocean vents, usually close to ore deposits. On the ocean-beds in such locations, the oyster plants itself firmly to the ground, even sending root-like structures down into the earth. These are simply massive oyster-like creatures, with shells of some of the largest ones measured over 10 feet long and in excess of a foot of thickness. The pearls of Lurolai Oysters are highly valued and called pearl stones. The material that creates the pearl (the oyster’s nacre) is harder than virtually any known substance. Somewhat recently, enterprising Halflings have managed to cultivate these behemoths of the deep in one or two highly-prized oyster beds. Aided by Ritual appeals to Lorelai, they can expedite their growth, which normally is believed to take centuries. Dwarves usually cultivate the pearl beds due to their exceptional breath-holding ability. They are harvested in a Reverent Ritual that only Halflings and Dwarves are allowed to see, because these animals are considered sacred. The oysters are used to make Shahr Pearl Armor, by placing plates inside the living shells and allowing the mother of pearl to form a coat on them. These are then fitted together as a type of lamellar armor.
Everyday Items Amphora: An amphora is a ceramic container used for storage and shipment of goods. Amphorae are about a meter tall and can hold 55 pints of liquid material. Ships list how many amphorae they can transport. Candle: Candles are a good inexpensive light source. A candle reduces Illumination Penalties by up to 1d10. Fasces: This is an important symbol of power consisting of a bundle of rods wrapped with a ribbon 152
with an axe protruding from the center. Fasces are carried by lictors of magistrates in Caelum as indications of their authority. Garum/Fish Sauce: This is a pungent sauce called Garum made from fermented fish and used to flavor dishes in Caelum and the Varian Sea. Lamp: More expensive than candles but worth the price. Generally made from pottery or bronze. Reduces Illumination Penalties by up to 2d10. Olive Oil: Used in foods but also as fuel for lamps. Whale Oil: Used to fuel lamps. Papyrus: A plant-based writing surface made into long rolled sheets. Papyrus rolls are normally stored in large cylinder containers that hold up to 6 scrolls. Poisons: Poisons are found in the Poisons and Diseases Section of CHAPTER FIVE: RULES. Stylus Tablet: A wax tablet written upon by a stylus. These are used for recording information or taking notes. They usually come with several tablets bound together, capable of being unfolded. These are typically capable of two to six pages of writing. Vellum: A writing surface made of animal hide. Wine: Most people cut their wine with water. Prices can vary depending on quality. Drinking too much wine imposes a −1d10 penalty to Physical and Mental Skills. Locks and Door Bolts: Locks and bolts are priced according to how difficult they are to breach. Use the Talent (Theft) Skill to open locks and Muscle Skill to breach door bolts. A TN 2 Lock/Bolt is 30 Silver. Add 10 Silver for each additional TN. So a TN 9 Lock would cost 100 Silver. Slave: Slaves vary in quality and specialty. How much a slave costs depends on his average Skill Level in his specialized Skill Group. So a slave with mostly 2d10 in Mental Skills would cost 1000 Silver. Slave Prices: 500 Silver (Specialized Skill Group 1d10) 1000 Silver(Specialized Skill Group 2d10) 1500 Silver(Specialized Skill Group 3d10) 2000 Silver (Specialized Skill Group 3d10 plus Expertise)
TABLE: KEY TRADE GOODS AND EVERYDAY ITEMS Dry Goods (1 Peck)
Price†
Staple
Liquid Goods (1 Pint)
100
Garum
Rich Staple
150
Olive Oil
Exotic Staple
200
Whale Oil
Supplementary Staple
50
Wine, Standard
75
Wine, Poor Quality
Rich Supplementary Staple Exotic Supplementary Staple
100
Salt
100
Price (pint/amphora) 15 Silver/825 Silver
Wine, Fine
50
50 Silver/2,750 Silver
Cow
300
100 Silver/5,500 Silver
Pig
30
14 Silver/770 Silver
Goat
75
8 Silver/440 Silver
Ostrich
150
30 Silver/1,650 Silver
90
Everyday Items
Coffee, Dakian
500
Fasces
50
Coffee, Matruka
425
Stylus Tablet
30
Coffee, Khatic
365
Candle
1
Tea
250
Lamp
5
Wood Clove
30
Locks
30 (base)
Sugar
50
Amphora
Price†
Precious Stones
Raw Silk
12,000
Amber
Wool
† All items priced in silver
Price†
5
† All items priced in silver
Materials Purple Silk
Price†
Chicken
Wheat
† All items priced in silver
Livestock
100,000 90
Price† 5
Building Materials
Price† (cubic foot)
Weight
5
26
Diamond
1,500
Timber
Ruby
1,000
Sardonan Timber
20
24
200
160 140
1,750
Emerald
800
Marble, Good
Myrrh
50
Sapphire
600
Marble, Standard
150
Papyrus (roll)
4
Pearl
100
Marble, Poor
50
120
1000
Granite
75
168
Red Porphyry
250
159
Lapis Lazuli
300
145
Shahri Purple
Vellum Shells of Lurolai Porcelain Cloth Snow Serpent Skin Hoona Rug
15
Black Pearl
300 150 2
† All items priced in silver
† All items priced in silver
16,000 400
† All items priced in silver
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Staples: These are grains and other foods forming the bulk of local diets. Exact prices vary by region and availability. Staples include rice, maize, flax, sorghum, rye, wheat, barley, potatoes, etc. Rice is prevalent in the South (especially in the Korashu region and Gulf of Anja). Maize is common in the Mandaru Region. Sorghum is common in places like the plains of Moru along the Eastern Trade Route and in the Midbar Region. Rye and barley are found in many places as a supplementary crop. Potatoes are common in the Northern Varian Sea and parts of Caelum. Flax is widely available in the Gulf of Anja.
Flutes: These are un-reeded woodwind instruments and found in nearly every culture of Gamandria. The best flutes come from Sakhira and Shahr.
Staples are divided into groups: staples, rich staples, exotic staples, supplementary staples, rich supplementary staples, and exotic supplementary staples. This reflects their relative value. A staple is something that is abundant and widely consumed, like rice is in Asharun. A rich staple is perceived as having greater value than a common staple (perhaps it is more nutritious and rare or more flavorful). An exotic staple must be imported and is not grown locally. Supplementary staples are usually less desired but grown to supplement the supply against famine or Disease.
Santur: A hammered dulcimer invented in Asharun and perfected in Sakhira.
Musical Instruments
Saw U: This is simply a lower pitch variation on the Saw Duang.
This is a partial list of important musical instruments in Gamandria, but it is far from exhaustive. There are countless varieties of lutes, reed pipes, harps, zithers and drums. These are just the most well-known. Aulos: A double-reeded woodwind with two pipes. It is found from Caelum to the Northern Varian Sea region. Chakhe: The Chakhe originated in Nong Sai and is still in use among Ogres and many of the Elven cultures in the West. It has become popular in Shahr as well, largely due to traders returning from Khata and Phra Goa. The Chakhe is a plucked zither with three strings and lays horizontally on the ground or other surface where it is plucked by the player with an ivory plectrum. It is roughly 170 centimeters long. Cornu: A brass horn, that curves in a circle (shaped like a “G”) and is worn around the Player’s body. It is a standard military instrument of Caelum and in the Varian Sea.
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Lyre: A stringed instrument found in Caelum and among the Gru. It is a generally associated with the lower classes and popular in taverns and similar venues. Most lyres have seven or ten strings (though some have as few as three). Pi: A variety of quadruple-reeded oboes made from wood and common among the Ogres. It is also popular among the Elves and in Ronia.
Saw Duang: This instrument is widespread, but originated in Nong Sai and is most associated with Ogres (though it is used throughout the Varian Sea, Chambar, Khata and the Mandaru Region). A Saw Duang is a two-stringed fiddle, with a high pitch, played with a bow. The strings run along a narrow shaft or pole and terminate at a round sounding box. The strings are made of silk, and the body is made of wood.
Tanbur: This is a class of long-necked lutes. Most are fretted but some are not. Many also have drone strings. These were invented in the Hema Valley but have spread too much of Southern Gamandria. Tympanum: A hand-drum, a bit like a tambourine, but with more variations on shape, and not all have zills around the rim. These are common in Caelum. Ze: A plucked zither similar to the chakhe, but it has up to 50 strings and a much larger key range. It was invented by the Elves as an adaptation of the Chakhe and is popular among the Mandaru and in Khata. It is also in use further East in the courts of the Marite Kingdoms and Rashua.
Chapter Five: Rules This chapter covers all the basic rules of Sertorius, everything from combat to overland travel. Use Chapter Five for understanding Combat Procedures, Dying, Healing, Environmental Hazards, Traps, Encounters, Travel Times, Poisons, Diseases, and Campaign Event Rules. For descriptions of the Skill System and individual Skills see CHAPTER TWO. For descriptions of Spell Casting and individual Spells see CHAPTER THREE.
Rolling the Dice How to make a Skill Roll: To perform any action in Sertorius, roll one to six 10-sided dice (or simply d10) and take the single highest result, comparing it to a Target Number to determine Success, Total Success or Failure. To Succeed, you must meet or exceed the Target Number. If you get a result of 10, that is a Total Success (a kind of spectacular Success). If you roll below the Target Number, that is a Failure. Skill Ranks: All actions are based on Skills. Your Ranks in the Skill determines how many d10 you roll. This can be raised or lowered by situational modifiers and Expertise. The Target Number is determined by either the difficulty of the task or by the Relevant Defense Rating of your opponent. Unskilled Rolls: If your Skill Rank is zero (either because you are unskilled or modifiers drop you to 0d10) roll 2d10 and take the single lowest result.
Types of Skill Rolls There are two kinds of Skill Rolls in Sertorius: Character Versus Character and Character versus Environment. Both function the same (as described above).
Character Versus Character: Some rolls occur between characters, such as Attack Rolls and attempts to spot someone. These Skill Rolls are made against the defending character’s Relevant Defense Rating (for example, when attacking with a sword using the Medium Melee Skill, you roll against the defender’s Parry Rating). If the result meets or exceeds the Defense Rating, it is a Success. If it is a 10, then it is a Total Success, and if it is lower than the Defense Rating it fails. There are some situations where instead of rolling against other peoples’ defenses, you all roll your Skill in competition with each other for the higher result. This occurs with Races, Turn Order and arm wrestling matches. As a general rule, when the TN can only be set by another character’s roll, then simply make a contested Skill Roll with everyone involved rolling to see who gets the single highest result. Character Versus Environment: Some rolls occur between characters and their environment. For example, if you try to climb a tree to escape from a band of ravenous Korvars, make an Athletics Roll against a Target Number based on the difficulty of surface being climbed (this is set by the GM using the Setting the Numbers guidelines below). If you meet or exceed this number you succeed. If you get a result of 10, you made a Total Success. If you roll below the number, you fail. When making a Skill Roll, you take the single highest result and compare that against a Target Number. You do not add your totals together or select combinations of results. You simply take the highest result rolled among the others. In some cases, such
There are more explanations of this process in the Skill Rolls section of CHAPTER TWO: CHARACTER CREATION, including optional rules for things like Active Defenses.
Penalty and Bonus Format Penalties and Bonuses in Sertorius can be applied to Defense Ratings or Skill Rolls, so they are expressed as −1d10/−1 or +1d10/+1. The first number indicates how many d10 you gain or lose from a modifier on your Skill Roll. The second number indicates how many points you add or subtract from your Defense Rating. Bonuses and penalties are applied at the discretion of the GM based on circumstances and conditions. These range from −3d10/−3 to +3d10/+3. Use the Condition Modifiers Table for assigning bonuses to rolls. TABLE: CONDITION MODIFIERS
as Open Damage, you will take all successes and apply those, but this is a rare exception, usually caused by magic. FOR EXAMPLE: Rasimon of Helenos is camped in the woods with his party and has first watch. He doesn’t know it but a Gorgon is stalking the group. As it approaches the encampment to make an attack, the GM asks Rasimon to make a Detect roll to see if he spots the creature. Rasimon has 3 Ranks in Detect, so he rolls 3d10, getting results: 4, 9, and 5. His highest result is a 9, so he takes that and compares it against the Gorgon’s Stealth (which is a 6). Because a 9 beats 6, Rasimon sees the Gorgon through the trees and has time to wake the party.
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Condition
Bonus or Penalty
Good
+1d10/+1
Ideal
+2d10/+2
Perfect
+3d10/+3
Bad
−1d10/−1
Awful
−2d10/−2
Worst
−3d10/−3
Deep Penalties (Optional) In Sertorius, penalties can bring you as low as 0d10 (meaning roll 2d10 and take the lowest). For more realistic play, this can keep going down to 6d10 take the lowest. So at 0d10, you roll 2d10 take the lowest single result. Another −1d10 penalty brings you to 3d10 take the lowest, then the next lowers you to 4d10 take the lowest, etc. For the purposes of noting this in text, when and if the Deep Penalties optional rule is in use, then an L is placed after the dice to denote “take the lowest”. For example, 3d10L means roll 3d10 and drop the lowest result, while 4d10L means roll 4d10 and take the lowest result. Rolling 2d10 and taking the lowest can be expressed as either 0d10 or 2d10.
Rolling 10s Results of 10 on Skill and Damage Rolls indicate greater than normal success in Sertorius. This always
yields a special effect, but that effect varies depending on the kind of roll, the Skill in question and the circumstances in which it is made. The rules below apply to Player Characters and non-Player Characters. For Combat Skills: Every 10 you land on an Attack Roll (with any of your Combat Skills or with a magic attack) means you roll an additional d10 on your Damage Roll. This increases the chances of inflicting Wounds upon your Target. It is possible to get more than one 10 result on your Combat Skill Roll and each of these should be applied to the Damage Roll. (OPTION) Deadly 10s: This is an optional rule to make 10s on your Combat Skill Roll more significant. Using this option, any natural 10s you score on your roll confer an Automatic Wound upon your Target before you make your Damage Roll. In addition, you still may make a Damage Roll to follow-up. This makes combat more deadly but also more exciting. For Damage Rolls: A successful Damage Roll normally inflicts one Wound. However, each natural 10 result causes an additional Wound. So, if you roll for Damage and get a single 10, the result is one extra Wound against the Target (for a total of 2 Wounds). If you roll two 10s, the result is two extra Wounds (for a total of 3 Wounds). This applies only to Damage Rolls. For Non-Combat Rolls: For Non-Combat Skills such as Athletics or Medicine, a 10 result indicates better-than-expected results, and is called a Total Success. The precise nature of a Total Success is dependent on the particular Skill and the circumstances. Most Skill descriptions offer possible outcomes for Total Successes, but these are merely helpful guidelines. Ultimately, the product of a Total Success must make sense for what is happening and what the character is trying to achieve, so the GM has freedom to adapt the Skill’s Total Success to the situation. Allow the skill descriptions to help but not hinder you here.
Rolling 10s for Target Number 10 If the Target Number itself for a Skill is 10 (and they can be), then rolling a single 10 is treated as a Normal Success. To achieve a Total Success, you must roll an additional 10 result. You may always roll one additional d10 if you score a Success against a 10 TN,
to see if you manage a Total Success. FOR EXAMPLE: Aroune, a Sertori from Ronia, is traveling on a broken trail in the evening on her way to Talyr, following reports of the dead rising up from their graves near the great dwarven trade city. A vampire crawls down some rocks toward Aroune, hoping to drink her blood. The GM asks Aroune to make a Detect Roll. She has two Ranks in Detect, so rolls 2d10, getting a 2 and 10. Vampires have Stealth 10, so she succeeds and rolls another d10 to check for a Total Success (though against a lower Target Number she would have a Total Success already). She rolls a 2, so this is just a Normal Success. Normal combat begins and Aroune wins initiative. She decides to throw a spear at the Vampire before casting a Spell. Wielding a Sardonan Spear, she hurls it at the creature, and succeeds on her Heavy Melee Skill Roll against the Vampire’s Evade. Because she has three Ranks in Heavy Melee, she rolls 3d10, getting a 7, 10 and 4. Vampires have an Evade of 10, so she only scores a Normal Success (since you need a ten to land a success against Target Number 10). But she also gets to make an additional d10 roll to check for a Total Success. She rolls, and gets a 10, a Total Success. This means she rolls an extra d10 on her Damage Roll.
Capping the Numbers To keep Dice Pools under control, numbers and dice in Sertorius are capped. Generally speaking, modifiers and Skill Rankings will not exceed this cap. Dice rolls are capped at 6d10 in all circumstances, except in rare cases involving Dragons or Magic. Creatures with Beast Strength (which includes Ogres) may exceed the die cap when rolling Damage only. Dice rolls are capped at 6d10. You will almost never roll more than six dice for any reason (exceptions to this are powerful creatures such as Dragons who roll as much as 8d10 for their bite and monsters with Beast Strength, including Ogres). Characters can normally get up to 3d10 from Ranks in Skills and up to 3d10 from situational modifiers on their Skill Rolls. In a 157
small number of cases, certain Races can get up to 4d10 for Ranks in a Skill. A character with 3 Ranks in Muscle, can only get up to 3d10 from situational modifiers on a Skill Roll. However Ogres, who have the gift of Beast Strength can exceed the cap.
TN 1 3 4
Defense Ratings and Target Numbers can never go above 10 (under any circumstance). Penalties and bonuses to Defense Skills cap at 3. This means characters will usually be capped at 9 for their six Defense Ratings. However, magic can exceed the bonus cap, to bring them to 10 and many monsters have unusual abilities that give them 10s in defenses.
9
Every task has a Target Number, ranging from 2 to 10 (technically anything with a 1 is an automatic success). You must meet or exceed this number to succeed on a Skill Roll or Damage Roll. Other rolls in the game follow this same principle. A routine Skill should not require a roll (such as opening a normal door or making a light snack). Such tasks have an effective Target Number of 1. Tasks that are easy, such as spotting a friend in a small tavern, are TN 3. Challenging tasks, like climbing a medium sized tree, are TN 5. Hard tasks like treating someone poisoned with belladonna are TN 7. Tasks that are extremely difficult, like shooting an arrow into a falling plank of wood, are TN 9. Things that are nearly impossible to do are TN 10. Some tasks have built in Target Numbers. When you attack a foe with your sword, the Target Number is your opponent’s Parry Rating, for example. But other tasks are more open to interpretation. When you perform such an action, the GM must assign a Target Number to the task, provided there is a chance of Failure or consequences for failing on the first try. Use the Setting Target Number table to arrive at a reasonable number.
Damage Sertorius uses a Wound system and all Wounds are
Difficulty Routine
2
This cap also applies to Skills combined with Expertise. If you have three Ranks in a Skill and roll 4d10 due to an Expertise, you cannot exceed the 6d10 cap. So you can only gain up to +2d10 on your roll from favorable circumstances.
Setting the Target Numbers
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TABLE: SETTING TARGET NUMBER
5
Simple Challenging
6 7
Hard
8 Formidable
10
tracked on the Character Sheet (see Wound Trackers below). Anytime you make a successful Attack Roll against a foe, this is followed by a Damage Roll to see if any Wounds are inflicted. A Damage Roll is 0 to 6d10, against your opponent’s Hardiness, with the Weapon, Spell, or Type of Attack determining how many d10 you roll. In rare cases, a Damage Roll may exceed 6d10, but this is extremely uncommon. Successful Damage Rolls inflict Wounds, and there are two possible ways this is handled in the game: Closed Rolls and Open Rolls.
Closed Damage Rolls Most mundane forms of attack use a closed Damage Roll. For Closed Damage, you roll your d10 and take the single highest result against the Target’s Hardiness. Here is how it works: After a successful attack, make a Damage Roll against the Target’s Hardiness. On a Normal Success, the Target takes one Wound. A Total Success (a result of ten) causes additional Wounds. For each result of 10, the Target takes one extra Wound in additional to the initial Wound for the Success. So, if you roll a single 10 on your Damage Roll, that inflicts two Wounds. EXAMPLE: Justinian searches the dark streets of Rostanba at night, looking for a couple of thieves. He spots one of them near an alleyway and the two circle each other before striking. Justinian slices the enemy with his dagger and scores a Normal Success on the Attack Roll. A dagger does Muscle for Damage, this means with a Muscle Score 2 he rolls 2d10 for Damage against his op-
ponent’s Hardiness. He rolls a 4 and a 10. His enemy has a Hardiness of 6, so Justinian wounds him. Because his highest result was a 10 (a Total Success) he does one additional Wound, for a total of two. His opponent falls to the ground and Justinian nervously enters an alleyway.
Open Damage Rolls Open Damage Rolls are called for occasionally, usually when casting Cathartic Spells or when you have a tremendous advantage over an opponent (for example having surprise). This works just like a Normal Damage Roll, except you apply all Successes to the Wound count. So if you need a 6 to succeed and roll a 7 and 8, you do two Wounds to your Target. If a Spell, Weapon, or Monster ability calls for Open Damage, this will be clearly stated in the text, otherwise assume it is a Closed Roll. If you gain surprise you always roll Open Damage (even if the method
of attack normally calls for Closed Damage). EXAMPLE: Nutesh ambushes Justinian in an alley, stabbing him in the back with a short sword. The GM rules this is a surprise because Justinian failed his Detect Roll. Therefore Nutesh Rolls Open Damage against Justinian’s Hardiness (5). Nutesh rolls 3d10 (2 Muscle +1d10), and gets a 4, 7 and 9. Because it is an Open Damage Roll against TN 5, Nutesh keeps all of his Successes (in this case 7 and 9), doing two Wounds to Justinian.
Lethal and Non-Lethal Attacks Some weapons and attack types are tagged as being Lethal or Non-Lethal. Lethal, simply means that the weapon does Damage normally and a person reduced to Incapacitated by the weapon begins to die. Non-Lethal attacks function normally except they do not cause you to begin dying when you reach Incapacitated. So, a blow from a Short Sword is lethal and anyone brought down to Incapacitated by such a weapon begins to die. But a fist is Non-Lethal, and anyone brought down to Incapacitated by a punch, is simply knocked out or dazed, but not dying. However, additional Non-Lethal attacks beyond that point can cause death.
Wound Trackers Player Character Wounds are tracked on their Character Sheets using the Wound Tracker, moving right to left. As they take Damage, they progress one step down the Tracker for each Wound taken. As they advance further along the Wound Tracker toward Incapacitated, they become subject to Wound Penalties which are applied to Skill Rolls. When you reach Incapacitated, the dying process begins (see Dying below). For Non-Player Characters and monsters, use the following guideline to determine when Wound Penalties kick in. Characters and monsters can have between 1 to 20 Wounds (Player Character Races never go above 6 Wounds). This number indicates how many “increments” would be on their respective Wound Trackers. When a monster or NPC has one Wound left, it suffers the −1d10 Wound Penalty to its Skill Rolls. When it reaches zero, it is Incapacitated. Very rarely certain creatures will have 1 Wound listed. All this means is they die after taking a single Wound and skip the −1d10 penalty and Incapacitation. 159
EXAMPLE: Nutesh leaves his house early in the morning in perfect health, to buy some food at the local forum. He spends his money on honey bread and wine, and starts back home when he is beset by Poro, a friend of a Sertori Nutesh killed the other night in the Lower City. The two quarrel, and Poro accuses Nutesh of the murder, demanding he pay with blood. A fight ensues. Poro wins initiative and fires a Bolt of Fury that burns a hole through Nutesh’s chest doing 3 Wounds. Nutesh now has three marks on his Wound Tracker, going right to left, but he still isn’t suffering a Wound Penalty.
Nutesh cuts Poro’s arm on his turn, but does no Damage. Next Poro launches another Bolt, this time only inflicting a single Wound. Nutesh now has an additional mark on his Wound Tracker, for a total of 4 Wounds. This brings him to a Wound Penalty of −1d10.
Exhausted from his injuries, Nutesh chooses to submit to Poro, and drops his Short Sword, pleading for mercy. But Poro desires only vengeance, and unleashes another Bolt of Fury on his foe, blistering Nutesh’s face with the blast. He takes two additional Wounds, bringing him beyond
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Incapacitated on the Wound Tracker, which means Nutesh dies from his burns.
results on the chart, and do not add the Damage Roll total unless it says to do so. TABLE: CRITICAL INJURY Roll Result 2d10
Dying Characters typically die in one of two ways: taking enough Wounds at once to drop them below Incapacitated or slowly dying after they reach Incapacitated. When you become Incapacitated you begin to die. Dying takes a number of rounds equal to your Hardiness Score. So if you have a Hardiness Score of 5, and become Incapacitated, you die in 5 rounds. The only exception to this rule is if you are reduced to Incapacitated by an attack designated as “Non-Lethal”. In such cases, you are on the verge of death, but not dying. Characters that are wounded again after becoming Incapacitated, die. If your character takes enough Wounds to drop below Incapacitated, he dies immediately. Dying Characters can be stabilized by a Medicine Skill Roll (see the Medicine Skill for more details).
Critical Injuries (Optional) In the standard game of Sertorius there are no concrete rules for losing arms or eyes in combat. This is handled at the GM’s discretion when it seems appropriate. However some may prefer a critical injury system that allows for the loss of limbs and other injuries during combat. This method is entirely optional and intended for groups who prefer such an approach.
2
Death by precise injury (head blow, punctured organ, etc.).
3
Eyes damaged or gauged out. Take Blind flaw.
4
Arm destroyed/severed. Take Missing Limb flaw.
5
Foot destroyed/severed. Take Lame flaw.
6
Leg badly injured. Treat as Missing Limb flaw for 1 month.
7
Normal Damage plus 2 additional Wounds.
8
Bad temporary Injury. Lame for 1 month.
9
Normal Damage plus 1 additional Wound.
10
Normal Damage plus Target stunned, loses one turn.
11
Normal Damage from Damage Roll.
12
Normal Damage plus Target stunned, loses one turn.
13
Normal Damage plus 1 additional Wound.
14
Bad temporary Injury. Lame for 1 month.
15
Normal Damage plus 2 additional Wounds.
16
Arm badly injured. Treat as Missing Limb flaw for 1 month.
17
Hand destroyed/severed. Take Lame flaw.
18
Leg destroyed/severed. Take missing Limb flaw.
19
Eyes damaged or gauged out. Take Blind flaw.
20
Death by massive injury (decapitation, impalement, etc.).
The chart makes use of flaws from CHAPTER TWO: CHARACTER CREATION (in STEP NINE: SELECT FLAWS). These may be permanent or temporary, depending on the result.
Healing In Sertorius there are ways to heal magically, but natural healing takes a long time. The Rate at which you regain lost Wounds is one Wound per week. This process can be accelerated by Medicine Skill Rolls (See Medicine Skill in CHAPTER TWO: Character Creation).
When using the Critical Injuries option, any result of 2 Total Successes on a Damage Roll, allows the attacker to check for a Critical Injury to the Target. To do so, simply roll 2d10, add them together and compare to the results below. Note that these results are taken in place of any Damage that would have occurred on the Damage Roll itself. Use only the 161
COMBAT This section covers most of the major combat rules like Turn Order, Movement, Surprise and Combat Options. Taking wounds, healing and dying are covered in the section above this one titled DAMAGE.
Actions in Combat Like many other roleplaying games, Sertorius divides combat into rounds. A round represents approximately ten seconds of time, during which each character is allowed to act. Every round you can make a Skill Roll (including Combat Skills) and perform a Move (these can be sacrificed for bonuses seen on the Actions in Combat Table). Turn Order is set by Speed Skill Rolls at the beginning of combat. In a round you can Move and perform a Skill Roll. If you choose, you may instead take two Moves, with no Skill Roll. Or you can sacrifice your Skill Roll, take one Move, but gain a +1 to your Evade and Parry. You
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can also sacrifice your Move to gain a +1d10 bonus to your Skill Roll. Finally you can forgo both Move and the Skill Roll to gain a +2 to your Parry and Evade. Move: With a Move, you can move 30 feet plus an additional 10 for each Rank of Speed in a single round. Instead of actual movement you can do other things for your Move such as draw a weapon, change position (such as going from standing to prone), or retrieve a fallen weapon that is near you. Skill Roll: You can perform a simple Skill with your Skill Roll, such as attacking, climbing a tree or using Athletics to jump over a ravine. TABLE: ACTIONS IN COMBAT Skill Roll and Move Move Twice; no Skill Roll One Move, No Skill Roll, add +1 to Defense No Move, add +1d10 to Skill Roll No Move, no Skill Roll, add +2 to Defense
Turn Order
Terrain in Combat
Turn Order in combat is determined by your Speed Skill Roll. At the beginning of combat, every character (and monster) makes a Speed Skill Roll and compares their single highest result. For every Total Success after the first, add 1 to your total (so a single ten gives you a Turn Order Score of 10, while two 10s, gives you a Turn Order Score of 11, etc.). The number you get indicates when you may act in the combat round (beginning with the highest number to the lowest) for the remainder of that encounter.
Movement is impeded by certain types of terrain. When passing through a five foot area of obstructed terrain, take the following penalties to your Move:
In the event of a tie, compare Speed Skill Ranks. The character with the highest goes first. If there is still a tie, have those involved break the tie by rolling against each other once more (the winner goes first, followed by the loser).
Miniatures and Maps
EXAMPLE: Michael, Cheryl, Gwen and Alexa are running characters in their first game of Sertorius. During the adventure, while trekking through the Hashar Desert, they stumble upon a giant crab-like creature called a Sandwalker and combat begins. The GM asks them to make Speed Skill Rolls to determine Turn Order. Michael rolls 2d10 and gets a 7, Cheryl rolls 1d10 and gets a 9, Gwen rolls 3d10 and gets an 8, while Alexa rolls 1d10 and gets a 3. The GM then rolls the Sandwalker’s Speed roll (2d10), getting a result of 6. This means the Turn Order is as follows, with Cheryl going first and Alexa going last: Cheryl (9), Gwen (8), Michael (7), Sandwalker (6), and Alexa (3).
Movement in Combat In Sertorius, characters move 30 feet plus 10 additional feet for every Rank of Speed. When swimming or climbing they move 10 feet plus an additional 5 feet for each Rank of Swim or Athletics (respectively). If you use two Moves in a round, you can move twice your normal rate that round. In most circumstances no Speed Skill is needed to move. However in chases and Races, opposed Speed Skills are used (See Speed Skill Entry) to see who goes faster.
Clear: No Penalty Light Impediment (brush): −5 feet to Move Medium Impediment (heavy forest): −10 feet to Move Heavy Impediment (jagged and rocky terrain): −15 Move Impassible (stone wall): Cannot move through this terrain
Sertorius does not require the use of miniatures and grids. The game is designed to be played without them. In some campaigns, the need for miniatures will not arise. But this is a matter of preference, and the rules do accommodate the use of miniatures and grids when desired (in playtests some people preferred the game with miniatures, others without). If you wish to use miniatures, we recommend a standard battle mat. This can be very handy for arena combat or large scale battles (though we have a simplified mass combat system in this chapter for those who would prefer not to use miniatures). Battle Mats are available at most hobby stores and online. You can also find grids online and print them onto normal sheets of paper. The scale should be one-inch squares if possible, but frankly any size, even graph paper, can work if your miniatures fit. There are two map scales in Sertorius: standard and large. Standard scale is used most often, while large scale is reserved for massive battles over large distances. For standard scale each square or hex on your map equates to five feet of distance. So a character who moves through two squares has taken 10 feet of his movement. A character with 60 feet of movement can move 12 squares on a battle grid. In Large Scale, one square or hex represents 100 feet. While individual characters may be present and active on the mat, the focus is here is on formations and fleets, so one miniature often represents a unit of soldiers. You can keep increasing the scale as needed for larger battles with more troops. 163
Damage See damage above in DAMAGE section of the chapter.
Combat Tactics and Options The following rules are designed to help make combat more interesting and exciting. When used judiciously, the combat options can also improve your character’s chance of survival. These are all things you can use in combat to give you an edge.
Area of Control (optional) Each character has an area of control around him. This is a five foot diameter around where he stands (on a grid these are the five foot squares adjacent to your miniature). What this means is it is harder for other characters to move through this zone without exposing themselves to an attack. Effectively moving through a character’s area of control consumes double your movement. So to move through a five foot space adjacent to a foe is equal to ten feet of space for the purposes of calculate your Rate of speed (one square on the grid becomes two squares). If you wield a weapon with long reach, your area of control doubles, so instead of five feet your area of control is 10 feet. This penalty can be ignored, if you wish to move normally, but doing so causes you to take a −2 penalty to Evade, Parry and Hardiness until your next turn.
Closing and Reach A weapon’s length is important when characters close in on each other. The moment in a combat round when characters engage is crucial and subject to bonuses/penalties from a weapon’s reach. When you step in to attack with a melee weapon so that you and the other character are less than five feet apart the person with reach advantage receives a +1d10 to his Attack Roll. The person with reach disadvantage takes a −1d10 penalty to the Attack Roll. This modifier only lasts the one round when characters close in on each other. Reach Advantage/Disadvantage is based on your weapon. Weapons are marked with the following reach categories: No Reach, Normal Reach, and Long Reach. You have reach advantage when you are at least one category higher than your opponent.
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Weapons with long reach suffer a -1d10 penalty to attack an adjacent foe the round after closing in (and foes with No Reach who are adjacent to characters with Long Reach weapons gain a +1d10 bonus to their attack). On the round you take reach advantage you cannot move after attacking.
Facing (Optional) Facing is an optional rule most suited to campaigns using miniatures. It is meant to simulate being struck from behind or at an angle. At the end of your turn, declare which direction you are facing (North, East, South or West). This is effectively your facing until you go again, unless you change your facing. When struck from behind or the side, take the following penalties: From Behind: −2 Evade, Parry and Hardiness. From the Side: −1 Evade, Parry and Hardiness. You can change your facing any time you wish during combat when it is not your turn. This can be done even between an opponent’s move and attack. But it can only be done once off-turn. Otherwise facing must be changed during your turn.
Cover Cover improves your defenses against ranged attacks. It also aids attempts to move unseen or surprise someone. Cover provides a bonus to Evade and Stealth. In Sertorius there are three levels of cover: Slight, Medium and Full. An additional level of cover is provided by the Prone position, which improves your chances of avoiding ranged attacks but makes you easier to hit with a melee weapon. When applying the following bonuses from cover remember the capping rules. It should be noted that some shields provide cover to Evade. Slight Cover: Small objects such as tables or low walls provide Slight Cover. Having Slight Cover gives you a +1 to your Evade against ranged attacks and +1 to your Stealth. Medium Cover: Medium objects such as waist-high
walls, people or carts provide Medium Cover. Having Medium Cover gives you a +2 bonus to Evade against ranged attacks and +1 to your Stealth.
spend one round aiming to gain this bonus. If you are able to aim without interruption, you can attack with the +1d10 bonus on the next round.
Full Cover: Objects that cover ¾ of your body provide Full Cover. Standing behind a corner or crouching behind a mound are examples of Full Cover. Having Full Cover gives you a +3 to Evade against ranged attacks and +3 to Stealth.
Restraining
The Prone Position: One can simulate cover by crouching on the ground very low in a prone position. This reduces your profile and makes you harder to hit with ranged weapons. This effect can combine with other types of cover, but can never exceed the +3 cap. Prone position bestows a +1 Bonus to Evade and Stealth but a −1 penalty to Parry. It takes one move to enter prone and one move to leave prone.
Prepared Strike You can ready attacks before opponents come into view or into range. For example, you may ready a blow as someone enters a door, or aim your bow at a specific area of the battlefield, waiting for a Target to enter. You forgo your normal attack to prepare such a strike at an anticipated Target. This allows you to interrupt, with one attack, any opponent that enters the designated zone, even if it isn’t your turn yet.
Targeted Strike You can Target vital and non-vital areas of the body for more precise attacks. Any weapon can be used to make a Targeted Strike. A Targeted Strike imposes a −1d10 penalty to your Attack Roll. If you choose to target a vital area (such as the head or heart) and succeed, you gain a +1d10 to your Damage Roll. If you choose to target a non-vital area, such as a hand or leg, you do Non-Lethal Damage, regardless of weapon type. In addition to these affects, Targeted Strikes open up the possibility of special effects against certain creatures. For example, if a monster takes more Damage by being hit in the head, and you successfully target its head, then you can do the extra Damage.
Aimed Strike
You can restrain foes using the Wrestling Combat Skill. If you restrain a foe, you forgo Damage but manage to grab and control their body. While restrained, an opponent cannot move, except where you do. Though they cannot move, restrained characters can still attack. However they may only attack with small weapons like dagger or with the Wrestling Skill. During a restrain, you can move, but only five feet per round. Wherever you go, you take your opponent with you. To maintain a restrain, you must make a successful Wrestling Roll each round. If you roll a Total Success on your attempt to maintain the restrain, you can opt to perform one of the maneuvers from the following list: Restrain, Pin, Wound, Disarm, or Throw. Restrain: This basically just means you continue to restrain your foe. He cannot move, though he can attack with the Wrestling Skill or a small Melee Weapon. Your Move is reduced to five feet. Pin: You gain complete control, preventing both movement and attack. Your foe can do neither. Wound: You use some sort of unarmed technique to bring harm to your opponent, inflicting one Wound. Throw: You throw your foe onto the ground up to five feet away from you (i.e. one square on a combat grid). Roll your Muscle against his Hardiness to see if he takes Damage. In addition, he lands on his back and must spend one move to get up (treat as prone position). Disarm: You remove a weapon from your opponent’s grip. Possession of the weapon transfers to you, but takes an action to ready.
Suffocation and Drowning See Suffocation and Drowning entry below in Special Actions, Conditions and Rules.
An Aimed Strike gives you a +1d10 to your Combat Roll, but takes a full round to prepare. You must 165
Mounted Combat Fighting from a mount supplies a few advantages in combat. Anytime you are on a mount and your opponent is not, you receive a +1d10 bonus to your attack, and your opponent takes a −1d10 Attack Penalty. In addition, you use your mount’s move in place of your own. Finally, when you charge on a mount, you do an additional Wound to your Target on a successful Attack (provided you succeed on your Damage Roll). There are some limitations on mounted combat. Charging requires you move at least twenty five feet in a straight line toward your Target and continue for the remainder of your movement in that direction after the attack. Firing a bow from a mount is difficult to do, anyone attempting this takes a −1d10 penalty to their Attack. The only exceptions are characters with the Bow Rider Combat Technique.
Charging on Foot You can use momentum to charge on foot and do more Damage to a foe. A charge attack adds +1d10 Damage to your Damage Roll, but imposes a −1 penalty to your Evade and Parry Ratings. In order to perform a charge, you must move at least 20 feet in a straight line and engage your opponent (Close and Reach rules still apply).
Disarming Some weapons can disarm opponents, such as the trident. To disarm, make an Attack Roll in the normal fashion. If you succeed, make your Damage Roll against the Target’s Parry instead of his Hardiness. If this roll is successful, the opponent drops his weapon. You can try to disarm with a weapon not intended for that purpose but take a −3d10 penalty. Picking up a dropped weapon is a Move.
Surprise Surprise in Sertorius is quite simple. When one character surprises another he gets a free action, and any Damage he rolls as a result (if it is an attack) is Open Damage. If your attack would already do Open Damage, then you get a +1d10 to the total. This free action can be either a move or Attack/Skill
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Roll (not both). After the free action, normal Combat can begin. To surprise a foe, simply declare that you intend to do so, explaining to the Gamemaster any important details of your plan. At the moment surprise would occur, the Target makes a Detect Roll against your Stealth Rating. If he fails, you have surprise. If he succeeds, your attempt fails and normal Combat begins. If he gets a Total Success, then he uses that as his Turn Order result when combat starts. Surprise is very difficult to achieve in Sertorius because Stealth Ratings range from 3-6. So it is hard to sneak up on people. The best way to be successful is to use things like visibility and terrain to your advantage to gain bonuses. So in broad daylight, it is nearly impossible to surprise someone, but in a littered alley way at night, with plenty of objects to hide behind, you could get up to a bonus of 3, for a total of 9 Stealth. Magic can also increase Stealth.
Ad Hoc Combat Modifiers Sometimes the conditions of the battlefield will matter. When Players seize the high ground or opponents devise an ambush in a narrow passage, the GM can assign ad hoc combat modifiers to attacks and to other Skill Rolls as needed. These can range from -3d10 to +3d10. If applicable he can also bestow bonuses to Defenses ranging from −3 to +3. TABLE: CONDITION MODIFIERS Condition
Bonus or Penalty
Good
+1d10/+1
Ideal
+2d10/+2
Perfect
+3d10/+3
Bad
−1d10/−1
Awful
−2d10/−2
Worst
−3d10/−3
Environmental Hazards and Challenges Characters face threats not just from monsters and enemies, but also from the features of the world they inhabit. Falling down a deep ravine can be more deadly than facing a powerful Sertori or being cleaved by a sword. The environment also makes everyday tasks easier or harder by its conditions. This section covers Falling Damage, Fire Damage, Illumination, etc.
Falling Damage Falling from heights can kill you. When you fall, you suffer a Damage Roll based on the length of your descent in feet. The Damage for a fall is 1d10 for every ten feet and is Open Damage, capping at 6d10 once you reach 60 feet. For every ten feet after that you take one Automatic Wound. So a fall of ten feet is 1d10 Open Damage; a fall of 30 feet is 3d10 Open Damage. A fall from 60 feet is 6d10 Open Damage. A fall from 70 feet is 6d10 Open Damage plus one Automatic Wound. A fall from 80 feet is 6d10 Open Damage plus two Automatic Wounds. You may make an Athletics Skill Roll during a fall to reduce the damage. This is a TN 8 Athletics Roll. On a Success, you reduce your Total Damage sustained by 1 Wound, on a Total Success you reduce the Damage by 2 Wounds.
Fire Damage Anytime a character is exposed to flame, he can be burned and catch on fire. When this occurs, the GM rolls a number of d10s (determined by size of the fire) against the victim’s Evade Rating. On a Success, the character is burned. On a Total Success, the character also catches fire and continues to take Damage each round. Just like a weapon, fire rolls d10s against the Target’s Hardiness. This is a Closed Damage Roll, so take only the single highest Success and include any 10 results to determine how many Wounds it causes. The Damage Roll of the fire is set by its size as well. When a character catches on fire, he continues to take burning Damage each round but at a reduced Rate of -1d10 each increment. So, a house fire that burns a character for 4d10 Damage and ignites him (by rolling a Total Success on the initial burn roll), rolls 3d10 Damage the next round, followed by 2d10, 1d10 and finally 0d10 (after which it burns out).
The Burn and Damage Roll of fire is determined by its size. Use the following chart: TABLE: FIRE DAMAGE Size
Burn/Damage
Candle/Lamp
0d10
Torch
1d10
Campfire
2d10
Bonfire
3d10
House Fire
4d10
Forest Fire
5d10
Conflagration
6d10
Illumination You need light to see your opponents, and they need it to see you. Illumination affects Parry, Evade, Combat Skills, Physical Skills and the Detect Skill. Objects like torches and candles can nullify Illumination Penalties. Characters also gain Stealth Bonuses from poor Illumination. These are the different levels of Illumination handled in the game. Dim: It is dim when ¾ of the environment is illuminated. Situations where there are lots of shadows, despite the presence of a light source, qualify as dim. In such environments, you suffer a −1d10/−1 Penalty to affected Skills. This provides +1 to Stealth. Dark: It is dark when only ¼ of the environment is illuminated. Walking in the woods by moonlight or strolling through a building with a single candle at night are examples of Dark Illumination. In dark environments you suffer −2d10/−2 to affected Skills. This also provides +2 to Stealth. Lights-out: This is total darkness with no light source. When you are blind, you effectively operate at this level. In Lights-out conditions you suffer −3d10/−3 to affected Skills. This also provides a +3 to Stealth. Note: In combat, Illumination Penalties are reduced by one on Skills used against Adjacent Targets. So, if you swing your short sword at a foe standing next to you in the total darkness (lights-out), you attack at −2d10 instead of −3d10. ]
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Special Actions, Conditions and Rules Suffocation and Drowning When you cannot breathe for any reason, make an endurance check every round to avoid losing consciousness. The Endurance Roll is at TN 1 + 4 per previous round without air to remain conscious (to a maximum of TN 10). Effectively, this means that the victim automatically remains conscious on the first round of suffocation. On a Success you remain conscious. On a failure, you pass out and begin to die (see Dying) unless you get air. Once you are able to breathe, suffocation and dying stop, and you recover (you take no Wounds for suffocation despite having been Incapacitated).
Drowning One common cause of suffocating is drowning. Drowning begins when you are in the water and fail to swim well enough to keep yourself afloat by not making your Swim Skill Roll. If you fail the Swim Roll, you start to suffocate/drown. Roll an Endurance Roll as above. Check the Water Conditions and Drowning table for the conditions and the character’s Swim Rank to see if a Swim Roll is necessary and what the TN should be if it is. See the SWIM SKILL ROLL SECTION in CHAPTER TWO: CHARACTER CREATION for more information. TABLE: WATER CONDITIONS AND DROWNING
If you succeed on your Attack Roll against an object, make a Damage Roll and compare the single highest result to its Hardiness. If this succeeds, you deduct 1 point from its Integrity. Deduct an additional point for every 10 result you get. Here is an overview of the Attacking Objects Chart: Target Number: This is the number you must roll to strike or Damage an object. Evade: This is the number you must roll to strike an object with your attack. The object’s size and speed (if it is moving) are the primary factors. Objects are identified as small, medium or large (with larger objects being easier to strike); and stationary, moving or fast-moving (with stationary objects being easier to hit). Hardiness: To break an object, roll Damage against its Hardiness. The Hardiness of the object is determined by its mass and composition. To find its Hardiness, identify the type of object it is in the Composition column, and use the corresponding number in the Hardiness line as its Hardiness Score. Integrity: This number is the amount of Damage the object can sustain before breaking. Integrity functions like a character’s Wounds and is determined by the composition of the object.
Swim TN
Conditions
Roll Required if
TABLE: ATTACKING OBJECTS
3
Calm waters
Rank 0
TN
6
Rough Waters
Rank 1 or lower Rank 2 or lower
9
Stormy Waters
10
Hurricane or Tsunami Rank 3 or lower
Attacking Objects You can attack and Damage objects as you would other characters. Every object in Sertorius has an Evade Rating and a Hardiness Score. These determine the difficulty of Attacking and Damaging them. Use the Attacking Objects Table to calculate the Target Number in such cases. Objects have an Evade Rating based on their size and movement. When attacking an object, roll your 168
Relevant Combat Skill against this number to see if you hit. If the object is held by another, then use the Parry Rating of the wielder instead as the TN for your Attack Roll.
Evade
Composition
Hardiness
Integrity
1
Can’t Miss
Fragile
1
1
2
Large Stationary
Thin Wood
2
2
3
Medium Stationary
Thin Stone
3
3
4
Small Stationary
Thin Metal
4
4
5
Large Moving
Thick Wood
5
5
6
Medium Moving
Thick Stone
6
6
7
Small Moving
Thick Metal
7
7
8
Large Fast-Moving
Reinforced Wood
8
8
9
Medium Fast-Moving
Reinforced Stone
9
9
10
Small Fast-Moving
Reinforced Metal
10
10
time frame of hours. Each hour, the Ogre can make an Attack Roll against TN 2, and once he manages to do 8 Wounds worth of Damage against a Hardiness of 8, the door has been damaged enough that he can get through it.
GM Adjudication of Attacking Objects Some very large or very durable objects can only be harmed by specialized tools and/or protracted lengths of time. The Attacking Objects Table is provided as a reference, but the GM should first rule whether or not the technique that the character is attempting is even capable of damaging the Target, and if so, how much time it would take to do a reasonable amount of Damage. Depending on the situation, the checks should be made every round, minute, or hour, or even days, weeks, or months in some cases. For instance, attacking a six-foot castle wall with a sword, mace, or arrows is simply not going to do anything but superficial Damage, but a siege weapon, cannon or an Attack Spell might. FOR EXAMPLE: Lawat Adurai becomes frustrated and slams into a 15 foot tall, multi-layered, reinforced wooden door. Consulting the ATTACKING OBJECTS TABLE, the GM decides that it is reinforced wood with 8 Integrity and Hardiness. Since Lawat is an Ogre with 4 Ranks in Muscle, Beast Strength (x2), a battle axe the size of a small man, and a temper to match, the GM rules that if he can do reasonable Damage to this door, but only in the
After three hours of attacking the door, the Ogre has done 4 points of Damage to its Integrity, making sizable progress and creating a few holes. Given a couple more hours, he could get through. At this point, however, a team of 10 men with a battering ram rolls up. The GM rules that since this is the proper specialized tool, the battering ram can make an Attack Roll every round. Within a few moments, the door is in shambles, and Lawat charges inside.
Lifting and Moving Objects Lifting and Moving objects is covered in the Muscle Skill entry in CHAPTER TWO: CHARACTER CREATION. We suggest reviewing that section for a more detailed understanding of the process. Here we repeat the charts and offer a brief overview of the system. When lifting an object take its weight and compare this to your base lift. Your base lift is determined by your Ranks in Muscle. You can lift this amount a few feet off the ground, drag it or move it a bit. To TABLE: BASE LIFT
TABLE: BASE LIFT TNS Muscle Rank/Base Lift (pounds) TN
0d10/50
1d10/100
1
50
100
2d10/200 3d10/300 200
300
†
Muscle Rank
Base Lift (lbs.)
50% Increment
4d10/400
5d10/500
6d10/600
400
500
600
0 Ranks
50
25
100
50
200
100
2
75
150
300
450
600
750
900
1 Rank
3
100
200
400
600
800
1,000
1,200
2 Ranks
4
125
250
500
750
1,000
1,250
1,500
3 Ranks
300
150
400
200
5
150
300
600
900
1,200
1,500
1,800
4 Ranks
6
175
350
700
1,050
1,400
1,750
2,100
5 Ranks
500
250
7
200
400
800
1,200
1,600
2,000
2,400
6 Ranks
600
300
8
225
450
900
1,350
1,800
2,250
2,700
9
250
500
1000
1,500
2,000
2,500
3,000
10
275
550
1100
1,650
2,200
3,000
3,300
† Players may notice this only goes up to 600 pounds Base Lift. While that is sufficient for most †umans, animals and normal sized monsters, it may not be for larger creatures like Ogres, horses or supernatural beings. In these instances, creatures are designated as having Beast Strength (see below).
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lift anything greater than that, you must make a Muscle roll against the appropriate TN from the BASE LIFT AND TN TABLE. This means a character with Rank 3 Muscle, can easily deadlift 300 pounds, but if he encounters something heavier, he needs to roll to lift it (using the chart you can see this would be TN 2 for 450 pounds, TN 3 for 600 pounds, TN 4 for 750 pounds, etc.). You can also throw anything that matches your base lift, but you can never exceed this number. So a character with Rank 2 Muscle can throw up to 200 pounds but no more. Some monsters and animals that are much bigger than the standard Races have a special designation of Beast Strength. This allows them to lift far greater amounts of weight than their Muscle Ranks would normally allow. This is often the case for beasts of burden. Beast Strength multiplies base lift by a number listed in parenthesis depending on the size and power of the creature. For example, an Ogre has Beast Strength (×2) meaning his base lift is doubled, while an Elephant has Beast Strength (×10) meaning its base lift is multiplied by 10 (so an Elephant with 4 Ranks in Muscle lifts 4000 pounds instead of 400 and an Ogre with four Ranks lifts 800 pounds instead of 400).
Beast Strength Some creatures in the game, such as ogres (which are a PC Race), are designated as having Beast Strength. This allows them to do more with their Muscle Score and lets them exceed dice caps on Damage Rolls for Physical Attacks. Here is a quick break down. When a creature has Beast Strength this is expressed with a number in Parenthesis, which serves as a multiplier for its Base Lift. You always multiply this number by the creature’s Base Lift for the purposes of lifting and moving objects. Here are some examples: Beast Strength (×2): This creature multiplies its base lift times 2, so if it has 2 Ranks in Muscle, its base lift is 400 pounds (200 × 2 = 400). Beast Strength (×10): This creature multiplies its base lift by 10, so if it has 2 Ranks in Muscle, its base lift is 2,000 pounds (200x10=2,000). 170
Beast Strength (×20): This creature multiplies its base lift by 20, so if it has 2 Ranks in Muscle, its base lift is 4,000 pounds (200x20=4,000). In addition to improving a creature’s base lift, Beast Strength allows it to exceed the capping limit on Damage Rolls for Physical Attacks. This can be exceeded up to 10d10. So, an Ogre with four Ranks in Muscle and a sword that does 3d10 + Muscle, rolls 7d10 for Damage (3d10+4d10=7d10).
Lack of Sleep There may be times when it is important to know how characters are affected by a lack of sleep. This is particularly true when Sertori are recovering from afflictions, which requires rest. Characters can attempt to stay awake if they do not desire sleep. Each night or 24 hour period you attempt to go without sleep requires an Endurance roll. This is rolled against a rising Target Number, which starts at TN 2 and goes up by 2 for each 24 hour period without full sleep. Essentially the TN is equal to double number of nights you are trying to stay awake (max TN 10). So a character who stays awake for one night, must make an Endurance roll TN 2. The third night is TN 6. The fourth night is TN 8, while the fifth night is TN 10. If you fail a roll, you become Incapacitated, falling asleep, until you get a full 6-8 hours of rest. You do not suffer any Wounds in this process, you are merely treated as Incapacitated due to exhaustion. People can wake you briefly but you fall back to sleep in a few minutes. In addition there are Skill Penalties for going without sleep. The penalties are −1d10 per every two nights without rest, and they begin on the second night.
DREAMS AND DREAMING Certain Spells and powers in Sertorius may occasionally involve events inside character’s dreams. As a very general and simple guideline, dreams are under the control of the GM, who determines the nature of a given dream, its events and any other important details like what items the character possesses using the logic of real dreams as a model. Dreams should only involve one character. He may encounter other members of his party or NPCs, but unless magic is at work, these would merely be creations of his own imagination.
For groups who want more of a consistent set of guidelines and procedures they can use the following optional “Realm of Dreams” rule:
The Realm of Dreams This rule provides ways for Players to exert influence on the events of their dreams and provides a procedure for determining dream content. Due to the nature of dreams, dreaming characters can exert some minimal influence on the dream environment if they become lucid (and know they are in a dream). Lucidity is achieved by making a Reason roll against TN 10 (allowed once per dream). Lucid characters can alter their environment, the contents of the dream, and what items they possess by making further TN 8 Reason Rolls. At the start of a dream, the GM should roll on the REALM OF DREAMS table twice, once for the dream setting, and once for the events of the dream. He should roll every ten minutes to see if the setting changes. Because these are dreams and not reality, it is perfectly okay for unusual combinations to arise. For example, a feast for a great king that takes place in the middle of the ocean on floating debris is acceptable in the realm of dreams:
Non-Combat Skills Non-Combat Skills are a key part of the game. In Sertorius most Skills are not Combat-related, and they are extremely important. While Combat is essential to any RPG, so are political intrigue, investigation and exploration. Non-Combat Skills offer a way to explore these possibilities but are not intended to constrain or limit role-playing. When you try to do anything in Sertorius, you describe your actions to the GM and he determines the outcome. Sometimes, when the outcome is a foregone conclusion or obvious, he will simply state what happens and there will be no need to make any rolls. When the outcome is uncertain or when the action involves a certain amount of risk, you will likely be asked to make a Skill Roll. Just like you have Skills that allow you to attack enemies in Combat you also have Skills that can be used to interact with the setting in a variety of ways. Non-Combat Skill Rolls function just like Combat Skill Rolls, except most are rolled against a Target Number chosen by the GM (rather than a Defense Rating). When you want to use a Skill, Roll a number of d10 equal to your Skill Rank and take the single
TABLE: REALM OF DREAMS d10
Setting
Event
1
Most recent location of PC
Character witnesses own death
2
In the water
Character is flying
3
In the wilderness
A social or political gathering
4
At an inn or tavern
A recent battle
5
A street in a city
A hostile encounter with a monster, friend, enemy or ally
6
The PC’s childhood home
Interaction with a dead person
7
An endless maze
Interaction with a god
8
A long road
Character being chased by something
9
A prison or confined space
Character is unequipped and has difficulty moving (−3d10 to Athletics and Combat)
10
An important building like a palace or forum
A real future event is revealed
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highest result, then compare that against the GM’s Target Number. A few Non-Combat Skills, such as Detect, Persuade or Deception are rolled against your Target’s Stealth, Resolve or Wits. Before making a Non-Combat Skill Roll, state what your intentions are and what it is you are trying to do. This helps the GM to set the TN and gauge Success or Failure.
Failure, Success and Total Success Gauging Success for Non-Combat Skills is critical. Sometimes the whole party’s survival hinges on a single Skill Roll. There are three possible outcomes with any Non-Combat Skill: Failure, Success, and Total Success. The outcome of your Skill Roll determines which of these categories your actions falls within. When you make a Non-Combat Skill Roll, find the single highest result. If it is lower than your Target Number, that is a Failure. If it is equal to or greater than your Target Number, it is a Success. And if it is a result of 10, it is a Total Success. Failure occurs when you roll below your Target Number or below your Target’s Defense Score. It means you did not achieve the result you desired. For example, you make an Empathy Roll to decipher a guard’s intentions and roll lower than his Wits Score (a Failure). The result is you are unable to read his expressions for any helpful clues and do not sense his intentions. Success occurs when you roll equal to or greater than your Target Number (or the Defense Rating of your Target), but do not roll any 10s. It also means you achieved most of what you intended. How much will vary, depending on the Skill and what you were trying to do. Total Success means you rolled a 10 on your Non-Combat Skill Roll. This is a spectacular success. You achieved everything you were trying to do (within reason) and more. The GM has great flexibility determining what a spectacular success means depending on the situation. To sum up, Failure means you rolled below the Target Number and did not achieve what you were trying to do with the Skill. Success means you rolled above your Target Number (though not a 10) and basically achieved what you set out to do with the Skill. A
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Total Success means you rolled a 10, and achieved everything you were aiming for and more. For example, Lollia is trying to talk her way aboard a Shahri trade vessel. She has money but doesn’t want to pay the Captain if she can avoid it, so she attempts to read his expressions and personality during the conversation to see what he wants that she can offer in exchange for passage. She makes an Empathy roll and the GM knows there are three possible outcomes. If she fails, she simply doesn’t gain any insight. If she succeeds the GM decides she notices the Captain appears fearful and may be interested in hired protection. If she gets a Total Success the GM concludes she sees the captain is fearful but also glances briefly at a man watching him from the beach.
Non-Combat Modifiers Non-Combat modifiers to Skills and defenses range from −3d10 to +3d10 and −3 to +3. These can be applied ad hoc by the GM or based on conditions. Use the Condition Modifiers Table as a guideline for assigning such bonuses and penalties TABLE: CONDITION MODIFIERS Condition
Bonus/Penalty
Good
+1d10/+1
Ideal
+2d10/+2
Perfect
+3d10/+3
Bad
−1d10/−1
Awful
−2d10/−2
Worst
−3d10/−3
Carts, Horses and Boats Riding horses, steering chariots, driving carts and sailing ships is quite simple in Sertorius: every animal, vessel and vehicle has a Performance Rating and Handling Speed. These are used for your Ride or Sail Skill Rolls. In addition they have their movement per day and movement per round, as well as Evade Scores, Hardiness and Wounds/Integrity (for combat purposes). They also have an entry for how much Damage they can do should you try to crash them into something. The Performance Rating of a transport is how easy it is to control and this functions as the Target Number for your Ride/Sail Skill Rolls. The Handling Speed of a transport is the speed at which your trans-
port becomes difficult to control. At this speed you must make a Ride/Sail Roll to maintain good control of the mount, vehicle or vessel. Performing maneuvers, even below Handling Speed, also requires the use of Ride/Sail Skill. This is discussed in more detail in the Ride/Sail Skill entry in CHAPTER 2: CHARACTER CREATION. The points are repeated briefly here as well. Normally you don’t need to make rolls to Ride or Sail provided you have Ranks in the Skills. If you know how to ride a horse, there is no point in rolling every five minutes to see if you fall off. The only time you roll is when you push your mount, vessel or vehicle beyond its normal performance level. Any time you do this by taking risky maneuvers or try to perform a standard maneuver at its Handling Speed, you make a Ride/Sail Skill against the Performance Rating of your transport. Risky Maneuvers: Risky Maneuvers can include sharp turns, stopping, exceeding handling speed, jumping, and cutting off. On a Normal Success for any Ride/Sail Skill Roll, you maintain control. On a Total Success, you can perform maneuvers or move at the Handling Speed without making another roll for one round. Vehicle Combat: For combat on vehicles use the following rules. The rider or driver makes attacks using his Ride against the other vehicles’ Evade Score. On a Success, he rolls his Vehicles’ Damage against the Target Vehicle’s Hardiness and deducts any Wounds from its Integrity. Naval Combat: This is also covered in the equipment entry on Ships and in the Ride/Sail Skill Entry. When ships engage the same rules as those used by vehicles for Combat apply, except Ranged devices like harpoons, cannons, and ballistae use the Large Ranged Skill instead of Sail. For ramming or boarding attempts use the Sail Skill. Normally, you default to the captain’s Sail or Large Ranged Skill. However, anyone on a ship in charge of coordinating an attack effort can make the roll. For ship combat we also recommend using the Armies and War rules in CHAPTER FIVE.
terrain). For information on travel and encounters see TRAVEL AND ENCOUNTERS later in this chapter. Races and Pursuit: This functions the same as it does for characters using their Speed Roll to Race when on foot (See SPEED SKILL). When you are racing vehicles or horses, simply roll their Speed (listed in each entry in the Mounts and Transport in CHAPTER FOUR: EQUIPMENT). This is a contested roll between all participants. For a Race, whoever rolls higher wins, wins that segment of the Race, or pulls ahead (for chariot races make four rolls for each lap: see Chariot Races in CHAPTER FIVE: Rules). On a Total Success, you can exceed your Handling Speed that round without making a Ride/Sail roll. For chases, the pursuer needs to meet or exceed the roll of the transport in flight to catch up. If the person running away rolls higher then he creates substantial distance between himself and the pursuer (at least his transport’s movement in feet).
Travel and Encounters Going from place to place in Gamandria can be dangerous and require Survival Checks. Anytime Players travel one member of the party should make a TABLE: TRAVEL TNs Survival Skill Roll for BY TERRAIN each day. Always have the person with the highest Rank in the correct sub-skill make the roll. This is to determine if they get lost, are impeded or have an encounter.
Civilized Road
4
Civilized Rural
5
Road
6
Hills/Rural
7
Coastal Waters
7
Forest/Frontier
8
Mountains/Ocean
9
The Target Number for Survival Rolls is based on the geography. On a Success, the party has an uneventful day of travel and manages to stay on course. On a Total Success, the party finds a shortcut or has a burst of luck that cuts their travel time in half. On a Failure, they get lost, have an encounter or are impeded (use encounter tables to determine). Alternately the GM can simply decide the most appropriate consequence of failing a Survival Roll.
Navigation: Navigation relies on the Survival Skill. For sea Navigation use Survival (Sea) and for land Navigation use the other Survival sub-skills (by
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Travel Times In the best conditions characters can travel 35 miles a day on foot. Without roads or in bad terrain, this is greatly reduced. Parts of Gamandria are made easier to travel by the presence of road systems. However these are mostly to be found in Ronia, Asharun and Caelum. They exist elsewhere, such as Mandaru and Chambar, but these are simpler and less reliable roads. On a good road, a character can travel 35 miles a day by foot. Without a road, movement is reduced by 10 miles (so from 35 to 25 miles on foot). Moving through rough or dangerous terrain reduces movement by 20 Miles. The Gamemaster can assign similar modifiers to movement as needed. This principle applies to transport vehicles and mounts as well. Mounts can go their full Miles Per Day on a road (see CHAPTER FOUR: EQUIPMENT). Off roads they deduct 10 from their Miles Per Day. In rough terrain they deduct 20 miles. TABLE: TRAVEL TIME Terrain
Miles Per Day Modifier to Daily Rate
Good Road
35
Nil
No Road
25
−10
Rough Terrain
15
−20
Encounters and Impediments Encounters can happen when characters travel overland, explore underground or venture into dangerous areas of a city. Whenever an encounter is possible, the GM can ask Players to make Survival Skill Rolls according to Terrain sub-skill: Wilderness, Mountain/Hill, Desert, City, Sea, Underground and Mountain (in groups, the person with the highest Rank for the Relevant Terrain makes the roll for everyone). Only the player with the highest relevant skill makes the roll. Typically the GM asks for Survival Rolls in one of the following time increments: Daily: A single Survival Roll per day. This is the default for overland travel. But it can also apply to camps in relatively safe areas or small villages. Hourly: When things are more dangerous, the GM may ask for an hourly Survival Skill Roll. Hourly Survival Skill Rolls apply to traveling underground or in particularly dangerous forests.
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Every Twenty Minutes: This applies anytime characters are in an inhabited structure like a castle, dungeon, or house. When needed the GM can shift time increments. For example, while overland travel is usually daily, he may ask for Hourly checks if the Players are passing through a warzone. He could also ask for weekly checks in very safe conditions. These rates are meant to serve as a tool for the GM. Survival Skill Rolls for encounters are made against the TN of the terrain and location (which is usually set by the GM). On Successes and Total Successes, they manage to navigate the area as desired (on a Total Success they cover 50% more distance). When characters fail their Survival Rolls, they have an encounter, impediment or challenge. This represents the character’s inability to avoid existing dangers (it does not spawn things that didn’t already exist). For this reason, the GM should roll on the Encounter Chart as the characters make their Survival Roll. Even if they succeed, the Players may choose to engage a potential encounter or challenge. Characters who fail simply have no choice in the matter. For example, characters passing through a forest fail a Survival Roll and encounter a pack of wolves. The wolves were there looking for food the whole time and the failed Survival Roll means the party failed to spot the signs and attracted the attention of predators. The GM can always forgo a Survival Roll when he feels it is not needed, and the GM is always the one to determine if a Survival Roll for encounters is warranted. Had the Player’s succeeded, the GM may have informed them they see wolf tracks in the area, and can easily avoid the creatures by taking the right trail. Below are some basic encounter charts to use as guidelines. These are all 2d10 based. Simply roll 2d10 and use the result. The GM should feel free to create his own encounter charts for different areas. While these are provided as models, there is a larger listing of sample Encounter Charts in APPENDIX: ENCOUNTERS.
TABLE: ROAD ENCOUNTERS Roll
TABLE: SOUTHERN RIVERS, SWAMPS AND WETLANDS
Result
2
Monstra
Roll
Result
3
Vampire
2
Guardian Beast
4
Lost
3
Surface Dweller
5
Impediment
4
Ghouls
6
Slave Traders
5
Giants
7
Traveling Scholars
6
Bandits
8
Soldiers
7
Naga
9
Bandits
8
Naga
10
Merchants
9
Crocodiles
11
Beggars
10
Lost
12
Merchants
11
Impediment
13
Bandits
12
Strix
14
Soldiers
13
Environmental Hazard
15
Pilgrims
14
Hippopotami
16
Priests
15
Blemmyae
17
Impediment
16
Soldiers
18
Lost
17
Monstra
19
Zombies
18
Surface Dweller
20
Special: Roll on another Encounter Chart
19
Lich
20
Demon
Dispositions in Encounters (Optional)
Traps
Sometimes it isn’t clear how monsters or opponents react to a party. When the party has an encounter, the Player with the highest Persuade Skill Rank can make a roll against the Resolve of the threat they face. The result of this roll determines how the threat reacts initially to the party. On a Failure, the threat is hostile, on a Success, the threat is neutral and on a Total Success the threat is friendly. Disposition is also used for the Summon Spell.
Some places Player Characters explore are trapped with things like tipping floors, poisoned darts, and spiked walls. There are also more exotic traps created through Spells or other magic. Temple treasuries, royal bedchambers, ancient tombs and other locations are sometimes protected by such devices.
−1d10
Traps have statistics just like monsters and characters. Whenever Players encounter a trap, they have a chance to see it, and this is set by the trap’s Detect TN. Characters failing to see traps may be subject to their effects (these can vary). Some Traps have Attack Scores, others are obstacles that the Players must avoid using their own Skills, others are magical or supernatural.
−1d10
Trap Entry format
The GM should impose the following penalties and modifiers to any Disposition Roll. Circumstances Person making Persuade roll cannot communicate with threat Threat is a different species from person making Persuade Roll Threat has reason to be hostile
Modifier
−1d10
Threat has reason to be friendly
+1d10
Party has attacked threat
−2d10
Party has defended threat
+2d10
Type: This is the type of trap category a given trap belongs to. Detect TN: This is the TN for Detect Rolls to see the Trap.
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Attack: Most Traps roll a Dice Pool against character’s defenses to harm them. Even if they are not physically attacking the character, they can still target defenses (for example a fragile bridge rolls against Stealth before collapsing). In some cases, the PC simply makes an Athletics Roll to avoid the Trap. Effect: Most traps have a Damage Roll expressed as a d10 Dice Pool. This is either a result of its attack or the Player Character succumbing to its effects. Some simply expose characters to Poisons or similar hazards. Disarm TN:: Traps can be disarmed using a Trade Skill Roll (usually Trade: Mechanical is the most appropriate). The normal rules for Athletics can be applied for avoiding traps in the first place. For example, characters who know a section of floor is trapped, can use Athletics to jump over it and avoid the triggers. Use the ATHLETICS entry in CHAPTER TWO: CHARACTER CREATION to determine TNs in such circumstances.
These are created by supernatural entities like Sertori and are treated as objects of power. However, they are listed here out of convenience rather than in that chapter. They essentially function the same, requiring a Sertori, god or other entity to put part of its spirit into the trap. They usually have no mechanism, instead being powered by souls.
Sample Traps Fragile Bridge Type: Obstacle Detect TN: 10 Attack: 3d10 against Stealth Effect: 4d10 Falling Damage (or 1d10 per 10 feet) Disarm TN: 8
Obstacle Traps
The standard fragile bridge is deliberately engineered to collapse under the weight of a Target. Only by inching across it slowly and lightly can characters avoid a sudden Fall of forty feet (this distance can vary of course). This causes 4d10 Falling Damage, using the Normal Falling Damage rules, allowing for Athletics Roll TN 8 to reduce Damage. If there is something available to hang onto, the victim can make an Athletics Skill Roll to stop the Fall (suggested TN 10).
These are traps such as pits, greased floors, and tipping bridges.
Collapsing Door
The GM should use the following rules based on different categories of traps, when creating adventures. As a matter of simplicity, a GM needing traps on the fly can just assign Detect TNs, Disarm TNs, Attack Rolls and Effects that feel appropriate.
Attack Traps These are triggered traps that attack such as dart releases, gas traps, bladed traps and spiked floors. They are sometimes poisoned. In most cases Attack Traps have Damage Rolls but some simply expose characters to Poisons.
Spell Traps These are traps linked to particular Spells, such as Ortho’s Potent script
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Supernatural
Type: Attack Detect TN: 6 Attack: 1d10 against Evade Effect: 3d10 Open Damage Disarm TN: 6 These are common devices to protect burial chambers. They are extremely heavy iron or stone doors, designed to fall forward on intruders when anyone stands in front of them. Collapsing doors can be several thousand pounds, and do 3d10 Open Damage to Targets.
Poisoned Darts
The Face of Taul
Type: Attack
Type: Supernatural Trap
Detect TN: 9
Detect TN: 10
Attack: 3d10 against Evade
Attack: 3d10 against Stealth
Effect: Poison
Effect: 4d10 against Resolve and Special
Disarm TN: 9
Disarm TN: None
Traps like this can be triggered by a range of actions, from stepping on a floor panel to opening door. The darts do not do any Damage, but they do expose Targets struck by the Attack Roll to a Poison (any from the list in DISEASES AND POISONS in CHAPTER FIVE: RULES).
This is bust of the Sertori Taul, whose temple is located in Donyra. It protects his treasury. The bust has roving eyes that look for intruders and once it finds them, it holds them in place through an effect similar to the Paralysis of Nemach. Roll 4d10 against the Target’s Resolve. On a Success, he is held there, unable to move for two rounds, unable to speak. As soon as this happens, the statue immediately alerts Taul of the intruder’s presence telepathically and he decides how it should proceed. The statue can either attempt to paralyze the Target again or incinerate him with 6d10 Fire Damage. The Fire Damage Roll is automatic as long as the Target was already under the effect of the statue.
Ballista Trap Type: Attack Detect TN: 8 Attack: 2d10 against Evade Effect: 6d10 Damage Disarm TN: 8 These are triggered by ropes or wires and release a Ballista Bolt at the Target. In some cases, they release several (if so make an Attack Roll and Damage Roll for each one). Ballista Bolts do 6d10 Damage.
Blade Trap
Pit Trap Type: Attack Detect TN: 6 Attack: Target Rolls Athletics TN 8 Effect: 2d10 Falling Damage
Type: Attack
Disarm TN: Special
Detect TN: 6
This is a very simple trap, a concealed pit with a ten to twenty foot drop. They are either concealed naturally by the contours and lighting of the environment or have a layered of extremely collapsible material that break when anyone walks across. If a person does not see the pit and walks into it, they may get an Athletics Roll TN 8 to avoid falling. If they fall, the pit does 2d10 Falling Damage (or more if it is greater than twenty feet). A second Athletics Roll to reduce Damage is allowable under the Falling rules.
Attack: 3d10 against Parry Effect: 3d10 Damage Disarm TN: 8 These are large blades powered by bow-like mechanisms that slash or stab at Targets and are usually triggered by a wire. They do 3d10 Damage.
Spiked pit trap: This functions just like a normal pit trap but has spears of spikes set at the bottom, which use the weight of the victim’s Fall to impale them. These do 3d10 Open Damage.
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Managing Followers Sertori characters can acquire Followers, a process that is described in CHAPTER TWO: CHARACTER CREATION (see Step Eight: Divinity and Disciples). As followings build around Sertori, they sometimes split into independent sects with their own ideas and leaders. With work a Sertori can link these Sects through teachings and texts. His Disciples will aid him greatly in this. The more a Sertori neglects his Sects of Followers, the more division and strife that emerges within them. Initially Sertori have a single body of Followers, a single sect. As time passes this following may divide into further Sects. Sects are movements of Followers who deviate from the initial teachings of the Sertori. They might be in a particular region or they could be spread out over several. This can be as big or small as the raw numbers of Followers allows. For example, a Sertori starts out with a Sect of Followers and it grows to 10,000 people. But 3,000 break away and form a new Sect.
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Sects will develop naturally over time using through Follower Rolls (see below). More Sects, means more potential conflict, but also more diversity. There are benefits and disadvantages to the Sertori when his Followers Splinter into these different sects. The more direct interaction a Sertori has with his Followers, the greater his influence over them. There is no official limit on how many Sects a Sertori can have, but each Sect is just a division of his total number of Followers (and the exact number can be determined at the initial dividing point). As his overall following grows, his different sects should grow in roughly the same size. As a general rule, it can be helpful to limit the number of potential Sects to six. But this is merely a suggestion for ease of book-keeping. From Divinity Ranks 0 to 2, Players do not to manage their Followers. But when they reach Divinity Rank 3, they are subject to monthly rolls. Every month (or once an adventure), the GM makes a Follower Roll for each Sect of Followers a Sertori has. This deter-
mines what new development takes shape in that Sect. The GM should use this as a starting point and fill in the details based campaign events. The Follower Roll Table has four columns. The GM should choose which column to roll on based on the following criteria: whether the Sertori is present and able to directly lead his Followers, if there is a Disciple present, if the flock is unmanaged by the Sertori or a Disciple, or if there is a hostile presence trying to influence the Sect. So if a Sertori has Followers in Rostanba and is able to tend to them, the GM rolls on the Sertori Present column. If he is absent from Rostanba, but sends one of his Disciples to tend the Sect the GM rolls on the Disciple present column. If the Sertori and his Disciples are both absent, then the GM Rolls on the Undirected column. Should a PC, NPC or other power try to shape the Sect of Followers in the absence of a Sertori or Disciple, roll on the Hostile Presence Column. If there are competing elements, those should be played out in game before the roll is made (with the GM making a judgment on which column is the most appropriate as a result of in-game activity).
The GM should always be guided by facts on the ground, rather than rigidly adhere to this system when it is in conflict with in-game events. The Follower Roll Table is meant to add life to and surprise to a campaign, and to weave with existing campaign developments. It is a tool, and if the GM desires he can take a more free-form approach, perhaps using the tables as general guidelines. When Followers are lost as a result of the Follower Roll, that loss usually just applies to the individual Sect involved.
Follower Roll Table Results These describe the outcomes of rolls on the Follower Table. They are meant as starting points for the GM. The game is the stuff that happens in character, the things the Players do as leaders of a movement. This is intended to aid that process, not disrupt it. So the GM should take these as cues for new developments in the campaign. Followers Heed Sertori/Disciple: The Sect does as the Sertori asks. This can be any result possible on
TABLE: FOLLOWER ROLL 2d10
Sertori Present
Disciple Present
Undirected
Hostile Presence
2
Minor Negative Development
New Sect
Catastrophic Negative Development
Catastrophic Negative Development
3
Unusual Development
Minor Negative Development
Heretical New Sect
Catastrophic Negative Development
4
Minor Positive
Minor Negative Development
Radical Sect
New Sect
5
Minor Positive Development
Minor Negative Development
New Sect
New Sect
6
Resolution
Resolution
Minor Negative Development
New Sect
7
Resolution
Major Positive Development
Minor Negative Development
New Sect
8
Major Positive Development
Major Positive Development
Unusual Development
Major Negative Development
9
Major Positive Development
Minor Positive Development
Major Positive
Major Negative Development
10
Followers heed Sertori
Minor Positive Development
Minor Positive Development
Minor Negative Development
11
Followers heed Sertori
Followers heed Disciple
Minor Positive Development
Minor Positive Development
12
Followers heed Sertori
Minor Positive Development
Minor Positive Development
Unusual Development
13
Major Positive Development
Minor Positive Development
Major Positive Development
Major Negative Development
14
Major Positive Development
Major Positive Development
Unusual Development
Major Negative Development
15
Resolution
Major Positive Development
Minor Negative Development
Radical New Sect
16
Resolution
Unusual Development
Minor Negative Development
Radical New Sect
17
Minor Negative Development
Resolution
Resolution
Heretical Sect
18
Minor Positive Development
Major Negative Development
Major Negative Development
Heretical Sect
19
Minor Unification
Major Negative Development
Major Negative Development
Violent Heretical Sect
20
Major Unification
Minor Unification
Violent Heretical Sect
Dangerous Heretical Sect
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the Follower Roll Table, including ones outside the current column, but the Player must state what his commandment to the Followers is to the GM. The only exception to this is Unification. It must be rolled naturally. New Sect: A sect with different views on relatively minor issues emerges. These can include things like the appropriate sacrifice to make, the correct attire to wear, dietary requirements, etc. The exact number of Followers should be determined by circumstances, but as a general rule, this can be a flat d100 percentage of the Sect it breaks away from. The Sertori should start recording a new Sect on the back of his character sheet. Radical New Sect: A sect with different views on major issues emerges. These are significant beliefs, such as moral precepts. These will not be contrary to the core teachings of the Sertori, simply different from the Sect they break away from. Otherwise this follows the New Sect entry above. Heretical Sect: A new sect emerges, who still worship the Sertori, but who believes things that are out of sync with or in opposition to the Sertori’s initial teachings. So a Sertori who instructs his Followers not to kill, could develop a Heretical Movement that believes killing is justified in certain conditions. Such Sects almost always center around a new leader. Violent Heretical Sect: Not only does this Sect differ on core beliefs with the previous Sect, it is actively hostile to the Sect it broke away from. Such Sects normally arise around a new leader. Dangerous Heretical Sect: This is more than simply embracing teachings the Sertori does not support. This is actively hostility toward the Sertori. In this instance, the Sertori loses the Sect entirely. It may reject his divinity or embrace another worldview that demands the destruction of the Sertori. The Player should hand over the Sect entry to the GM to use as a group within the setting. Minor Positive Development: The Sect either continues following the established teachings of the Sertori or a new positive development takes place such as a religious festival day or a new position within the temple hierarchy. This normally indicates
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about a 10% growth in membership. But the GM can go above or below that depending on specific developments and circumstances. Major Positive Development: A significant, positive development occurs in the Sect. This could be something as simple as the construction of a temple or church, a new leader, or as complex as the establishment of a new hierarchy or religious text—this normally indicates a 30% growth of membership. But the GM can go above or below that depending on specific developments and circumstances. Unusual Development: This is not really good or bad, just strange. For example, syncretism with another religion could occur, where the Sect incorporates a new deity into its belief system. Minor Unification: This causes about 10% of the Sect to merge with another existing Sect. If there are no other Sects, then roll for another result. Major Unification: This causes the Sect to merge completely into another existing Sect. If there are no other Sects, then roll for another result. Minor Negative Development: This is a troubling and potentially problematic development. It can be non-violent conflict within the Sect itself or a dispute with local authorities or other religious groups. Usually such events center around a new, rabble rousing leader. Minor Negative Developments normally cause a 10% loss of membership. The GM is free to reduce or exceed this, or to have no loss of actual membership depending on the actual circumstances. Major Negative Development: This is a serious and possibly violent trend in the Sect. It could be an internal or external violent conflict. This is serious, but won’t involve members of the religious hierarchy. This normally signals the rise of a potentially dangerous new leader in the Sect. So normal there may be violence in the streets between the Followers of the Sertori and another cult for example. This could also indicate that the Sect turns on an important ally of the Sertori. Major Negative usually causes a 30% loss in membership. The GM is free to reduce or exceed this, or to have no loss of actual membership depending on the actual circumstances.
Catastrophic Negative Development: Something truly terrible emerges in the Sect that threatens its own existence or the existence of another group. The Sect may embrace martyrdom or decide to rebel against local authorities. It may be less self-destructive and simply indicate that a major negative development has taken hold in the Sect hierarchy. This normally results in up to 50% or greater of the members. The GM is free to reduce this, or to have no loss of actual membership depending on the actual circumstances. A catastrophic negative development can also signify betrayal of the Sertori by one of his Followers or even one of his Disciples. Resolution: This reverses or ends any negative development that occurred within the Sect. It can pacify Violent or Radical Sects, for example, but not Heretical ones.
Income from Sertori Followers As a very general rule, Players with Followers can extract an income from them through things like tithes and donations. This can amount to roughly 1 Silver per Follower each month. It should be raised or lowered though when bad results occur on the monthly Follower Roll. FOR EXAMPLE: Saofun, an Elven Sertori with a Sect of three thousand Followers in the city of Grega is trying to manage growing tensions between his people and the local Bishop of the Church of Light, Patrus Orathel. Saofun’s teachings prohibit gambling and engaging in labor for enjoyment alone, but the chariot races are a popular activity in Grega, and Bishop Orathel supports them publicly. Saofun’s people have been disrupting the Races and attacking those who place bets on them while Saofun is away from Grega, seeking a special scroll in Besra. In the interest of avoiding a conflict, Saofun sends a messenger to the city, who issues a new commandment to his priests at a meeting in Saofun’s temple, that the prohibition against gambling only applies to those who acknowledge him as a god, and not to members of the Church of Light.
It will take a bit of time for this commandment to work its way through the community, so the GM waits for the monthly Follower Roll to say what happens. When the roll is made, because Saofun is not present, the GM uses the Undirected Column. The result is 18, a Major Negative Development. Looking at the entry, the GM sees this is a potentially violent turn of events, that usually centers on a new leader but not the established hierarchy and can cause loss of up to 30% of the Sertori’s Followers. So the GM tells the Player running Saofun that he receives a message from one of his priests a month later. According to the message the proclamation initially improved the situation, but a couple of weeks later, a Follower named Akrenas led others in a demonstration in the agora against Ramos and the Church of Light, accusing Bishop Orathel of sending a fake messenger to Saofun’s temple to deliver a false proclamation. His words enflamed the other Followers of Saofun and they stormed the Gregan Cathedral, killing Bishop Orathel and dozens of worshippers. This led to clashes in the streets and the deaths and arrests of 900 of Saofun’s Followers, with the rest fleeing Grega for refuge in the Elea Forest. The priest continues the letter saying that the Followers will go to Talyr, where they hope to meet him soon. He believes the rift between the Church of Light and Saofun’s people in irreparable at this stage, and that Akrenas’ growing popularity suggests it will take some time to calm their passions and desire for blood.
Disease, Poison and Herbals Medicines The world is full of Diseases and Poisons. Sooner or later characters come into contact with one or the other. When they do, use these rules to determine outcomes. This section also contains herbal remedies that can be used to cure or assist in the treatment of Poisons and diseases.
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When a character comes into contact with a Disease or a Poison, you roll Potency against his Hardiness. In these instances, always treat the base Hardiness Value as 6. So, a character with a 1 rank in Hardiness (which is normally provides a rating of 4) effectively has a 7 Hardiness Rating against Disease and Poison (6+1 Rank = 7). If the roll equals or beats the character’s Hardiness Score, he suffers the effects of the Disease or Poison. Both Diseases and Poisons are potentially lethal when they take hold, and their crippling effects are expressed as a cumulative −1d10 Skill Penalty (see below). In addition individual Poisons and Diseases have specific effects described in their entries. Once a Poison or Disease takes hold, if it is lethal, it kills the victim within the time increment listed under its Lethality column on the Diseases and Poisons Tables. If no successful treatment is given before this time elapses, the character dies. To recover from a Disease or Poison, characters can make a Medicine roll against the TN listed for it on the Diseases and Poisons charts. This roll can be made by the sufferer or by another character. You can make one Medicine roll to recover per the amount of time listed under the Disease’s or Poison’s lethality. Meaning a Disease that lists Minutes under Lethality, allows one Medicine Roll every minute, while a Disease that has Weeks for Lethality allows a Medicine roll every week. Many Diseases require a specific substance or antidote for the Medicine Skill Roll to even be attempted. These can be found, purchased or created with the Talent (Poison) Skill. A few examples are given in the Herbs and Herbal Medicines section below.
Poison and Disease Table Entry Format Use the Poison and Disease Tables when Players encounter or try to use them. The entries for both are quite similar. The major difference is Poisons have a Brew Rating which allows characters to make them using the Talent (Poison) Skill. Lethality: This is how fast it takes for a Disease or Poison to kill. A Character exposed to a Disease or Poison with “Hours” for Lethality dies in 1-10 hours. If the Lethality is listed as a “Days”, it takes 1-10 days. 182
“Minutes” for Lethality kills in 1-10 minutes. Always roll a d10 to see how many minutes, hours, days, weeks or months the Disease or Poison takes to kill the Target. Also remember that this time increment sets when characters can make Medicine Rolls to recover (See above and the Medicine Skill entry in CHAPTER TWO: CHARACTER CREATION). Speed: Most Diseases and Poisons impose a cumulative −1d10 Skill Penalty that advances at a set Rate. The Rate at which this penalty progresses is called the Speed. Speeds include: Minutes, Hours, Days, Weeks, Months, and Years. A Disease that has “Hours” for its Speed, increases its −1d10 Penalty with each passing hour and a Disease that has “Days” increases its penalty by −1d10 each day. Effect: This denotes how long the Skill Penalties from a Disease or Poison remain in effect. They have either a Permanent or Temporary Effect. If temporary, the Skill Penalties disappear after treatment. If permanent, they remain forever. Brew: Poisons function exactly like Diseases except they have a Brew Rating. This is the Target Number needed to successfully brew a Poison. Brewing takes one hour unless otherwise noted. Medicine TN: This is how difficult it is to stop the effects of a Disease or Poison and prevent it from further harming a Character. This reflects such things as administering an antidote or providing first aid. The Medicine TN is the Target Number needed on a Medicine Skill Roll to stop the effects. On a Success the person stabilizes but continues to suffer the penalties associated with the Disease or Poison (it does not progress). However, they must continue to make daily Medicine Roll to see if they recover (on a Total Success), remain stabilized (Success) or slip back into illness (Failure). On a Failure the Disease or Poison resumes or continues. On a Total Success the person is cured or fully recovered and the penalties associated with the Disease or Poison go away (unless they are listed as permanent in the chart, in which case they remain forever). The number of rolls you can make and the timeframe are based on the Disease’s or Poison’s Lethality time increment. So if its Lethality is “Minutes” you can make a roll each minute, if its Lethality is “Hours” you can make a roll every hour, if its Lethality is
Diseases
“Days” or “Weeks” you can make a roll every day or week (respectively).
These are descriptions of the more common diseases and illnesses in Gamandria. Consult the Diseases Chart for further information.
Contagious: Some diseases are contagious. This indicates whether the Disease can be spread from person to person.
Sepsis (Optional): Sepsis is an infection of the blood that can spread to the vital organs and cause death in about a week. While not an assumed risk of standard Sertorius campaigns, GMs hoping for a grittier feel can consider any wounded character potentially exposed to Sepsis. Roll 6d10 against the Character’s Hardiness and take the single lowest result anytime he takes a Wound. If the result meets or exceeds his Hardiness Score, then Sepsis has set in. Application of Blue Water Flower bestows a +1d10 to Medicine Rolls to treat Sepsis.
Potency: When Characters come into contact with Disease or Poison they risk being affected by them. Whether or not a Character is harmed by a disease is determined by a Potency Roll. This is the number of d10s rolled against the victim’s Hardiness (treat the Base value of Hardiness as 6 instead of 3 for the purposes of defending against Disease and Poison). On a Success, the victim suffers from the effects of the Disease or Poison. Skills: These are the Skills impacted by the disease or Poison. These Skills suffer a cumulative −1d10 penalty as the Diseases or Poison takes hold (see Speed above).
Burning Plague: This terrible malady strikes every few centuries. Most outbreaks are brief and contained, but occasionally it ripples across the entire
TABLE: DISEASES Disease
Lethality
Speed
Effect
Medicine TN
Contagious
Potency
Skills
Sepsis
Weeks
Days
Temporary 7 (+1 per wound)
No
3d10 take lowest
P,M, C
Burning Plague
Weeks
Weeks
Temporary 8
Yes
1d10
P, C
Purple Fever
Days
Days
Temporary 7
Yes
2d10
P, M, C
Brainworm
Years
Months
Permanent 9
Yes
0d10
M
TABLE: POISONS Poison
Lethality
Speed
Effect
Medicine TN
Brew Rating
Potency
Skills
Standard
Hour
Hour
Temporary
4
5
1d10
All
Cyanide
Hours
Minutes
Temporary
8
8
3d10
All
Belladonna
Days
Hours
Temporary
7
6
2d10
P,C,M
Hellebore
Minutes
Seconds
Temporary
7
6
4d10
P, C
Fire Mushroom
Days
Days
Permanent
6
5
2d10
P, M
Naga Venom
Days
Minutes
Temporary
9
9
3d10
P, C
Mandrake
Days
Hours
Temporary
6
6
2d10
M
Ogreroot
None
Minutes
Temporary
10
9
3d10
Magic only
Willow Venom
None
Seconds
Temporary
8
9
4d10
P, C
Worm Wood
None
Instant
Temporary
7
8
1d10
Nil
Vosh Sap
Seconds
—
Nil
10
10
6d10
Nil
None
Instant
Temporary
8
7
2d10
All
—
—
—
10
10
2d10
None
Coin Spider Venom
Special
Minutes (see description)
Temporary
5
5
2d10
All
Staring Monkey Poison
Hours
Seconds
Temporary
8
None
2d10
PMC
Thorny Death Moss Haunchback Spider Venom
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continent and causes large-scale fatalities. The first symptom of burning plague is a slight itching of the skin, followed by a rash. This lasts for about two days, and can be quite intense but imposes no mechanical effects on the sufferer. Around the third day, the infected person becomes hot from the inside out. The sensation is overwhelming and builds over the next few days as blisters form inside his body. As the body builds to an unbearable temperature the final stages of Burning Plague begin. The original rash site breaks out in fiery blue welts. Most people die one or two days after the welts appear. Burning Plague is airborne. While the cure isn’t certain, to make a Medicine Roll for Burning Plague, Ranua’s Milk must be administered. Royal Fever: Though called Royal Fever, this disease has no preference for aristocrats or emperors, it is named after the purple stain that appears on its victim’s skin. Thankfully the disease is limited to direct methods of transmission (bodily fluids, eating infected food items, etc.) so outbreaks tend to be limited in scope. Royal Fever kills with alarming speed (in about a day) and its symptoms are nearly immediate. Once infected, the person develops an intense fever, delirium and nausea. The skin develops large purple stains in a variety of shapes and sizes. Within hours shaking and palpitations set in. As the palpitations grow they eventually prove too much for the unfortunate victim and cause the heart to stop. Brainworm: Brainworm is named because of a mistaken belief that it is caused by worms burrowing into the brain. The misconception is understandable as it does lead to the formation of solid matter inside the brain that look like common worms. Unfortunately this assumption has led many to attempt unwise surgical solutions. Brainworm is transmitted through bodily fluids, most commonly through a bite. It can take months for symptoms to appear, but when they do, the person experiences an almost complete change of personality. This is expressed as growing penalties to all physical Mental Skills. The person becomes aggressive, difficult to understand, obsessed with pointless details and dangerously violent. There is some shaking and agitation too, but not enough to
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impact actual function. Oddly the illness has a slightly beneficial effect on person’s strength, giving a +1d10 bonus to Muscle. Even if Brainworm passes, its effects are permanent and cannot be reversed.
Poisons and Herbal Medicine The Poison Skill can be used to manufacture and administer Poison. It can also be used to find and brew herbal remedies. All Poisons have a Brew Rating (as do all Herbal Remedies). Use this as the TN for any Poison Roll to create such substances. Unless otherwise noted, the amount of time to brew or locate a Poison, herb or herbal remedy takes one hour. Characters can use their Survival Skill to locate herbs and Poisons as well but this increases the TN by 2. More information can be found in the Talent (Poison) entry in the Skill Section (under Specialist Skills).
Poison These are the most well-known Poisons in Gamandria. Consult the Poisons Table for further information. Cyanide: This Poison is extremely lethal, taking effect in minutes and killing in hours. It comes from a chemical usually extracted from bitter almonds, though it appears elsewhere in nature. It works by preventing the body from using the air it breathes. This ultimately leads to unconsciousness and death. It can be ingested or made into a powder or smoke and inhaled. When inhaled its Lethality and Speed increase by one increment each. Finding the raw ingredients for cyanide is a TN 5 Talent (Poison) Roll or TN 7 Survival Roll. Belladonna: Also called deadly nightshade, Belladonna is a dwarf shrub with lethal berries, leaves and roots. It can be used to make a deadly Poison administered through ingestion. When consumed Belladonna causes disorientation, palpitations, hallucination, vertigo and it affects the person’s ability to speak clearly. These symptoms begin within hours and if left untreated can kill in 1d10 days. Belladonna requires a TN 6 Talent (Poison) Roll to locate or a TN 8 Survival Roll. Coin Spider Venom: The venom of the coin spider causes sleep and paralysis. It imposes a −1d10 penalty to Skills each minute that passes (this increases to
rounds on a Total Success). When the victim reaches 0 Endurance, he falls asleep. When he reaches 0 Speed he is paralyzed. The victim will regain awareness after a few hours, but remain unable to move unless a cure is applied.
Ogreroot: Ogreroot is unique among Poisons because it is not a Poison of the body, but of the soul. For this reason, Ogreroot is the only Poison that can affect a Hasri, and it is also the only Poison that rolls its Potency not against Hardiness, but against Wits.
Haunchback Spider Venom: Unlike many other Poisons, haunchback spider venom is quick and immediately attacks vital organs, but passes through the system soon after. Therefore it does 3 Wounds on a Successful Potency Roll and 6 Wounds of a Total Success.
Though Ogreroot itself is a common, slightly bitter herb that grows throughout the Ogre lands, Ogreroot that is suitable for use as a Poison is absurdly rare and is only found in Sai Wood. It is said that the Ogreroot gains its properties from the Gods’ curse against the Ogres leeching into the plant under certain strange circumstances. Even if you manage to survive long enough inside Sai Woods to conduct a thorough search, Ogreroot is only found on a Talent (Poison) or Survival Roll of a 10… and even then the Ogreroot may not be suitable to brew this toxin.
Hellebore: This black flower causes swelling and eventually leads to cardiac arrest. It is quite potent, prompting symptoms in seconds and death in just 1d10 minutes. Hellebore must be consumed. Hellbore is easy to find and grows around the Varian Sea, Midbar Valley and in the plains of Moru. It requires a TN 4 Talent (Poison) Roll or TN 6 Survival Roll. Fire Mushroom: This brown mushroom is so named for the burning sensation it produces when ingested. It causes nausea and weakens the muscles over the next few days. Soon madness takes hold, affecting the person’s senses and their ability to process information. This makes communication very difficult, as the sufferer grows increasingly withdrawn and paranoid. If untreated it kills the victim in 1d10 days. Treatment requires the use of Spider Weed. Even after treatment the scars it leaves are permanent. Found in northern Gamandria, Fire Mushrooms take a TN 7 Talent (Poison) Roll or a TN 9 Survival Roll to locate. Naga Venom: This Poison needs to be injected to be effective. It is naturally produced by Nagas in a gland near their jaw, but this can be removed and used by others. Dipping a weapon into Naga Venom is sufficient for one dose. It causes violent shaking once it takes hold, within minutes and kills in 1d10 days. The only way to acquire Naga Venom is to find a Naga and take its venom gland. Mandrake: This root is found throughout Eastern Gamandria and can be used to brew a Poison that is slow but causes terrible delirium. It kills in 1d10 days and causes symptoms in hours. Those affected become confused and lethargic, slipping into a coma prior to death. Locating mandrake is a TN 5 Talent (Poison) Roll or a TN 7 Survival Roll.
If a Sertori drinks or eats Ogreroot toxin, make a Potency Roll against his Wits. On a Success, a −1d10 per minute Cumulative Penalty applies to any Skill Roll made to cast a Spell (this does not apply to Normal Skill Rolls). Once this penalty has reached -3d10, the toxin has achieved its full strength, making casting a Spell or Thauma of any kind completely impossible. This effect lasts for 24 hours. On a Total Success, the Poison instantly reaches full effect, and its duration is 48 hours instead. Even on a Failure, the Sertori still takes the cumulative −1d10 penalty to Skill Rolls made to cast Spells, but he can still attempt to do so, and does not suffer the −1d10 penalty to all Actions. Because it is so powerful and almost impossible to obtain, Ogreroot toxin is one of the most valuable substances in Gamandria. Even kings and emperors can only rarely obtain a dose of this toxin, and when a small supply becomes available, the seller can name his price. Because non-potent Ogreroot is so plentiful, however, fake doses are abundant and are often difficult to tell from the real thing. A Talent (Poison) Roll versus TN 8 is necessary to tell if a dose of Ogreroot toxin is genuine. Thorny Death Moss: Anyone struck by thorns of the Thorny Death Moss does not feel the attack and is exposed to Thorny Death Moss Venom. Roll 2d10 against the victim’s Hardiness. On a Success, the Target suffers −1d10 to its Skills and grows weary, even tired. This effect lasts an hour. On a Total Success, the Target falls asleep for fifteen minutes.
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Willow Venom: According to legend, the brownies know how to extract a deadly Poison from willow trees and this is called Willow Venom. While it isn’t fatal, the Poison can paralyze a full grown humanoid in seconds. Usually they coat their arrows tips with Willow Venom and a single prick is enough to immobilize the Target. Anyone struck takes a cumulative penalty of -1d10 each round (or every ten seconds or so). When the penalty reaches -3d10, the victim is fully paralyzed for the next hour. Finding Willow Venom is impossible without the aid of brownies. Worm Wood: This is the venom of a Worm Wood parasite (See the Plants and Molds Section of CHAPTER 11 MONSTERS AND THREATS). Worm Wood works by absorbing instantly through the skin and passes quickly through the body (so it only lasts 10 to 20 seconds). When anyone comes into contact with Worm Wood Roll 1d10 against Hardiness. On a Success, the Target is Paralyzed for 1 round, on a Total Success, the Target is Paralyzed for 2 rounds. Finding Worm Wood is a TN 7 Talent (Poison) Roll or TN 9 Survival Roll in the correct area. Vosh Sap: Vosh Sap is taken from the Vosh trees of the Rashpar Forest. These trees are rare, so locating them takes a TN 8 Talent (Poison) Roll or a TN 10 Survival Roll. Vosh Sap is sweet like sugar and brown. When ingested it kills in 1d10 seconds if its Potency Roll succeeds.
Herbs and Herbal Medicines Blue Water Flower: This is a deep blue flower that grows all over Gamandria. It is believed to be Ranua’s favorite plant and is known to repel vampires. In addition it can help treat Sepsis by bestowing a +1d10 Medicine Rolls. There is no brew rating for Blue Water Flower, because it can be used as is, but to locate Blue Water Flower is a TN 5 Poison Roll or TN 7 Survival Roll. Ox Root: This item gets its name because it resembles an ox’s horn. It helps ward off colds and illness. Anyone who eats Ox Root gains +1 to their Hardiness for a day. However, the side effects are quite strong and also last a full day. Eating Ox Root induces lethargy and upsets balance. Therefore it imposes a -1d10 to Combat and Physical Skills. To locate Ox Root is a TN 7 Poison Roll or TN 9 Survival Roll.
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Ranua’s Milk: This is a drink made from Blue Water Flower and Ox Root. It is a potent remedy for Burning Plague. It isn’t guaranteed to work but without it, there is no use even trying. Anyone wishing to make a Medicine Roll to cure Burning Plague must administer Ranua’s Milk. The effects of the Ox Root and the Blue Water Flower are somewhat diluted by this process, so no penalties or bonuses apply to individuals drinking the remedy. Brew Rating: TN 9. Red Salt: This is a mineral that looks like salt and is found mostly in mountains. It is an effective antidote to Naga Venom. Red Salt provides a +2d10 bonus to any Medicine Roll to treat Naga Venom. Red Salt can be purchased (prices vary) or it can be located using a TN 8 Talent (Poison) Roll or TN 10 Survival Roll. Spider Weed: This tall weed is named for the dark cluster of fibers on its stock that vaguely resemble spiders. The weed is common throughout Gamandria and an excellent antidote to Fire Mushroom. Without this Fire Mushroom cannot be treated. Wood Clove: This brown flower grows in much of Southern Gamandria and is a powerful pain remedy. To be used it must be brewed into an elixir. Mostly wood clove is harvested, but to find wild wood clove is a TN 9 Talent (Poison) Roll. Otherwise it needs to be purchased. Anyone who drinks an elixir of Wood Clove does not feel the effects of pain. They can ignore any Wound Penalties for up to five hours. However, Wood Clove dampens the mind, imposing a -1d10 penalty to all Mental and Knowledge Skills. Brew Rating: TN 6.
CAMPAIGN EVENT RULES These are simple rules for managing complicated events like war and contests so outcomes can be determined with simple rolls. The Campaign Event Rules follow the same premise as opposed Dice Pool Rolls for certain Skills. Each side is assigned a number of d10 and rolls to see who wins. This is a deliberately abstract system to keep things simple and to reduce bookkeeping.
Armies and War As Sertori amass power, the need to manage large scale combat in a simple way may arise. There are many options for handling this when it does occur. The most
straight forward is to use miniatures on battle grid and play out a full conflict. This is an entirely acceptable option, but some groups find it too slow. Since Sertorius is designed to play fast, with a focus on role-play, we provide a simple mass combat system that can adjudicate most battles in a small series of rolls. Use the following tools to handle military combat.
Strength
Combat Roll
Pre-Combat Skill Rolls
Combat between armies and naval forces functions a bit like combat between characters, except there is no Damage Roll. When two armies collide, they each roll their Combat Rating (a number of d10 arrived at by consulting the Army Combat Rating Chart) and the side with the single highest result wins that clash of arms. On a Success, the winning army inflicts casualties, deducting one slot from the opponent’s Army Strength (this works like Wounds). On a Total Success, the winner inflicts double casualties, deducting 2 slots from the opponent’s Army Strength. When an army’s Strength is depleted it is defeated (though it can always choose to surrender before that time). In addition to inflicted casualties, both sides deduct one slot of Strength due to Attrition whether they win or lose. Attrition is avoided if you get a Total Success on your Combat Roll.
When PCs are in a position to rally troops or devise clever plans of action, they should be permitted up to three Skill Rolls before Combat to boost morale and raise the Combat Rating Score of the Army. These can include giving a stirring speech (Persuade) or trying to reinforce discipline (Command), or even checking for omens of favor from the gods (Divination). They could also perform Rituals to seek favor from the gods as well. The TN for any such roll (except Ritual) should be 8. A success indicates a +1d10 advantage while a failure indicates a -1d10 disadvantage. Ritual should be handled according to the Skill description.
If one side chooses to flee, but the other chooses to press, roll as normal with the following exception: the side that flees must sacrifice all its modifiers to Combat Rating (excluding those of Divine origin). If the fleeing side wins, they successfully outmaneuver their opponents and escape. If they lose, they take an additional casualty in addition to any others sustained.
Strength is directly tied to an army’s size and functions like Wounds. Strength ranges from 1-10. Consult the Army Strength Chart to find an army’s Strength rating. A force of roughly 2,000 men has a rating of 3, while an army of 18,000 has a Strength of 6.
Divine favor can be obtained through the Ritual Skill but the GM also needs to account for specific events in the campaign. If it is in the interest of a god to favor one side and take an active role in observing the conflict, he can just assign a bonus. Though incredibly rare, a god could also choose to be present on the battlefield. While this is still no guarantee of victory, it would bestow an automatic +6d10 to Combat Rating (ignoring all capping limits) and add +6 to the army Strength (to account for the god’s Den Dwellers being present).
The Combat Roll itself doesn’t necessarily represent direct fighting. It also includes things like poisoning food supplies and guerilla combat. Casualties do not represent actual deaths. It includes deaths, but also covers desertion, surrender, etc.
Combat Rating The attack rating of an army is between 0d10 to 6d10 (just like Skills) and based on size, leadership, training and resources. Combat Ratings begin at 2d10 and are raised or lowered by the modifiers listed on the Army Combat Rating Chart. These ratings always cap at 6d10 (except when the modifiers are divine in nature).
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Calculating Casualties When you lose Army Strength, you lose soldiers. If you have a rating of 10, that indicates 100,000 men in your army. If you take 2 Casualty slots, your Army is reduced to 50,000 men. This represents everything from death to surrender. TABLE: ARMY STRENGTH Size
Strength Rating
500
1
1,000
2
2,000
3
4,500
4
9,000
5
18,000
6
30,000
7
50,000
8
80,000
9
100,000
10
Modifier
In addition to being able to influence the die value, the GM should also assign bonuses to the roll outcome itself (he may give the Player a 20% bonus on roll if he works hard to maintain a particular venture in a given month, or a 20% penalty if he lets it go untended).
Forces smaller by one increment
−2d10
Forces smaller by two increments
−3d10
Forces smaller by three increments
−4d10
Players can have multiple ventures going on at a time.
Forces larger by one increment
+2d10
Forces larger by three increments
+3d10
Chariot Races and Gladiator Games
Forces larger by four increments
+4d10
Less equipped than enemy
−1d10
Better equipped than enemy
+1d10
Less training/discipline than enemy
−1d10
Greater training/discipline than enemy
+1d10
Lower Morale than enemy
−1d10
Greater morale than enemy
+1d10
Tactical Advantage
+1d10
Tactical Disadvantage
−1d10
Favored by the gods
+2d10
Disfavored by the gods
−2d10
Sertori
+2d10
Money Making Ventures There are incomes listed for occupations in the equipment section but some characters will go beyond a simple career and try to earn money by investing in merchant enterprises, criminal activ-
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The essential concept is this: as Players acquire various sources of income, the GM assigns them each values of d10 (1d10), d100 (2d10), d1000 (3d10), d10000 (4d10), etc. This is how much potential silver the Player gains that month for the venture. What the Player does should matter here. If he really works hard and sets up a solid plan for making money (and if he has the material and social resources to support the plan) then assigning a high value is okay. Each month you can roll for that venture to see how much he earns. So if you assign it d100 (2d10), he makes between 1-100 silver. A value of d1000 (3d10) provides between 1-1000 silver.
TABLE: ARMY COMBAT RATING Condition
ity and more. In order to keep this aspect of the game as simple as possible we suggest the GM rely upon this method, which abstracts possible sources of income into d10 pools (to express values of tens, hundreds, thousands, tens of thousands, hundreds of thousands, etc.) of silver each month.
There are two key ways for Players to encounter Gladiator games and chariot races in-game: as participants or as spectators.
Participating in Chariot Races When Players participate in Chariot Races, they will be in the hippodromes manning an actual chariot. To do this follow the rules described in the Ride/Sail Skill Entry in CHAPTER TWO: CHARACTER CREATION. In a Chariot Race, the participants make their Speed Rolls against each other, but when they try to perform a maneuver this is modified by the portion of track they are on. Roll four times for each lap (once for each section of track). Success normally just means you have a slight lead over others. Total Success means you pull ahead by a whole section of track (allowing you to skip one of the four parts of the lap). Hippodromes have two parallel long tracks connected by two turning points or turns. Unless
the track is exceptionally difficult, the long tracks normally have no modifiers to Performance Ratings. Turning points typically impose a penalty of 2 to the Performance Rating of the vehicle (this is added because lower scores are better).
Participating in Gladiator Games This is quite straight forward and involves the PCs fighting in the actual arena. In some campaigns Players could find themselves as slaves fighting for their freedom or they might volunteer for glory. Whatever the case, simply use the normal combat system in these circumstances.
Spectators of Chariot Races, Gladiator Games and other Events There may be times when the PCs attend races at the Ronian hippodromes or games in the arenas of Caelum and Asharun. Sometimes you may want to play these out fully using the above rules, but other times they need to be in the background. If the outcomes are still important, for instance if the Player Characters are placing wagers, then use these guidelines for resolving Gladiator contests or Chariot Races. For both Gladiators and Charioteers there is a simple method for resolving outcomes in a timely manner. Each Gladiator or Charioteer (or team) is assigned a Performance Score between 0d10 to 4d10 by the GM based on the Gladiator’s or Charioteer’s/chariot’s ability (this can be modified up to 6d10 by certain conditions). These are each rolled against each other in combat rounds or laps, with the highest result being victorious for that portion of the event (in the case of chariot races victory is completing the lap first, in the case of Gladiators, victory is inflicting a Wound on an opponent). For chariots a result of 10 indicates the drive knocked another out of the race, for Gladiators a 10 indicates two Wounds were delivered. Gladiators, unless they are Sertori or Ogres, take 2 Wounds before dying like normal characters. A tie results in chariots completing the lap at the same time, and Gladiators all taking Wounds.
If successful, underhanded methods such as drugging, bribes and sabotage can all modify the Performance Rating of the Gladiator or Charioteer. These need to TABLE: GLADIATOR/ be played out in the CHARIOTEER BASE PERFORMANCE RATING game. Rank
Performance
To determine the Rating Performance Rating Novice 0d10 of a Gladiator or Veteran 1d10 driver, simply esti- Crowd Favorite 2d10 mate his experience Hardened 3d10 and Skill using the Champion 4d10 Gladiator/Charioteer Base Performance Rating Table. Once you have the base rating, apply any modifiers acquired through bribes, sabotage, special strategies or drugging. TABLE: GLADIATOR/CHARIOTEER PERFORMANCE SCORE MODIFIERS Method
Bonus
Drugging
−2d10
Sabotage
−1d10
Bribe
−1d10 (200 Silver. One-time limit).
Promise to buy freedom
+2d10
Promise of flesh
+1d10
Far better tactics
+1d10
Far worse tactics
−1d10
Wagers on fights and races should be handled by roleplaying. Characters can make bets based on odds (i.e. “Brogustu, I bet you the Ogre takes all three Elves; what do you say to odds of 3 to 1?) or any wager they wish (i.e. “Brogustu, if that Ogre wins, you must agree to dress up as a slave for a day, but he loses I will swim naked across the Enea River”).
By playing out each lap or round, the GM allows the PCs to engage the event in making more wagers and raising stakes. They can also work behind the scenes to ensure victory for their chariot, Gladiator or team. 189
Politics Player Characters are not immune to the dramas of high politics, in fact Sertori often find themselves pulled into the backroom deals and machinations of ambitious officials, diplomats and rulers. Mostly this can be handled in a straightforward manner by role-playing, but some Gamemasters may want a faster and more concrete system for resolving outcomes. For campaigns that focus on political intrigue use this method. Politics functions quite simply, a contested Dice Pool Roll between the various factions involved. Whoever rolls higher wins. This is called a Faction Roll, and the d10 pool is called the Faction Strength. These needs to be applied with some care because political scenarios can vary. Identifying factions in the Caelum Senate might be quite easy to do, but it can get more complicated if you are dealing with multiple heads of state. Generally speaking each faction’s Dice Pool should reflect its power and influence. Use the Faction Strength Table to determine how many d10 each side rolls.
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Faction Rolls should be timed according to key events, for instance a vote in the senate or the arrival of an important official. This gives the Players a timeframe in which to act. Before making the roll any actions the PCs take or other events can modify the Faction Strength of different sides to influence the outcome. The possibilities are too numerous to list, but anything that would reasonably affect the Faction Roll, should contribute -3d10 to +3d10 to the Faction Strength of a given side. TABLE: FACTION STRENGTH Backing of powerful leader
+3d10
Backing of key official
+2d10
Military Support
+2d10
Popular Support
+1d10
Vast financial resources
+1d10
Chapter six: afflictions and grims This chapter describes the dangers of Afflictions and Grims, effects that Sertori are subject to through Cathartic Casting of Spells.
Grims Points and Afflictions Sertori can cast Spells without risk provided they are doing so at normal power. When a Sertori unleashes a Spell’s Cathartic Effect, however, he risks being overwhelmed by its primal energy. This begins a long process of madness and transformation that ends with the Sertori becoming a Grim. Any time a Sertori casts a Cathartic Spell, which basically means casting it at full effect, there is a risk the caster becomes unstable by gaining Grim Points. This risk actually increases the higher his Rank is in the Relevant Emotion and the worse his initial Spell Skill Roll. When you cast a Spell Cathartically, you must announce this before you make your Spell Skill Roll (every Spell has an associated Skill which must be performed to cast it). The result of the Skill Roll for your Spell determines how many Grim Points you acquire. If you get a Total Success, then you safely channel the magic and do not gain any Grim Points. On a Success, you gain an amount of Grim Points equal to your Rank in the Relevant Emotion for that Spell (so a character with 3 Agape casting Captivation gains 3 Grim Points). On a Failure, you gain Grim Points equal to your Emotion plus 2 additional points as the magical energy rages through you uncontrollably. Every Grim Point you gain advances you further along the Grim Points Tracker. There are four stages:
Stage Zero, Stage One, Stage Two and Stage Three. The first three stages have 6 boxes each, allowing you to take 6 Grim Points before progressing to the next stage. When you reach boxes marked with an M or P, you acquire an Affliction (Mental Afflictions on Ms and Physical Afflictions on Ps). When you reach Stage Three, you start turning into a Grim. So a character acquiring 3 Grim Points marks three boxes on the Tracker (putting him at the third box on Stage Zero). A character who accumulates 7 points marks off all the boxes in Stage Zero and progresses to Stage One (marking off the first box there). As you can see, if you look at the sheet, this means he also gains a Mental Affliction (because the first box of Stage One is marked with an M). Once you are at this stage, it is more difficult to eliminate Grim Points by resting. If you gain enough Grim Points to reach the M or P box in Stage One, you gain an Affliction (see below). If you gain enough Grim Points to reach the M or P box in Stage Two, you gain a Major Affliction (see below). If you gain enough Grim Points to reach the final Box marked with a G, you become a Grim (see below). Characters can recover from Afflictions by making Recovery Checks (see below). Grim Points and their Afflictions can be eliminated by resting (though the time this takes varies from stage to stage).
Resting and Recovery Checks To recover, Players simply need to eliminate their Grim Points through rest for Stage Zero. Stage Zero Grim Points are eliminated automatically by an
evening of rest and require no Recovery Check Roll. This needn’t be complete inactivity for the day, just one night of proper sleep. Grim Points at this stage are eliminated at a Rate of 6 per night. Stage One Grim Points and Afflictions are eliminated at a Rate of 2 points per every night of rest, plus you have to make a Reason Skill Roll (Recovery Check) against TN 6. Stage Two Grim Points are eliminated at a Rate of 1 point per every night of rest, plus you have to make a Recovery Check against TN 6. Level three can only be removed with the assistance of a god. First the character must roll a 10 on his Recovery Check. If he does this then the transformation recedes for one month, and he doesn’t need to make further Grim Checks until the end of that period (though all other Negative Effects of the transformation remain in place). During this time, if the character can reach the Den of a god and the god agrees to help, he can be saved. First, the god absorbs the offending Spell (s) from the character (permanently removing it), and then the character must rest for a full month. No additional rolls or procedures are necessary. So long as the god removes the Spell or Spells, the character will be freed from all Stage Three effects. The Recovery Rates are as follows for each stage: Stage Zero: 6 per night of rest Stage One: 2 per night of rest (Recovery Check) Stage Two: 1 per night of rest (Recovery Check) Stage Three: Special
Making Recovery Checks After a period of time that varies based on the character’s current Grim Stage (see below), a Sertori may remove Grim Points by making a Recovery Check (Recovery Checks are not required at Stage Zero). To make a Recovery Check, roll Reason against TN 6. On a Success, the character recovers eliminating the Grim Points at the normal Rate of his current stage, and any Afflictions associated with the removed Grim Points are healed. On a Total Success, the character recovers an extra Grim Point, and any Afflictions that came with those Grim Points are healed. On a Failure, the character’s Grim Points stay the same. If the result of the failed Reason Roll 192
is a one (meaning that you roll all 1s, or in the case of 2d10 drop the lowest your lowest result is a one), the character gains another Grim Point instead.
Afflictions and Grims The various stages and Afflictions are described fully below. Use these entries as characters progress along the Grim Points Tracker. The Gamemaster has ultimate authority on Afflictions. What follows are guidelines that should inform the specific outcomes of characters succumbing to their magic. It is perfectly acceptable to alter effects to better suit the nature of these events and the characters. For example, one could alter a Stage Two Mental Affliction so that it affects the environment or is directed in a very narrow way.
Stage Zero: Safe Zone This is a safe zone. If you are in Stage Zero, you gain no Afflictions. Characters at this stage act normally and suffer no ill effects. If you do acquire Grim Points in this stage, they can be eliminated at a Rate of 6 points per night of rest and doing so does not require a Recovery Check.
Stage One Afflictions When a character reaches Stage One, the magic begins to weigh on his mind, creating a sense of agitation and discomfort. When a character reaches the M on the Stage One Grim Point Tracker, he acquires a Mental Affliction from the STAGE ONE MENTAL AFFLICTIONS TABLE. When a character reaches the P on the Tracker, he acquires a Physical Affliction from the list on STAGE ONE PHYSICAL AFFLICTIONS TABLE. This is a type of madness that governs his behavior or a physical deformity caused by magic. Once acquired, the Affliction remains until the character takes time to recover (see below). If you Acquire Grim Points at this Stage, they can be eliminated (along with their associated Afflictions) at a Rate of 2 points per every night of rest, provided you succeed on a Recovery Check.
Mental Afflictions
Physical Afflictions
A Mental Affliction is a type of madness that strikes when you expose yourself to too much magical energy. The characteristics of the Affliction are based on the type of Spell cast.
Stage One Physical Afflictions are alter- TABLE: STAGE ONE ations to your ap- PHYSICAL AFFLICTIONS D10 roll Physical Affliction pearance that have 1-2 Skin Change no actual mechani3 Eyes cal effect. When 4 Abnormal Growth these occur they can be very painful and 5 Mouth they always reflect 6 Changes to Voice the Spell you were 7 Hands casting as well as the 8 Feet situation. They can 9-10 Face be anything the GM feels is appropriate, but are usually small like growing fur or acquiring features that vaguely resemble an animal. Simply roll a d10 on the STAGE ONE PHYSICAL AFFLICTION TABLE to determine the location or nature of the Physical Affliction Acquired.
Mental Afflictions come with a trigger determined by the GM and appropriate to how the Affliction was acquired in the first place. Whenever a trigger is encountered an Affliction Check must be made, the character must make a Reason Skill Roll against a TN set by the GM (generally this will be 6, but increased for particularly nasty triggers). If the roll meets or exceeds the TN, the character staves off the effects of his Affliction and doesn’t succumb. If he fails the roll, the character succumbs to the Affliction for 1d10 hours. If he gets a Total Success, then he doesn’t need to roll if he encounters another trigger that same day. Triggers are based on the event that caused the Affliction so if a Sertori acquired a Mania Affliction while fending off a mad attacker with an Axe, the trigger for his Mania might simply be seeing an Axe or being attacked by an Axe. When a Player acquires an Affliction it is always based on the type of Spell cast. So roll 1d10 to randomly determine the effect, taking from the appropriate Emotion on the Mental Affliction Table. The GM should use the key words below to elaborate on a Mental Affliction that affects the character.
Stage Two Afflictions Stage Two is very different from Stage One. There are only four Mental Afflictions at this stage. Also, the Physical Affliction is just an enhancement of the existing one the character already acquired from Stage One. When you reach the M on the Stage Two portion of the Tracker, you acquire a Stage Two Mental Afflic-
TABLE: STAGE ONE MENTAL AFFLICTIONS D10 roll Misos
Agape
Penthos
Deimos
1
Explosive Rage
Narcissism
Melancholia
Self Doubt
2
Instigator
Jealousy
Masochism
Hallucinations
3
Irrational Anger
Euphoria
Sadism
Paranoia
4
Revenge
Possessive
Seizures
Fear
5
Passivity
Obsessive
Euphoria
Panic
6
Argumentative
Violently Obsessive
Amnesia
Hyper Vigilance
7
Confusion
Delusion
Pain (Physical) Cowardice
8
Apoplectic
Panic
Nightmares
Nightmares
9
Violent Rage
Exhibitionism
Mania
Splintered Personality
10
Delusion
Explosive Rage
Paranoia
Insomnia
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tion. When you reach the P on the Tracker, your existing Physical Affliction is enhanced. If you Acquire Grim Points at this Stage, they can be eliminated (along with their associated Afflictions) at a Rate of one point per every night of rest, provided you succeed on a Recovery Check.
Mental Afflictions Once any character reaches Stage Two, his previous Mental Affliction begins projecting outwardly onto other people and objects in the immediate area of the character. The character himself no longer suffers these affects, as he becomes consumed by his new Stage Two Affliction. So, a character with Explosive Rage will fill others with anger when triggered and even cause objects to animate and attack, but also acquire a new Mental Affliction from the list below. Stage Two Afflictions should be tailored by the GM. These are guidelines and meant as stepping stones, not as absolute rules. What matters is that it makes sense given the events that lead to the Affliction. Like Stage One, these are all triggered and require an Affliction Check. Here are the four Afflictions for Stage Two (see Stage Two Mental Afflictions Table). TABLE: STAGE TWO MENTAL AFFLICTIONS Misos
Agape
Penthos
Deimos
Mindless Rage
Unbound Desire
Catatonic
Hysterical Flight
Mindless Rage simply means the character attacks anything and everything when the Affliction is triggered. Unbound Desire simply means the character has no control over his impulses. If he sees delicious food, he must eat it. If he sees an attractive person or object he loses sight of anything else and focuses entirely on obtaining them. Catatonic means the character falls into a coma-like state until the Affliction passes. Hysterical Flight means the character flees in the opposite direction from the trigger until the Affliction passes.
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Physical Afflictions Whatever Physical Afflictions the character acquired at Stage One, increase and acquire a Mechanical benefit and penalty. These are entirely up to the GM. For example, a character whose skin started to resemble tree bark might gain a permanent +2 Bonus to Hardiness, but suffer a −1d10 to Speed Rolls. Generally speaking, the bonus should be a +2 to Defenses or +1d10 to Skills. The penalty should be -1d10 to Skills or −2 to Defenses. These Physical Afflictions should later be incorporated into the character’s final Grim state if he doesn’t stave off the Grimming process.
Stage Three: The Transformation At this stage, the character begins the transformation into a Grim. In addition, his Mental Afflictions project onto people and things (see above), and their area of effect is expanded to include anything within a mile of the character. Each day a character is at Stage Three make a Reason Skill Roll to see what happens (with Stability Penalty if using that optional rule). The first roll is made immediately upon reaching Stage Three on the Grim Tracker. On a Total Success, a 10, recovery is possible. On a Success, nothing happens but the character remains at Stage Three. On a Failure, a character becomes a Grim (see below). Rolling a Total Success gives the character a temporary reprieve from his fate, and means recovery from Stage Three is possible. When recovery is possible that means the character can seek out one of the gods for assistance. For the next month he no longer needs to make further Grim Checks, but all other negative impacts of reaching Stage Three remain in effect. If the character can make it to the Den of a god, and that god agrees to help, then he can be saved. To do so, he must allow the god to remove the offending Spell(s) from the character and cast it aside (this causes the permanent loss of a Spell for the character). After that, the Sertori must rest for a full month, without casting any Spells. He can move and walk around during this time, but nothing strenuous and he must sleep fully at night. There is no need for additional rolls. If the character has his Spell removed by a god and then rests for a month, he eliminates
his Stage Three Grim Point (however, Stage Two and One Afflictions and Grim Points remain and must be eliminated in the normal fashion).
Grims A Sertori that completely succumbs to his Afflictions becomes a Grim, which can mean one of three things: the Sertori becomes a Grim Beast (a particular type of monster), the Sertori becomes a Haunt (a Grim Beast shackled to a specific location) or he becomes a full Grim, fusing with the nearby environment and altering it in the process (or becoming a creature of immense power). Which of these three things occurs is determined by the character’s Divinity Rating. If a Rank of 0 to 3, he becomes a Grim Beast. If a Rating of 4-5, he becomes a Haunt. A Rating of 6 indicates he turns into a proper Grim. The exact type of Grim Beast, Haunt or Grim they become is determined by the Emotion for the offending Spell that brought him to Stage Three. So, a Sertori with a Divinity Rating of 3 who enters Stage Three by casting a Merciful Plea (an Agape Spell), becomes Grim Beast and rolls on the Agape column of the GRIM BEAST TABLE. And even though they
sometimes transform into standard creatures, the end result is unique for every Sertori. Usually this means superficial variations, but at other times, it means they have different powers and weaknesses (determined by the GM).
Grim Beasts Grim Beasts are powerful monster created when a Sertori succumbs to his Afflictions. Characters who enter the transformation with Divinity 0 to 3 become Grim Beasts. When this occurs, the game master rolls 1d10 on the GRIM BEAST TABLE, using the column for the Emotion of the offending Spell to determine which monster the Sertori turns into (or he may simply select the one most appropriate to the situation). Sometimes instead of becoming a normal Grim Beast, they return as Monstra or turn into simple Undead creatures (these are considered lower tier Grim Beasts). TABLE: GRIM BEAST D10 Roll
Agape
Misos
Penthos
Deimos
1
Monstra
Monstra
Monstra
Monstra
2
Siren
Harpy
Banshee
Lich
3
Siren
Harpy
Banshee
Lich
4
Wormwood
Abomination Zombie
Abomination
5
Gorgon†
Ghoul
Brain Wasp
Marghast
6
Gorgon
Demagogue
Brain Wasp
Ophidian†
7
Abomination
Demagogue
Abomination
Ophidian
8
Monstra
Monstra
Monstra
Monstra
9
Dryad†
Minotaur†
Ophidian†
Dybbuk†
10
Dryad
Minotaur
Ophidian
Dybbuk
†
†
†
†
Becomes weaker version of the Grim Beast as Explained in the Grim Beast section of CHAPTER ELEVEN: THREATS AND MONSTERS.
Haunts A Haunt is merely a Grim Beast bound to a particular area. His soul also exerts a minimal influence on the surrounding terrain.
Grim A Grim is a force of nature; an environmental anomaly produced when a Sertori’s spirit infuses the nearby landscape and alters it. This can take many forms: extreme weather or climate, supernatural effects, etc. Grims are all unique and all have different forms and appearances. 195
Grims are impervious to physical or magical attacks. They are simply too chaotic and too powerful to be confronted directly. Therefore, Grims don’t have Skills or Defenses, but they do still have the Spells and Thauma they possessed in life. While a Grim cannot be killed, it can be laid to rest and its spirit released. How this is done is specific to each Grim.
EXTENDED EXAMPLE Poro casts Bolt of Fury on a man who murdered his friend Justinian. Intent on obtaining justice for his fallen companion, he unleashes three Cathartic Castings and succeeds on each one. Since he has two Ranks in Misos, he gains two Grim Points each time he casts the Spell successfully in this way, giving him a total of 6 Grim Points:
This places him at the end of Stage Zero, so he doesn’t suffer ill effects. However, any further castings could bring him to Stage One, and he would acquire an Affliction if that occurred. Poro has 6 Grim Points from his Bolt of Fury Spell. This simply requires an evening of rest because Stage Zero recovery is 6 points a night. He finds an inn room with a warm bed and by the next morning, he feels fine, and has no more Grim Points. The next day, however, while Poro travels to another city, he is ambushed by Ogres who shrug off most of his magical attacks. Eventually he manages to break through their Resist and calls down several Avalanches of Flame upon his foes. He casts this so many times; he acquires 8 Grim Points, placing him at Stage One of the Grim Tracker:
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Because the M and P are marked he acquires both a Mental and Physical Affliction. The GM rolls randomly on the Mental Affliction Table (see below) under Misos and gets the “Delusion” result. He then rolls on the Physical Affliction Table and the result is “Hands”. He thinks about it for a moment before telling the group what happens: Poro feels the magic surge through his body and overwhelm his mind, as his fires melt the flesh of the Ogres. His hands blacken and the skin turns into porous layers resembling pumice stone. At that moment, Poro realizes something profound and wonderful: he is the instrument of Ramos’ vengeance. Those who stand in his way defy the sky god and must be burned. At Stage One it takes considerably more effort and rest for Poro to recover. He can only eliminate 2 points per night of rest, plus he must succeed on a Reason Roll TN 6 to do so. But Poro is filled with a sense of duty to his god and sees his Afflictions as a blessing. He makes no effort to recover and it isn’t long before Poro acquires more Grim Points during an encounter with some travelling pilgrims and reaches Stage Two of the Afflictions.
At Stage Two, Poro gains the Mental Affliction “Mindless Rage”, and his Physical Affliction intensifies, gaining mechanical effect. The GM decides that the stone-like skin on Poro’s hands spreads to his entire body and increases his Hardiness. Poro also no longer suffers from his first Mental Affliction, which instead projects onto others or the environment around him. Stage Two Mental Afflictions are also keyed to triggers, usually related to their acquisition, so the GM decides that Poro’s trigger is anything to do with religious expression or piety. The GM then reflects on what this means for Poro before describing his transformation after his latest encounter: Poro stands in an endless road over the burned bodies and wagons of the travelers who defied his deity, and he suddenly feels a deep loss, a sense of not being connected to Ramos any longer. His god has abandoned him in favor of others. And not just abandoned, but left him with a horrible curse, looking at his ashen hands, dimpled like stone, it spreads over his entire body, and Poro no longer looks like a man, but like a statue made of volcanic rock. Poro hears a sound behind one of the broken carts and finds an old man, weakened from the blast of his fire. He pulls him up to safety and sees a dangerous zeal in the man’s eyes, the man points an accusatory finger and says “You have brought the wrath of Sarilla upon yourself” and reaches for his dagger. Poro is seized by a flood of anger and tries to bring down another Avalanche of Flame, but fails, taking four Grim Points (because Failure causes Sertori to take 2 additional Grim Points).
The old man stabs at Poro though his blade slides harmlessly against Poro’s petrified flesh. Poro calls down yet another Avalanche of Flame, this time succeeding and gaining enough Grim Points to reach Stage Three.
The GM now rolls on the Grim Beast Table, under the Misos Column and the result is a Gorgon. If Poro had more Divinity, he might turn into a true Grim, but with a Rating of 0, he becomes a Grim Beast. The GM asks Poro to make a Reason Roll, TN 6 to see if he turns into a Grim Beast or has a chance at recovery. He rolls a 4, a Failure, so the transformation begins: The old man perishes in the fire and Poro feels the magic course through his veins. He convulses and aches as his body warps, undergoing a terrible change. He feels the hair upon his head writhe and twist, and his shoulder blades crack, as wings burst through his pumiced skin. Two mighty tusks thrust from his lower jaw and he is left heaving on the ground, no longer a man, but a Gorgon.
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Grims in Gamandria Grims are sentient environmental effects, forces of nature and magic that are left behind when some Sertori overuse their powers. There are many Grims throughout Gamandria, each was once a Sertori, and is unique. Grims create a violation of the laws of nature; they are like a massive storm and at their heart is a Sertori overcome with magical energy. Once this happens, the Sertori’s soul fuses with the area around him and he becomes a part of the environment. His consciousness remains, and usually there are physically manifestations of his presence. Each Grim is different. The following are descriptions of the most well-known Grims. The GM is free to create new Grims using these as models.
Destroying Grims Grims are immensely difficult to kill, nearly impossible in fact. Most are described as impervious to physical harm, and their weaknesses are only hinted at in the text (in some weaknesses are explicitly states). This is intentional, but it isn’t because Players should not be allowed to kill Grims, it is to help keep them mysterious and encourage Players to investigate Grims before trying to destroy them. The GM should use the material provided on the Grim and its history to come up with suitable methods to kill them. He should also be open to innovations by the Players if they feel appropriate and seem like they ought to work. Killing a Grim is not easy though, characters who take them on can expect heavy casualties unless luck and planning are on their side.
Angordee This is an extensive temple complex in the Angordee Forest located at the base of Mount Sarda. It is ringed by a low square wall, and dotted with stupas used for housing sacred relics from the Nong Sai kingdoms. At the heart of Angordee is a cluster of pointed towers, connected by roofed passageways. The towers circle a larger domed structure. This was once a great library but that isn’t immediately obvious, for it was a library of stone, carved into the walls of the building itself and into the catacombs below. The interior walls of the dome contain Singh script that shine like gold and images depicting the
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ancient history of Nong Sai. As one reads, the wall shifts to accommodate more text and the images animate and change. The temple itself is inhabited by a creature called the Beast of Sardona (see the MONSTRA entry in CHAPTER ELEVEN: THREATS AND MONSTERS for more details). It is also mad with hunger and rage. If locals do not bring it regular sacrifices, it ventures out to kill for itself. However, the beast is not the Grim of Angordee. It is just a temporary resident, used by the Grim to protect its interests. The Grim is a mysterious force that seeks only to protect its relics and knowledge.
Powers Cast Spells at Deimos 2 and Misos 2 Spells: Impel, Plague of Fear, Vortegan’s Whirling Catastrophe, Earth Mastery. Control Korvars/Kobolds: The Grim of Angordee can control the local Korvars and Kobolds. There are tribes of them living in the area and it can summon them to the area to fight off or ambush intruders. This power works on PCs as well. To control a Kobold character, it makes a 3d10 roll against Resolve. If it succeeds, the Kobold willingly serves it and does as it asks for an hour. If it rolls a Total Success, the Kobold is under its control all day.
Bashon This was once an important city in Khata. It was so significant, that one member of the Phra Jao (the ruling council in Meng Sai, the capital of Khata) would live there to govern the city five years at a time. Every member took a turn in this position. In 799, during Rasuwan’s tenure as governor, something terrible occurred. Rasuwan succumbed to his magic and went mad. His power also increased and he began plans to kill the other Phra Jao and rule Khata for himself. The council learned of his treachery and marched an army on Bashon. During the siege, Rasuwan was overcome by his magic and became a Grim. His powers infused the land with a poison. At first no one noticed, but week by week, day by day, the population of Bashon began to change. The people grew
in size and sprouted wings. Eventually the women transformed into Harpies and the men into Naga Men, tied to the land around the city. The Harpies found they could leave Bashon for a few days at a time, but the Naga Men are physically unable to exit the city’s boundaries. To this day, there are hundreds, if not thousands of these creatures in Bashon. Anyone who drinks the water from the nearby river or eats the food becomes a Harpy or a Naga Man. Rasuwan changed as well, turning into an enormous green serpent, with the power to hypnotize and control others. His mind filled with jealousy and turned to thoughts of revenge: the destruction of the Phra Jao. Now Bashon is overgrown with trees and dense vegetation. The only inhabitants are the Harpies and Naga Men. The Naga Men serve as high priests of Rasuwan, now called the Emerald Serpent. The Harpies are his protectors and his agents abroad. They try to turn people against the Phra Jao and they actively recruit members into his cult. The Cult of the Emerald serpent flourishes in the Rashua Forest. Its members are hostile to the Phra Jao and a constant source of instability for Khata. Rasuwan is a two hundred foot long snake, with a body as wide as an elephant. Like other Grims he cannot die. His flesh is impervious to harm of any kind. He has a thick scar on his head and under his mouth from a sword wound caused by the Sertori sword master, Anaree. He will only rest when the Phra Jao are gone.
Powers Treat all of the Emerald Serpent’s Spells as Agape 3 and all Relevant Skills as 3 Ranks. Thauma: Army of the Chosen, Earthquake, Tidal Wave Spells: Captivation, Desire, Impel, Inversion, Summon, Wild Whisper, Reshaping of Satree Hypnotize: Anyone who looks at the Emerald Serpent is subject to his ability. Roll 3d10 against the Target’s Resolve. On a Success, the Target is paralyzed for 1d10 rounds. On a Total Success, Rasuwan can spend that time altering the person’s beliefs, identity and desires. He can change them anyway he
wishes to and leave in any important commands (such as return to me in twenty days). The changes caused by this last for one full month. Bite: The Emerald Serpent’s bite does 5d10 Open Damage and has an Attack Roll of 3d10. Constrict: If the Emerald Serpent bites a Target he can begin to constrict, which causes suffocation to occur the following round. Targets can escape by making a Muscle Roll TN 8.
Daethron This large citadel of ice was created when the Sertori Orc chieftain named Daethronus died in a small tribal battle. It caused a plague of ice and frost in the immediate area as his soul fused with the land. However it was contained in just a one mile area and Daethron himself never manifested or exerted any influence. But when a Lich named Ozias arrived and made the citadel his own, the ice began to spread as he acquired more Followers. While Daethron caters to and grows with the Lich, the citadel is the Grim and not Ozias. Daethron appears to be more of a force than a mind and it is likely he requires the presence of another Sertori to have any power at all. The citadel of Daethron is enormous, with architecture that soars above the surrounding forest and burrows deep into the icy earth. The sole living inhabitant is Ozias, he never allows his Followers to enter the grounds, instead appearing outside to speak with them. For servants he relies on various forms of Undead under his control to keep the palace. The citadel accommodates the desires of Ozias, changing to suit his taste. The thought of leaving the citadel fills the Lich with dread. For information on Ozias see his entry in CHAPTER FOURTEEN: NON-PLAYER CHARACTERS, under OZIAS THE ICE LICH. The citadel is protected by warriors made entirely of armor. They wear burial faceplates attached to a helmet and wear mail armor. These are also the elite soldiers of Ozias and there are about fifty of them. He occasionally sends them beyond the citadel to perform important tasks. For game purposes, use the AUTOMATON entry in CHAPTER ELEVEN: THREATS AND MONSTERS.
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Powers The powers of Daethron are not entirely known. It clearly has the ability to grant wishes of some kind. But it doesn’t respond to direct request, rather it seems to intuit what the inhabitant of the citadel wants and then provides it.
The Foothills of Yaum These green and pasture-rich foothills stretch between the border of the Caelum Republic and the Gru lands. The land here is warm, with some light forest and the occasional rocky outcropping. A river forms a small valley in the foothills. Many predators roam the foothills. Wolves and Korvars are common, but so are more insidious creatures like Trolls and Ghouls. The foothills are inhabited by semi-nomadic shepherds and dotted with small fishing villages along the river. They are a diverse group with whole villages made up of Orcs, Humans, Gru, Elves, Hasri, and other Races, but despite their racial variety, the people share striking physical similarities. They all seem to have the same bronze skin tone (even the Hasri and Orcs). Those with hair all have long black curls. Everyone has the same round pleasant face, and they are all no higher than four feet (even those who otherwise should be). Trolls and Korvars are the exception to this rule, being just under normal height and stockier than their kin. The reason for these similarities is anyone who settles in the foothills begins to take on physical and mental characteristics of Yaum. The land here is excellent for grazing and the fish are plentiful, so it is an attractive place to settle. There is also a strange affect where people don’t notice their transformation. If it is pointed out to them, they usually find some plausible explanation that has to do with local diet or improved health. Uniformly, people who stay in the area are reluctant to leave and find the place gives them a sense of comfort. The foothills are far from a paradise however. Yaum was a powerful Sertori who used Misos and Deimos magic. His anger seeped into the land and people in the foothills are subject to its power. Just passing through is enough to feel its effects. Anytime a char-
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acter has reason to disagree with another or finds themselves in conflict with someone, they must pass a 1d10 Resolve Check or fly into a violent rage. Once the rage has passed it lingers for hours, requiring additional checks to resolve. Whole villages have gone to war with one another over this. Yaum can manifest wherever he wishes in the foothills. He looks like a Dwarf, possibly a Halfling, and prefers to wear blue colored clothing. Like other Grims he is impervious to actual harm, but any attack against him, splits him into two separate versions. This can keep occurring until there are hundreds of Yaums in the Valley. Yaum hates being splintered this way and immediately attacks anyone who inflicts it upon him. His different selves then turn on each other, sometimes battling for weeks until only one remains. Yaum is ill tempered and forgetful. There is a 50% chance of him reacting favorably or negatively to anyone he initially encounters. If encountered again at a later date, there is an equal chance he forgot the previous exchange. He occasionally speaks to himself and it becomes clear to anyone who pays attention that there are dozens and dozens of personalities inhabiting his mind. This gives him some measure of comfort but when he splinters, the personalities are separated, causing him great anguish. Yaum was a Halfling from the Varian Sea. By all accounts he was a good person and known for his generosity. But he started to go mad from overuse of his magic and ended up wandering the shores of the Sea of Aetorus attacking anyone who came near him. At some point he completely lost control of his magic and the Foothills of Yaum were created. It is not known how one can lay Yaum to rest. If there is a way to restore his mind and make him whole once again, then he might be able to pass into the next life.
Powers Though he cannot be killed, Yaum does have a physical body. For game purposes treat all of his Normal Skills as Rank 2, all of his Spell-related Skills as Rank 3, and his Defenses as Rank 10. He has Rank 2 Misos and Rank 2 Deimos.
Thauma: None Spells: Splintering of Yaum, Hungering Arrow of Yaum, Impel, Detect Thoughts Curse: When angered, Yaum can inflict a curse upon anyone he wishes. The curse itself must be contained to the Target (nothing that alters the behavior or nature other people). It can be anything Yaum decides.
Leonus West of Perlova Valley there is a swamp between the land of the Servars and the land of the Ranu (just north of Eselgru). Jutting from swamp is an old dome made of stone and gold, partially claimed by its muddy waters. No one knows who made the structure, some claim it was the Slovars, others suggest it is a more recent design. But the local Ranu and Servars worship here, claiming a god dwells inside its walls. His name is Leonus. Leonus is the desiccated and mummified remains of an ancient Orc leader. His name is engraved on the iron door leading into the dome and nothing else is known about his life. When the Gru arrived here, they found the site in the swamp and began making sacrifices. Each sacrifice awakened Leonus, but briefly. He would emerge from the doors of his dome and tell them he hadn’t much time, that they should make more sacrifices to him and he would reward them with power and insight. As the years past, the priesthood around Leonus grew and their teachings became more complex. Now they sacrifice hundreds of victims at once, at the beginning of each year, to awaken Leonus for a full day and receive his wisdom (which he freely shares with the priesthood, instructing them on matters of war and philosophy). Opening the door is impossible unless Leonus wills it. Inside the body of Leonus rests in a large vaulted chamber, around him are the bodies of eight other men. The funeral dressings are elaborate and the bodies fully mummified. The eight men are Marghasts, under the control of Leonus. Anyone venturing inside must contend with these in addition to Leonus himself. Leonus looks like a relatively simple mummified corpse. He is wrapped in linens and an ancient red gown. In his hands he clutches a staff topped with
a golden orb etched with an elephant’s likeness. When Leonus awakes, he can will the doors to his tomb open and venture into the swamp where he speaks to his Followers. Leonus rewards the priests and their warriors by using his Spells and powers on their behalf when he is awakened. The Swamp of Leonus is quite large and infused with his magic. It is filled with blue mushroom, wormwood and pleasure leeches. Strixes and Blemmyae are also common here.
Powers Leonus is impervious to physical harm. Any Damage to his body (and his clothing or staff) is instantly healed. His 8 Marghasts are subject to the rules that apply to those creatures (See MARGHASTS in the LICH entry of CHAPTER ELEVEN: THREATS AND MONSTERS). Treat all his Spells as Deimos Rank 3. Spells: Tearing the Veil, Memory, The Gaze of Carus, Eyes of Knowing, Plague of Fear, Orthu’s Frightful Mindfulness, Herald Thauma: Army of Chosen, Invincibility Divinity: 6 Suffocation: Leonus can cause anyone he wishes to suffocate with a gaze. This ability requires a roll of 4d10 against the Target’s Evade. On a Success, the victim begins to suffocate (see SUFFOCATION AND DROWNING in CHAPTER FIVE: RULES). The Sight: Leonus knows all that transpires in his swamp. He can see anything, hear anything and sense anything that occurs (even while asleep).
The Library of Karima One of the oldest libraries in Gamandria and located in the city of Shahr, the Library of Karima is named after its defender, who became a Grim in 698 P.A. while protecting the structure from a Gru invasion. The library itself is enormous, with over one million papyrus scrolls and rolls. These are bundled in cylindrical cases and tagged, then stored on x-shaped shelves (which resemble wine racks). The library is not a single building, more like a complex of buildings, workshops, temples, arcades and lecture halls. Most
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of these structures are made of marble, supported by bas-relief-alabaster pillars and formed around a central garden. The lecture halls are oval shaped, ringed with stone benches and encircle a pit. The library is a temple to Karima (who is adored) but also an epicenter of technological innovation and scholarship. It is an important institution and a state official (called the Qadi Kar-Karima) manages its day to day activity. A number of scribes and secretaries serve under the Qadi, who is also assisted by a force of 400 Dwarven soldiers. There is also a paid community of 100 Scholars who spend most of their time writing, thinking, inventing and lecturing. Karima is now one with the library. She can assume something akin to her living form by shaping the stone, ground or other element of the library to her likeness. Most of the time, this means vague outlines of her face take form in the pillars and walls. When she wants a more direct and thorough interaction, she extends from the surfaces looking something like a painted statue of how she did in life (green chiton covered with a himation and head scarf).
Karima is one of the more benevolent Grims. Her main interest is protecting Shahr, particularly the library, and everything she does is in service toward that goal. On occasion her methods are cruel. For example, a number of prominent scholars have gone missing in the library, though new scrolls under their name appear on the shelves each year. There is speculation by some that Karima imprisons promising minds somewhere below the library where she drives them to work and tries to inspire them to greatness. They say she has also done the same with great artists or poets who impress her with their work. It is possible a few enemies of Shahr have shared this fate as well. Still, this aspect of Karima is not widely known and most revere her as a divine protector of knowledge, art and technology. Karima dislikes Gru. While she doesn’t harm or kill them, she makes things difficult for any Gru scholars trying to use the library (moves scrolls, steals their tablets or papers). Those who offend her by mistreating scrolls or speaking loudly receive similar treatment. The library cannot be destroyed by obvious means. The walls can be damaged but repair themselves in minutes. The books are vulnerable and damaging them is sure to attract Karima’s wrath. One possible way to destroy Karima is to burn all the books in the library, and thus sever her link to the world. But this might just make her angry more than anything else.
Powers Karima can cast all the following Spells at Agape, Penthos and Misos Rank 2. Spells: Karima’s Baleful Glare, Glimmering Rupture of Karima (casts on others), Cold Furious Gaze, Illuminate Script, Orthu’s Potent Script, Memory, and Gilded Cage. Thauma: Spark of Life, True Wisdom’s Radiance Divinity: 5 Scroll of Power: Karima possesses a scroll that she can summon at will or make appear anywhere in the library. While she cannot write on it directly herself, anyone who does, discovers what they write comes true. It may not be exactly as the person described it in the text, as the scroll cannot bend the laws of
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physics, but it can make whatever is written down become as true as possible. Karima manipulates people to write what she desires in the scroll. Shape Library: Karima can reshape the library as she wishes. She rarely does so, but will occasionally create new walls or rooms if she feels it will protect the interest of Shahr.
The Napung Forest This is a misty eucalyptus forest in the Midbar Valley region. While its outer rim is safe, close to the heart of the forest is a cavern, from which emanates the power of a being called Kwam Jao. Anyone who ventures in without embracing Kwam Jao suffers terrible pain. A village exists in a ring around the cavern and a tower stands atop the entrance overlooking the entire region. There are about 2,000 people here. Anyone who enters the heart of Napung Forest is overcome with a great sadness. Roll 3d10 against Resolve to see if the sensation is strong enough to cause a −1d10 penalty to Mental Skills. If they press on, the sensation increases, becoming physical and imposing a −1d10 to all Skill Rolls (again roll 3d10 against Resolve to see if the penalty takes hold). The pain is hard to describe, a combination of nausea and a radiating thud in the stomach. Nothing, not even magic, eliminates this feeling. The only way to stop the pain is to open your heart to Kwam Jao, embracing him as a kind of god and savior. The town around the cavern is called Taam and is inhabited by followers of Kwam Jao. It is little more than a tent and hut city, where pilgrims have come to find solace. It is led by an Orc woman named Servella, who promises the faithful freedom from pain if they open their hearts to Kwam Jao. She sacrifices non-believers before the tower using the Horrible Opening of Penderghast (Kwam Jao casts this Spell, not Servella). Servella lives in the tower, which has no permanent entrance or internal structure, rather it changes to meet her needs. She always dresses elegantly and is freshly bathed before appearing to Kwam Jao’s Followers. Below the tower, the cavern descends into a chasm, thousands of feet deep. At its base is a pulsing stone
that looks almost like a Human heart, this is the Heart of Kwam Jao. In reality Kwam Jao is what became of the caster Penderghast, who turned into the Grim at the center of the Napung Forest. To kill Kwam Jao, the heart must be destroyed. It cannot be harmed by magic. Only a normal weapon, wielded by a non-Sertori with a pure heart, can pierce it.
Powers All Spells cast at Penthos 3, Agape 1. Spells: The Horrible Opening of Penderghast, Drowning Sorrows, Sphere of Suffocation, Summon, Bridge, Bloodsmith, Enhance Divinity: 3 Arms of Stone: Kwam Jao can shape the stone of his cavern into any shape he likes (this is how the tower was constructed). He can also use it to interact with people and things, creating arms or pseudopods if he wishes to touch or attack. Generally speaking his Attack Rolls, Skill Rolls and Damage Rolls for this are all 3d10. Servella Spells: Servella casts at Agape 3, Penthos 1. Her Spells are: Unfettered Joy, Captivation, Morning Glory, Arch of Protection.
Ogre Gate These ruins of a once mighty Dwarven city ruled by Gar-El are mostly buried beneath the sand. All that remains visible is the upper portion of an old palace decorated with statues of Ogre warriors. The words “When Midbar floods and the sands soak my kinsmen’s blood, I will awaken” are carved at the base of one of the statues in an old dialect of Khubsi. This is a prophecy foreseen by Gar-El prior to his death. At some point in the future the area around Ogre Gate will flood with water and if a descendant of Gar-El is killed at that time, Gar-El will be restored to a kind of life. In 456 there was a battle here. It was the capital of an empire, ruled by a tyrannical Sertori named Gar-El. A Dwarf of the Bukhra tribe, he conquered his people and then invaded Rona using a large number of Ogre auxiliary troops. It was a short-lived empire and few accounts survive, but in the final 203
battle Gar-El became a Grim. According to some legends a group of nearly 1,000 Sertori led the war against him, in an effort to stop Gar-El from opening a gate to an untapped world. Some doubt this story, since it is not known if that many Sertori could even exist. But the legends state that Gar-El transformed into something terrible and annihilated all his foes. This not only killed all soldiers involved in the fight, but the Sertori as well, and it also turned the entire basin into a desert.
The Pits of Aqaban
Unlike other Grims, Gar-El is a slumbering entity. His body was killed and his mummified remains are trapped far beneath the sands in a chamber of the old palace. He can still think and understand, but he has no ability to interact with this world. His spirit is somewhere else, beyond the bounds of Gamandria. It is like he is trapped in a dream, waiting to awaken.
The pits are not a gateway to the gods. In reality, they are a Grim created hundreds of years ago when a giant Sertori named Glima was overcome by Misos magic as he warred to make himself king. His efforts failed, but they created an endless spiraling temple dedicated to his greatness. His soldiers were transformed into Ghouls and he was turned into a phantom. The Ghouls are his fanatical disciples who roam the chambers of the pit and worship him. They occasionally venture beyond its boundaries (they can only travel up to three miles from the pit’s entrance) to secure living sacrifices. Those sacrificed become Zombies.
Should Gar-El awake through the conditions set by the prophecy, his palace will rise from the sands. His old Ogre guards will return as Undead and he himself will be a Lich, but more powerful than others of his kind. Nothing will be able to kill him. Only a blade forged by the Bukhra for the express purpose of defeating him will harm Gar-El.
Powers Gar-El can cast Spells with Misos Rank 2 and Deimos Rank 2. Spells: Dancing Steel, Earth Mastery, Flying Steel, Flight, Daydream, Vortegan’s Whirling Catastrophe, Immolation Thauma: Majesty, All Seeing Eyes, Portal Lich Abilities: Gar-El has all the abilities of a Lich. See LICH in the GRIM BEASTS, HAUNTS AND GRIMS entry of the CHAPTER ELEVEn: THREATS AND MONSTERS. Immunity: Gar-El is immune to physical harm from all weapons and Spells. He takes Damage from these but regenerates all his Wounds each round and if destroyed rises again after 1d10 days. Only a sword forged by the Bukhra, for the express purpose of killing Gar-El, harms him.
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This is a complex deep in the Aqaban Mountains. Its entrance is a large pit brimming with noxious sulfur fumes. A number of high stone slabs are erected near the rim of the pit, and the local Amla tribes, who believe the pits lead to the realm of the gods, use these to perform Humanoid sacrifices. Undead, particularly Zombies and Ghouls, are common in the area.
Entering the pits is dangerous. The tunnels, chambers and stairs, all change from one moment to the next. It is impossible to navigate the complex successfully unless Glima wills it. The only way to gain Glima’s assistance is to appease him with a living sacrifice or offer of service. Otherwise he is content to let lost wanderers die at the hands of his Ghouls. In life, Glima was vain and power hungry. He led a large tribe of his own but that wasn’t enough. Desiring to rule over all the giant tribes he started a war that lasted eight years and culminated in a large battle near the pits. Today this battle is forgotten, but the pits stand as a testament to its glory. Glima appears as a 16-foot tall phantom, cloaked in a black mist. He is big, strong and clearly a warrior. Though incorporeal he can assume any manner of clothing or equipment he wishes and can attack the living freely with his weapons. He can appear anywhere inside the pits but cannot leave them. Those who seek to destroy Glima learn he is impervious to all Mundane and Magical Attacks. Some legends say Glima can be killed if one of his descendants is sacrificed at the pits.
Glima believes he became a god and demands sacrifices from anyone entering the pits. When the Amla tribes who worship him perform sacrifices in his honor he occasionally manifests at the entrance and grants the wish of one of the tribal leaders (he usually limits this, out of fear the chief will exceed his own greatness).
Powers Glima can cast the following Spells with Misos Rank 3.
TABLE: PITS OF AQABAN Roll 2D10 Result 2
Stairway going up
3
Stairway going down
4
Large Chamber (4 doors)
5
Small Chamber (4 doors)
6
Cavern Tunnel
7
Dead End
8
Hallway
9
Large Chamber (3 doors)
Thauma: Grant Wish
10
Small Chamber (3 doors)
Spells: Avalanche of Flame, Bend Gravity, Earth Mastery, Impel, Obliterate Magic, Vow and Shattering
11
Chasm (no bridge)
12
Forked Tunnel
Enflame: Glima can cause anyone in his presence to combust into flame for 6d10 Fire Damage. He must roll 3d10 against the Target’s Stealth to succeed. On a Total Success, the fires instantly kill the victim. Melt Metal: Glima can turn any metal object into molten goo, destroying it, and burning the wielder for 3d10 Fire Damage (no roll is required to use this power).
Navigating the Pits The pits are essentially random, or more precisely they are whatever Glima wishes them to be and in a constant state of change. As soon as a person moves from one room to another, everything transforms. This is not apparent to the visitor, who just feels lost in a temple complex. The GM can either make up things as he goes or roll randomly on the following table anytime a character enters a new area. Every ten minutes the GM should have the person with the highest Rank in Survival (Underground), make a Check against TN 10 to see if they have an encounter with 1d10 Zombies or Ghouls (50% of being either).
The Red Forest of Ras This is a forest of bleach white trees that bear a nourishing purple fruit and with leaves as red as a setting sun. The fruit, called the Fruit of Ras, is delicious but dangerous. Anyone who consumes it becomes immortal and must remain in the forest forever, or age one year for every hour (this has no appreciable effect on elves). Inside the forest they can live forever, but outside they wither and die within a few days.
13
Shaft
14
Small Chamber (2 doors)
15
Large Chamber (2 doors)
16
Underground River
17
Small Chamber (1 door)
18
Large Chamber (1 door)
19
Chasm (with bridge)
20
Ceremonial chamber with altar to Glima
The Forest itself is most unusual. It attracts dangerous things from beyond the Red Plains and ensnares them once they eat its fruit. The Aeta and Aevia (people who live in the surrounding areas) banish their worst criminals to the forest. So, it is a place crawling with monsters of all kinds. Time in the forest passes strangely. People entering can sense this, though they don’t know what it is; just an inexplicable feeling of boredom. Time literally moves at a different pace inside the forest. Every hour that passes means a day has passed outside of it. A person spending ten hours in the forest realizes ten days have passed when they leave. Closer to the heart of the forest, time outside passes even faster, moving at a Rate of one month for each hour spent inside. At the forest’s center, every hour spent there equals a year outside. Those inside, who have not eaten the fruit, suffer the effects of ageing as though they were in normal time. This means a person who stays in the heart of the forest for 12 hours, ages 12 years. The only cure for this effect is to consume the fruit. Once the fruit is consumed, the person becomes immortal but ages one year for every hour if they leave the forest.
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There is a community of banished tribesmen here. They live in a small village called Losla where they banded together to stave off the beasts of the forests. The Red Forest was created 400 years ago, when a Sertori from the Agra Tribe, headed deep into the Klammerskel Mountains in search of Sur Vanker’s Den. He never found it, but became Grim during a battle with a dragon. He fused with the land and the Red Forest sprouted from the earth. This being presently calls himself Ras; however, he has no knowledge of events before he became a Grim and does not know who he was in life. Ras can appear anywhere he wishes in the woods. When he does so, he assumes the shape of a phantom, and only the vaguest outline of his body can be seen. But in this form he is quite capable of causing harm to anyone. At the center of the forest is a large tower, and here he can take physical form. When he does appear (whether as a phantom or a physical body) Ras looks like a warrior with burning red skin and dark hair. His face is lined with scars but handsome. He can alter details like clothing or hairstyle to suit his whim, and most frequently appears dressed in ceremonial armor (of varying types depending on what he has seen most recently). The style of his equipment and grooming varies considerably, seeming to be a hodgepodge of elements drawn from Caelum, Agra, the Pendeo Tribes and the Gru. Ras lost his memory when he became a Grim. He knows he had a life before the transformation, but cannot recall its details. Obsessed with learning the truth about himself, Ras has made many efforts to discover his past—all failed. When people enter the forest and don’t eat his fruit, he interrogates them for information, hoping to learn who he was.
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Powers Ras can cast the following Spells at Rank 3 Misos, Agape and Penthos whenever he wishes and can always do so Cathartically. Thauma: Though he didn’t have them in life, since becoming a Grim, Ras has attracted Followers and gained Thauma. He often sends people back in time (using Returning), thinking they will be able to learn about him, but this has not yet worked. Anyone who has learned who he was, hasn’t returned to share the secret, or has died before they were able to do so. Spells: Reshaping of Satree, Bolt of Fury, Obliterate Magic, Vow, Impel, and Summon. Thauma: Time Freeze, Returning and Sending. Project: Whenever he wishes, Ras can afflict anyone with Violent Rage or Mania. To do so, he rolls 5d10 against their Resolve. On a Success, the person suffers the effects of the Affliction for an hour. On a Total Success, it lasts a month. Age: Ras can make a person age with a thought. Roll 5d10 against the Target’s Hardiness. On a Success, they age 1d10 years, on a Total Success, they age 1d10 decades.
Rona This once splendid city is now an ashen ruin. The former capital of the Rona Kingdoms, it was destroyed when their last king, a Sertori whose name has strangely gone unrecorded and unremembered, turned the entire city into a Grim in 874.
In addition to his memory loss, Ras is prone to fits of rage and mania, all a product of becoming a Grim. He can project these emotions onto others. When calm, Ras is pleasant and friendly. He sees himself as the guardian of the Aeta and Aevia, and takes this duty seriously. His fruit is what attracts and keeps the monsters after-all, and this keeps the peoples safe.
Rona is located in the Ronian Empire. The locals consider it haunted and the empire built a new port city across the river to replace it. Those who go inside find a crumbling city covered in vegetation and dust. Apparently none of the inhabitants survived since their bodies are preserved, as though they were turned to stone the moment the city was destroyed. They look like crude statues littering the city streets. Their features are rough and worn by the winds and salty air. Though their faces are too eroded to read, it is clear from their stances that they were terrified and in flight when they died.
The only way for Ras to be released is for him to learn who he really was.
Rumors of vast wealth beneath the city, most likely in the king’s former palace, attract many doomed adven-
turers to the area. So far, no one has ventured in and returned with anything more than scars and lost limbs. The spirit of the king fused with the city. He can manipulate every object inside it: opening doors, collapsing structures, moving carts, etc. When anyone enters Rona, he tries to kill them through these means. The safest time to come into Rona is the day, but access to any underground treasure is thwarted at that time by the king’s spirit. Daytime visitors must contend with the king’s fits of rage, as he sends rocks and debris at them (treat as 6d10 Damage and 3d10 Attack Roll). At night the petrified bodies of the dead are released from their stone prisons as Ophidians. They roam the city in search of memories to feast upon. During this time, the king recedes to his treasury and the lower chambers of the city. It is easier to find an entrance to this part of the city at night. However, those who do manage to get into the areas below the palace find it inhabited by a number of powerful creatures. The wives of the king, thirteen in all, were transformed into Dybbuks. The palace guards were all turned into Minotaurs and pace the chambers of the king’s treasury as they hunger for flesh. Finally, the king’s daughter became a Siren, who yearns for companionship and tries to imprison any men she finds. These creatures can all be found in the GRIM BEAST section of CHAPTER ELEVEN: THREATS AND MONSTERS). If someone can speak the king’s name, he will be released.
Powers The king can cast Misos Spells at Rank 2 and Penthos Spells at Rank 2. Thauma: None Spells: Sphere of Suffocation, The Reshaping of Satree, Earth Mastery, Surging Wave Telekinesis: The king can move any object he wishes and hurl it at a Target. He can also use this power to manipulate and open objects. He attacks with 3d10 and Damage can range from 0d10 to 6d10 depending on the size of the object. He can even collapse whole buildings on people, but for this makes his attacks at 1d10 and does 6d10 Open Damage.
Tungat Oasis The Tungat Oasis is a ring of springs in the Hashar Desert surrounding a city of 7,000 people (for information on the city see TUNGAT OASIS in CHAPTER NINE: PEOPLES AND PLACES). The water of the springs is pure and delicious, being the only such source in the area. It was created over one thousand years ago when an Elven Sertori was beheaded mid-Spell while fighting Sandmen. His name is not known, but he appears as a floating head in the springs and the locals call him Tungat, worshipping him as a god. Unlike some other Grims, Tungat Oasis is relatively benign and peaceful. It looks like a typical oasis, with springs and palm trees. The inhabitants of the city are members of the Narhasta tribes and have turned the oasis into a successful trade post. Tungat’s head can appear or vanish at will, and while it looks solid, it is not subject to Physical Attacks. The people of the city worship him, and have learned that he enjoys music and stories. So long as he is content, Tungat keeps the water fresh. When he grows bored, the water turns foul. Some speculate the only way for him to die is to be cut off from any source of amusement. Tungat does not speak or communicate in any direct way. He can indicate his mood through facial expressions though. When children play by his waters, Tungat will make faces to keep them amused. This seems to entertain him, but he looks forward to his morning chants and nightly stories performed by the city Priests. Passersby who make an offering of a song or story occasionally receive a pleasant Illusion from him or even some healing. The springs protect the city from attackers. Sandmen cannot pass through them and anyone wishing to do the city harm cannot pass the waters either.
Powers Tungat has the Spells at Agape Rank 3 and Deimos Rank 1. Thauma: None Spells: Water Shape, Heal, Gilded Cage, Daydream, Flavia’s Terrible Purification, Merciful Plea, Paralysis of Nemach Putrefy/Purify: At will, Tungat can purify or con207
taminate his water. Anyone drinking it while putrid is exposed to the Sepsis (See DISEASE in CHAPTER FIVE: RULES). Produce Water: Tungat can make an endless supply of water in his springs. Protective Waters: Anyone trying to pass into the city is subject to a 4d10 Empathy Roll by Tungat. If the roll succeeds and the person means to bring any harm to the community, he cannot pass (this can be done on multiple people at once, even an entire army). Sandmen cannot pass the waters and those who try, die.
Sai Wood (Khason/Dosikan) Sai Wood is the oldest Grim and largely unexplored. People fear to enter the forest, because they know something terrible rests inside. This is the site where Dosikan, the Ogre king, made his last stand against the gods in the city of Khason. When he died, it sent a wave of destruction outward. Whether the Grim is Dosikan himself, some vague spirit of Senga or a combination of the two is unknown.
The Sai Woods have changed considerably from what they once were. In the days of Nong Sai, this was a hot climate, but now the whole forest is bitter cold, and the frost reaches past its boundaries into neighboring lands. The inhabitants of Vohar and Saigru keep away from woods, but a few curious scholars and adventurers (mostly the Children of Nong Sai) are known to delve inside to find knowledge of the ancient Ogre civilization. The forest itself is made up of very tall trees, with heavy dark brown bark and bright green conifer leaves. The trees are so tall, and their needles so dense that the sky is blotted out entirely. The floor is covered in an eternal layer of snow and frost, which reflects artificial illumination well. But the only light sources that occur naturally are some native mosses. The reason Sai Wood is so feared is it’s inhabited by every type of Grim Beast. These Grim Beasts are not like most others, they were not all former Sertori who overused their magic. The Grim Beasts of Sai Wood are created when anyone dies inside the forest. Everyone who ventures into the woods and dies there rises as a Grim Beast in an hour. In addition to the Grim Beasts, there are game animals and other wild life here. Creatures such as the Worm Wood are also unusually common. In the center of Sai Wood is the vast ruined city of Khason. Its broken streets and pyramidal stone structures are cracked and twisted by time. Below the city is a vast network of tunnels and crypts. Somewhere in there is the source of the Grim. It is not known what this is, what its powers are, or what it wants, but many speculate that it is Dosikan, himself.
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Chapter seven: gods This chapter describes the gods of Gamandria. Following a brief overview, each god is listed and explained. After the god entries is a section that explores their role in the world in greater detail. Matters such as the cosmology of Gamandria and the nature of souls are also addressed. The chapter ends with a description of the individual Realms or Dens or each god. Religions are covered in CHAPTER EIGHT.
It took time for the gods to master their powers. Their initial creations were often flawed, or simply too self-destructive. Many of these survive to this day, although they’ve long been abandoned by their creators. Examples of one of these survivors are the sea dwelling Armira, who raid coastal towns.
The Gods and Creation
The gods are powerful but not all knowing or omnipotent. They are also imperfect and petty. They have access to every Spell that exists, and other powers besides (though in some cases they can imbue a power into other things and deprive themselves access to it). It is virtually impossible to kill a god, and this has only once been achieved (using a special Ritual and implements constructed by Sarilla). No normal means, be it Spell or weapon, can kill a deity. Only the Blade of Sarilla (See CHAPTER TWELVE: OBJECTS OF POWER) can kill a god. Gods can be weakened by one another, but not killed. There is a legendary account of the Orc Cael who ripped out Lorgo’s tusks through sheer determination but this is possibly a myth, and if true, a rare exception to the rule. The gods do sleep, but their days are the length of about a month. So they are awake or asleep for months at a time.
The gods did not create the world; they were simply the first to inhabit it. Something unknown and powerful created the universe, fashioned the earth and cast the gods upon its surface. This ultimate source of creation is called Aetia, by the gods. But most of humanity lives in ignorance of this concept or merely has some vague sense of it through philosophical speculation. Gods reshaped the world from its original form, pushing down the earth and filling it with water, sculpting mountain ranges and hills in the process. When they first came to the world, Gamandria was bare, but the gods produced soil, rock, metals, trees, and water and illuminated the surface by lighting the sun. Then the gods created life, beginning with primitive plants, followed by creatures and animals without intelligence. These beings adored them and gave the gods more power. The god Senga created a Race after his own image, (the Ogres), and when they worshipped him, he became the most powerful god. The other gods were jealous and created their own Races as well. The Ogres were not Senga’s first attempt at life, however.
The Power of the Gods
The Death of Senga In the ancient past the gods walked among their followers and went to war against rival deities with their people beside them. This could result in the weakening of a deity but never its death. However, Sarilla the goddess of love and fertility conspired
against her consort, the great god Senga, bestowing a deadly blade to the Ogre King Dosikan. When Dosikan killed Senga using the Blade of Sarilla and stole his powers, it frightened the other gods. After sending retribution against the Ogres, they retreated to protective Dens to avoid Senga’s fate. Though Sarilla was responsible for Senga’s death, few of the gods suspected the truth. In their eyes she was his loyal consort and had nothing to gain by murdering her lover. In fact, Sarilla used Senga’s death to her advantage, forming a strong alliance with Ranua (Senga’s sister) and implicating Lorgo, which resulted in a protracted conflict between the Orcs and Elves. For more information on the Death of Senga see the HISTORY IN BROAD STROKES section in CHAPTER TEN: HISTORY AND LEGEND. Senga’s death brought Sertori into the world, as his spirit was reborn into the flesh of mortal Races.
GODS The following gods are the major deities on Gamandria. Lesser beings are worshipped widely as well, including powerful monsters, Sertori, Grims and other creatures. But these are the proper gods. A note about Rituals: Each god entry includes one or more Rituals associated with that deity. These are merely examples of things the god can do and Ritual Appeals that people often make to them. But there are countless Rituals and powers for each god. The GM should feel free to craft his own, make things up as he goes and adapt to special appeals made by Players through the Ritual Skill. Just remember, Ritual isn’t a magic button, the gods have final say over how they use their powers.
Ramos (Humans and flying creatures) Ramos is the god of Humans and weather. The brother of Lorgo, lord of flying creatures, Ramos is an angry but just deity. He values hard work and honesty among his Followers, while holding laziness and dishonesty in contempt. Violating an oath or breaking a loyalty is sure to attract the wrath of Ramos. Like Lorgo, Ramos is also a god of law. Like Sul, he is associated with fresh water.
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Ramos periodically appears to his worshipers and issues commandments. The most noted instances of this are his appearance to Orathel Namburi in 351 (see Church of Light for more information) and Druza Taula Khuba in 750. However he has appeared to others, and often issues contradictory decrees. Consistency is not his hallmark. While his Followers think of him as the god of light this is mainly because of his association with weather. They also associate him with mountains, but this isn’t really his Realm either (Lorgo has a greater claim to mountains than Ramos). Ramos controls the winds, the rains, and the wrath of the skies. Most depictions of Ramos are of a large bearded king or warrior. When he does appear, Ramos usually takes the form of a giant bird or a giant man in brilliant bronze armor (though he sometimes simply appears as storm clouds). He is associated with Mount Brogustu and lives in Ourania, his Den (see OURANIA later in this chapter). Ramos has an alliance with Sul and Lurolai. They protect each other and extend this protection to the Followers of all three gods. Accepted Sacrifices: Sheep, pigs and chickens. Areas of interest: Sky, weather, light, loyalty, laws, wrath, and work.
Powers
Sul (Dwarves and fish)
The Wrath of Ramos: It is rare for Ramos to appear before Followers or send his minions to do so on his behalf, but betraying a major oath is one way to attract his attention. In such circumstances, someone who makes a sacrifice to Ramos and chants his name for an hour can direct the wrath of Ramos upon an individual with a Successful Ritual Skill Roll. For this to work, the betrayal must rise to a certain level, well beyond the merely personal. His wrath takes the form of searing bolts of lightning that only harms the Target of Ramos’s rage. They hit automatically and inflict 6d10 Open Fire Damage, and Ramos can continue it as long as he wishes. If it fails to kill on the first strike, then he usually allows the person to live. However, it always leaves a lasting scar.
God of Dwarves, brother of Lurolai, lord of peace, fresh water, river fish and soil. Sul is a merciful and compassionate deity, favoring the weak and humble over the mighty and proud. As the god of fresh water he is important, particularly in arid regions. Though the god of earth, earthquakes are not his domain (the stone god, Lorgo is in charge of that). The other gods sometimes mistake Sul’s compassion for foolishness (his enemies call him Sul the Fool). In truth, Sul is far more clever than the other deities realize. He alone understands the dire situation created by Senga’s destruction, and plans to restore the sun God through his special order, The Children of Nong Sai.
Storm of Ramos: Ramos can send any sort of storm or wind upon land, from tornados to thunderclouds. However, his powers of wind over the seas are limited by Lurolai’s will as well.
Sul is the god of earth and fresh water springs. Where Ramos governs the winds and rain, Sul is more at home in caverns deep below ground. Like Lorgo, Sul is associated with volcanos. Whereas Lorgo is the god of mountains and stone, Sul is the god of earth, and earthly fires. There is some overlap here, with both being able to produce volcanic events. Sul lives in an underground city, part of a subterranean water river complex, called Nahaas. The waters surrounding the city are said to be so hot, their steam vapors alone can burn off a man’s flesh. Sul believes the purpose of the gods is to commune with Aetia and through this bring harmony and peace to their creations on earth. But for communion to occur, all the gods must join in prayer to Aetia, something that cannot be achieved now that Senga is scattered. It may not be possible, but Sul hopes to resurrect Senga by bringing the Sertori and other lost fragments of Senga’s soul, together. Sul dislikes war, and encourages compassion among his Followers. However, experience and time have convinced him of war’s necessity, and he permits his people to engage in it provided they bring no harm to the innocent and they refrain from violent activity beyond the theater of a given conflict (blood on the battlefield but not in the home, is a common saying among his worshippers). Even then, it is still an evil that weighs on the soul and must be purged before one can enter Nahaas (his Den). Dwarves usually get around this problem by donning masks or faceplates in battle, under the assumption that this hides their identity from Sul.
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Sul is most often depicted as a wise and serene Dwarf, wearing robes and carrying a staff. However, he can take any form he wishes when he does appear before his Followers. Sul usually takes the form of an elderly Dwarf. Sometimes he takes the shape of animals. Sul has a pact with Lurolai and Ramos. They watch over one another’s Followers. And support each other in conflicts with other gods. Accepted Sacrifices: Crops, libations of honey and personal items of value. Areas of interest: Rivers, earth, compassion, suffering, calm, wisdom and dedication.
Powers The Wisdom of Sul: If someone shows themselves to truly embody the compassion of Sul and is dedicated to a greater purpose, Sul will respond to Ritual requests for insight in pursuit of that goal. The identity of the person performing the Ritual does not matter but he must prove his commitment by going without food and water for two days and enter a state of pure focus on his question. At the end of the two days, with a Successful Ritual Roll, the Target receives helpful insight from Sul. This could be relevant information or advice. This also bestows a temporary +3d10 Bonus to Reasoning Skill Rolls for 24 hours.
Lurolai (Halflings, sea mammals and fish) The sea goddess and twin of Sul, Lurolai created Halflings and is a friend to the Dwarves. Unlike her brother, Lurolai holds a grudge and lacks his sense of mercy. She believes in justice and just rewards. Those in her favor are showered with blessings, but those who wrong her remain foes for eternity. Lurolai alone suspects Sarilla of killing Senga and detests the snake goddess. But she has not shared this suspicion with the other gods. Lurolai’s temperament has softened over the years. In the past she demanded child sacrifice but abandoned this requirement when the queen of Shahr offered her own life instead. Before then, Lurolai looked upon her Followers as devoted insects, but she came to feel love for them in the wake of the 212
queen’s offer. Impressed, she allowed worshippers to sacrifice wine instead, provided they didn’t drink a drop themselves during the day. Lurolai has given the Halflings her protection at sea for ages, only withdrawing it when they displease her (which is rare). By the same token her vengeance is certain for any non-Halfling’s vessels traveling in Southern waters without her good will (which can often be earned by paying a tax to Shahr). Any ship with a Gru on it, traveling in the Southern waters is sure to meet rough seas. Lurolai has many shapes. Normally she assumes the form of a woman made of salt water. When she wishes to Lurolai simply appears as a Halfling or sea creature. Lurolai lives in Qalibara, a fortress made of coral and stone somewhere deep below the sea (perhaps in Caeloru Sea or the Sea of Garbala). Accepted Sacrifices: Wine and Salt. Areas of Interest: The sea, joy, justice, trade, and knowledge.
Powers Guidance of Lurolai: When Halflings offers a sacrifice of wine at dawn and utters a prayer to Lurolai, she responds by sending dolphins or similar aquatic creatures to help them navigate the sea. This enables a craft to easily avoid reefs and other dangerous, as well as arrive at the intended destination. The dolphins provide an effective +3d10 bonus to any Survival (Sea), Swim or Sail Skill Roll.
Waters of Lurolai: When Lurolai wishes she can send calm and peaceful waters or violent waves to sink ships and flood coasts. She can cause flooding up to twenty miles island, inflicting 6d10 Damage to those crushed by the waves. Anyone sailing through stormy seas sent by Lurolai must make a Sail Roll TN 10 each hour or their vessel sinks. When a Halfling vessel performs a Sacrifice of Salt and says the correct prayers, she will often respond by bringing calm waters around the craft for the duration of its voyage.
Lorgo (Orcs and Elephants) Lorgo is an orderly God associated with mountains, stone, architecture, and earthquakes, and is the brother of Ramos and former rival of Senga. He is said to dwell in a deep maze of stone, under mount Lorgo, a sleeping volcano. Lorgo was once the enemy of Senga and the object of suspicion when Senga was killed by Dosikan. To this day, some of the gods continue to accuse him. Lorgo has since developed a deep resentment towards other deities (with the exception of Sul and Lurolai, whom he trusts). Though they are brothers, Lorgo feels betrayed by Ramos. He does recognize the power of the other gods and allows his Followers to make sacrifices to them accordingly, but expects absolute primacy in the pantheon. When angered, he has been known to erupt Mount Lorgo or Korgo. Due to the machinations of Sarilla, Lorgo is a fierce opponent of Ranua and her people. The two gods wage an endless war on the border of mountains and forest where their Den Dwellers frequently clash, producing blinding lights. He is not at war with Sarilla, whom he views as a neutral party in his fight with Ranua. Over the years, through his Orcs, Lorgo has cut a swath through the middle of the area that Ranua considers her sphere of influence. This only heightens the conflict.
Lorgo created the Orcs and is the patron deity of the Caelum Republic. His favored creatures are Elephants and Mammoths, though he is also associated with Rhinos. He despises ivory traders, and has been known to send his servants after them if they come too close to his Den. Accepted Sacrifices: Bulls and wine. Areas of interest: Order, earthquakes, volcanos, protection, architecture, stone, and tradition.
Powers The Ferocity of Lorgo: Anyone who pledges his life to Lorgo before battle and makes a Successful Ritual Skill Roll receives a special blessing. He will not die until the end of the battle, no matter how many Wounds he takes and his bravery will provide a +3d10 to the Combat Skills of everyone on his side within fifty feet. However, Lorgo expects the person to honor their end of the agreement and die when the battle ends. If no mortal wounds are taken during the course of the battle itself, the pledger must commit suicide. Anyone who makes this pledge and evades death will be cursed by Lorgo. This is known in Caelum as the Ritual of Devotio. Curse of Lorgo: Lorgo can turn anyone to stone. He can also turn people into Gorgons (unlike true Gorgons, they have no Spells but otherwise are identical).
Lorgo has an Orc consort named Sola, who he bestowed with immortality and imperviousness. She is also revered as a minor deity among the people of Caelum. Lorgo takes many forms, but his preferred shape is either a Humanoid with the head of an Elephant or a giant Orc. He always appears with one tusk.
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Rumors of Sul’s fidelity to Senga have not escaped the Ogre god’s sister’s wide network of informants. Unlike the other deities she does not consider him a fool, merely eccentric and possibly insightful. Ranua is intrigued by Sul’s compassion and mercy. She has an interest in forming an alliance with the Dwarven god, despite her opposite approach to violence and war. Accepted Sacrifices: Ranua detests sacrifices, not out of compassion (she expects her Followers to kill) but because they are too easy. She prefers her Followers to offer something substantial like a song or poem written in her honor. Conquest is also an accepted offering. Areas of Interest: Music, life and death, pain, survival, and forests.
Ranua (Elves and horses) A goddess of forests and the wild, Ranua was the sister of Senga and is believed to live in an enormous Realm of jungle and forest called Ban-Ranu. Though she rarely appears before mortals, it is known that her preferred form is a giant woman with trailing braches for hands and hair that looks like moss and thorny vines. Her skin is said to resemble the polished wood of an oak tree. Ranua values strength, survival, nature and beauty. Instead of sacrifices, she prefers songs or dances from her Followers. Ranua created Elves to serve the Ogres of Nong Sai. She knew her brother’s creations were the most advanced civilization, and offered a Race of immortals as a Gift. However, Senga eventually granted their freedom. Following their release from Nong Sai, Ranua embraced them as her children, and taught them how to live in the natural world. Ranua believes that Lorgo killed her brother and punishes the Orcs for the transgression. In truth, Lorgo is innocent; Sarilla started the rumor of Lorgo’s involvement to conceal her own guilt. This has led to violence and enmity between Elves and Orcs for centuries. Ranua’s Den, Ban-Ranu, has entrances in every forest on Gamandria. These gates are guarded by Numinous Elves (See their entry in the DEN DWELLER section of CHAPTER ELEVEN: THREATS AND MONSTERS).
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Powers The Resurrection of Ranua: Very rarely, Ranua will respond to a common plea for resurrection. When the dead is an Elf or Ogre (or someone who has saved the life of an Elf) and that person a brave warrior in her eyes who still has a reason to live, she will respond to a Successful Ritual Skill Roll by bringing him back to life. If she believes the person has nothing more to offer the world, or would prefer to absorb the soul into her Den, then she does not grant the request. The Blessing of Ranua: Any warrior who rises to the ranks of a leadership position (a true leader in the Elven sense of having a loyal warrior band or Benkrob) and kills an enemy in battle, is entitled to a small blessing from Ranua should he take the head from his enemy and use it as a drinking vessel. This chalice will restore Wounds lost in combat once a day. It requires a Successful Ritual Roll to imbue the vessel with this power.
Sur Vanker doesn’t live in a stable Den like many of the other gods. Instead, he pitches a tent wherever he desires. Inside the tent, his Realm of Agerhauch can be found. Acceptable Sacrifices: Humanoids. Areas of interest: Frost, war, fear, metal smithing, strength, bravery, and wealth.
Powers
Senga (Ogres and Lions) Senga is the dead god of the Ogres; Brother of Ranua. The Ogres (and some Elves) believe he will one day return to save them. Senga was the god of the sun and of gold. His mind held the sun in position, while Sarilla held the moon. Before he died, daylight was eternal and there was no night. After his death, the sun broke free, so Sarilla offered the moon as light in the evening. Senga also made gold and other precious metals, but since his death it has become scarce.
The Fury of Sur Vanker: In true battle, meaning war, not a small skirmish, when his Followers are facing overwhelming odds, he will respond to Ritual Appeal by granting the bravest the power to strike enemies with terrible force. To receive this blessing, the recipients must be truly worthy and have proved themselves over many years of service. He only provides it when the odds are genuinely against them. It provides a +3d10 bonus to all Damage Rolls. Blessing of Sur Vanker: Sur Vanker grants the ability of Berserking to those he deems worthy. For more information see the GRU entry in CHAPTER TWO: CHARACTER CREATION and the berserker entry in CHAPTER ELEVEN: THREATS AND MONSTERS.
Sur Vanker (Gru and deer, elk, etc) God of frost, war and predators, Sur Vanker values bravery and blood, viewing diplomacy and mercy as weakness. Though Senga created the first metals, it was Sur Vanker who first crafted them into objects. So he is also a god of craftsmen. Sur Vanker created the Gru and cares little for the other Races. He was an ally of Senga’s before his death, considering him his only equal among the gods. Now he believes he has no equals and holds all others in contempt. Because gold was made by the only god worthy of his admiration, Sur Vanker expresses his respect for Senga, by forbidding its use among his Followers. Sur Vanker usually assumes the form of a large and especially long toothed bear, but like the other deities, he can assume any form he wishes (sometimes he appears as a Gru Warrior). 215
Sarilla (Hasri and reptiles) Sarilla is the goddess of the Hasri, known for her intelligence and grace. She is also the goddess of the moon, of love and of fertility and disease. Like all gods in Gamandria, Sarilla can take any form she desires, but her preferred form is that of a snake-woman with yellow scales and long dark hair. Sarilla’s Den, Zahar, is located below the city of Khasaba in Asharun, near the Pillars of Life. She regularly appears before her Followers there and promises them abundance if they continue to adore her. Her priests routinely hunt down Sertori and sacrifice them between the pillars. A complex personality, Sarilla’s true motives are not easily deciphered. She was once the consort of Senga, and though she murdered him, doing so was no easy task for her. To this day she still mourns him. Her reasons for killing Senga are unclear, they may have been born out of loyalty, perhaps a secret purpose only Senga knew, or they could have been selfish and an effort to steal his power for herself (perhaps she doesn’t even know why she did it). Sarilla may be the most evil god, or perhaps she is the most virtuous, killing her true love for higher purposes. Of course, she might also be more complex than simple good or evil. Sarilla controls the moon. After Senga died and the sun began to revolve around Gamandria, she illuminated the night-sky by placing the moon where
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it could catch sunlight. However, her hold on the moon weakens as she grows tired. It is at its brightest when she first awakes from sleep, but dark when she slumbers. Acceptable Sacrifice: Sertori or any live Humanoid or animal. Areas of Interest: Love, fertility, cunning, moon, reptiles, and hate.
Powers The Passion of Sarilla: Any person who offers a Sertori sacrifice and performs a Successful Ritual Skill Roll will receive this Gift from Sarilla. She can make any individual love that person with all their heart until death. Plague of Sarilla: Sarilla can send any Disease of her choice upon an individual or population. The Bliss of Sarilla: Any group who sacrifices a Humanoid and performs a Successful Ritual (involving prayers, chants and wine) will receive this blessing. It takes at least two hours to perform, and can affect up to 100 people per Humanoid sacrificed. The effect is an intense feeling of peace and calm, of absolute freedom from worry or doubt. This bestows a temporary Rating of 10 to Resolve (which lasts for about a day). The Fertility of Sarilla: Sarilla can make anything fruitful. This Ritual is part of her covenant with the Hasri and is only reserved for them. This Ritual requires a sacrifice of flowers and gold. If it is performed as a request for bountiful harvest, and the Ritual is a Success, then crops yield a bountiful harvest that season improved by a factor of 1d10. If a Hasri performs the Ritual to have a Clutch, and the Ritual succeeds, in one week it gives birth to a Clutch of 1d10 eggs.
deities to ensure good harvests, no earthquakes and as little pestilence as possible. Most cultures tend to be polytheistic, occasionally giving one or two gods higher distinction in the pantheon. Some cultures are henotheistic, worshipping one god, but acknowledging the existence of others. Very rarely, there are monotheists who believe only in a single deity.
Aetia This is a name most mortals do not know, but it is believed to be the highest reality. Whatever caused the gods and the world to exist is called Aetia.
Little Gods and Demi-gods The Sertori are sometimes worshipped by followers. Until recently, this was only the case in Khata where a group of Sertori established rule over an entire society, but now it is spreading. All over the world people have begun to worship these little gods. Sometimes powerful creatures are also worshipped, Dragons and Demons for example. Occasionally people worship servants of the gods, or their mortal consorts. In a few rare cases, gods have gifted a mortal with special powers. Such people are often revered long after their death.
The Role of Gods in Gamandria The gods have a number of functions in the world. They affect anything within their sphere of interest. Rain falls because Ramos wishes it to, or at the very least is indifferent to whether it falls in a particular area. Earthquakes occur because Lorgo is angry, and harvests are bountiful because Sarilla is pleased. This ability can be limited by the presence of other things like Grims and Dens. For this reason, it is quite rare for people to worship one god exclusively. This does occur from time to time, and it doesn’t always result in disaster for those who neglect certain gods (for reasons explained below), but it is rare to not at least pay some attention to other
However, gods don’t necessarily unleash vengeance on people who fail to worship them. Often times, they don’t even notice, and those who fail to sacrifice in the god’s name may receive minimal bounty from that god, but they won’t be punished. So in Ronia, the fields are not as abundant as they are in Asharun (because Sarilla is not worshipped by the Church of Light), but they still produce plenty of food and plagues are not a common occurrence. Sarilla doesn’t withhold her Gifts from the people of Ronia (partly because her own Followers live there as well), but she doesn’t shower them with her Gifts either. Gods also have agreements with one another. If Sarilla were to make the fields of Ronia barren, then she would have to deal with Ramos, and most gods don’t want direct conflict, so there is something of a peace agreement between them. When gods are worshipped exclusively or revered as the primary deity, they usually shower the population with their powers. For example, due to their exclusive worship of Ramos, the people of the Varian Sea experience few storms and near perfect weather (at least in the South). Some gods are in direct conflict, like Lorgo and Ranua. So, the people of Mandaru experience frequent earthquakes while the people of Caelum dread their forests. Gods grow in power as they gain worshippers and receive sacrifices. The inhabitants of Gamandria can worship any god or Sertori they wish, and they can be devoted to multiple deities if they choose.
Creation of Races and Monsters The gods made the various Races of Gamandria but they also made its monsters and animals. Often monsters were early attempts to create a useful Race, and have since been abandoned. These forgotten creatures are filled with rage and an urge to destroy, not because it was built into their nature, but because they know they’ve been abandoned by their deity. This is explained more fully in CHAPTER ELEVEN: THREATS AND MONSTERS. 217
Divine Intervention Sometimes the gods intervene on behalf of their followers. In dire circumstances, when the appropriate offerings or sacrifices are made, the gods will bestow a blessing or intervene. A blessing is a minor bonus to help the follower temporarily, while an intervention is something miraculous and dramatic (such as sending down a rain of fire, or routing an avalanche around a village). Use the Ritual Skill in CHAPTER TWO: CHARACTER CREATION for attempts to seek favor from the gods.
Gods, Religions and Sects
The gods are imperfect, and this contributes to the development of sects in a few ways. While the gods need their Followers, they don’t necessarily love them or feel close to them. Some do, and some feel closeness to specific Followers of theirs, but most are not that concerned about the welfare of their believers on a regular basis. So, war and religious conflict isn’t something they feel particularly compelled to stop. In fact, some of them encourage it.
It may seem like a contradiction for a god like Ramos or Ranua to permit different sects with differing beliefs to exist. However, a few reasons explain why this occurs and why a god might allow multiple sects to exist alongside each other, or even in conflict.
Because of their imperfection, the gods do not know all, so they often are unaware of new sects that do emerge. And even when they do know, their information about them is often incomplete. They typically won’t smite a group of heretics until they cause a visible problem.
The primary explanation is the gods don’t care very much about the particulars of a given faith. Whether their Followers worship them in the evening or at dawn isn’t of much significance and not worth their time or energy correcting. While their Followers may care about what robes the priesthood should wear, how its hierarchy should be structured, and whether there ought to be a priesthood in the first place, most gods are indifferent to these things and simply leave their Followers to decide them on their own. As long as they receive sacrifices and the people honor them, they are satisfied.
The gods are also arrogant and they are not always clear about what they want. It isn’t unknown for a deity to try to reconcile two absolutely contradictory sects because not to do so is an admission of their own imperfection.
Another reason for this is that the gods develop and change over time and like to experiment with new ideas. Often gods don’t care so much about how their Followers conduct themselves, their main interest is the survival of their Followers. So when they issue rules, these are sometimes tests to see if they lead to longevity. It isn’t uncommon for a god to issue one set of decrees and centuries later issue contradictory decrees to see which ones are most sustainable. Ultimately, gods often care more about their Followers keeping their covenants with them, than the specifics of those covenants. This isn’t always the case, but it sometimes is—particularly in the cases of Ramos and Ranua. The gods have a much longer sense of time than mortals. They don’t feel the need to act right away, and prefer the comfort of their Den. When issues 218
between sects do arise, they usually send their Surface Dwellers or Guardians to handle them first. After that, perhaps decades or centuries later, they might intervene if they are not too busy.
Souls and Sertori Every living creature has a soul in Gamandria. After the body dies, each person’s soul moves into the Ethereal Realm and either transitions to another state of existence (for example, as an entity in the Den of a god) or is reborn into a new body on earth. Souls cannot be destroyed, merely split or absorbed. Souls can also be created spontaneously (though why is unclear even to the gods). The souls of the especially devoted raise the power of a god’s Den as they move closer and closer to that deity with each rebirth. The truly devout will eventually merge with their god. Those who merely follow the teachings of their god and are deemed worthy will be reborn in its Den. For a soul to unite with its deity there must be an intense spiritual connection cultivated over years through devotion, sacrifice and practice. Most souls are reborn after death (mostly as animals, but sometimes as people or monsters). However, a person who dies in an intense emotional state re-inhabits their own body in the form of Undead or roams the land as a lost spirit until it finds peace.
Also, when the gods take an interest in the departed spirit, they can influence its destination. The souls of the Sertori are different from others. When Senga died his spirit burst into fragments and each one was reborn into flesh. A Sertori has magical powers because he is a small piece of a god. When a Sertori dies, his spirit is usually reborn in the normal manner. But his soul never gets absorbed into a god’s. Only through a special Ritual devised by Sarilla can a Sertori’s souls be absorbed. In some instances when a Sertori’s spirit is released in an exceptional manner (losing control of his magic for example), it leaves an imprint in the surrounding area, effectively imprisoned there for millennia (after which his spirit releases and can be reborn again). Such places are called Grims (though they go by many other names). Every Sertori is born with a set number of Spells and a set distribution of Emotion Ranks. This doesn’t change as the Sertori ages or is reborn. But some Spells are hidden deep in a Sertori’s soul and difficult to access. Doing so requires the Sertori draw on the strength supplied by Followers. As a Sertori gains more Followers, he can access more of his own powers. When a mortal worships a Sertori, something special happens. The power of the worship awakens forgotten, buried parts of the Sertori’s soul, making them much more powerful.
The Many Realms of Gamandria The normal world that most people inhabit is part of the Everyday Realm. This is surface earth of Gamandria, includes its moon and stars, and the worlds that revolve around them. But there is more to the world than what people can see and touch before them. Other Realms and worlds exist, and some of these are inhabited by gods. Gods live in places called Dens, which are pocket Realms that have their own reality beyond the surface of Gamandria. They are rooted to the real world and are actual places, but don’t follow the same rules as the Everyday Realm. A Den’s root is permanent, or at least it can only be altered with great effort by the Den’s creator. Roots can take many forms, from trees, to doorways or chasms. They are access points that lead from Gamandria to the forecourt of the Den.
Passing through a Den’s root into the Den itself is no easy task. Usually it requires permission from the deity or a special Spell or item. Often, Dens have layers of existence within them, advancing from the purely physical to the seemingly intangible. Only inhabitants of a Den can enter the Den freely by its root. While this is the most obvious path to god’s Realm, it isn’t the only one available. Spirits and powerful beings (such as Den Dwellers) can traverse between Dens and Gamandria through the Ethereal Realm. Even powerful Sertori can make such a trek, but they find the entrances to Dens by this means are well guarded. The Ethereal Realm is special; it is the space between the things of the Everyday Realm. The gods didn’t create it, though they can make use of it and travel through it. It has existed since before the gods, possibly created by Aetia. Gods, spirits and other powerful entities (including a few Sertori) can travel through the Ethereal Realm. In some cases, spirits are trapped in the Ethereal Realm, and are able to enter the material world when something creates a disruption (such as casting Thekla’s secret pathway). There are many Realms in the cosmos, and there are numerous worlds. The Gamemaster is free to create these as needed for the campaign. However the primary places to know for running Sertorius are the Everyday Realm (Gamandria), Dens (Realms of the Gods) and the Ethereal Realm (the space between the different realms).
Dens These are the descriptions of the Realms of the gods (see The Many Realms of Gamandria above for more information about Dens): Agerhauch: This is the Den of Sur Vanker. It is a vast, icy land, but with plentiful vegetation. Flowers and fruit here are hardy enough to survive the cold conditions. The waters of Agerhauch are said to be the purest anywhere, and the cities are all made of silver, amber and bronze. The land of Agerhauch is prowled by Sur Vanker’s bears and tribes of giant Gru-like beings live in the steppes. Unlike other Dens, the root to Agerhauch is mobile, a tent or camp that Sur Vanker pitches in different locations as he desires. Ban-Ranu: This is a seemingly endless forest, and is the Den of Ranua. There are special gates leading
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to it in each of the forests on Gamandria. These vary in appearance but usually are simple and difficult to detect. The gates, themselves, are protected by Numinous Elves (See their entry in the DEN DWELLER section of CHAPTER ELEVEN: THREATS AND MONSTERS). Ban-Ranu is filled with trees that stretch thousands of feet into the sky. Yet, despite the dense canopy, the forest floor is illuminated by iridescent flowers and moss. Occasionally the forest is broken up by vast grassy plains. The most obvious and lowest inhabitants are the Riders, half Elf, half elk beings who hunt and travel in herds. Brownies are also common. Ranua holds her court somewhere up beyond the forest canopy. Qalibara: Believed to exist somewhere on the bottom of Caeloru Sea or in the Sea of Garbala, this is the abode of Lurolai, a fortress made of coral, shells and stone. Qalibara is protected by Lurolai’s Marid servants, as well as the creatures that naturally inhabit the waters. The structure is surrounded by a clear orb which is impenetrable. Only those given permission by Lurolai may pass through. Within the orb, there is air to breath and open space. There are also numerous Humanoid inhabitants who live in the surrounding land, farming kelp and cultivating crabs. The fortress itself is seemingly infinite once entered, an entire world unto itself. Nahaas: This is the Realm of Sul, a city deep underground, surrounded by a mile-long boiling lake. Anyone who approaches the city by boat, flight, or any other means (and doesn’t have protection) takes 3d10 Open Damage each round from the steam. Those unfortunate to plunge into the waters themselves take 6d10 Open Damage each round. Those who have blood on their souls must be purged before entering Nahaas. This means a month of pain and suffering in the fires of Lake Jahannam for every murder or wicked act of violence. Eburia: This is an underground Realm carved into deep stone. On close inspection, one can see it is crafted from ivory. Its entrance is in the peaks of Mount Lorgo, where an arch made of marble called the Gates of Sola leads inside. Only those permitted by Lorgo may pass through the gates unharmed, everyone else is turned to stone. Should someone outwit the gates, Sola is sure to appear with an army of Mammoths against the intruder. The interior of 220
the Den is enormous, with several ivory cities connected by well-crafted tunnels. The extent of Eburia is far larger than Mount Lorgo would appear to permit, at least twice the size of Caelum, but the upper cities are not below the base of the volcano. Lorgo is a militant deity and utilizes a structure similar to that of the Caelum Republic for his armies and offices among his Den Dwellers. Presently, their chief aim is to hold the lands he has taken from Ranua on the surface. Ourania: This is a kingdom ruled by Ramos, said to rest upon clouds or high in the sky. According to legend, the entry point is a warded gate in the Brogustu Mountains. Anyone entering the gate must face the Angel Akrisi, who decides whether they may enter. The same legends say that those judged by Akrisi to heed the laws of Ramos, are carried by a golden chariot into the halls of Ourania, while those judged to violate his laws are cast down the mountain to their deaths. Occasionally, Ramos wills those accepted into Ourania back to Gamandria to spread new teachings. More often they remain in his court. Zahar: This is the Den of Sarilla, said to be a sprawling land of green vegetation with tiered stone peaks that hang with flowers and ivy. Each of these peaks is sculpted from marble and the site of a city where her Den Dwellers and Followers live. There are many different factions in Zahar, but all acknowledge the sovereignty of Sarilla. Sarilla’s home is in the largest of these cities, which is topped with a golden dome and strewn with vines, banana flowers and roses. Anyone who enters Zahar against Sarilla’s will is engulfed by vines and poisonous thorns. Most of the inhabitants are Naga, Winged Naga, Hasri and other entities. Sarilla has also attracted a small community of Krut, the old servants of Senga, whom she has nursed back to health and empowered with her own magic. These Krut are now protectors of Zahar and often venture into Gamandria to find Sertori.
Chapter eight: religions, organizations and texts This chapter contains information on religious organizations, cults, movements and sects in the Sertorius setting. Major institutions and religions are covered in the Religions in Gamandria section of the chapter. Smaller organizations and movements are described in the Cults and Mystery Religions section. Generally, the former refers to those worshipping the proper gods, while the latter is used for those worshipping other entities. This is followed by descriptions of organizations like the Fellowship of Promestus in the Organizations section. The chapter ends with a section describing important books in Gamandria (usually related to religion).
Religions in Gamandria While we provide absolute and objective information on the gods of Gamandria, the setting’s inhabitants each have their own subjective interpretations of the world’s cosmology. Most acknowledge the existence of the full pantheon. However, some have distorted ideas (sometimes as a result of deception by the gods themselves). Others have flawed understandings of the history. As a general rule, it is rare for cultures to reserve worship for a single god (though not unheard of). Most societies in Gamandria are somewhere between polytheism and henotheism. An example of this is Asharun. The Hasri there believe Lorgo tricked the Ogre King, Dosikan, into killing Senga. They also believe that it has fallen upon them to restore Senga by reclaiming magic from sorcerers. By bringing Senga back to life through this process, the Hasri hope to right an ancient wrong. The truth is, Sarilla directed Dosikan to kill Senga,
but the Hasri people would reject this telling of the legend and regard it as a lie spread by others. Another example is the Ogres, themselves. Their king, Dosikan, killed Senga, but the Ogres believe the god will return one day. Some even say Senga’s death was part of a divine plan. They believe that Dosikan was only following the wishes of the deity. These sorts of variations are important to understand, and it is recommended that the GM elaborate upon these cultural variations as the religious institutions of Gamandria are introduced to the Players. The following religious organizations are the most developed and most well-known. Many others are assumed to exist.
Major Religions Church of Light The Church of Light is the official religion of the Ronian Empire. It worships Ramos, Lurolai and Sul, holding Ramos as the supreme deity of the three. They acknowledge the other gods, but do not worship them. The Church was founded by Orathel Namburi, who made a pilgrimage to Mount Brogustu and received the Laws of Ramos, now contained in the Book of Light. The religion blends the Law Codes of Ramos, with the compassion of Sul and the passion of Lurolai. While the Church officially supports the exclusive worship of the three major deities alone, it has had to make room for Sertori within its structure. Because the Fellowship of Promestus is so important to the Church’s power, they permit the Sertori within their
ranks to be adored as saints, and make a distinction between such devotion and actual worship. In its past, the Church was hostile toward Sertori. During the Age of Ashes it reacted with violence to the appearance of Sertori. But soon the world was overrun by them, and persecution was not an option. The Church fathers allied with a powerful wizard named Promestus who had established a fellowship of Sertori with rules governing the use of magic. The Fellowship of Promestus was made a branch of the Church, and many of its members were elevated to high offices inside its hierarchy. Since then, the Fellowship of Promestus keeps the peace by hunting down and converting or destroying rogue wizards. The Church of Light regards Ramos as their chief deity, a god of oaths, storms and hard work. They view Ramos as a god of extremes, prone to profound affection for his people but vengeance against those who break his laws. Sul introduces a kind of balance into the pantheon, tempering Ramos’ natural tendencies toward wrath. Lurolai is regarded as a sea goddess who bestows guidance to members of the Church. Sailors pray to her often, but she is also invoked by people seeking solutions elsewhere in life. Those who have lost something or someone often make sacrifices to Lurolai or seek guidance from her through divination.
The Laws of Light: These are the laws revealed to the Church Founder, Prophet Orathel Namburi. They represent the core doctrine of the Church of Light and build on previous revelations before the time of Namburi: 1. Ramos created the first man; worship Ramos and heed his laws. The Light of Ramos should guide his Followers. 2. Sul and Lurolai are protectors of the Light. Pray to them and ask for their protection. Sul gives protection from the wrath of Ramos, and Lurolai gives us guidance upon her seas. 3. Worship these three gods alone and no others, but reserve your greatest adoration for Ramos.
The Church has two major divisions: the Northern Church and the Southern Church. The Northern Church exists in former Ronian Provinces like the Vaaran Kingdoms and small portions of the Caelum Republic, while the Southern Church covers Ronia. Though they accept most of the same teachings, there are some important structural differences (see below for information on their hierarchies).
4. Keep your oaths and be honest in your actions.
The Church has three sacraments it performs for its adherents: Birth, Marriage and Death. In marriage there are no restrictions based on Race or sex, so long as both individuals are members of the Church of Light. The sacrament of birth can only be administered if one of the parents agrees. The sacrament of death is performed on any known member of the Church. The Church believes these sacraments strengthen the believer’s connection to Ramos and ease entrance into his Realm.
7. A person should look first to Ramos, then to Sul and Lurolai, under the guidance of the Church, then his family, then his friends, then his people and finally his rulers. This is the hierarchy under which things fall.
The Book of Light is extensive in its rules and law 222
codes, but there are eight laws that laypeople are expected to abide by. Laws Five and Six are ambiguous and a source of confusion for many members of the Church of Light. There is debate over whether killing a rogue sorcerer in Mandaru for example, can be justified (does it protect the Varian homeland?). It is also unclear whether the bond between the people of Ramos, Sul and Lurolai means that Ronians can kill and war in order to protect Shahr. The Seventh Law is another source of debate and conflict (particularly since the Church also serves a rulership position in Ronia).
5. The land around the Varian Sea belongs to the people of Ramos; work this land and kill only to protect this homeland and its inhabitants. 6. The people of Ramos and the people of Sul and Lurolai share a special bond and must protect one another.
8. Those who obey these laws will be reborn into the Light; those who disobey will be plunged into darkness. States that enforce these laws will flourish, those that oppose them will crumble.
Northern Church Structure The Northern Church is less clearly organized than the Southern Church. It is governed by orders of monks, who live simple lives in pursuit of self-discipline, mastery of the eight laws and devotion to the three gods. Simple clothes. Simple lives. Simple food. These are the ways of the monks of the Northern Church. They have a vague hierarchy, with each community of monks being governed by an elected leader called a prior. But there is no central authority to the Northern Church. When disputes arise, the priors meet and put things to a vote. Unlike the Southern Church, which instructs its Followers to pray to the gods, the Northern Church favors turning inward through various mystic practices (chanting, meditation, prayer, asceticism, etc). They believe that if the Light of Ramos is in each person, then communion is possible through these measures rather than through prayer or pilgrimage. Some members of the Northern Church believe evil cannot arise from one who is at peace with his or her emotions. Many monks in the Northern Church also believe Sertori are a product of unrestrained emotion. Their regard for Sertori is, therefore, lower than the Southern Church (although they still accept them). This low regard, and specifically the belief that Sertori are a product of emotional disturbance, has produced a small heresy in the Northern Church that the pontiff is seeking to eradicate.
Southern Church Structure The Southern Church is led by a supreme pontiff, called the Basileus, and his authority is dispensed by local bishops, whose orders are carried out by priests. There are also a few monastic orders that exist alongside the Church. Pontiff (Basileus): The Supreme Leader of the Church, based in the Ronian capital of Rostanba. He is also the ruler of the Ronian Empire. While the pontiff is the supreme religious and political authority in Ronia, his cardinals, bishops and priests do not necessarily have tangible political power. Provinces (called diocese) are protected by generals, and cities are governed by elected counsels. However, bishops often have key seats on these councils and, in some cases, they are directly in control of cities. The pontiff is aided by a body of 13 advisers. The pontiff wears robes of blue and a red Galero.
Cardinal (Kasouvlos): Appointed by the supreme pontiff, the cardinals are a body of advisors to the pontiff and in charge of selecting a new pontiff when the old one passes. Cardinals wear white robes with red mantles and skull caps. Archbishop (Archepatrus): An archbishop is like a regular bishop but in charge of a large and important metropolis. Archbishops wear black robes and white mantles. Bishop (Patrus): A bishop, manages all the Churches within a large area, and handles disputes between congregations. Bishops wear purple robes and white mantles. Priest (Paetos): A priest is a minister of the Church, and wears white robes and white mantles. Deacon (Luthos): A deacon is one studying to become a priest, and wears brown robes. The Southern Church emphasizes prayer, work and pilgrimage. The largest pilgrimage site is Mount Brogustu where a shrine is dedicated to Orathel Namburi. Since Caelum Republic invaded the Western shores of Ronia, pilgrimage to the site has been more dangerous.
Church of Ramos This is a smaller organization than the Church of Light, active mostly in Vaaran Kingdoms, Caelum and some areas of the Ronian Empire. They reject Orathel Namburi’s revelation and, instead, worship Ramos alone. Though they claim to be the original Church, the truth is the Church of Ramos was formed after the Church of Light. Their founder, Druza, was a Dwarf from Rashua. Druza Khuba-Taula (Servant of Taul) was originally a devotee of Sul who, in 750 P.D. went on a pilgrimage to find her god and commune with him. Following local rumor and legend, she went deep into the Midbar Mountains. Ramos, not Sul, appeared before her and promised Druza eternal life if she adhered to the god’s teachings (according to legend she was granted it after her death by becoming one of his servants). What Druza produced from that meeting was a massive revision of the Book of Light, called The Light of Ramos (Noor Alu-Ramu). The biggest difference is it didn’t include any reference to Sul or Lurolai, and it placed more emphasis on hard work and toil. The largest difference perhaps is its blanket prohibition 223
against killing. This is assumed to apply to all intelligent Races (but not animals), and therefore, the Church is a pacifist organization. The issue is debated by the Ministers (Qadi), but presently, most believe killing even in self-defense is forbidden. Members of the Church claim the text predates the Book of Light. Because the Light of Ramos was written in Khubsi, that became the official language of the Church. Since its founding, the Church of Ramos spread to the Vaaran Kingdoms, Caelum, Bukhra and even the Ronian Empire. It is not governed by a single man, but instead by a council of prominent Ministers called Qadi. Priests of Ramos are simply called fathers/ mothers (Ulami), Acolytes are called brothers/sisters (Akhi or Rahibi), and the Church’s political leaders are called ministers (Qadi). The Church believes that Ramos will accept the souls of its members into his sacred homeland when they die. They also believe that those who do not put their faith in Ramos will drift in torment for eternity. Additionally, they revere Druza as a kind of angel or saint who can help people feel the presence of Ramos. Members of the Church of Light see the prohibition against killing as evidence that Druza was just re-writing the Book of Light from a Dwarven perspective, mixing aspects of both Ramos and Sul. The Church of Ramos has a single sacrament: Death.
Church of Ramos Structure House of Ministers (Qadia): This body governs the Church. Ministers are given their post for life. When one dies, a new one is elected by the House to replace him. Usually one’s election to the House reflects the popular attitude toward that individual. Fathers and Mothers (Ulami): These are the priests of Ramos. Usually one father or mother is in charge of one congregation and is responsible for their spiritual welfare. Brothers and Sisters (Akhi or Rahibi): Brothers and sisters are low ranking priests; priests who must still study under a father.
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Laws of Ramos 1. Keep your oaths and pay your debts. 2. Do not kill. 3. Work and toil and you will be rewarded. 4. A person should look first to Ramos, then to his family, his friends, his people and finally to his rulers. This is the hierarchy under which things fall. 5. Ramos is the most powerful and the greatest god, worship him alone.
The Cult of Sarda (The Sardonan Church) The Cult of Sarda is a pejorative name for the Sardonan branch of the Church of Light/Ramos. They believe pretty much everything the Church of Light believes, except they hold that Ramos was speaking only to the Sardonans and not the other Human tribes or nations. They believe the land around the Varian Sea was gifted to them by Ramos, and so in 1245 they attacked Ronia after being driven out of their own homeland. Many Sardonans are satisfied with the small portion of land they conquered, but some members of the cult believe they must take all of the Varian lands, beginning with the Ronian Empire. These factions create problems inside Sardona and other places along the Varian Sea.
Sardonan Church Structure The structure of the Sardonan Church is different from the Church of Light and the Church of Ramos. It is made of priests (called Khouri) who answer to a larger council of 60 priests (called alu-Khoura), and the priests exert considerable influence over tribal Sheikhs in Sardona.
The Hasri Priesthood In Asharun, the Hasri worship Sarilla as the chief deity with the other gods being part of her pantheon. There are no concrete doctrines or creeds; all that matters is that holidays and Rituals are observed. These matters are handled by The Hasri Priesthood, a group of 400 priests of Sarilla who officiate the
ceremonies and festivals of the snake goddess. Within this priesthood is an inner circle of priests called the Bassalu Sarilla (the children of Sarilla). The Bassalu maintain the Pillar of Life and perform its secret rites. It is the belief of the Hasri Priesthood that they are helping to restore Senga.
The Monks of Isharna This is a religious order devoted to the Sertori Isharna, who dwell in a monastery in the Padee Mountains near Phra Goa. An inner circle of devoted monks live in the monastery itself. They venture below to the cities around Phra Goa where their order is in control of the government. They have a number of lesser monks who serve under them and carry out day to day concerns, but are not part of the inner circle. The monks forming Isharna’s inner circle are usually called the Red Monks. The Red Monks (Luang Phra) adhere to the teachings of Isharna, who believes the gods and their servants are Demons. There are forty Red Monks in total. They hunt the god’s servants, Grim Beasts, Sertori deemed a threat, and other creatures, using the monastery’s large repository of magical objects to aid their efforts. Isharna assists them through use of his Spells as well. Presently they possess a number of powerful items, but chief among them are the Orb of Salvation (used to absorb Den Dwellers), the Bell of Goa (used to protect the monastery) and the Red Sword of Goa (this is given to the Abbott or Luang Ta, the most trusted Follower of Isharna). Isharna is a Sertori and believes that by killing the servants of the gods, and ultimately the gods themselves, they will make the common Races of Gamandria more powerful. He thinks the gods are petty and not deserving of worship. By using objects of power and imprisoning their servants, he hopes to strengthen the position of mortals. Isharna’s monastery is called Satra Dee. It is a large complex in the Padee Mountains, and the order keeps their magical objects housed in a treasury within one of its pagodas.
currently a Human named Ong. The other members of the inner circle or Red Monks (called Luang Phra) are the abbots of the order beyond the main temple, but regarded as mere monks within the temple. Below them are the normal monks, those not belonging to the inner circle. They are divided into three levels: novices (Po), ordained monks (Phra) and elder monks (Ajarn). In the absence of an Abbot, the elder monks assume that role. For more information see PHRA GOA in CHAPTER NINE: PEOPLES AND PLACES.
The Priesthood of Lurolai In Shahr, there is an official order of priests all drawn from the same bloodline who perform the rites of Lurolai.
The Priesthood of Sul These are actually several different orders of priesthoods found throughout Southeastern Gamandria, particularly among Dwarven cultures. They oversee sacrifices, hold councils, occasionally have some position inside local governments and resolve questions about the teachings of Sul. While the priesthoods vary considerably, among the Dwarves there is a common answer to the question of war, given Sul’s call for compassion and mercy. Dwarves are perhaps the best Warriors in Gamandria, but this is in conflict with the commands of their god. According to the priesthood, Sul understands the need, and merely imposes a period of purification before entrance into his Realm, Nahaas, for each act of violence and murder. However, in the interest of attracting young Dwarves to their armies, some of the Dwarven kingdoms and city states came up with a new solution: the mask of war (Qinah alu-Harba). By donning a cloth mask, faceplate, or similar device (normally attached directly to the helmet), the Warrior can conceal his identity and spill blood without tarnishing his soul (or so the theory holds). Usually, the leadership on the battlefield wears no masks of war and assumes the weight of the evil committed for themselves.
Isharna sits at the head of the monastic order in Satra Dee, his official title is Luang Isharna. Below him is the Chief Abbot of Satra Dee (Luang Ta), 225
Ranuism Ranuism refers to the various Elven (and sometimes non-Elven) religious sects devoted to Ranua. There are three major branches of Ranuism: Phukaoism, Khatic Ranuism and Mandarism. They each stem from three of the early Elven leaders during their great exodus from Nong Sai. One belief most of them share is that Lorgo is responsible for the death of Senga. See THE CREATION AND THE SPREAD OF THE ELVES in CHAPTER TEN for more details.
Khatic Ranuism The people of Khata (mainly the Humans and Elves), worship Ranua and a pantheon of 11 Sertori they regard as her offspring. Their beliefs are based on the teachings of Gandai. They are described in the KHATA entry in CHAPTER NINE.
Mandarism This is the religion practiced by the Elves of the Mandaru region. Mandarists subscribe to the exodus account of Shandee. According to Mandarist tradition, the Elves were the captive slaves of the Nong Sai kingdom for roughly one thousand years. Though the Ogres of Nong Sai worshipped Senga, the Mandarists believe the enslavement was the work of Lorgo, who they see as the source of evil in the world. According to this viewpoint, their liberation from slavery was due to Senga’s intervention and the hand of Ranua (who guided them on their migration through the mountains). When Lorgo learned of the Elven liberation, he commanded Dosikan, the Ogre King, to slay Senga and steal his power. The focus of Mandarist worship is Ranua and the memory of Senga (whom they believe will return— as do the Ogres). Freedom is paramount to the Mandarist, and its purist expression is music. They have a very simple code focused on preservation of liberty and community through righteous violence. All Mandarist beliefs can be summed up in this phrase: all is reciprocity. If someone approaches you with love and understanding, then you meet them with love and understanding. If someone desires to do you harm, then you do them harm. A key belief of the Mandarists is that Warriors who die in battle enter Ranua’s Realm in the next life together. All 226
others are reborn, often as non-Elves. While only true Warriors who die in battle can join Ranua, they believe those who choose not to become soldiers (the vast majority of Mandarists) will come back in the next life as Elves if they abide by the other teachings of Shandee. Mandarists also revere Ranua’s servants, particularly Brownies, whom they build small homes in hopes of attracting their favor. These mock-houses are usually filled with offerings of food and Brownies will occasionally take shelter in them (this is considered a great blessing among the Elves of the Mandaru region). Mandarist worship relies on music (mostly chanting, but also includes stringed and woodwind instruments). There is no formal priesthood, instead ceremonies are led by the eldest person in the group. Bloodshed is sacred in Mandarism. It is a martial religion in many respects, perhaps due to its emphasis on self-preservation. While a good Mandarist never seeks out conflict, he never shies away from conflict either. Beyond the call to righteous violence, the teachings of Shandee instruct Followers to revere nature as Ranua’s masterwork, to make their way in harmony with nature and its laws, to appreciate beauty where it is not obvious and to distinguish between want and need. Mandarists see Lorgo and his people as a threat to their existence. So violence against them is acceptable under virtually any circumstance.
Phukaoism This is based on the teachings of Kao, and practiced primarily in the Phukao region. Kao was one of the three major leaders during the exodus from Nong Sai. The Phukaoists worship Ranua, Sarilla and Senga (who they believe will return when Phukao is destroyed by a demon). The Phukaoists view these three deities as protectors of the Elves and the Ogres. Above all they believe in preserving the traditions of Nong Sai, to honor Senga, and they subscribe to a system of justice based on divination of the will of the gods (usually using bibliomancy to determine guilt, innocence and outcomes). The Phukao Priesthood is normally selected from Elven descendants
of Kao. Unlike Mandarism or Khatic Ranuism, Phukaoism places far less emphasis on the call of Ranua. They believe that the call is an emergency measure in times of crisis, when mercenaries are unavailable, otherwise they don’t support the needless waste of Elven lives in war. The Elves of Chambar practice a unique strain of Phukaoism that is influenced by the Mandarist and Khatic views.
CULTS AND MYSTERY CULTS A cult in Gamandria generally refers to a group that worships something other than the major gods (the eight deities listed in CHAPTER SEVEN). However, there are exceptions and it sometimes simply means an unusual or rare religious movement. Cults include groups who worship Sertori, Grims, Monsters or even Demons. Mystery cults are religious groups who reveal their true teachings and beliefs slowly as Followers progress through different ranks. Lots of people believe they discovered a secret method to commune with the gods, achieve immortality, or obtain esoteric insight. Mystery cults are basically secretive organizations where members are increasingly given access to more knowledge as they advance. So a new initiate knows very little or may have some misleading information about the group’s beliefs. But with each stage he is given one more secret, the truth about one more mystery is revealed. Unlike normal cults, Mystery cults often worship one of the major gods from CHAPTER SEVEN.
The Children of Nong Sai This is a both a religion and order of Sertori, for information see The Children of Nong Sai in the Organization section of this chapter.
Cult of the Emerald Serpent This is a mystery cult that worships the Emerald serpent (a creature making its home in Bashon, a city near Khata). The cult is popular deep in the Rashua Forest, particularly the Emerald Valley. Its members despise the Phra Jao (the ruling council of Khata) and seek to make their god the ruler instead. See KHATA entry in CHAPTER NINE for further details. See also BASHON entry in CHAPTER SIX: AFFLICTIONS AND GRIMS.
Cult of Karima There are many in Shahr who venerate the spirit of Karima Basa Karima, a Grim who inhabits the library named in her honor (See SHAHR REPUBLIC in CHAPTER ELEVEN: PEOPLES AND PLACES and THE LIBRARY OF KARIMA in CHAPTER SEVEN: AFFLICTIONS AND GRIMS). This cult exists alongside the others of Shahr and is not in conflict with the temples of Lurolai. People see her as a protector of knowledge, invention and art.
The Cult of Kwam Jao This is a recent mystery cult that emerged in the Midbar Valley among the Singh Tribes. Most of the members are Ogres, but their leader is allegedly an Orc woman named Servella. She and her Followers live deep in the Napung Forest, where they claim the Merciful One (or Kwam Jao) lives in the heart of a cavern complex. Those who embrace the teachings of the Cult and devote themselves to Servella, claim to be free of all pain and suffering. See NAPUNG FOREST in CHAPTER SIX: GRIMS AND AFFLICTIONS for further details.
The Cult of Maelith Maelith is a powerful Human Sertori from Ronia (with six Ranks in Divinity and possessing the Raise Dead Thauma). She traveled frequently on the Eastern Trade Route and into the Marite Kingdoms and Rashua where she gathered many Followers. Her following is in the millions but scattered across a large area. Those who worship Maelith consider her a living goddess of compassion and healing, known for bringing the worthy back from the dead. Maelith is sincere in her desires to assist others. However, her priesthood, who are charged with identifying worthy candidates for resurrection each month (since Thauma require rest between castings), have become corrupt and often take bribes from the wealthy seeking to bring family members back from death. Maelith sought the Sarrian Book, believing it would help her save more people but she was nearly overcome by its guardians and became a Gorgon by casting Arch of Protection too frequently. Now Maelith wanders the land in search of a cure, and her Followers are ignorant of her transition. She
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has not been to any of her temples in five years, and different sects have emerged to explain her absence. The most popular is she has gone to the Ethereal Realm on a quest to defeat death and will return to raise her Followers sometime in the future.
Cult of Leonus Some of the Servars and the Ranu living in the Perlova Valley worship the body of a sleeping god called Leonus. They congregate at a large domeshaped mausoleum submerged in a swamp. Each year, the local druids sacrifice people in giant wicker statues to awaken Leonus and receive his wisdom. He is, in fact, a Grim, and more information can be found in the LEONUS entry in CHAPTER SIX: AFFLICTIONS AND GRIMS.
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Cult of Senga The world believes the Ogres are cursed, but they consider themselves blessed. It is true they are more limited than before, but Senga bestowed a crucial parting Gift to his people: the ability to resist magic. Though scattered across Gamandria, most Ogres share a belief that Senga will one day return and until that time, they must continue to adore him. The cult also acknowledges the crime of Dosikan, viewing his act against Senga as one of selfishness and hubris. Therefore, their moral teachings are grounded in simple ideas of humility, benevolence and forgiveness seeking though good actions.
Cult of the Stone Gods These are massive stone statues that are worshipped by the Ranu and Kalgoru on the banks of the Pulpar River. In actuality they are Trolls, one of whom is a Sertori. See the STONE GODS OF PULPAR in CHAPTER NINE PEOPLES AND PLACES for more details.
The Cult of Sukat
The Cult of Tungat
This is a mystery cult devoted to Sarilla but not affiliated directly with her priesthood. It was established by a man named Sukat, who is also a Sertori. Sukat is a highly charismatic leader and quite powerful in his own right. He attracts people to the cult with promises of pure bliss and freedom from pain. Exactly what this means is unclear to those outside the cult, and only the highest ranking members of the cult of Sukat truly know its secrets. The cult is widespread, and Sukat has a great deal of influence through his Followers. There are sects in Chun, Donyra, Meng Sai, Helenos, Sahir and Aqul. He even has Followers in Sardona and parts of the Mandaru Empire.
The people of Tungat Oasis worship an entity in the springs called Tungat (See TUNGAT OASIS in both CHAPTER NINE: PEOPLES AND PLACES and CHAPTER SIX: AFFLICTIONS AND GRIMS). The god appears as a massive head floating in the springs of the oasis. The priesthood is led by the king and high priest of the city, his official title is Bal-Korba. He wears a crown and blue robes when overseeing rites. There are nearly 100 priests in the city as well, and they wear blue robes and white hoods. The main function of the priesthood is to ensure that Tungat remain entertained with music and stories. At dawn they chant or sing to him and in the evening they tell him a tale. During the day, people from all walks of life give offerings of music, stories, and jokes.
The belief system of the Cult of Sukat is the pursuit of purity and supreme delight, something Sukat calls “true silence” (alu-hadook). He asks his Followers to renounce their status, relinquish their belongings (to the cult itself) and to participate in secret Rituals in their temples. The temples of Sukat are usually walled and their Rituals performed inside away from the public. They sacrifice all manner of Humanoids to the goddess Sarilla during these performances. Sukat’s Followers are fanatics; he teaches that all the other gods are evil, and that they murdered Senga. Only Sarilla is good and only Sarilla can bring them true joy. The Rihan Tribe and some of the Aluma are converts to the cult. They are allowed to keep minimal belongings as traders on the plains for the glory of the cult. In truth they are his primary source of soldiers. Though the cult has temples throughout Southern Gamandria, its main temple is located in the Northern Plains of Moru at the base of the ‘Awad Mountains. Inside, Sukat has created a small Den, like a god’s, for himself. It is deep below the temple and its entrance is concealed by a subterranean water fall (TN 10 to Detect). Those who enter against Sukat’s will take 4d10 Open Damage as they pass through the gate. Sukat is a loyal servant of his goddess. He truly seeks to increase her power and he assists her by tracking down Sertori and subduing them for her. Then he has them sent to Asharun.
ORGANIZATIONS These are institutions, Sertori orders, and criminal groups. The ones described below are merely the most well-known. Throughout Gamandria there are countless other organizations; in particular, trade guilds and associations.
The Children of Nong Sai A religion and order that goes by many names, the Children of Nong Sai (called Dek Nong Sai in the Singh tongue) are guided by a single purpose which they reveal only to trusted initiates into their society (so in this sense it is also a Mystery Cult). Through careful study of the ancient Ogre tongue, Singh, and through revelations allegedly passed from Sul to their founder, Justinian, they constructed a new vision of the Sertori and the gods. The Children of Nong Sai claim that all Sertori are imbued with the soul of Senga and that the gods cannot achieve their true purpose (to communicate with their creator, Aetia) until the Sertori rejoin and restore the Ogre god. They are scholars and explorers, seeking knowledge in the ruins of Nong Sai and elsewhere. Founded in 1257 by a man known only as Justinian, this movement has a number of different names: The Sengalis, The Order of Sul, The Children of Nong Sai (or as they prefer Dek Nong Sai). Justinian was a Sertori and scholar from the Ronian Empire. He studied the Ogres, learning to speak and read 229
Singh as well as Pasaali (he was the last known person to understand the language). Most of what he learned about the Sertori he uncovered by delving into the ruins of Nong Sai where found tattered accounts of the death of Senga. In one expedition, Justinian was nearly killed when a shaft beneath one of the ancient temples collapsed and buried him for seven days. He claimed that as he lay trapped by a wall of rubble, on the edge of death, Sul appeared to him and said “Gather the Sertori. Restore Senga so the gods can sing to Aetia”.
The Caelcori This is an organization of Sertori that rivals the Fellowship of Promestus in size (though it is smaller). They exist to serve The Caelum Republic and protect its senate and council from tyranny. Created in the wake of Sertorius Poro’s infamous reign, the Caelcori defend the Republic from within, hunting down rogue Sertori and eliminating other threats. Sertori in Caelum are not required to enter the organization. In fact, many do not even know the Caelcori exist. They are, however, required to follow the Caelcori’s rules. The Caelcori forbid any Sertori from joining the Senate and, therefore, holding any position with imperium (power of life and death). This is to prevent tyrannical Sertori rule (which has happened before). They also forbid Sertori from helping an individual senator amass too much power. They have additional rules and functions as well (rooting out corruption in The Senate and Council, spying on provincial generals, suppressing internal unrest, etc). The Caelcori operate silently and efficiently. The Caelcori is governed by a prefect, currently Juventar Ilexu Gardo. The prefect is assisted by an inner circle of 5 Tribunes. The remaining members, who number anywhere from 20-40, are called Censors. The Caelcori exist as hands of The Senate, which gives them power to arrest and power to issue orders to legions toward that end. In order to wield this power, censors must receive it from the prefect or one of his tribunes in the form of a seal. Each seal indicates what sort of authority The Senate confers on the individual Censor. This can include taking control of the legions under a governor’s command (but this is rare and only issued in extreme cases to avert uprising or civil war). Because the imperium 230
is given on a case by case basis by The Senate, it is regarded as being held by the senators, not the Caelcori. In practice, however, the Caelcori, particularly the prefect, wield tremendous power and influence.
The Fellowship of Promestus A Fellowship of Sertori that spans the Varian Sea and beyond, the Fellowship of Promestus was founded in the year 490 by Alexandros Promestus in Rona. The Fellowship protects against misuse of the magical arts. It enforces Promestus’ three laws of sorcery which were intended to prevent Sertori from using their powers for too much personal gain. The Fellowship of Promestus is part of the Church of Light. Not all members are priests however. In fact, many are not. Their role is to protect the Church, protect life and manage the dangers of magic’s misuse. The Fellowship has ‘halls’ throughout Gamandria, from which its members operate. Most major cities have a hall, and each hall is governed by a master Sertori. The first, and most important hall, was established in Rostanba the capital of Ronian Empire. Until recent times, the Fellowship of Promestus has enjoyed little friction with local governments. However, the Mandaru Empire has grown weary of their influence and interference. Veja Kashan declared them an unnatural organization that aims to horde knowledge and power for a select few. While the government has taken no official action against the order, the Fellowship’s position in Mandaru is most precarious at the present time.
Structure The Fellowship of Promestus is headed by an Archon at Promestus Hall in Rostanba who functions as its executive, but any major decisions (such as a change in policy) must go through the Alexandrian Council, a group of five members (each called a Kabouli) normally drawn from the more experienced or respected members of the order. The council can also remove the Archon with a unanimous vote. Below the Archon are the Deacons (or Luthos) who each direct 3-4 Sertori within Ronia. There are other halls throughout Gamandria, and each is headed by a hall master called a Promestos. Foreign halls usually have anywhere between 2-12 Sertori.
The current Archon of the Fellowship of Promestus is Loukas, a veteran soldier known for his imposing physique and mastery of Misos Spells. The following Sertori sit on the Alexandrian Council: Amida, Psellus, Flavia, Palatina and Goresios. Of these, Palatina is the most senior and conservative (she is in her early 80s and comes from an old aristocratic family), while Goresios is the youngest (fifty eight). Of them all, Amida is the cruelest, not in the sense of being violent or sadistic, but rather she delights in crushing the careers of young Sertori who don’t learn their place. Psellus is close with Palatina and a fierce defender of the institution’s traditions (sometimes to its detriment, sometimes to its credit). Flavia is the most open minded, and at times, the most dangerous (this is not the same Flavia detailed in CHAPTER FOURTEEN). She has been urging the others to change the laws of Promestus to be more flexible and realistic, but both Palatina and Psellus fear the unintended consequences of such an alteration (however well intentioned). All of the council members are Ronian born.
Laws There are three laws all members of the organization must obey. When Sertori join the Fellowship, they take a magical vow in the Tarchaean Library before the bust of the 24th Archon (See the Vow Spell in CHAPTER THREE: SPELLS AND THAUMA) promising to abide by Promestus’ Laws. Any Sertori, who knowingly breaks this vow, dies. Promestus’ Laws: 1. Use magic to protect or honor life; do not use magic to harm the innocent, except in defense of self or others. In war only use magic against soldiers. 2. Do not seek offices of political authority. This is forbidden to Sertori. 3. Do not use magic against just authorities and never bring violence or magic against the Fellowship of Promestus.
The Hand of Jahannam This is a Khubsi criminal network known in its native tongue as Kaff Alu-Jahannam or simply Kaff Jahim. The name refers not just to the nature of the organization and its reach, but the word for hand in Khubsi (Kaff) also carries connotations of slapping or striking. Jahannam refers to the purging fires of Nahaas, the Realm of Sul. The Hand of Jahannam is regarded as a sort of thieves or assassins guild, but is actually much more than that. It originated in the Khubsi Quarter of Rostanba, and that is where its base of operations remains to this day in the Khubsi Theater. It is headed by a man named Barka, who purports to be the theater’s owner and proprietor. In actuality, Barka commands a personal army of thousands of thugs and has gained tremendous personal wealth through smuggling, murder, protection networks, and theft. Any thief seeking to do business in Rostanba must pay Barka’s tax. Businesses operating in the Khubsi Quarter must pay his tax as well. Even city officials must bend to his will on occasion. But The Hand of Jahannam also protects the interests of the Khubsi population in Rostanba. They are a minority and subject to abuse from local Ronians. Before the Hand of Jahannam, there was little to be done if angry Ronians burned down a temple of Sarilla. Now, such offenses are met with bloody vengeance. The Hand of Jahannam has an extensive reach throughout all Ronia and also beyond its borders. It has connections among at-Tarja in Shahr as well as the court of Queen Sabeena.
Texts The Book of the Archon This is a series of scrolls kept in gold-cased rolls by the Fellowship of Promestus. There are no copies, only originals. Each Archon of the order is expected to keep an account of all Spells he sees performed first-hand. This has been going on for some time, so there are dozens of volumes, but the first was started by Archon Nicodemus (the 24th Archon) in 786. The scrolls are kept in a library at Promestus Hall in Rostanba.
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The Book of Light (Vavantos Kounaevma) Written in Ronian by Orathel Namburi sometime after 351 this is the religious text of the Church of Light. It includes the eight laws of light and an account of Namburi’s pilgrimage to Mount Brogustu.
The Fabian Law Codes (Lex Fabii) These are law codes written by Fabianus after the tyranny of Sertorius Poro. They go into great detail and include logical arguments supporting the laws and covering all corner cases. There are two essential laws in the Lex Fabii: 1. No Sertori can become an appointed official with imperium or serve in The Senate 2. Caelum’s laws are to be written by a senatorial body, and control of the government can never rest with a single individual The first law explicitly prohibits Sertori from becoming Senators and officials with executive powers (imperium). However, they are allowed to rise to the rank of Centurion in the legions and they can be delegated authority on behalf of another. So the Caelcori, which cannot technically wield imperium, effectively does so because it acts on behalf of the Senate.
The Light of Ramos (Noor Alu-Ramu) The Light of Ramos is the sacred text of the Church of Ramos. It is basically a revision of the Book of Light, The biggest difference is it advocates worship of Ramos alone, and condemns the worship of Lurolai and Sul. Despite removing Sul from the pantheon, it goes even further than the Book of Light in prohibiting killing. It also places emphasize on hard work, and self-reliance. The basic idea being one only needs Ramos and oneself, no other gods to survive. This was written in Khubsi by Druza Khuba-Taula shortly after 750.
The Purging (Tanqiya Alu-Sephari) Written in Khubsi by Gesara of Palus in 1423, this series of scrolls called The Purging (in the Khubsi it is called The Purging of the Sertori, or Tanqiya Alu-Sephari) details the weaknesses of Sertori and how to kill them. It also describes many of their
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known powers, their natural enemies (such as Krut) and postulates that they need to be destroyed. The book walks a fine line because Gesara is a devotee of the Church of Ramos. She builds an argument that killing Sertori is not an act of violence but of liberation. The Purging instructs would-be Sertori hunters to rely on research, intelligence gathering and planning. Sertori are powerful beings, and Gesara continually cautions readers not to underestimate them. Above all, she says killing a Sertori must be done when the Sertori is at his weakest: during sleep.
The Sarrian Book This is rumored to be a powerful book written by the people of Sarr (a forgotten city). According to legend, it exists hidden in one of Gamandria’s mountains. People claim reading the words on the scroll unleash magical effects. For information see THE SARRIAN BOOK in CHAPTER TWELVE: OBJECTS OF POWER.
Chapter nine: people and places This chapter describes the setting of Gamandria, its inhabitants, governments, cities and societies. It begins with an overview of broad categories like geography, trade, and culture. These sections provide you with a general description of the setting. They are followed by PEOPLES AND PLACES OF GAMANDRIA, which details each entry on the Gamandria Map. PEOPLES AND PLACES is a gazetteer arranged in alphabetical order. Cities, tribes, geographic features and societies identified on the setting map have individual entries in this section. They vary in length, with some providing several pages of information and others offering brief descriptions. The more important entries have stat blocks for vital details like rulers, population and exports. Like the entries themselves, some stat blocks are large, and others truncated depending on the significance of the place. While virtually everything on the map is explained in PEOPLES AND PLACES, these are merely the notable areas that we have developed. The places identified on the Gamandria Map are not all that exists in the setting. It is assumed that the setting is an active one, with new groups and powers emerging between the names on the map. Countless villages, tribes, potential powers and city states can emerge as needed by the GM, who is encouraged to enhance the setting with his own creations. The Map: This book includes a map of Gamandria divided into six parts. In the print edition the map is black and white, and does not have resource icons. The PDF Map is in color and has resource icons. There is a file of the color map available for free at our website (Bedrockgames.net). This can be downloaded and printed.
Geography Gamandrian geography and climate follows natural laws like our world, but the presence of gods and Grims also exert an influence. For example, Grims can alter weather patterns and climate. A place that should be a humid jungle becomes an arid desert if a particularly hot and dry Grim is present. Additionally, the gods shaped the world, carving out lakes, thrusting up mountains and even planting forests. Like Grims, they play a role in the weather and climate. The Southern waters of the Gulf of Anja and the Sea of Garbala are warm due to the attention of Lurolai, while the waters North in places like the Sea of Gilva are cold from her neglect. Unlike our world, where the earth revolves around the sun, Gamandria is a geocentric system, where the sun revolves around the earth. There was a time when the sun stayed in one place, held in position by the god Senga, but when he died, it began moving around Gamandria, creating night. The moon, under the control of Sarilla, provides some light in the evenings, though as she tires over the course of a month it grows dark. As a general rule, the far Northern regions of Gamandria tend to be cold, while the Southern regions tend to be hot. There are some key exceptions, particularly in places where elevation is radically high or low, but for the most part this holds true. Here is a brief overview of geography and climate by region: The Varian Sea: This part of the world is known for its mild winters and warm dry summers. The fair
weather is assumed to be a product of Ramos’ good will. The Northern coasts of the Varian Sea tend to be cooler with more rainfall, while the Southern coasts are drier. The reason for the difference in the North is the presence of a powerful Grim in Sai Wood. The Southeastern coast of Ronia, in the Magaea Mountains, is geologically active, with hot springs and earthquakes. The inner coast, South of the Brogustu foothills to the Keros River is a higher elevation and cooler than Ronia. It is also densely forested with conifers and oaks. The land here gradually rises toward the ‘Awad Mountains. The Mandaru Region: This encompasses the land South of the Utar River to the Battal Mountains and Hashar Desert. It extends Westward from the Brogustu mountain range, to the edge of Asharun and its provinces. The heart of Mandaru is the Steppes of Shandee, a cool and temperate grassland that slopes from the Rasan Mountains ending at the Cliffs of Shandee. The pastures here are plentiful but as you move Southwest beyond the Cliffs Shandee, the climate becomes drier and warmer. Over the Rasan Mountains is the Elven civilization of Phu Kao. This area is quite elevated and cool year round, with moderate rainfall. The Midbar Region: This part of Gamandria stretches from the Midbar Mountains South to the Eastern Coast of the Kufar Peninsula. It includes the Midbar Valley, with its steamy eucalyptus forests and the stunning Midbar Desert, which was once a vast jungle but became exceptionally arid after a Grim appeared in its center. The Hema River Valley is mountainous and fertile (perhaps a little dry), while the Kufar and Muqasat Forests are hot, wet and filled with natural predators. Gulf of Anja: This area is hot with heavy rainfall, at least until you reach the city of Chun, which is more arid. The Aqaban Mountain Range cuts down the Kufar Peninsula, offering a steep decline on the Western coast. The Nahr River, known for its warm waters, flows from the mountains and forms a marshy delta in Matruk. The Island of Dakia is hot, volcanic and well forested. Further West, the Khai River runs through the Rashua Forest and is known as the Emerald Valley. The Rashua Forest is warm with broad leafed trees reaching as high as one hundred feet. Beyond the Emerald Mountains is a 234
small valley edged by a rising fog forest called The Padee, where the Hanadi and Corsata live. North of Khata is the Plains of Moru, warm and dry with numerous nomadic pastoralists grazing off the land. Korashu Region: The coast from the Southwest to the Shandee River is rather dry but hot. Beyond the Korashu Mountains, the Korash River cuts a humid valley which flows down to the Southern coast. The land here is intensely hot year round. The region in the valley and beyond receives heavy rainfall and is home to a dense rainforest. Further North is the Island of Asharun. This is a warm and dry island with a gentle year round climate. It is also unusually abundant with vegetation. Across the water is the Veja River, whose banks offer fertile lands for farmers in an otherwise desolate part of the world. The Sea of Aetorus: This large sea is the heart of the Caelum Empire. Its Southern shores are warm and dry in the summer with cool wet winters. Its Northern coasts are mostly cliffs and the lands beyond them temperate to cool. Western Caelum near the Enea River is temperate and heavily forested. North, in the Anumar Mountains, is the Perlova River Valley, with dense pine forests. The Foothills of Yaum are unusually hot and rocky. Klammerskel Region: This is the area extending from the Klammerskel Mountains North to islands like Belvane and South to the Varian Mountains. It is cold, mountainous and heavily forested. In the North, Klammerskel is mostly subarctic, but the Kalgut Forest is temperate, while the regions of Vaar Wood and Sai Wood are unnaturally cold. The Hora River, while surrounded by snow and ice is warm, due to the presence of the Red Forest of Ras. The Steppes of Gulga are dry and rocky, with many hostile tribes of Human and Gru stock. The Pulpar River, which flows East from the Klammerskels, is violent and unpredictable, frequently flooding the towns along its banks. It ends in a great Marsh.
Grims A Grim is a site where a powerful Sertori died by overusing magic. It is both a place and an entity. Such areas are infused with the Sertori’s spirit and have many strange and unusual characteristics. Often the site reflects the nature of the Sertori’s
death. For example, a mage who died in a burst of flame near a lake, may cause the waters to boil persistently. Several are marked on the setting map and described at the end of CHAPTER SIX: GRIMS AND AFFLICTIONS. But these are just some of the more well-known examples of Grims. Others are assumed to exist.
Ancient Ruins of Nong Sai and the Slovars Two crucial features of Gamandria are the ancient structures that remain from Nong Sai and Anumar, two mighty civilizations that collided in epic wars involving mortals and gods. Nong Sai was a group of Kingdoms ruled by Ogres who worshipped Senga, while the Slovars were followers of Lorgo. Both came to an end over fourteen hundred years ago, when the Ogre King, Dosikan, wiped out the Slovars and slew Senga with the Blade of Sarilla. This brought the wrath of the other gods and ushered in the age of Sertori. Nong Sai spread from the Southern Varian Sea to portions of the Klammerskel Mountains. To this day, many of its temples, stupas, statues and ziggurats remain, although they exist alongside the Human, Orc and Gru cultures that now inhabit these lands. The Slovars are more mysterious. No one really knows what they were because their language and culture vanished when they fell. They left behind a legacy of enormous stone statues. These vary in appearance, usually with animalistic traits. They seemed to worship Lorgo, as a number of the statues are blends of Elephant and Humanoid features. But they also appeared to worship other beings, and statues that included: ape-like Humanoids, large heads, creatures resembling Rhinos, Wooly Mammoths, and tall and slender beings who look something across between Hasri and Elves. There are also even more striking and unusual hybrid statues. These are found throughout the region that is now Caelum and especially common in places like Perlova Valley.
Lost Civilizations There were many other civilizations that perished before they could expand, and so little knowledge of them remains. They exist mainly as myths and legends. Some of these were cities, others small kingdoms.
They may have had a brief golden age, but fell due to some unknown calamity. Countless stories of such places circulate the coffee houses and taverns of Gamandria. The most famous is the Lost City of Sarr, an ancient mountain city built of precious stone and ruled by a wise council. Their government was just and according to many tales, their society was without conflict or poverty, but something, or someone, came to the city and corrupted it from the inside out, leading to its demise. In some stories this was just a man, who wrought change to the political systems, and in other tales it is a powerful creature that turned the people of the city into golden statues. There are also legends of a powerful scroll filled with magical powers existing in the city’s library.
Trade Trade Routes There are several important trade roads in Gamandria, but the chief ones are the Western Trade Road and the Eastern Trade Road. The Chambari Trade Road is also important, as it is the road from Poro Deos to Rono. The Western Trade Road passes through the ‘Awad Mountain Range connecting Mandaru and Sardona. This gives Mandaru access to port in the Varian Sea and provides Sardonan merchants with access to Mandaru and Asharun. The Sardonans refuse Ronian ships entry to their harbors, and the Ronian Empire must trade with the West using a Southern route or the Shahri Trade Network. The roads in Ronia converge South passing through the Marite Kingdoms and leading West through Chun all the way to the Hashar Desert. This is called the Eastern Trade Road. Because they have to pay a tax to use the Shahri Trade Sea Trade Network, many Ronian merchants prefer this route for reaching places like Khata (whose diamonds, fabrics and crafted wares are highly prized). Eastern traders will go as far as the Tungat Oasis in the Hashar Desert to obtain porcelain and ruby sculptures from Asharun. The Western-most section of the route is sometimes called the Gauntlet or Sertori Road, due to the cluster of powerful Sertori in cities stretching from Meng Sai to Tungat Oasis.
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In the Southwest, there is an important route of trade from Asharun through Chambar and into Phra Goa. Goods pass on from Phra Goa by boat into the Corsata and Hanadi territory and onto Khata. In the North, trade is dominated by the Caelum Republic. Its Varian Sea port of Poro Deos is one of the major trade cities in all of Gamandria, and the road leading there from Rono is crucial. The weapons, glassware and engineering scholarship of Caelum are all valued outside the Empire.
The Shahri Trade Network The Halflings of Shahr rely on Lurolai’s blessing and good will for their mastery of the seas. They also understand how to navigate using the stars and astrolabes. While Halfling ships receive safe passage through her waters (particularly in the South), vessels of the other Races are less protected and subject to stormy waves. This gives the Halflings a considerable advantage and has enabled them to establish a network of ports and colonies along the coasts. They also have strong relationships with key trade cities. Others are free to engage in trade by sea, but if they want to do so without attracting the wrath of Lurolai, they must pay a tax to Shahr. Fear of reprisal on the seas from Lurolai also generally keeps Shahr protected from attack. Only when the Halflings fall out of favor with Lurolai (which has happened in the past) do they become truly vulnerable.
Coffee Coffee is a common beverage throughout Southeastern Gamandria and the Varian Sea. It is also consumed in the West and North in places like Caelum but almost exclusively by nobility and wealthy merchants. Shahr dominates the coffee trade, cultivating it in the Gulf of Anja then shipping it to various ports. Where coffee is consumed, coffee houses proliferate. There are three main varieties of coffee bean: Matruka, Khatic and Dakian (named for place of origin). Matruka comes from Matruk and yields a strong, bitter coffee, it also lasts longer after roasting than Khatic or Dakian beans. It is a highly stimulating coffee. Khatic beans produce a light and delicate coffee with a weak stimulating effect. Dakian beans are highly prized for their rich nutty flavor and mod236
erate stimulation of the senses. Within these three varieties there are dozens of other subdivisions. Roasting methods can also affect the final product. Beans are cultivated from a berry yielding shrub that grows in hot climate in the shade of trees. Workers extract and ferment the seeds and then roast them before storage and shipping. The Shahri method of cultivation and roasting produces the best coffee. They are also the largest coffee producers in the world. Coffee is made by boiling finely ground coffee beans in a long narrow pot for about ten minutes. The rule of three is employed, allowing the liquid to foam and boil three times, removing it from the heat each time it begins to overflow. The end result is a warm black drink, with a heavy consistency. It is normally served in small but broad cups or tall narrow ones. Some people, particularly in Shahr and the Hema River, like to boil the bean with spices and sugar.
Coffee Houses Coffee houses are as common as the bean itself. In Shahr they outnumber taverns, and in many large cities, the streets are packed with such establishments. These are places for socializing and conducting business while consuming coffee. Entertainment is also a key component of the coffee house. Most coffee house proprietors are expected to tell stories to their guests or keep them amused with jokes. These typically center on the proprietor’s experience operating the house and feature outrageous patrons who are often fictitious. The best coffee house proprietors perform the entertainment themselves, but some must hire actors, poets or musicians. While coffee houses are present throughout Southern Gamandria, the majority of them are operated by Shahri Halflings or Dwarves.
Tea Until recently, tea was mainly consumed in Matruk and Khata, but the Shahri coffee merchants took an interest in the leaf and now it is commonly served in coffee houses. Tea is a plant that grows in hot environments like Khata and Dakia. Khatic tea is a black tea that produces a rose colored liquid and strong flavor when boiled. Dakian Tea can produce both black and green
varieties and is considerably lighter than Khatic. Both are equally valued but for different reasons. Tea is very popular now in Ronia, Shahr, Khata, Matruk and among the Caelum upper classes.
Ivory Ivory is a source of wealth and tension in Gamandria. Ivory is highly valued in the South, but it is illegal in the Caelum Republic, where Elephants and Mammoths are considered sacred. This is because ivory is associated with the god Lorgo. Despite prohibitions against it in Caelum, there remains a strong black market active in Helvarum and Utoria.
Culture Important Customs and Folk Beliefs Customs and beliefs take many different forms in Gamandria. These are just a few of the more common superstitions and practices. Among the most superstitious in Gamandria are sailors. Almost universally, they consider it good luck to have a Halfling aboard ship. In Southern waters, having Gru aboard a vessel is believed to attract the fury of Lurolai. Some ships deck their prows in Halfling imagery or use Lurolai as a masthead. A few murder Gru as a sacrifice to Lurolai before long voyages (this is generally frowned upon by local authorities, but does continue to occur in some quarters). Celebrations, festivals and hunts in honor of the gods are frequent. These can vary from place to place, but virtually every culture has special days, or weeks, set aside for this purpose. Rhino and Elephant/ Mammoth hunts are common in the South (in Caelum these are illegal), usually culminating in days of games and sacrifices to the gods centered on a great feast. Among the Mandaru tribes, Chieftains adopted the custom of drinking from vessels crafted from the skulls of conquered foes. Although some outside Mandaru find the practice distasteful, the Elves of the Steppes view it is a sign of respect and admiration to use the skull of an enemy in this way. In the Southeast Giant killers are venerated, and the skulls of Giants often publicly displayed. In the
Marite lands, the skulls are prominently situated near temples (particularly the queens). Further East, the skulls are placed near the homes of their killers. Many Dwarves in Southern Gamandria wear a faceplate in battle because Sul commands them not to kill. This is designed to obscure the identity of the warrior, allowing them to engage in war without attracting Sul’s attention and, therefore, avoiding the purging fires of Nahaas when they die. The stupas of Nong Sai, have become symbols of luck and good fortune. Nong Sai stupas were large pointy structures used for housing relics and treasure. This is one of the reasons many buildings in the Varian Sea region are constructed around these rising mounds. There are number of folk beliefs regarding Sertori, some with grains of truth to them. The most widespread is that eating the flesh of a Sertori has curative effects or even confers magical powers to the consumer. Sertori skulls do appear to have Spell-like properties (See CHAPTER Twelve: OBJECTS OF POWER), so the belief likely stems from that. These sorts of myths are more common away from the cities. Among some people, like the Ateeni tribes, Sertori are offered as sacrifices to the gods. There is also a lot of confusion about Sertori and their nature. Some rural folks equate them with Monsters like Vampires, while others think they are Demons or gods. In civilized places, usually cities, Sertori are more accepted, even embraced. The days of organized campaigns against them are over, but many myths about them persist.
Culture by Region These are broad generalizations about the cultures in each region of Gamandria (according to the groupings established by the Places and History Skills). We suggest reviewing individual entries later in this section for more details. In terms of cuisine, this can also vary substantially from one place to the next. When it is considered noteworthy, food preferences are mentioned in entries. However, as a general rule, the North tends toward herbs for flavoring, while the South tends toward spices. Klammerskel and the Gru: The Klammerskel region encompasses the area from the edge of the Perlova Valley 237
stretching East and North to Belvane. It is inhabited mainly by Gru, but also by Humans (often subjects of the Gru or tribes assimilated into Gru culture). While all Gru tend to share a common cultural complex that is distinct from other parts of Gamandria (in large part due to their isolation), they are divided into three basic peoples: The Esmar, The Gruvar and the Ranu. The Gruvar consider themselves the purest of their kind, almost exclusively worship Sur Vanker, and hold rigid warrior and caste traditions. They are found in Belvane and in the area around the Ranu Forest. The Esmar are fisherman and coastal raiders. The Esmar live in the area around the Klammerskel Mountains and the Steppes of Gulga. The Esmar rarely settle in areas they raid. Both the Gru and the Esmar are usually led by Chieftains who gain their reputation through battle. The Ranu have mixed with Human cultures and, in many cases, have dominated them after conquest. In some areas, they live as equals with Humans. While the Ranu do worship Sur Vanker, they also worship Ranua (and they have a special reverence for Grims as well). The Ranu generally regard Sertori and anything resembling Sertori magic as divine. In some cases, they revere Grims or even Monsters. Many see Sertori as druidic servants of Sur Vanker and Ranua. In other instances, they regard Sertori as kings. Across all three cultures, Sertori often achieve the highest social positions. For more information of each group see their individual entries in the PEOPLES AND PLACES OF GAMANDRIA section. The Gru are generally more violent and aggressive than the other Races. For them there is no greater crime than failure. For farmers and craftsmen, failure means cultivating few crops or forging fragile items that break after a few uses. For warriors this means dying in battle to a non-Gru. Death from a Gru’s hand is honorable and expected, but to die waging war against one of the lesser Races is a disgrace and means Sur Vanker will not accept you in the next life. For this reason, Gru warriors sometimes claim they show mercy to Humans, Halflings and Orcs when they slaughter them, because it is noble to die at the hands of their kind. Some tribes even see this as a way to harvest souls for Sur Vanker. The Varian Sea: This is a complex region, built upon the ruins of Nong Sai, then inhabited by the people of Agra and Rona but unified under the Ronian 238
Empire. Now it is fragmented, with Ronia holding the Southern coast, the Sardonans inhabiting the inner coast, Caelum in the area around Poro Deos and the Vaaran Kingdoms in the North. There are also countless islands in the sea itself. Sardona and Ronia have a longstanding conflict over control of Islands in the Varian Sea (and some Sardonans believe the Ronian lands belong to them as well). Sardona formed an alliance with the Mandaru, and this only served to increase tensions. Though not an open war, the border between the two powers is well fortified and both engage in espionage (Sardona makes use of pirates to weaken Ronia’s hold of its islands). The Caelan province of Esha is more cosmopolitan and tolerant than either Sardona or Ronia. They allow the Church of Light, the Church of Ramos and the Cult of Sarda to flourish alongside their temples to Lorgo and the other gods. As one moves further North into Saigru and The Vaaran Kingdoms, things become less secure and warfare more common. These are lands where Gru incursions are common. Sardona is a Khubsi-speaking culture and therefore has more in common with the people of Hema Valley than their Ronian Neighbors. The Ronians are a fading Empire making one last stab at greatness, but their time is clearly receding. Ronians speak mainly Ronian, but Khubsi is also common. The Latari speakers of Esha and Poro Deos are perhaps the most prosperous in the region. The people of the Varian Kingdoms are a hodgepodge of Ronian, Latari and Gruskel/Klerskel speakers. Races of all kinds can be found in the Varian Sea: Humans, Orcs, Ogres, Halflings, Hasri and Gru. The Gulf of Anja: The Gulf of Anja encompasses Khata, the Eastern Trade Route, The Hashar Desert, and the Plains of Moru. The coast is dominated by Shahri colonies. There is some indication that it was once, in the very distant past, ruled by Giants or at least subject to the authority of them. Today there is a mixture of Singh-speaking Elves and Khubsi-speaking Humans, Dwarves and Hasri. The cities along the Eastern Trade Route are diverse but, with the exception of Meng Sai, Khubsi is the dominant language. Meng Sai is the seat of the Phra Jao, a council of Sertori who are also worshipped as gods. Although Meng Sai is by far the most influential and
wealthiest city, Donyra with its plethora of Sertori gods rivals the Khatic capital in its splendor and mystery. By contrast, Qam’ua, which rests between the two cities, utterly rejects the notion of Sertori divinity, and is even hostile toward them. Most places in the Gulf of Anja worship multiple deities and extend the concept of divinity beyond proper gods (they include powerful creatures, Sertori and other entities). Mystery cults are common here and are often tied to political movements. The Monks of Isharna, The Cult of the Emerald Serpent, The Cult of Sukat all have a presence. The people of the Tungat Oasis worship a being that inhabits the local springs, while the people of Matruk worship their king as a living god. Korashu: Korashu is a place of Hasri and Elves. Humans also inhabit the area. Khubsi and Singh are the most common languages, and Asharun is the most powerful state in the region. Also of note is Phra Goa, which is controlled by the Monks of Isharna, who believe the gods themselves are evil. Korashu religion tends to focus on either Sarilla or Ranua, except in Phra Goa where they follow the teachings of a Sertori Demon hunter named Isharna. The people of Asharun experience plentiful harvests for their devotion to the snake goddess. This is the Hasri heartland, where its vast clans are kept secure through a powerful centralized state governed by a Sultan. Hasri are neither male nor female, and the foundation of their society is the clutch-clan (see HASRI in CHAPTER TWO: CHARACTER CREATION for more details). The music of Korashu is advanced in comparison to other places. Musicians employ a complex system of notation, and the art form has simply reached an apex here that it has not elsewhere. The best musicians in the world come from Sakhira, a city in Asharun. Asharun is known for its porcelain crafts, ruby sculptures and whaling. The cuisine includes ostrich eggs, citrus fruit, wheat, rice, melon and mice. Ostrich farms are common, as are plows pulled by the creatures. Along the coast, whaling dominates. Asharuni government rewards merit over accident of birth and is probably the most socially mobile society in Gamandria.
Chambar, a civilization of Elven city states modeled after Nong Sai, is the second power in the region. In contrast to Asharun, social class in Chambar is set by age, with Elves expecting to pass through different levels as they mature. So, one is born a farmer, but becomes a warrior priest by the end of life. They mainly worship Ranua and Sarilla, and are ruled by Khans or Khusats. The Midbar Region: These are the lands Southeast of Ronia, mainly inhabited by Khubsi-speaking Dwarves, Halflings and Humans. Walled city states are common here, and most of them face regular threats from nearby Giants and hill tribes. With the exception of Shahr, governments in Midbar tend to be monarchies or theocratic councils (or a combination of the two). Most of the settlements in Midbar are along the Hema River Valley, with Humans in the West and Dwarves in the East. North, in the Midbar Desert there are several nomadic Dwarven tribes, called the Bukhra. The whole region is replete with precious metals and gems, which is a vital source of wealth for the cities. Crops like Sorghum are widely cultivated on the mainland. The ivory trade also flourishes here. Houses are simple, made of stone or mud brick, with roofs green from foliage and grass. The cities are normally perched on high ground, with thick walls and elaborate gate systems. Houses are also interconnected, adding to the overall defense of the cities. Sul and Lurolai are popular deities in the Midbar Region, but in the Marite Kingdoms, Queen Sabeena is worshipped as a Goddess. The Republic of Shahr is by far the most dominant power in Midbar. The Halfling trade empire has colonies all along the coast and favorable agreements with most of the Dwarven cities. Sula Akdala is a Shahri outpost, and the Republic’s military is mostly Dwarves drawn from Hema Valley. The Marites are a growing power, particularly under the leadership of Queen Sabeena. In places like Shahr and Sula Akdala centers of knowledge and learning such as The Library of Karima are influential. Shahr possesses technologies that elude other cultures, gunpowder for example.
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The Sea of Aetorus: This includes the Sea of Aetorus, the areas around the Sea of Gilva, and Anumar Mountains. It is inhabited by Orcs, Hasri, Kobolds, Humans and Gru. Orcs are spread throughout, but most common in the West and North. Hasri are prevalent in the Southwest, while Humans are predominant in the North and Southeast. Kobolds are found in the West, but also across the entire region. The Sea of Gilva is mainly Orcs, with some Human tribes around the Hora River. The most common tongue is Latar and the Caelum Republic is the most significant power. All of Caelum, particularly the North, is littered with the remnants of the Slovar civilization of Anumar. Huge statues stand, remnants of a culture that ended before Nong Sai fell over fourteen hundred years ago. These large figures vary considerably in appearance but the most common are giant ape-like Humanoids, giant Orcs, beasts that look a cross between rhinos and Mammoths, and crowned figures resembling Elves or Hasri (with slightly more feral features). The scale cannot be understated—the sheer size of the statutes themselves leads many in Caelum to conclude that Anumar was a civilization of Giants. Domed and spired structures remain as well (mainly in the form of burial sites and ruined cities). The culture of the Orcs encircles the Sea of Aetorus. They are a Republic with an ancient senate house and a culture of stability and law. Their engineering is unrivaled—each conquered city receives fresh water from aqueducts and efficient sewer systems. Slavery is common in Caelum, but movement through the social classes is possible. The Western Republic is more traditional, while the East is seen as forward-looking. The Orcs of Caelum worship all the gods and give primacy to Lorgo. In addition, they venerate a woman named Sola, believed to be Lorgo’s consort. The Humans living in the newly conquered provinces of Perlova Valley and Agra also worship Lorgo (among other things) but do so in a manner they attribute to Anumar society. The Orc tribes of the Sea of Gilva are a growing power as well. They are united under King Malka, and worship the lich, Ozias. The Aevia and Aeta tribes on the other side of the Sea of Gilva worship Ras. The Aevia are farmers and fishermen, while the Aeta are nomadic horse breeders, known for their legendary Aetic Steeds. 240
See ATROXIS AND THE TRIBES OF PENDEO, THE AEVIA, THE AETA, and CAELUM REPUBLIC for more details. The Mandaru Region: This encompasses the lands of Mandaru, Phu Kao, and extends as far South as the Isan Forest and Battal Mountains. It is inhabited by Singh-speaking Elven farmers and nomads, Khubsi-speaking Hasri and Humans. The Mandaru Empire is centered in the Steppes of Shandee but has an extensive reach. It directly controls a number of groups, including most of the people living along the Shandee River, as well as anyone in the Steppes. But they have many clients and allies including the Bungata, The Kasikon, Sardona, the Narhasta and the Anifa. The Western Trade Route runs through Mandaru to Sardona. The Empire is ruled by the nomadic Elves of the steppes, who are organized into warrior bands called Benkrob. The current ruler is Veja Kashan. Singh is the predominant language, though Khubsi is also spoken here. Mainly the Elves worship Ranua, and believe that music is sacred. They also believe that warriors enter Ranua’s kingdom in the next life, while others are reborn (often as non-Elves). Though the Mandaru tribes dominate this region, it includes many other smaller groups. The Asana are traditional, keeping to the customs of Nong Sai. They worship Ranua but also revere the memory of Senga and live around the Cliffs of Shandee. The Utari are Hasri tribes on the edge of the Mandaru Empire. The Anifa are a Khubsi-speaking tribe of Humans who worship the Hasri Sertori Qari, while the Kasikon are Elven Singh-speakers. The latter are strong allies of the Mandaru Empire and make raids into the territories of Asharun. There is presently a large war between Mandaru and Asharun. See MANDARU EMPIRE, THE ANIFA TRIBES, THE KASIKON, THE ASANA, THE NOSHTRAR and SAIYOK for more information.
Wars There are several ongoing conflicts in Gamandria, and war between states can break out or end at any time. This is a list of the most significant wars.
The Mandaru Expansion: The Mandaru Empire is expanding. Though this process has slowed down, it still involves conquest of peoples across Southern Gamandria and includes a number of separate wars. The most important part of the expansion is the Shandee War between Mandaru and Asharun. Shandee War: Mandaru expanded into Asharun territory. Initially they pushed into the Veja River region through client tribes, but recently they took the province of Saiyok from Asharun when they seized the city of Kamison. Asharun seeks to regain the province and to push Mandaru influence out of the Veja River. Mandaru seeks to control the fertile river land in Asharun. They hope to make Asharun a client. The Vaaran Kingdoms: The Vaaran Kingdoms are in a near constant state of warfare. The Gru raids, the conflict between kings and petty warlords, ensure a steady level of violence in the region. Only Vohar demonstrates the sort of stability found in places like Ronia or Caelum. The Ronian-Sardonan War: This is a simmering conflict, not an open one. The border between the two powers is lined with armies and forts from both sides but an actual war would be devastating for both sides. Instead, they resort to rhetoric and espionage. It is not uncommon for them to hire third parties to attack the other’s interest. Sardona employs pirates toward this end. The Perlova Resistance: Caelum recently expanded into the Perlova Valley. They pacified the local Agars, but the Servars and Gru have formed a resistance and continue to fight against the Empire.
Slavery Slavery is widespread and largely accepted in Gamandria. Some individuals may oppose it on principle but it forms the basis for many economies. From Caelum to both coasts of the Varian Sea it is nearly ubiquitous, though its exact shape may vary. For example, it can take the form of serfdom in a place like the Vaaran Kingdoms, and in Ronia laws prohibit slavery as an inherited condition, though one can become a slave for violating the law. Shahr officially rejects slavery, though they allow some forms of debt bondage (which is really another type of slavery, though it often has fairer terms). In the Hema Valley, in Matruk and in Khata, slavery is practiced. Further West it is less acceptable. The Hasri, perhaps because they have little need, do not tolerate the practice. The Mandaru also oppose it, as do the Elves of Chambar. Slaves are often prisoners of war, though many enter into slavery through debts or simply are born into it. It is not based on Race or culture (anyone can become a slave in most cases), but certain groups are associated with slaves in some areas (for example the Kobolds of Caelum are often personal slaves in aristocratic households).
Technology In terms of real world history, Gamandria is closest to classical antiquity and late antiquity. It is an entire world, with a wide variety of civilizations and cultures, so there are exceptions of course (Gunpowder and pearl armor are found in the Shahr Republic). But most technology is within the scope of these periods.
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THE PEOPLES AND PLACES OF GAMANDRIA This is the gazetteer of Gamandria. The entries on the Gamandria Map are described here (in varying degrees of detail).
The Aevia and the Aeta Tribes These are the people who live along the Hora River and in the Red Plains. The Aevia are settled farmers and harvest Buckwheat and fish for salmon. The Aeta are nomadic herders who breed the finest horses in Gamandria. Both groups worship Ras, a powerful figure who dwells in the Red Forest of Ras. They sacrifice bears to him and believe he captures Monsters and other deadly creatures to protect them. They frequently banish their criminals or outcasts to the Red Forest of Ras.
The Agars The Agars are Humans from the North Varian Sea region who migrated to Perlova Valley, Rono and Agra. These places are all now under the control of Caelum. The Agars are of Ronian stock but speak their own language (Agarian). They are also closely culturally related to the Servars and they include the Eshi people as well. The Agars worship Lorgo, but in the old manner of Anumar Kingdom. See CAELUM REPUBLIC for more details in this chapter.
Agra Agra was a once powerful Human Empire in the Northern Varian Sea. They worshipped Lorgo and Ramos and are known for their large ziggurat structures. They fell to Rona and many migrated West.
Agorta Agorta is a settlement of 3,000 people in Northern Perlova Valley on the edge of Lake Purnum. Agorta is an Agar community consisting of Agarian-speaking Humans who claim descent from the people of Agra. They recently came under the control of the Caelum Republic. The Agra have welcomed the armies of General Brogustu and are opposed to the Servars, who live in the South and East of Perlova Valley. Agorta is governed by a council of eight men
chosen by the priests of Lorgo. The priests are part of an aristocracy that claims to retain the traditions of the Anumar Kingdoms, which it inherited when the Agars migrated into Perlova Valley in 516. Agorta mainly cultivates flax and livestock. Many of the locals are hunters, trappers and furriers. The lake is well stocked with trout and bass, and this forms a part of the local diet. The center of Agorta is a circular shrine to Lorgo, which they claim depicts the god in the Slovar fashion of old Anumar culture, as giant ape with an Elephant’s head. There is also a great hall where the eight member council meets and hears the grievances of the population. The members of the council are: Sertor, Urpo, Helgor, Taldug, Vel, Anur, Purmak and Ogar. A small tavern, called the Old Oak by the locals (though there is no sign), rests near the Shrine of Lorgo and is having trouble keeping up with the influx of Caelan soldiers, who have a camp in the town. A large number of merchants and Caelan soldiers have come to Agorta since the conquest, looking for opportunities to exploit. There is a mountain pass in the North that leads into the Red Plains where Aetic steeds are bred. In a nearby mountain are the Slovar Caverns, a sealed complex cloaked in a perpetual curtain of mist and fog that was erected long ago by the Slovars of Anumar Kingdom. A long and steep stone stairway climbs from the base of the mountain up to a stone arched entrance. Rising up with the stairs are several enormous statues of Lorgo and other entities. Within the entrance is a sealed plate carved with an Elephant’s head blocking entry into what lies below and marked with Pasaali Script. While most cannot read the language, anyone who can decipher it would learn it states “We have sealed ourselves to guard Anumar. The might of our king is within.” Some say that the inner halls of the complex are filled with treasure, but the priests of Lorgo guard the entrance and believe opening the plate would destroy the world. Agorta is presently experiencing an infestation of Brownies. They have always been present here, but
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lately they’ve become more bothersome, eating food and stealing supplies. Most people try to live peacefully alongside the creatures leaving out offerings of food at night, fearing the wrath of Ranua. Others leave lethal traps for them.
Ahad Bilda This is a Dwarven community in the mountains of the Ronian Diocese of Magaea. It is on the Southern shores of the Tohireo Lake and exerts considerable influence over the other Dwarven settlements in the area. Ahad Bilda is built on a large rocky mound and surrounded by the Magaean Mountains, but it is also in the Elea Forest. The area here is largely warm and dry, and hot springs are abundant. Unlike the lowland cities and towns of Magaea Diocese, which are governed by councils called Boules, Ahad Bilda and its sister towns are ruled by Dwarven chieftains. The chieftain of Ahad Bilda is called an emir, while the chieftains of the other communities are called sheiks. The people speak Khubsi and are largely fishermen, gold miners, shepherds, merchants and lumberjacks. Most merchants trade in Elean oil. Elean oil is extracted by the people of Garos (another town on the Northern coast of Tohireo) but processed in Ahad and exported by local merchants. Ahad Bilda also trades with the Ruya. The Dwarves of Ahad Bilda accept the teachings of the Church of Light, but place greater emphasis on the compassion of Sul. They also live in fear of the Dragon, Tohireo, who slumbers in the Elean Forest. According to legend, Tohireo awakened 1,000 years ago and only stopped his rampages of the nearby towns if a regular sacrifice was made. There are conflicting accounts of what happened, both Garos and Ahad Bilda claimed to have tricked the Dragon by placing diamonds (Tohireo’s apparent weakness) around the neck of one of the sacrificial victims, thus putting him to sleep. Still, locals continue to dread Tohireo’s return and only venture into the Elea Forest with priests of the Church of Light present. The current chief of Ahad Bilda is Emir Arjafa.
The Aluma The Aluma are Khubsi-speaking Humans who inhabit the plains of Moru. According to legend, the
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Aluma are the descendants of a Race of Giants who once inhabited the plains. Though tall and lean, this myth is unlikely to be true. They live in small villages and some are members of the Cult of Sukat. Those who are not part of the cult usually worship Ramos. The religious division within the Aluma creates tensions that sometimes results in violent conflict. Aluma villages are led by a chief called a Qadi and this position is granted by the will of the community (usually for life). Like the Sayfada, the Aluma are farmers, but their land is considerably drier and less naturally suited to agriculture. They rely on intermittent flows of water through dry river beds called wadi. A network of reservoirs and channels ensures they retain as much of the moisture as possible, supplying their fields with precious water and allowing them to produce more than they otherwise could. The Aluma cultivate nuts, sesame, wheat and cotton. They also herd camels, sheep and swine. Among the threats faced by the Aluma, none are more feared than the sandmen of the Hashar Desert. These dreadful creatures feast on the moisture of the living and are known to attack Aluma villages in broad daylight. Human tribes from nearby hills and wolves are also common threats. The Rihan tribes occasionally raid the villages, but this is mainly for supplies and usually not a deadly affair. Those who converted to the Cult of Sukat are usually spared such raids. Tribes of Orcs and Hasri from the nearby Padee Mountains and the ‘Awad Mountains are a constant threat as well. The Aluma dress in robes made from cotton. At night they often switch to robes made of camel hair and wool.
The Amla See THE AMLA AND AMLA QART in this chapter.
The Amla and Amla Qart (Giants and City of Giants) The Amla are groups of hunter-gatherer Giant tribes that live in the Aqaban Mountain Range and on the outskirts of the Hema River Valley. Amla Qart is a city inhabited solely by Giants and serves as a trade hub for the bands of Giants roaming the area. It is the only notable Giant settlement in Gamandria. While they call themselves the Amla, Dwarves and
Humans usually refer to them as Samhar, a pejorative term mocking their large size and slow wits. The Amla are aggressive, frequently raiding the other Humanoid settlements along the Hema River. However, they are not well organized. While they are of enormous size and quite powerful, their minds are dull. The only coordinated attack by an alliance of Giants occurred in 1424 under the leadership of Qaber the Strong, but they were ultimately defeated by the forces of King Samhar-Bal. Most tribes of Giants are small, between 20-40 members total. They can get as large as three to four hundred, though this is rare. Their scouting and hunting parties are usually just 3-8 males. Amla value size and strength—meaning they choose their leadership based on physical power. There are a variety of methods employed for determining the strongest when a challenge arises; the most popular is a contest to see who can lift the largest stone. Some tribes resolve leadership disputes by bare-fisted combat to the death. Though considered violent, among themselves they get along very well. Their reputation stems from a longstanding dislike of the smaller Races. This is partly based on their perception that little people are inferior, but also on the fact that Ramos clearly prefers Humans, Dwarves and Halflings to the Amla (whom he seems to have forgotten). Some of the gentler Giant tribes continue to worship Ramos, believing they simply need to earn his good will once again. Most worship Ranua, Sarilla and Sur Vanker. They believe that their gods are pleased by Humanoid sacrifices and large stone temples. Some of the tribes deeper in the mountains worship a creature called Glima at the Pits of Aqaban, which they believe are a gateway to the Realm of the gods (see PITS OF AQABAN in this section and in CHAPTER SIX: AFFLICTIONS AND GRIMS). While Giants are poor engineers, they are quite capable of moving large rocks and shaping them. So their temple sites tend to be simple interlocking stone towers ringed with other large stones. Sacrifices are performed inside the circle of the towers. Sometimes, in their efforts to please the gods by making the tallest temple possible, the Amla produce buildings prone to collapse.
While the vast majority of Amla are simple hunter and gatherers in near constant search of food and game, some settle into villages near water sources. These are usually very simple, cultivating millet and fruit as well as livestock. Some villages also produce crafted goods which are traded in Amla Qart. Amla Qart is a city on the edge of the Aqaban Mountains. It is home to nearly 12,000 Giants or Amla. The buildings are all made of stone, with wide open doorways and windows. The primary purpose of the city is as a trade center for the Giant tribes in the area. It also serves as a place for tribes to meet and resolve disputes. The leader of Amla Qart is King Aqban. The previous king, Qaber the Strong (Qaber alu-Qawa), formed an alliance with the other Amla tribes and launched an ill-fated attack on Rashua. Aqban has learned from his predecessor’s mistake and instead focuses on improving the city’s economy and infrastructure. As part of this effort he hired several engineers from Caelum to serve as advisors in his court. This move provoked some suspicion among his enemies, however in the last year alone the city has seen vast improvements as a result. This is a very simple city, lacking many of the common amenities and structures found elsewhere. There are markets, soldiers and gambling halls, but everything is minimally designed and buildings frequently collapse due to poor construction. Unlike the other tribes, the people of Amla Qart continue to worship Ramos with Ranua as his consort. They believe Ramos has not forgotten them, rather they consider themselves the noble offspring of the two deities. The priests of Amla Qart say the reason for Ramos’ seeming neglect is because they are less in need of his assistance than the smaller Races, and they are more perfectly crafted and better loved. The markets of Amla Qart sell grain, fruit, crafted goods, bronze wares and spices. Local resources are primarily granite, and copper. There is a nearby source of timber which is used primarily for fuel but also for construction.
Amla Qart See THE AMLA AND AMLA QART above.
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The Anam Tribe The Anam are a rival Elven tribe of the Mandaru. They are subjects of the Mandaru Empire, though in the past they frequently warred with one another. The Anam have a similar social structure and culture to the Mandaru (See MANDARU EMPIRE entry of this chapter). While they are loyal vassals of the Mandaru tribe, the Anam have been known to raid merchants along the Western Trade Route (a vital source of commerce for the Empire). There is some division among their leadership, and this is partly to blame for the raids.
Angordee Angordee is an ancient temple ruin of the Nong Sai Ogre Kingdoms. It was once dedicated to Senga, now overgrown with plants and wildlife. The temple is surrounded by a dense forest and lies at the base of Mount Sarda. Like most Nong Sai religious structures the temple is a sprawling complex of stupas that lead into underground chambers and catacombs. There are rumors of a strange lion-beast living on the temple grounds. See ANGORDEE in the CHAPTER SIX: GRIMS AND AFFLICTIONS for more details.
Angordee Forest Angordee is a forest in Sardona. It is named after a ruined temple of Nong Sai, present deep in the woods near the base of Mount Sarda. A powerful Monstra is rumored to live in the forest. Hill Tribes and Wild Men are other threats. It is known for its large and wide coniferous trees. Compared to other forests in Gamandria, save Khubar, the trees of Angordee are gigantic (up to 300 feet tall and 100 feet wide). The forest is cooler than the surrounding land and this is immediately noticeable to anyone entering it.
The Anifa Tribes The Anifa are Khubsi-speaking nomadic and settled Humans who revere the Sertori and worship Qari (a Hasri Sertori) as a god. Qari is the leader of the Anifa and recently forged an agreement with Mandaru making the Anifa clients of the Empire. This was a move to stave off a full invasion by the Elves. In reality, Qari intends to join with Asharun at the right time (though Asharun has not been 252
informed of this plan). Qari has begun issuing prophetic verses to the Anifa, and some of these point toward Qari’s own death. The verses also make clear that Qari will return one day, and until then, the followers of Qari should be led by a Sultan chosen from the inner circle of followers, and succeeded by their blood descendants. Qari’s message to the Anifa is that a greater deity (called Alu-Najeema) will one day come to Gamandria and cast away the lesser gods. Qari will return to warn the Anifa, since eventually some of them will stray from their beliefs, of this impending event when it is imminent. Until that time, they are to engage in ascetic practices and meditation to commune with Alu-Najeema.
Anisa Anisa is a Shahr resource colony in the Gulf of Anja. It is described in the Anisa section of the SHAHR REPUBLIC entry in this chapter.
The Anja Grasslands These are hot grasslands near the gulf of Anja inhabited by Tigers and Dwarven tribes called the Qidhani who worship Nam-Ra the great Tiger. See THE QIDHANI TRIBES in this chapter and NAM-RA in CHAPTER ELEVEN: THREATS AND MONSTERS under the MONSTRA entry for more details
Anumar Mountains Anumar is a mountain range North of the Sea of Aetorus. Mount Korgo, a slumbering volcano resides here. The Anumar Mountains are believed to be named after a great Slovar king. While the Slovars are gone traces of their culture remain, carved into the mountainsides. Giant stone Orc-like statues and intricate temple complexes are a testament to their ingenuity and greatness.
Aqul Aqul is a city in Matruk. See MATRUK for further details.
Ardiah Ardiah is a small settlement of the Farasu tribe on the edge of the Khubar Forest in Sardona. It is led by Emir Nazara who is popular among the Sheikhs
and priests of Ardiah for his hostile stance against Ronia. He has built several forts to protect the salt mines on the border and speaks often of the threat posed by the Ronian Empire. In truth, the real threat to Ardiah comes from the foothills of the ‘Awad Mountains. Numerous hill tribes, including Wild Men, inhabit that zone and their attacks on the surrounding settlements are not infrequent. Emir Nazara and his Sheikhs have a large force of loyal warriors to stave off such threats. This gives Nazara considerable influence over King Alu-Aqrab, who understands the potential threat posed by the Emir. Merchant houses, coffee and tea houses and inns are common in Ardiah. There are also a large number of smugglers here, who bring goods to and from Ronia, across the rocky borders. Most of the local merchant houses trade in salt and timber. Most of the population are Khubsi-speaking Sardonans, but there are sizeable Halfling and Ogre enclaves in Adriah. Much of the smuggling is performed by the Halflings and, despite his rhetoric, Emir Nazara is happy to benefit by looking the other way for a price. Over time, he has grown more and more dependent on funds raised in this way, and the Halfling smugglers have become an important political force inside the city. Nazara uses the money to buy the loyalties of his soldiers and his sheikhs. Emir Nazara’s daughter, Sa’ada, is a Sertori. He relies on her gifts to help guide his policy and weaken his enemies. However, in recent months she has grown afflicted by her magic and become obsessed with the memory of her deceased husband, Harun (who died fighting hill tribes in the South). Emir Nazara is desperate to cure his daughter, but reluctant to reveal her illness to anyone, fearing his enemies could exploit the knowledge. For more information see SARDONA in this chapter.
Argat Argat is a large city deep in the Rashua Forest and part of Khata. A long road stretches from Argat to Meng Sai, along which are many small villages and the occasional tavern. Argat is built upon the Khai River and known for its intricate canal system, which serves both irrigation purposes and trade purposes.
There are a number of diamond merchants in Argat, as well as musicians and poets. The city is governed by a member of the Phra Jao, who take the position in turns. It is also heavily defended due to the nearby presence of Bashon, the incursions of the Cult of the Emerald Serpent, and internal political violence between Hasri and Humans on one side, and Elves on the other. For more information see KHATA in this chapter.
As As is a settlement of Asana Elves, near Shandee Falls. The Elves of As farm maize and fish. They are very traditional and have erected many shrines to Senga along the Cliffs of Shandee Falls. Veja Kashan has taken a liking to the settlement and it is quickly becoming his winter capital. See the ASANA in this section for further details.
The Asana The Asana are a group of settled Elves who live on the Western side of the Cliffs of Shandee. Very traditional, they continue to dress and live as they did in Nong Sai. While they do worship Ranua, the bulk of popular devotion is dedicated to Senga (and they erected stone shrines and stupas laced in gold in his honor). The Asana dress in gold and black fabrics with men and women both wearing sarongs (ankle length skirts). Men do not cover their upper bodies, but the women wear a cotton wrap made from a single sheet of fabric. Men usually wear head coverings embroidered with gold, and these are either wraps or hoods. Some women wear a more elaborately folded skirt called a sampot. They are under the control of the Mandaru.
Asar Asar is a Shahri city on the Kufar Peninsula. For more information see ASAR in the SHAHR REPUBLIC entry of this section.
Asharun Ruler (s): Sultan Radeya Language (s): Khubsi Religion: The Hasri Priesthood (Hasra Korbia) Exports: Ruby Sculptures, Porcelain, Rice, Wheat 253
Races: Hasri (85%), Human (10%), Elven (10%) Provinces: Bahr, Bida, Hasha, Sadra, Salis, Veja Major Cities: Khasaba and Qana Asharun is a Hasri Empire based on a large island in Sea alu-Hasri with several provinces and clients on the coast. It is notable for its fertile land, which produces enormous surpluses of wheat and rice. The capital of Asharun is Khasaba, and the goddess Sarilla lives in a Den beneath one of her temples in the city. Asharun is an ancient place. The Hasri have lived here and settled the surrounding coasts since the times of Nong Sai. Initially they were little more than warring tribes, but these differences were reduced as Sarilla took an active interest in her people, opting to live among them. She would appear once every month on the Island of Asharun and bless the locals. The people constructed a temple near the entrance to her Den and a settlement formed around it. Soon a priesthood was established, and the high priest became the leader of the island. Today this is the sultan’s position. The area from Asharun island into its coastal provinces is warm and dry with hot summers and mild winters. The Island of Asharun and area between the Veja and Bahr Rivers is especially fertile due to the blessing of Sarilla. Rice, wheat, melons, pulses and citrus fruits all grow easily here. Large birds are common in Asharun and the locals herd ostriches, prizing their eggs and using them as beasts of burden. Monkeys, Tigers, rhinos, crocodiles and boar can be found as well. Armira are a problem on the coast and undead roam the country-side. Asharun is highly centralized, ruled by a Sultan who is elected for life by the imperial governors (Qadi) and the Hasri Priesthood. The Sultan is both a spiritual leader and in command of the government. The Sultan is assisted by officials called Qadi, who serve as provincial governors. Two of these serve a special function and are called Bal-Qadi. One stays on the island and assists the Sultan directly, helping with political decisions and managing day to day tasks. The other is based in Qana on the coast, governing the province of Veja and serving as the head of the other Qadi. Below the Bal-Qadi and Qadi are the Qadina. These are administrators and magistrates who handle smaller districts and areas of in254
terest within the provinces. All Qadi positions are obtained by merit and require candidates, regardless of background, to pass a series of exams on history, diplomacy, engineering, taxation, and war. Provinces are governed by Qadis, who are each aided by a general with an army. Generals are called Emirs, and the size of their forces depends on the particular needs of the province. The Emirs help enforce the will of the Qadis and protect the empire. Like Qadi positions, high level officers in the military are selected by merit and must pass a series of exams. The heart of Asharun society is based around the clan (Aqarib). Hasri are sexless but can hatch several clutches of eggs in a lifetime, forming a large network of offspring. These are the basis of clans. The head of each clan is the oldest parent, preferably the originator of the line. While Asharuni society is merit based, clans are important and belonging to an influential clan ensures access to the resources one needs to pass imperial examinations. The most important person in an Asharuni’s life is their parent. This is an almost sacred position, held in deep reverence. Next in importance is ones’ clutchlings (Qurabi), siblings hatched from the same clutch. Siblings from other clutches are important but this diminishes the further the clutches are apart. Asharuni are highly social and pay a great deal of attention to minor non-verbal social cues. This often confuses outsiders who don’t understand what is expected of them. They expect people to know what is desired or needed by a look or implication rather than a direct statement. Because socializing is so important it can also be a source of conflict and stress. Minor mistakes and character flaws are not forgotten and can plague a person for life. The lower levels of Asharuni society are occupied by farmers. Merchants tend to occupy the center of the society, while the most esteemed positions are imperial offices and appointments. Social mobility is entirely possible provided one has the capabilities required. Sertori are held in the highest regard. Having a Sertori in your clan is a thing of pride, and Sertori rise through the ranks of society easily. Asharuni dress in light clothing, often just wearing breaches or an open robe. Sarongs are a common
fashion, absorbed by the Hasri from their Singh Neighbors. In the last century, officials of Asharun, including the Sultan, have adopted Caelum clothing such as togas. Hasri tail bracelets are common on the island of Asharun and in the capital. On the mainland they are worn mainly by priests. Nose rings are often worn as a sign of official status. The people of Asharun prefer to eat water fowl, quail and chicken, but above all prize the delicacy of ostrich eggs. Farmers also use ostriches to plow fields. Wine, coffee and tea are all widely consumed. Coffee houses that serve dishes of roasted mice are common in Asharun and its provinces. The Asharuni can sail, but not as well as the Halflings of Shahr. However, they are fearless on the water and skilled whale hunters, enjoying the meat on festival days and using the oil for lamps. The religion of Asharun is the Hasri Priesthood. They worship Sarilla at the Great Temple in Khasaba, a
circular structure whose interior surrounds a large obelisk called the Pillar of Life. Stairs lead down to the base of the pillar and the entrance of Sarilla’s Den. The goddess appears before the Priesthood at least once a month and appears before the public once a year. The sultan is expected to spend at least one week a year in Sarilla’s Den receiving her wisdom. The Priesthood is appointed by the Sultan and has a membership of 400. There is a special, inner circle of priests called the Bassalu Sarilla (children of Sarilla) who perform secret rites at the Pillar of Life. Their function is to find non-Hasri Sertori and sacrifice them at the pillar. Almost all of the Bassalu Sarilla are themselves Sertori. Sarilla teaches her people that Senga will one day return if they are good (the Bassalu Sarilla are told that he will return when they sacrifice enough Sertori) and that the highest virtue is love. Asharun is important for trade in South Western Gamandria. A key road connects its provinces to Chambar, and it is known for its porcelain, rubies and grain.
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Presently, Asharun is at war with Mandaru. The Elven Empire conquered the Asharuni province of Saiyok when it seized the capital (Kamison). The Elves also allied with the Kasikon and conquered the Anifa putting pressure on their borders. Asharun has six provinces (Qadi and Bal-Qadi listed in parenthesis): Bahr (Ihab), Veja (Rahat), Sadra (Nima), Bida (Iqram), Hasha (Gulzar), and Salis (Toor). Veja is governed by a Bal-Qadi while the rest are governed by Qadi. Tisa Ran is a client state of Asharun and Chambar is a strong ally. There is also an alliance with Caelum, which is primarily for trade, but since both have an interest in weakening Mandaru it is increasingly becoming a military alliance, despite the vast distance between them.
The Ateeni The Ateeni are Khubsi-speaking Humans who live in villages within the Southern Muqasat Forest. They survive by hunting and cultivating root vegetables and fruit. The Ateeni worship a Dragon named Rakada, who sleeps in Mount Ateen. They are led by priests (Korba) and make living sacrifices to the Dragon-god in order to nourish him while he slumbers. They believe he
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needs the life energy of Sertori to awaken. When Ateeni find such a person, they roast him over coffee beans on Mount Ateen and consume his flesh, hoping to stir Rakada from sleep. The Ateeni paint their skin red and yellow (the same color as Rakada’s scales). Village priests wear head-dresses made of animal hide and snake skin, ringed with monkey teeth to lend the impression of a Dragon’s mouth. Warriors adorn their bodies in Dragon scale tattoos (usually on the upper body). The Ateeni are skilled spear and bowmen. They are few in number but are capable of organizing ambushes and have killed more than a few Sertori with their clever tactics. They prefer to attack Sertori in their sleep, but will not shy away from a more direct conflict when necessary.
The ‘Awad Mountains The ‘Awad are a chain of mountains crawling along the border of Sardona. They are inhabited by Human, Wild Men and Orc tribes who raid local settlements and merchant caravans crossing between Mandaru and Sardona.
Atroxis and the Tribes of Pendeo Ruler (s): King (rex) Malka Language (s): Latar Religion: Ozias Exports: Amber, Wool, Fur, Soapstone, Slaves, and Walrus Tusk Ivory Races: Orc (90%), Other (10%) Major Cities: Neoda Tribes: Pendeo (lead tribe), The Betari, The Canti, The Verani, The Daethroni, The Basi Atroxis is a growing threat in the North, emanating from the Citadel of Daethron (See DAETHRON in CHAPTER SIX: AFFLICTIONS AND GRIMS) and includes all the Orc tribes North of the Anumar Mountains. The tribes of Atroxis are united under the leadership of Chief Malka, but the true ruler is Ozias, the Ice Lich that the tribes worship as a god. In 1401, the Pendeo chieftain named Malka united all the Northern Orc tribes (The Verani, the Betari, The Canti, The Basi and the Daethroni). He then spread South into lands inhabited by Humans and Kobolds. These people were slaughtered or enslaved. Within twenty years, Malka had conquered as far as the Cantian Forest. But he did not do so without aid. Ten years before the expansion, Malka lived on the island of Atroxis and was saved from death by the Ice Lich, Ozias, who made him swear an oath of faith. Ozias demanded that Malka worship him as a god, and that he spread this belief to all the other Orc tribes. If he succeeded, Malka would receive the gift of immortality. The Orc chieftain agreed. Since his conquest, Malka finds he does not age. Ozias, himself, is not a proper Grim (though as a Lich he is a Grim Beast), but he resides in one: the citadel Daethron. This vast ice structure was created ages ago when a Sertori Orc chief named Daethronus died in a relatively minor battle. The island, which before had been temperate, and perhaps a bit cool, froze and a bitter cold spread out from the citadel. Initially, this was only about a mile or so in length, but when Ozias arrived and found Daethron to his liking, it began to spread as he gained more followers.
The center of Atroxan society is worship of the god Ozias. All tribal leaders must make a pilgrimage to Daethron and be anointed by him outside the gates of his citadel. From then on they serve as priests and religious leaders. These chieftains are rewarded for their loyalty by a gift called the Second Death. Should they die in battle, in service to Ozias, they will rise again the next day fully healed. This only happens once. No chieftain (except perhaps Malka) is ever raised twice. Each tribal leader is also given an amber pendant. This allows their men to keep fighting as zombies after death. The affect fades after a few hours but is horrifying to anyone unfortunate enough to war with the tribes. Atroxis is comprised of a wide variety of Orc tribes, from nomads to farmers and craftsman. Nomads usually live in square hide tents, while settled tribes live in wooden-walled villages and towns perched on circular hills. The Orcs of Atroxis are led by chieftains who pledge their loyalty to Malka and to Ozias. Malka is viewed as Ozias’ chosen, and therefore, greatly revered himself. The chief city of Atroxis is Neoda. While King Malka prefers to be on the periphery of his peoples’ territory, planning his Southward expansion into Caelum, he returns to Neoda every six months to hold court and settle disputes. In his absence the city is led by his wife, Gaecilia. There are no temples dedicated to Ozias. The battlefield is where his sacred rites are performed. The blood of the conquered is all he requires from his followers. The main tenet of their religion is the greatness of Ozias and his people. They exist to spread his glory. Those who are loyal and serve him well are rewarded. By Caelan standards the tribes are all primitive, and their Southward expansion is a very real threat to the Republic. Malka has also contemplated moving East into the lands of the Aevia and the Aeta, but would love nothing more than to crush the city of Cael. Outside their territory, the tribes are important slave traders. Ozias resides strictly in the citadel of Daethron. The living are not permitted to enter its gates. Only Undead and Ozias’ masked warriors (see DAETHRON in CHAPTER SIX: AFFLICTIONS AND GRIMS) can be found inside.
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Tribes (with chief in parenthesis): Basi (Chief Abidan), Daethroni (Chief Enos), Verani (Chief Timaeus), Betari (Chief Nereus), Canti (Chief Siles).
Bahur Bahur is a large town that harvests sandalwood, wood clove and timber. Its population is mainly Khubsi- speaking Hasri, but there is a sizeable Orc community who speak a mixture of Latar and Khubsi. Orcs are uncommon in this area, and the Orcs of Bahur are the descendants of Caelan merchants and scholars who ventured far South as part of a mapping effort financed by the Senate of Caelum well over two hundred years ago. When they arrived the journey had been so difficult, they decided to stay in Bahur. Their powerful sense of smell was valued by locals, and the merchants mostly became successful sandalwood harvesters. While both Hasri and Orc participate in the harvest and production of the sandalwood, the Orcs tend to engage more in the former. Both the Orcs and Hasri of Bahur respect the teachings of Isharna. The Orcs have given up their faith in Lorgo completely, even taking to wearing ivory as a show of their disdain for the god.
Bakra Bakra is a city of Asharun and large producer of rice; it has become important since it borders Saiyok, which was recently acquired by the Mandaru. It benefits from a nearby canal system that connects the Bahr River with the Shandee River. However, this makes them exposed to the Mandaru expansion. There is now a large military presence here of Asharuni soldiers. For more information see ASHARUN in this chapter.
Bashon Bashon is a dangerous city in Khata, the focus of the cult of the Emerald Serpent. For more information see the KHATA entry in this chapter and the BASHON entry in CHAPTER SIX: AFFLICTIONS AND GRIMS.
The Basi Basi are Orc tribes of hunters and warriors. They have some skill in the sea as well, hunting seals,
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walrus and whale. They are loyal to King (rex) Malka and worship the god Ozias. The Basi are led by Chief Abidan. For more information see ATROXIS AND THE TRIBES OF PENDEO in this section.
The Bay of Goa This is a warm bay that connects Phra Goa to settlements on the Khom River. It is surrounded by small fishing villages and the occasional trade port. The Dragon, Tanoor, is believed to live beneath the waters of Goa.
Bedyr Bedyr is a settlement of the ‘Awad Mountain Orc tribes at the edge of the plains of Moru. They speak Khubsi, and worship Lorgo and Ramos. Bedyr is where the different Orc tribes come to trade, form agreements and resolve disputes. The Orcs of Bedyr and the surrounding area also trade goods from Ardiah with the Rihan. Bedyr is led by Sheikh Ma’mar alu-Muqra.
Belhauch Pronounced “bell-hawk”, this is an important Gru city in Esmar. Whoever controls this settlement can hold the kingly title “Esmar” and claim control of the surrounding Gru. The current Esmar is a Sertori named Gol. For more information see ESMAR AND THE ESMAR PEOPLE in this chapter.
Besra Besra is the home of Queen Sabeena, who rules over the Marites. This is a crucial city in the region. For details see THE MARITE KINGDOMS for more information.
The Betari The Betari are settled and nomadic Orc tribes who live near the Beltari River. They trade in furs and wool, herd sheep and helped to establish the city of Neoda. They are loyal to King (rex) Malka and worship the god Ozias. The Betari are led by Chief Nereus. For more information see ATROXIS AND THE TRIBES OF PENDEO in this section.
Belvane and Gru The remote Northern island of Belvane is the homeland of the Gru. Inhabited by the Gruvar, who consider themselves purest of the Gru, its influence extends to the Ranua River and the Ranua Forest where it has established many settlements among groups of primitive Human tribes, Trolls and Ogres. These towns belong to the Gruvar leaders who found them, but they are expected to send resources to Urhauch as a sign of fealty to Loff the Great, who rules Belvane. In the past, the Gruvar of this region were ruled by a council drawn from the warrior class. They sat at the top of a rigid class structure, which remains intact under Loff’s rule. Ten years ago, Loff and his warriors, killed the members of the council and made him sole ruler. Loff has retained the traditional class system. The warrior class has resources and power (the resources are supplied by the lower classes). They are the leaders of the Gruvar. Below the warriors are the priests of Sur Vanker and the poets and singers. Singers are particularly prized for their talent. Beneath this class are the craftsmen. At the bottom are the farmers and herders. Loff has expanded aggressively into Ranua Forest and Gru. He wants resources like iron, amber, fur and timber to renew the power of Belvane, which is perceived as weaker than Esmar. He burns with a hatred for the Esmar and longs to conquer them. He has agreed to fund expeditions into the Gru territory, which is dangerous due to the number of Trolls, provided these places can pay him back by sending resources and goods to Urhauch on a regular basis. Those failing to do so are killed by his soldiers who travel to the area on his behalf to maintain relations and keep loyalties strong. Loff’s expansion into the forest has provoked attacks from the Forest Elves (Numinous Elves) who inhabit it. These are not normal Elves, and greatly feared by the Gru settlers in the region. While they rarely leave their forest, they will occasionally venture out to raid settlements they deem a threat to their home. For information on Forest Elves see the NUMINOUS ELVES entry in the DEN DWELLER section of CHAPTER ELEVEN: THREATS AND MONSTERS.
The people of the Ranua Forest and Ranua River are under constant threat from Human tribes, Trolls and Ogres. Above all they fear the Ice Demons. These are not actual Demons but large burrowing mammals that eat Humanoids. The Gruvar believe that killing all these creatures gains them favor with Sur Vanker, and proudly display their hides upon the walls of each town. The claws of Ice Demons are extremely durable and can be used to make tools and other items. The Gru trade these along the coast with the Esmar.
Belvar Belvar is an Esmar Gru power, ruled by a council of warrior priests (called the Rue-Vel) based in Iska. It is divided into a Northern region, called Loffar and a Southern region, called Ruhaunch. The North is mainly Gru, while the South has many Humans who toil fields and labor under Gru rule. A Gru chief elected annually by the Council governs Ruhaunch in the city of Pulpatoon. The Belvari of the Kalgut Forest pledge tribute to Belvar. Loffar is largely wetlands, and well suited to fish and cranberry farming. Cattail grows plentifully here where it is widely cultivated and forms a staple of the local diet. Ruhaunch is more elevated and dry, with forest and grasslands. The area around Pulpatoon has a large rabbit population which is used for stews and roasting. There are three major cities here: Iska, Pulpatoon and Skalda. They were all built on ruins of Nong Sai cities. The walls, stupas, roads and in some cases canals are all intact, though far from pristine. This stands in odd contrast to the Esmar’s simple wooden structures and thatched roofs. The first city of Belvar is Iska. It is inland along the Pulpar River and sits on a wealth of amber deposits. It is laid out around canals, all constructed during Nong Sai, which the locals use as roads and markets navigated by small narrow boats. Skalda is a fishing and whaling town that trades in oil. Pulpatoon has good land for raising livestock and farming wheat and rye. It also has lots of timber. The present chief who governs Pulpatoon is Afer. The Humans who live here toil under the rule of their Gru overlords. Though it is forbidden by the Gru, many secretly belong to the Church of Ramos and the Church of Light. A small communi259
ty of priests and rebels lives in Vaar Wood, where it is planning an uprising against the Gru. Belvar also gains revenue by conducting raids along the coasts and the rivers of the Vaaran Kingdoms. Men who go on such raids can earn land in Belvar as well as a seat on the Rue-Vel. At least three members of the Rue-Vel are Sertori. Though one thousand miles South of Esmar, they still pledge annual tribute to Belhauch. Before the fall of Nong Sai, a group of Ogres built an underground colony to survive the end of civilization. They were led by a seer named Naran who had visions of Senga’s death and his peoples’ fall. Their descendants, The Taidin, have an entire society below the surface of Pulpatoon, though contact between the two groups has never occurred. They brought riches and artifacts from Nong Sai to their colonies, and there may still be some records of the project in chambers below the ancient city. The primary language in Belvar is Klerskel, but Gruskel is also spoken here (particularly in the South).
The Belvari These are Gru belonging to the Esmar tribes. They live in the Kalgut Forest along the Pulpar River where they fish and trade. Their grand chief, Hosha, is a vassal of Belvar.
Bisos A port city built to replace Rona when it was destroyed in 874. Its busy harbor accommodates ships and goods from the islands of Polyra, Machaea and Loxus. It is also part of a network of canals that facilitate trade between itself and Helenos. The area around Bisos is dotted with vineyards and fruit orchards. The greatest threats to Bisos are pirates and Armira. However, it has a full view of the decayed and haunted city of Rona from across the Ronian River, which is a source of dread for many. For more information see RONIAN EMPIRE in this chapter.
Brixes Brixes is a city in the Caelum Republic that rests between Rono and Poro Deos. It began as a legionary fort, but local Humans soon came here to trade and settled. The heart of the city remains a Caelan 260
Fort (castra). The city has several inns and merchant houses. It is part of Esha Province, and there are still local Humans who belong to the Eshi tribes here. For more information see THE ESHI and CAELUM REPUBLIC in this chapter.
Brogustu Foothills These high hills and mountains separate the Northern and Southern Varian Sea, creating a natural border between the Eastern edge of Caelum and Sardona. It is inhabited by Trolls and hill tribes.
Brogustu Mountains This enormous mountain range is sacred to the followers of Ramos. They cut from the Utor River to the coast of the Varian Sea. Brogustu Peak, the highest point of the range, overlooks both Caelum and Phu Kao. The range is rocky, jagged and prone to quakes. It is one of the most difficult in Gamandria to cross. The mountains are home to hundreds of tribes—in particular the Horgel, and Elves who have been pushed North. There are also hordes of Grims and Haunts living here. There have long been rumors that a school of Sertori exists deep in the mountain. People say Sertori can come here to learn to master their powers.
Bukra-Shar Ruler (s): King (Malik) Harbul Language (s): Khubsi Religion: Sul Exports: Gold, Sapphire, and Emerald Races: Dwarf (85%), Halfling (10%), Human (5%), Major Cities: Kasir A Dwarven kingdom located within the Nahaas Mountains along the River Sul. They are clients of Shahr and enemies of the Bukhra Tribes. Bukra-Shar is so named for its relationship with Shahr and its possession of the Bukhra Diamond , a powerful item linked to the god Sul (See CHAPTER TWELVE: OBJECTS OF POWER for more details). The seat of Bukra-Shar is Kasir, where the present King, Harbul, keeps his court.
A tribe of Elves live in the Nahaas Mountains, posing a constant threat to the Dwarven cities here. They are descendants of a group of Elves who fled from slavery in Nong Sai long before their other brethren. Little is known about them. Something unusual appears to have happened to them since their arrival in the mountains. They attack cities with a complete disregard for their own immortality. Increasingly mountain tribes of Humans and Dwarves exhibit similar behavior. The reason for this is all these groups are infected Wild Men (See WILD MEN entry in CHAPTER ELEVEN: THREATS AND MONSTERS). This has led the people of Bukra-Shar to build high walls with byzantine defensive gates around their cities. When they do venture out, they go armed and in large numbers. Slowly they are starting to realize the cause and have begun the practice of killing anyone harmed by a Wildman. Cities in Bukra-Shar are stone walled with complex gate systems. The walls are incredibly high and sheer inward. Houses are stacked and form a continuous network, making the cities maze-like for attackers. Most cities are built on high outcroppings or mesas. The Priests of Sul are an important group in BukraShar. They watch over the Bukra diamond, and they form a council that advises the king. The mountains around Bukra-Shar are rich with sapphires, emeralds and gold, making Kasir one of Southern Gamandria’s wealthiest cities. Most of this wealth goes into the king’s treasury, but he spends it freely on public works and Kasir’s defenses. About 300 years ago, Sul commanded Bukra (as it was then known) to pledge its loyalty to Shahr, giving the Halfling trade empire soldiers. Bukra-Shar honors this promise, and benefits from the economic arrangement it has with the Halflings.
The Bukhra Tribes These Khubsi-speaking Dwarven tribes live in the Midbar Desert and are the descendants of Chieftain Bukhra, who slew a Demon to save one of Sul’s Ifrits. For this, he was rewarded with the Bukhra Diamond. Later generations would lose the diamond to the inhabitants of what is now Bukra-Shar. There are seven Bukhra tribes, each claiming descent from one of Bukhra’s sons: The Ahmadan, The Bassami,
The Essan, The Firuzi, The Gudan, The Hadiyun, and the Mahiri. They are traders, herders and occasional raiders. The Bukhra know how to find water and oases in the Midbar Desert (they have some small settlements in these oases). They also help merchant caravans seeking passage across the sands for a price. The Bukhra tribes are sworn enemies of Bukra-Shar, who they call a false people, and have attempted many times (unsuccessfully) to invade to retrieve their sacred diamond. On more than one occasion, the Bukhra tribes have also crossed into the Midbar Valley hoping to settle its fertile pasture lands, only to be repelled by the native Ogres. The Bukhra often raid Ruya settlements for food and supplies.
The Bungata Tribes Elven nomadic tribes who live South of the Isan Forest and speak Singh. They herd cattle and swine, frequently trading the meat with the Padee people along the Kaji River. Allies of the Mandaru Empire, they have been launching raids into Chambar as part of a Mandaru effort to secure tribute from them. Bungata are led by Khans, who are always the oldest member of the tribe. Because of their longevity this can even be the founder of the tribe.
Cael Population: 1,000,000 Leadership: The Senate and Council of Caelum; City Prefect Thresu, Speaker (Imperator) Orthu Export: Iron, Silver, Timber, Crafted Goods The capital of the Caelum Republic is a walled city straddling the Enea River in the area below Mount Lorgo. According to legend it was founded by Cael, an Orc tribal leader who found the hot springs near the river to his liking. Cael engaged in conflict with Lorgo, who lived in the nearby mountain for many years, and finally won the god over with his perseverance, who granted the land to Cael and his descendants for all time (for more information see THE LEGENDS OF CAEL AND SOLA in CHAPTER TEN: HISTORY). The approximate date of the city’s establishment was 100 PA. After Cael, the city was ruled by kings. Many of these were just rulers, but in 375, Sertorius Poro, a Sertori (perhaps the first), seized control of the city and
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unified the cities in the region that is now Sola under his control. He then waged a reckless war against Utoria, and was assassinated shortly after returning from the front lines. Sertorius was a terrible tyrant, and his reign left a lasting memory on the people of Cael. In the wake of his rule, a Senate was formed (made up of the descendants of the city’s founder) and eventually the other citizens were given power through the Council of Caelum. During the Second Utorian War, an army of Hasri invaded the city, breaching its walls and forcing the Caelan army to rally on Korgo Hill. The daughter of one of the generals, Sola, pledged her life if Lorgo would bless their army and give them the power to defeat the Hasri (for more information see THE LEGENDS OF CAEL AND SOLA in CHAPTER TEN: HISTORY). Lorgo saved Sola, making her his consort and granting the Caelan army the power to drive out the Hasri and chase them to their homeland. To this day, the cliffs from where she jumped are called the Cliffs of Sola. Cael is a heavily populated city. The main population is Orcish, with many Hasri and Kobolds. Most of the lower classes live in large concrete apartment buildings about five stories high, which fill the city. The merchants and aristocrats usually live in stone town houses finished with marble or stucco and built around an open air atrium. The streets are filled with vendors who offer finger foods, and shops line the street facing sides of apartments and homes, offering passerby everything from hot snacks to good quality items. There are also markets where people can acquire fresh food from local farmers. Four towering aqueducts bring the city fresh water from the mountains. These supply water for drinking, sewers and for public and private baths. Bathhouses are common here, and they are an important hub of social activity. Like most Caelan cities, Cael has several forums. These are important meeting places, usually laid out in a square, lined with arcades, temples, curias and basilicas. Curias are large rectangular halls ideal for meetings, while basilicas are larger public buildings where courts and offices are contained, usually surrounded by colonnaded arcades (basilicas can be any number of shapes). There are no proper inns in Cael though, instead 262
travelers either must seek accommodations at an apartment, the house of someone they know or at a guild (collegium) of their profession. There are many taverns and bars. Taverns are large affairs that serve food and drink. Bars are small, similar to shop fronts, and offer snacks and drinks to passerby. They usually have a stone bar fitted with pots that keep hot food warm and cold food cool. Guilds are a crucial institution in the city, and largely take up the role served by inns in other places. There is a saying in Cael “Those with no business have no business here.” Travelers usually find lodging in one of the guild houses associated with their profession. These are places for entertainment, lodgings, dinner and socializing. Many also engage in gambling. A few guild houses control the notorious Caelan underworld in the Destora or slums. The city is protected by two legions stationed outside its walls, and under the command of Speaker (Imperator) Orthu. It is also protected by 100 Bronze Soldiers who are permanent fixtures around the Senatorial Basilica. A city prefect, appointed by the Senate, manages the day to day affairs of the city and has power to resolve disputes. Justice in Cael is personal, as is protection. The legions exist to protect the people from invaders but not one another. There are courts for resolving grievances, and the justice they issue is very real, but plaintiffs are expected to detain defendants by their own power and money. By the same token, those who want protection for themselves would do well to hire it. The city prefect has authority to arrest and judge people for violating important city laws. But these are usually not petty crimes. Cael is divided into several districts, each described below. Cadian Hill: This large hill occupies the Southeastern corner of Cael. It is lined with the houses of important members of the Senate and other aristocrats, as well as very successful merchants. The area is well protected by private soldiers and offers many forms of entertainment, from theaters to expensive taverns. The Destora: These are the slums of Cael. The area is predominantly apartment buildings fitted with
storefront shops and bars. There are many small taverns here as well, often with very bad reputations. Chief among them is Sola Tavern, a place for gambling and conducting illegal business (such as hiring assassins). It is controlled by the House of Sola, a guild dedicated to weapon-smithing. The House of Sola, while a legally recognized guild or collegium, is truly a criminal organization. The head of the guild, Porlu, has built up a gang of 500 men who enforce his will in the Destora. There are other gangs, in the district but all pay tribute to and recognize the supremacy of Porlu. Most of the apartments in the Destora are owned by wealthy senators and aristocrats. The Fortuna: This is the business district. There are several guild houses here, including the House of Parsa and the House of the Mammoth. The House of Parsa is a negotiators guild, while the House of the Mammoth is the guild of engineers and cement traders. These are two of the most powerful guilds in the city. There is also an area of the district, simply called the field of Fortuna, which is an open space where travelling merchants can bring their caravans and set up tents if they cannot find a guild to stay at. This is where many merchants keep their homes. There is also a small port area for river traffic and shipments to Usta. Hill of Garda: This hill is narrow and crawls North to South along the Western side of the Enea River. There is an amphitheater here for holding hunts and gladiatorial contests, called the Caelan Arena. There are also theaters here as well and several public baths. Many shops and bars can be found in Garda, all reasonably priced. A number of gladiator camps exist on the hill, these are of two types: free and slave. Both are operated by a private citizen who owns the camp, but free camps are made up of free gladiators who fight for prize or silver, while slave camps are made up of slaves who fight because they have to. This is a sort of common area in the city, where people from the high and low classes come for entertainment. The Caelcora, a tall building where the Caelcori meet, is also located here.
is very cheap, but highly undesirable. The one redeeming attraction in the Horgelia is the Baths of Vestu, which are largely spared the powerful aroma that lingers over the rest of the district. Korgo Hill: This is the political and religious hub of the city. The Senatorial Basilica is here, and it contains the Temples of Sola and Cael. Korgo Hill has a good view of the rest of the city, and its Western side forms the Cliffs of Sola which plunge down to the rock infested banks of the Enea. The Temple of Lorgo sits at the edge of the cliffs with a good view of Mount Lorgo. There is also a Temple of Lurolai, Ramos, Sarilla, and Senga. The Temple of Senga serves as a record office and library. This is where the decrees of the Senate and Caelan law are preserved. The Curia of Cael, where the Council of Cael meets, is located near the Temple of Senga. Its domed ceiling is made of red porphyry and etched with images of Lorgo and the other gods. Buildings, like the Temple of Lorgo and the Senatorial Basilica are part of Sola’s Forum, which is the chief forum of the city. A large statue of Pollio Basto (conqueror of Pasaara and Aetorus) stands on the highest point of the hill. The Senatorial Basilica is a circular structure, and is all that remains of Sertorius Poro’s Palace (the rest was deliberately destroyed). The Eastern wall connects to the Temple of Sola, while the Western wall connects to the Temple of Cael. The entire building is fitted with 100 bronze statues that can animate and protect the city Senate if need be (use BRONZE SOLDIERS entry from CHAPTER ELEVEN: THREATS AND MONSTERS).
The Caeloru Sea (The Sea of Cael) This body of water is unusually cold given the temperature of the surrounding regions. No one knows why, but folks say something powerful lives on its sandy bottom. Armira attacks are common along its coasts. The channel between the province of Sola and Utoria is heavy with the traffic of merchant ships.
The Horgelia: This is the industrial area of the city, where iron and leather are made and where fabrics are cleaned using urine. Horgelia is named for the resulting odor that hangs in the air. Property here 263
Caelum Republic Ruler (s): The Senate and Council of Caelum; Imperators Brogustu and Orthu Language (s): Latar Religion: Lorgo with worship of the other deities Exports: Salt, iron, silver, honey, wool, horses, books, potatoes, glassware, gold, furs, timber, fish oil, olive oil, wine, copper, grain, marble, red porphyry and pearls. Races: Orc (55%), Kobolds (15%), Human (10%), Hasri (10%), Ogre (8%), Gru (2%) Major Cities: Cael and Poro Deos Caelum is a Republic that originated on the banks of the Enea River West of the Sea of Aetorus. Its history extends back to the early centuries that followed the Great Anguish (Angustia Magna) and the rise of the first Sertori. In fact the word Sertori, is of Latar origin and is derived from Sertorius Poro, a tyrant and Spell-caster who ruled over Caelum (he is believed to be the first Sertori, but more likely he is just the first one of note). The symbol of the Republic is a large Elephant head with two tusks (one broken at the midpoint) spearing a bloody crown and the Latar words for “Peace and Order” (Ursho esh Bastomo). Caelum stretches over a vast area, from The Caeloru Sea to the Varian Sea. Its Southern reaches extend to the Brogustu Mountains, while its Northern provinces crawl all the way into the Anumar Mountains. The Seas of Aetorus and Cael divide the Southern lands from the Northern lands. At the center of the Caelum Empire is the Sea of Aetorus, whose unpredictable waters are rich with fish and pearls. Southern Caelum is warm and dry in the summer, with mild winters, while the North is more temperate. It is mostly plains and foothills in the South, with the occasional grove or short tree forest, but the North has denser vegetation and thick woods of oak and pine. Because of their reverence for Lorgo, Caelum experiences very little seismic activity. However there are several resting volcanoes and hot springs scattered through the Republic. Mount Lorgo sits across the river from Cael and towers over the city. Mount Korgo and its hot springs threaten the Northern Sea of Aetorus. These rarely erupt, doing so when Lorgo is angered with his people. 264
Mammoths are common throughout Northern Caelum, with Elephants roaming in the South. Wolves, wooly rhinos and bears are also found here. Strixes plague the lands on the Southern coast of the Sea of Aetorus, and Blemmyae are a constant threat in places near the mountains. Armira dwell in the Sea of Aetorus and occasionally raid the coastal communities. As with any place, Grims, Grim Beasts and Undead are occasionally present. Undead are quite common here, because of Lorgo’s conflict with Ranua. The forests are also unusually dangerous for the same reason and the locals try to avoid them. Following the tyranny of Sertorius Poro’s rule, the aristocracy of Caelum established a senate marking the beginning of the Republic. After the second Utorian War, in which Caelum annihilated its Southern rival, Utoria, the common folks of Cael rose against the Senate and demanded their own representation in the government. The present political system of Caelum is a product of that change. Caelum has two important laws which were created immediately after the assassination of Sertorius Poro: 1) No Sertori can be a senator, council member, or appointed official; 2) Caelum can never be ruled by a single individual. These are the Laws of Fabius (Lex Fabii), or Fabian Laws. An organization called the Caelcori (described in CHAPTER EIGHT) is responsible for preventing Sertori from obtaining too much power. Caelum is governed by two houses: the Senate and the Council of Caelum. The Senate is drawn from the aristocracy and it has two functions: political appointments and drafting laws. Once laws are drafted they are voted on in the Council of Caelum, which is made up of the other classes. To facilitate management of the state, the Senate elects two Speakers, who are the executives of the Caelum Republic. Speakers, (formally called Imperators), each have authority over the provinces and legions within their jurisdiction. However, their power over provincial governors is balanced by the Senate. Because of the Republic’s size one Speaker resides in Cael (the heart of Caelum) and the other in Poro Deos. Only citizens of Cael and Poro Deos can become members of the Senate or Council. Cael is still the heart of Caelum, and the Republic mostly exists for the benefit of this one city, but Poro Deos is a close rival for primacy and both houses having
factions favoring either city. Most other cities in the Republic are governed by bodies reminiscent of the Senate. Key cities serve as the seats of regional governors, whose authority supersedes local councils or senates (though going against the will of the local senate is never without risk). All magistrate posts in the city of Cael are appointed by the Senate. They are charged with managing important public projects but they also have the power to issue judgments on matters of law. This power is broken up into different levels and known as imperium. A magistrate with high imperium can enforce Caelan law, administer justice and command soldiers. A magistrate with low imperium may only have authority over a small number of individuals in a highly specialized area (for example all involved in construction of a particular building). All magistrates (including all generals, prefects and proconsuls) are protected by lictors. The number of lictors and the type is a reflection of their imperium (with Ogres being used for those with greatest imperium and Kobolds being used for those with the least). Individual provinces are governed by Generals (praetors), each appointed by the Senate. Speakers (Imperators) can serve as provincial governors (and often do) during their speakership. They can appoint promagistrates to serve in their absence. The governors answer to a speaker and to the Senate, creating a somewhat complex and scandal-prone system. The ambiguity is intentional, and intended to give the Senate the upper-hand. While necessary, speakers are regarded as potential tyrants by the Senate and frequently arrested and executed when they become too popular or powerful. Generals command one or more legions, and are assisted by a major tribune (usually, but not always, an aristocrat) and four minor tribunes. A prefect serves below the tribunes, and commands the centurion officers who are each assisted by an optio. Of the two current speakers, Deoni Brogustu Basto is the most beloved by the people and most feared by the Senate. An aristocrat and military genius, Brogustu has waged a long campaign in the Perlova Valley, creating new provinces in Gru territory. This has earned him great acclaim among the other generals. But Brogustu has a secret. He is a Sertori and has
concealed his powers in order to advance through the Senate and to the speakership. A cautious politician, he personally crafted and gifted statues of himself to major senators in Cael (not unlike Sertorius Poro before him). These were enchanted with a simple spell, allowing him to see and hear through the statues (see Spell section). Through this spy network of marble busts Brogustu discovered a plan in the Senate to recall him for a triumph with the intent of arresting him. He knows his situation is desperate and he plans to march his armies on Cael and establish himself as sole Speaker. Caelum is a culture of classes: aristocrats, officers, merchants, poor and slaves. Social mobility is possible for all, but most difficult for those in the bonds of slavery. As long as one has enough property (about a million silver pieces), one can enter the aristocracy and be eligible to join the Senate. The same holds true for the other classes. But those who cannot claim descent from Cael, even if they enter the aristocracy and join the Senate, will always be considered inferior by others of that class. Slaves must earn their freedom to obtain entry into the other classes. While many slaves engage in grueling agricultural work, a large number also serve as tutors, scholars and secretaries. The bulk of these “educated slaves” are made up of Kobolds and Hasri, while the majority of agricultural and labor slaves are made up of Orcs, Gru and Humans. Caelum is an advanced society, excelling at engineering, literature, music, war and philosophy. It forms an important band stretching from the Western coast of Gamandria to Poro Deos on the edge of the Varian Sea that cuts between the “barbarian” Elven tribes in the South and the Orc tribes of the North. While the population of the Republic is predominantly Orc, it also includes Humans (particularly in the East), Kobolds, Hasri (particularly in the South), Ogres, Elves and Gru. The occasional Halfling or Dwarf is found in the Republic as well but they are rare. Halflings have special protections in Caelum (see below). The Republic is connected by a network of roads. These are well maintained by the military and are protected by way stations at regular intervals to help trade. Way stations are found about thirty miles apart from one another and generally comprised of
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a villa. There are also several military posts along the major roads to protect them. As a result, the roads of Caelum are quite safe, requiring half as many checks for encounters as normal roads. They are all under the authority of an official magistrate appointed by the Senate. He has hundreds of officials and a full legion under his control. But all legions of the Caelum Republic are expected to help maintain and protect its roads. Another major feature of Caelum is its aqueducts, baths and sewers. These bring fresh water to the cities and promote hygiene. More so than other places, the people of Cael are concerned about smells and odors. Due to its size, clothing styles vary considerably from region to region. In the Western and Northern portions of the Republic, long sleeved tunics and pants are the norm. In the East and South, short sleeved tunics are more common. In colder regions, a hooded cloak called a paenula is often worn. Members of the Senate and Council wear togas over their tunics (in the West these are usually thicker material like wool, in the East lighter material such as cotton or even silk). Magistrates and other officials wear a long mantle over their tunics called a pallium. Women also typically wear tunics, usually looser and longer like a stola secured under the breast with a band. Upper class women wrap their tunic in a palla (a type of mantle made from a single piece of cloth that can also cover the head). The capital of Caelum, Cael, is a massive and wealthy city, with a population of one million. It straddles the Enea River and has benefited from the resources of the provinces. Major buildings are constructed of marble, while endless aqueducts supply every sector of the city with fresh water. Considered one of Gamandria’s most splendid cities, it is protected by nearly one hundred Bronze Soldiers (See the Automaton entry in CHAPTER ELEVEN: THREATS AND MONSTERS) who were created during Sertorius Poro’s reign. For every two Bronze Soldiers, a single Sertori died in its crafting (because they are powered by magic). These were made toward the later, and bloodier, part of his dictatorship. It is acceptable to worship any deity in Caelum, but all must acknowledge the might and power of Lorgo. In addition they worship their ancestor Cael and Sola, the
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consort of Lorgo, as well as many other minor demi-gods. The Republic believes its prosperity stems from correct observation of their god’s rituals. Anyone who refuses to sacrifice to Lorgo is charged with treason. There are many laws in Caelum, but the chief prohibition is against harming Elephants and Mammoths, which are deemed sacred. Therefore the sale and transport of ivory is illegal here. Anyone found to possess ivory is stripped of all their possessions and standing and branded with an Elephant emblem. Anyone who harms or kills an Elephant/Mammoth is executed. The standard form of execution in Caelum is to be crushed by a Mammoth. The Senate also acknowledges the might of Lurolai, but in an effort to please her while avoiding Lorgo’s wrath, they passed laws protecting Halflings from violence. These laws grant all Halflings the right to appeal to regional governors or even the Senate itself when they are charged with a capital crime in Caelum. There are five major penalties for criminal acts: restitution, flagellation, reduction, enslavement, and execution. For minor disputes between citizens, restitution is the most common form of punishment and simply involves the guilty party paying money, goods or services. Flagellation is a public beating, used for crimes like minor theft, dishonesty, and minor impiety. Reduction is when a person loses social standing, military rank and/or wealth. This can be the loss of one rank or the loss of everything depending on the severity of the crime. Enslavement is both a punishment and a practice. When Caelum defeats enemies in war, it typically enslaves anyone taken prisoner. But enslavement can happen to someone who fails to pay a debt or who commits a violent crime. Slaves can also be forced to fight in the arena or sent to labor. Execution is used for major theft, disloyalty, high impiety or murder. It is important to note that laws are generally more lenient toward citizens than non-citizens and that while some crimes of violence are punishable, violence committed against someone who committed a crime against you is considered lawful (and encouraged). Poro Deos is a critical trade port, but also a vital source of food for the Republic. Its name, which translates into the Crown of Poro, is slightly misleading. While it does refer to Sertorius Poro, it wasn’t in Caelum hands until after 900 (well past the time of the first Sertori). The name actually refers
to how the city was taken. The native Ronians resisted Caelum and tens of thousands were put to death in surrounding fields. Even by Caelum standards the brutality was excessive. But according to legend, the blood made the fields fertile. Presently Caelum faces a growing threat from the South, as the Horgel tribes have been pushed North through the mountains by the growing Mandaru Empire. These tribes of Elves, and some Hasri tribes as well, pose a very real threat to the provinces around the Sea of Aetorus, in particular: Utoria and Rono. Hostilities with Mandaru have caused Caelum to seek other approaches to valuable interior Trade Routes. In recent years, they established good relations with Ronia (particularly between Poro Deos and Rostanba). They have also allied with Asharun. Due to its size, Caelum has a number of major resources: salt, iron, silver, honey, wool, horses, gold, furs, timber, fish oil, olive oil, wine, copper, grain (buck wheat and wheat), potatoes, marble, and pearls. It also exports crafted goods like weapons and glassware. Caelum books on engineering are venerated beyond the borders of the Republic.
Provinces These are the provinces of the Caelum Republic. They were acquired over many centuries, as senators tried to make a name for themselves by leading the capital’s legions to conquest. As they expanded, it became harder for individual senators to prove themselves. With Brogustu’s successful campaigns in Perlova and Agra, they must look to the North or further East for glory. Aetorus: This is regarded as one of the more leisurely provinces and something of a resort for wealthy aristocrats from Cael. However, it is also important for its numerous libraries that attract scholars and engineers who help build the Republic’s infrastructure and system of thought. It is mainly a mix of Orcs and Kobolds, with some Humans as well. The Humans look like Agars but speak Latar. In addition to its academic resources, the province has a wealth of gold, timber and stone. Mount Korgo and its hot springs are considered a major landmark of the area. The capital of Aetorus is Patua. It was once part of Agra, before Caelum conquered it in 780.
Aetorus is governed by General Hilarus Fulvar. Agra: Inhabited mainly by humans, Agra was recently conquered by General Brogustu in the Battle of Ansa. He executed the last King of Agra, King Helgor. But Helgor’s son, Purnam, fled and is still in hiding. It is mainly a cluster of coastal fishing and pearl harvesting villages, but the city of Agra is quite large and ruled by noble houses (the majority of houses switched allegiance to Caelum before the Battle of Ansa). It was a kingdom that collected tribute from Perlova Valley, and was the last rival of the Caelum Republic for control of the Sea of Aetorus. In the distant past, it nearly dominated the Sea of Aetorus, but its hold slipped as Caelum Expanded and other threats emerged. The Rashpar Forest is known for its Vosh trees, the sap of these trees is the most deadly poison in the world. The local Agars worship a creature called the Old Man of Ansa, a Monstra who lives on Ansa Island. It can communicate telepathically with the priests, and requests they bring items and food to its lair. When displeased, it can strike men dead with a gaze. Agra is governed by General Brogustu and his tribunes. Eneum: A densely forested province that is a vital source of timber and is inhabited by Kobold tribes. The Kobolds here are farmers who raise livestock such as pigs and mice. Once they were a proud collection of war-like tribes, but they are now thoroughly part of Caelum society. Eneum is governed by General Corvum. Esha: Esha was taken in 1251 from the Ronian Empire, giving Caelum access to the Varian Sea. The siege of its capital was especially bloody and according to legend the blood spilled made the nearby grasslands extremely fertile. The capital of Esha is Poro Deos, and it is one of Gamandria’s most amazing cities. The name Poro Deos means Crown of Poro, a reference to the ancient dictator. It has been ruled by five great powers, and was first established by Nong Sai over two thousand years ago. After the fall of Nong Sai, it came into the possession of Agra, who built large ziggurats to honor Lorgo around the Nong Sai stupas and colossal statues dedicated to Senga. Then Rona conquered
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Agra and built its impressive theaters and hippodromes. Later they would build churches. When Rona unified as the Ronian Empire, this led to even more large scale building of basilicas and Halls of Promestus. By the time Caelum arrived in 1251, the city was already a strange mixture of architecture and culture. They gave the city its aqueducts and brought order to the place.
who live here were once a people called the Helvari, but now they are indistinguishable from the Orcs of Cael and Sola. The port of Helvaro is the central trade city of the Sea of Aetorus. Helvarum faces a growing threat from the Elven Horgel tribes who inhabit the mountains and foothills to the South. The Governor (praetor) of Helvarum is a conservative senator named Blandus, known for his frugal ways.
The population of Poro Deos and Esha is as diverse as the architecture. Humans, Orcs, Kobolds, Halflings, Hasri, Ogres and Humans all live here. The largest Gamandrian population of Ogres resides in Poro Deos. Esha is gaining importance in Caelum and stands as an Eastern alternative to the conservatism of Cael. General Brogustu’s base of support is strong here, but the Caelcori also have a large presence in the province. While Lorgo remains the chief deity, the Church of Light, the Church of Ramos and the Cult of Sarda all worship in Esha.
Rono: This province is called Rono, the Latar word for Ronia. Its capital is also called Rono. This portion of the Ronian Empire was taken in 1203 by Caelum. The Humans living here are mainly grape growers and Agars, while the Orcs are primarily merchants and craftsmen. In addition to grapes and wine, Rono is a source of marble. A Minotaur, called Appia by the locals, periodically passes through the villages, leaving a trail of corpses.
Poro Deos itself serves as a commercial port and many of the merchant associations in the city have considerable influence over the local governor. The city is also the seat of general Brogustu’s speakership (and the second capital of the Republic). However he is campaigning in Perlova to secure the new provinces and appointed his Kobold slave Heshtare to govern on his behalf as promagistrate. This move greatly upset the Senate, who saw it as an insult. They immediately appointed a new governor who is considerably less loyal to Brogustu: Erasius Dekta. Erasius has been the Senate’s eyes and ears and a constant source of difficulty for Proconsul Heshtare. The Senate also sent Juventar, the leader of the Caelcori to make arrangements to arrest Brogustu upon his return to Poro Deos. Esha is heavy with mercantile traffic and its coasts are pestered by pirates. Other threats include Monstra, which are more common here than in other places, criminal organizations and Gru raiders from the Northeast. The Eshi tribes inhabit many of the rural regions here. They are Humans who speak Agarian (see THE ESHI in this section). Between the Varan River and the Foothills of Yaum, herds of Mammoth and Wooly Rhino roam. Helvarum: A major trade province conquered in 900. The land in Helvarum is warm and dry. Grapes, honey, olive oil, fish sauce and wine are all produced here. The cities are quite old and well developed. The Orcs 268
Pasaara: A densely forested province, Pasaara is a good source of timber (particularly for ships) and stone. Most of the settlements and towns are located on the road from Cael outside the forest. The Pasaari tribes live in Cantian Forest in villages and mining communities. The Pasaari worship Lorgo and Senga. Those who live along the rivers are still Pasaari but have given up their tribal affiliations and adopted Cael customs. Pasaara is governed by General Destorus Aemali. Perlova Valley: This province was created in 1450, immediately after the invasion of Agra by General Brogustu. Until his campaign is complete, the general is legally governor of both provinces. Perlova Valley was once the center of Anumar civilization (the land of the Slovars). Its remoteness has preserved many of the giant Slovar stone monuments, mountain temples and giant statues. The Agars and the Servars came here soon after 516, when Rona destroyed their Empire. The valley is inhabited mostly by Humans of these two tribes. But beyond the mountains, in the Rashpar Forest, are the Ranu, Gru who periodically raid Perlova in the name of Leonus. The Agars in the North welcomed General Brogustu and have allied with Caelum. The Servars on the Eastern side of the Perlova River are still allied with the Ranu and have formed a resistance against Caelum. Brogustu has crossed the Perlova to bring his campaign against these rebels and pacify the province.
Each of the Agar villages in Perlova is headed by a group of eight men appointed by local priests of Lorgo. The priests themselves are part of a special class who claim descent from ancient Agarian families. These communities are usually centered around a shrine to Lorgo, who is depicted in the ancient Slovar Manner as an ape with an Elephant head. Most communities also have a great hall for socializing and conducting important business. The Priesthood of Lorgo in Perlova abide by the Anumar traditions, which they acquired from the local inhabitants they displaced. Servars live in similar villages but worship Leonus (Lord of the Marsh, See LEONUS in CHAPTER SIX: AFFLICTIONS AND GRIMS) or Sur Vanker. In both cases they offer living sacrifices to their gods. The Servars also have an aristocratic priestly class who are extremely influential and highly revered. Servars are led by chieftains who gain reputation through raids and battle, but these chieftains require the support of the priests to rule. The resistance among the Servars is led by a man named Uster who has two armies of Gru and Humans under his command. He is also allied with Gru chieftains who support him. The biggest settlement in Perlova is Agorta with 3,000 Agar residents. It is primarily a flax farming town. The main Servar settlement is Servata which is mainly a fishing community. Recently Servata was defeated by Brogustu’s soldiers and most of their men were taken into slavery. Gola is a small town of Servars and Gru. It is also the hub of the resistance. Traders and slavers from Caelum have followed Brogustu’s army to secure contracts and land. As the general conquers they capitalize on new opportunities afforded by the province. The main resources of Perlova Valley are flax, copper, timber, furs and access to a mountain pass that leads to the Red Plains (where merchants can trade for Aetic Steeds). Sola: This is the land East of the Enea River to the Sea of Aetorus. It is named after the consort of Lorgo. Sola was the first province of the Caelum Republic, and the original land of the Caelan people. It surrounds the city of Cael but the capital is considered a separate entity from the province itself. It also includes Usta, an important port city. Solara and
Ludaea are part of the province as well. Ludaea is best known for its gladiatorial contests (said to be where they originated) and a large object in its bay called the Colossus of Vedium. This is an enormous statue submerged beneath the waters of Ludaea’s port. When the tide is low, its head rises above the waves. This is a remnant of the Slovars, and is the image of a tusked Giant with the face of something like a warthog—a bit like an Orc but more beastly. The land here is temperate with plenty of fertile grasslands and forests. Mount Lorgo, where many believe the Orc god resides, overlooks Cael from the Western side of the Enea River. It is a sleeping volcano, and produces hot springs (some of which are enclosed in marble structure to create elegant bathhouses). There are many silver mines near the mountains and three large aqueducts extend outward from the mountains bringing fresh water to Cael and Usta. Sola is ancient and resplendent with wealth that flows from the Republic’s provinces to its capital. It has a large population and people come here from all over Caelum, but it is starting to be eclipsed by Poro Deos (in Esha) and the trade city of Helvaro. The West, and Sola in particular, is associated with the conservatism of the Senate, which many view as an impediment to the continuation of the Republic’s security and greatness. Cael aristocrats own much of the land throughout Sola, particularly the good farmland and rentable land in the cities. The Senate collectively owns more of this land than all others combined. Buildings in Sola are made of marble, stone and wood (depending on the need and the structure’s importance). The large legionary presence makes Sola one of the safest provinces to travel in. It is also quite stable. The biggest dangers here are the many criminal organizations that exist in the cities. These often exist with the tacit approval of different senators, who find these useful for their own purposes. Such organizations are superficially legal, usually existing as official guilds for merchants and craftsmen. But outside the cities, the roads are safe and inns are free from brigands. Sola also includes the islands of Khash and Taqir, which are inhabited mostly by Hasri and key sources of copper and tin. Sola is governed by General Lollios Lurani. 269
Utoria: Utoria was once a great Hasri power, based in the city of Utor. In 380, in the First Utorian War, Utoria defeated Caelum in a war to control the copper mines on the island of Khash. In 737, Caelum defeated Utoria and carved it into two provinces under the control of a general (Utoria and Utoria Minor). Utoria is rich in iron, salt, and grain. The population is predominantly Hasri, but they have adopted the customs of Caelum. The Utorians once worshipped Sarilla exclusively, but now she is a minor deity in their pantheon and Lorgo is highest god they worship. Unlike the other provinces, Utoria does not have a good road system. In part this is due to the age of the province, but mostly it is because Caelum views Utoria as an important buffer against the Hasri and Elf tribes South of the North Utar River. A road network would just enable invaders to pour more easily into other areas under the Republic’s control. Utoria is governed by Vestu Aemali. Utoria Minor: This is mostly inhabited by Hasri. It is a province of rolling hills and pasture land, serving as a source of wool, beasts of burden and linen for the Republic. The Hasri here are herders and farmers. The province has become increasingly important, with a larger and larger military presence, due to the rise of Mandaru and the city of Tardu. While neither of these appears to pose a military threat, they have led to a large migration of Elf and Hasri tribes. These movements have occasionally turned violent, leading the Republic to send four legions here in order to ensure order. The commander of these legions is Governor Scaevola Malavine, who began a campaign to settle the new tribes on the Eastern portion of the North Utar River. The land there is of questionable quality however. Hasri in Utoria Minor continue to speak some Khubsi, primarily in the countryside. Those in larger settlements (which are few here) speak Latar. Governor Scaevola extracts his taxes from them, but allows the Hasri clans to govern themselves. Usually the heads of each clan form councils in settlements such as towns or villages. Further away from settled life, the Hasri answer to their individual clan head. Utoria Minor is governed by Carus Raeali.
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The Canti The Canti are forest and steppe dwelling tribes, who trade in furs and amber. Those of the forest live in villages that craft weapons and goods, while the steppe tribes are nomadic and live in square tents floored with animal hide rugs. They are loyal to King (rex) Malka and worship the god Ozias. For more information see ATROXIS AND THE TRIBES OF PENDEO in this section. The Canti are led by Chief Siles.
The Cantian Forest The Cantian Forest is a massive pine forest that engulfs the Pendeo Mountains. It is filled with Orc and Kobold tribes, as well as large mammalian predators. The timber here is useful, and it is a source of Amber and furs for the native Canti tribes. There are marble deposits on the Southern side of the Pendeo Mountains.
Chambar Ruler (s): Khusat Yongrai (Nokai) and Khusat Nomburi (Urgason) Language (s): Singh and Khubsi Religion: Ranua and Sarilla Exports: Rice, Diamonds, Spice, Indigo, Ivory and Wood Clove Races: Elves (70%), Hasri (20%), Other (10%) Major Cities: Nokai and Urgason Chambar is a loose collection of allied city states ruled by Khans forming two informal kingdoms. Each kingdom is governed by a leader called a Khusat, who rules over a larger cluster of city states (ruled by the khans). In the North the city of Nokai dominates. Its ruler is Khusat Yongrai. In the South the city of Urgason dominates and its ruler is Khusat Nomburi. Hot, humid and densely forested, Chambar is situated along the Korashu River between two mountain ranges. Reptiles, apes, boars, and Tigers are common here. There are also Naga. Elephants are abundant, serving as beasts of burden. Their ivory is a valued trade good. Chambar is primarily an Elven region, but Hasri tribes inhabit the forests around the cities, towns and villages. For the most part, the Khans and Khusat
have alliances with these tribes, but there are occasional hostilities. The two major tribes are the Sabahi and Shafari. They are settled and live in small villages of 20-80 people. The Sabahi hunt for birds and water fowl, but mainly subsist by fishing and cultivating fungus. The Shafari hunt boars and grow rice. Chambar arose in 443 when a group of Elven settlers migrated and began to settle. They were originally the elite scribes of Nong Sai, who worked as slaves for the Ogres. These settlers had been part of the same group who formed Phu Kao, but finding the area too cold, they pushed South and eventually came to the Korashu River. They set out deliberately to recreate a society patterned on Nong Sai civilization. With the exception of slavery, they retained most of its institutions. They also tailored their social organization to Elven longevity and faith in Ranua. The first city they established was Nokai, under Khusat Yotsada. He is still alive today, having heard the call of Ranua late in life and has survived nearly 100 years as a soldier. There are four basic social classes in Chambar and they bear similar names to those of Khata: farmers (Manut), craftsmen and merchants (Mai Pun), administrators and rulers (Ameta) and the warriors/priests (Nai Pun). However, rather than stations assigned by accident of birth or through merit, these are merely regarded as life phases. Every Elf of Chambar is expected to pass through each of these classes as he ages, beginning with farmer (Manut) then moving onto to being a craftsmen or merchant (Mai Pun), rising into the competitive ruling class of administrators and Khans/ Khusats (Ameta) and finally becoming devoted warrior and true elder (Nai Pun). The Nai Pun are not just soldiers, they also serve as scholars, priests and councilors to the rulers. They are highly regarded. Only those who have heard the “call of Ranua” move to this phase of life, where one is expected to die in battle, as Ranua intended. Among the Nai Pun, Yotsada is the most esteemed and his advice always headed. He serves in the army of Khusat Yongrai as a general. Chambar is organized into loosely allied city states, each ruled by a Khan and with authority over its surrounding villages and towns. Khans are elected by local members of the Ameta or appointed by the Khusat (see below). Conflict is common, even though cities are vaguely unified under the Khusats. Khans
are always trying to gain dominance of cities to extract tribute and prestige. There are two powerful city states in Chambar, Nokai in the North and Urgason in the South. The Khans of these cities are called Khusats and are so powerful they extract tribute from the others and exert their influence over them. Basically these form two kingdoms: Nokai and Urgason. But their base of power comes from the cluster of city states under their thumb and these are always fighting among themselves or even against their Khusats. Khans and Khusats are not just rulers, they are also law makers, but their laws must not contradict the law code of Yotsada, one of the early settlers of Chambar who established Nokai. Khusats and Khans are assisted by other members of the Ameta: scribes, tax collectors, and other courtiers. Typically each Khan or Khusat divides his administration into four or five ministries (city government, palace, treasury, farming, and military). The members of these ministries make up the bulk of the Ameta class. The exception, of course, are members of the military who belong to the Nai Pun class. Family is important in Chambar. Because of their longevity, the Chambari Elves rarely marry for life (though this isn’t unheard of), so it is very common for a man to have children with several wives of many centuries, or a woman to have children with several men over many centuries. However the ties remain. Marriage isn’t regarded as permanent, but the bonds it creates are. The mother or father of your child is treated with courtesy and support. This is vital because the extended family created by the practice (where one can have dozens of siblings, half siblings, cousins and uncles or aunts) forms a network of blood relations who support each other. Nepotism is normal and considered virtuous by the Chambari. One’s closest allies are usually relatives. The Chambari live in fear of early death. For them, dying before you hear the call of Ranua is a terrible thing, for it means you will be reborn as one of the lower Races (Humans, Halflings, Dwarves, etc). Those who die in battle prior to hearing the call, are spared the full humiliation of returning as one of these Races and may come back as a Hasri (which they consider less bad than being a Human).
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Despite their fear of early death, the Chambari are frequently at war with one another. Those of the first three classes are safe from harm. It is the worst crime imaginable for one Elf to kill another who is not a warrior. To cause an early death is the highest taboo. So effectively wars are led by the competing Khans and Khusats (members of the ruling administrative class or Ameta), using the very willing members of the warrior class (Nai Pun). Warfare therefore tends to be orderly and follow an ancient but living code set down by the first Khusat, Yotsada. Chambari worship Ranua and Sarilla, with Ranua being the dominant goddess. They revere all other deities, except Lorgo, but these are considered minor and only given small stone shrines. They worship Ranua at the base of ancient trees, as they are considered the trees to be sacred remnants of their goddess. Here they offer sacrifices and prayers. Sarilla is worshipped along the river. Sacrifices are burned and placed on small floating baskets. Though their religion can be traced back to Phu Kao, during their migration they incorporated other beliefs and Chambari faith truly has its own character. Rice farming is the foundation of Chambar society. Being a farmer is something everyone is expected to do early in life and it is not looked down upon. Only those who farm with no joy or enthusiasm are poorly regarded. Most farmers wear simple clothes, both men and women donning knee-high shorts and loose fitting shirts. Hats are common as the sun can be grueling. Hair among farmers is usually kept short or shorn on the sides. Once people leave farming behind, they usually adopt knee length skirts (sarong) and dress more brightly (indigo is particularly prized). Women wear a chest cloth (sabai). In this phase of life, one is expected to grow hair and keep it long, with women pinning hair up and men keeping it braided. Members of the Ameta simply wear long sleeve tunics with wide necks and continue to wear skirts. They secure their hair into elaborate fashions using golden clasps. Warriors dress for battle or prayer. They shave their heads and wear clothes similar to those of farmers (knee high shorts). While they don’t normally don their armor at all times, they do carry swords and spears with them as a sign of their status. Against foreigners they wear breast plate and helmets. Against each 272
other, their custom is not to wear armor at all (to increase the chance of a clean death in battle). Chambari Law can vary from city to city, but within each kingdom the laws tend to be uniform and all legal decrees fall within the parameters laid out originally by the Law Code of Yotsada. This is a set of 200 laws issued by Yotsada when he founded Nokai. They establish rules for passing from one class to another, for achieving offices within a particular class, and for conducting warfare. The chief law is that no one may kill or try to kill Chambari man or woman in the first three classes, and the punishment for breaking this rule is to be marked and exiled. Farmers, craftsman, rulers and merchants are all considered protected by this rule. The only time killing is acceptable is when it is done to a non-Elven foreigner or when one soldier kills another soldiers. For example a general who slays the ruler of an enemy city is severely punished by exile and branding. Because Yotsada is still alive, his law code continues to be respected. There is fear that once he dies, an ambitious Khan or Khusat may start to violate the code. Chambari structures are stone and in the style of Nong Sai (stupas, ziggurats and mud brick houses). Some houses have stone floors to help keep them cool, and tiled roofs. Most houses are made of wood and elevated on stilts. The cities themselves are comfortably part of the forests surrounding them. The Chambari will use a minimal amount of wood and plant material for building, but only what is necessary and only if they believe Ranua gives them permission to use it. For the past hundred years, Nokai and Urgason have been at war. But an uneasy truce was struck recently in response to a growing threat from the North. The Mandaru Empire has allied with the Bungata and Kasikon, which tried to invade their peripheral cities. Chambar is part of an important Trade Route that extends from Asharun all the way to Phra Goa. They export ivory, diamonds, spice, rice and indigo. Though they have abundant timber, they do not cut it down because it is sacred to Ranua.
Chun Population: 35,000 Leadership: The Talung Council Export: Salt, Trade, Flax, and Granite Chun is a key trade city between Matruk, Meng Sai and Besra. The majority of its population is Elven and speaks Singh, with a small number of Humans and Halflings. Chun is governed by a body of elders drawn from a class of nobles who were once Mandaru warriors (Benkrob) but settled here one thousand years ago. The city is semi-independent, controlling a number of small settlements within a fifty mile area it calls Napra. It has a firm alliance with Khata and shaky relations with the Rihan tribes but views Besra as a threat. Khata is the dominant partner in the alliance and essentially views Chun as a client. Most of the land in Chun and its surrounding area is owned by nobles (who still call themselves the Benkrob). They have the power to tax and levy troops, and they are the only ones eligible to sit on the Talung Council. The Talung make laws, issues decrees and appoints magistrates (who are almost always selected from the Benkrob). Unlike many cities, Chun does not favor a single deity or a narrow group of deities; they have temples and festivals dedicated to all the gods. They believe their wealth is a product of divine favor, so they disallow any public demonstrations of disrespect to any god or godlike entity, and are wary of too much devotion to a single deity. The Cult of Sukat has a strong presence here. The major resource in Chun is salt. Salt trade has produced tremendous wealth among the Benkrob. However many local merchants, who are not part of the Benkrob aristocracy are eager for change. Technically all Salt deposits and flax farms belong to the aristocrats. Merchants have access and can hire farmers or workers to extract the goods, but are only allowed to keep a small portion. They sometimes have to pay additional taxes as well. What they get in return is protection from the Benkrob, who have soldiers (and as the roads here are often unsafe that does come in use). The ranks of the Benkrob include the original settlers of Chun (who came here during migrations from the North in the mid-400s) but it also includes their
descendants. The original Elven settlers here were all Sertori cast out of Elven society. While many died in war protecting the city, most were killed during a revolt in 1164 staged by a younger generation of Elves who had support from a small number of the Sertori elders. The revolt wiped out most of the original generation and today a handful of the first settlers survive. Those who do occupy the highest seats on the Talung Council were the ones behind the revolt.
Cliffs of Shandee These are a series of cliffs that form a border along the edge of the Steppes of Shandee and cut across the Shandee River. The land West of the cliffs is considerably lower and warmer than the land to the East. The cliffs start near the Eastern plains and snake their way around the base of the Has Mountains. They present a natural barrier to travelers and, in some places, can rise as high as 3,000 feet. According to legend the cliffs were carved out by Ranua to keep the Hasri away from the Elves. Another legend attributes the cliffs to Sarilla. In truth, the cliffs are the body of a colossal Dragon called Kaoyai. Kaoyai is the largest of all the Dragons, with a body that is nearly over one thousand miles in length. They called him the great devourer when he first appeared because he burrowed through the earth to consume entire cities. He fell asleep at the base of the Has Mountains 1447 years ago, and has not awakened since. His body literally supports the Steppes of Shandee and is 3,000 feet high at his widest point. During Kaoyai’s slumber, layers of earth and fungus have grown over his scales. The cliffs look like a rocky precipice strewn with forests of mushroom and high spiraling moss. They are also inhabited by clans of Kobolds who live in the many caves and shafts between folds of the Dragon’s skin. The surface of the cliffs is virtually unbreakable. Two waterfalls exist on the Cliffs of Shandee. The first is born from the Namthong River, near the town of Hoonor. The second, and by far the more impressive of the two, is Shandee Falls. The falls themselves are enormous, dropping 2,700 feet. The town of As is located near the base of the falls. The Asana live in the area and have erected numerous stupas and statues of Senga along the cliffs. See also SHANDEE FALLS. 273
The Corsata See Hanadi and Corsata.
The Daethroni The Daethroni are Orc tribes who in inhabit the island of Atroxis and are known for crafting goods made of soapstone. They are also skilled sailors. The Daethroni are loyal to King (rex) Malka and worship Ozias. For more information see ATROXIS AND THE TRIBES OF PENDEO in this section. The Daethroni are led by Chief Enos.
Dakia See SHAHR entry in this Section.
Donyra Donyra is a city of about 18,000 people nestled in the Northern hook of the Padee Mountains. Its population is mostly Khubsi-speaking Hasri and Humans. It is a minor point of trade between Khata and the peoples of the Khom and Kaji Rivers. The Cult of Sukat has a strong presence here (much to the annoyance of city leaders), though it is outlawed. The city is led by a council (called Korbia) of high priests (Bal-Korba). Each priest on the council is the head of an order dedicated to the temple of one of the gods. The official religion of Donyra is a vast pantheon of Sertori. They have temples with customized statues throughout the city. In many cases, the actual Sertori resides in the temple as a living god. Any Sertori who enters Donyra can appear before the Council to prove his abilities and be made a god of the city. Once a temple is erected in the Sertori’s honor, he can live like a king, provided he stays in the city. Though the priests are the official leaders, they often receive their instructions directly from the Sertori they worship. This leads to a good deal of political intrigue as different Sertori try to work their will on the city and form secret alliances. The Korbia controls the mechanisms of government, and appoints magistrates, called Qadi, to manage the city (they do not appoint the post of Qadi Kar-Malika). A key post is the magistrate of guilds (Qadi Kar-Iqa), who controls the registry of guilds. The guilds in Donyra are like sacred fraternities, and 274
each one aligns itself with a particular Sertori. Most guild halls are centered around the Sertori’s Shrine. Guilds basically create monopolies on key trade items, protect their industry, and assist one another on foreign ventures. The most powerful guilds in Donyra are: the guild of masons (Taraj Alu-Hajra) and the guild of craftsmen (Taraj Alu-Araf). There is also a small industry in the city of information trading, which is especially valued among the Sertori. There are two city militias. The first is a simple force of soldiers, paid in stone and grain, charged with protecting the city from invasion, guarding resource like mines outside the city, watching for fires and preventing internal uprisings. This force does not enforce city laws. Laws are enforced by a magistrate of legal matters (Qadi Kar-Dalla) who commands his own small force of soldiers and bodyguards supplied by the Temple of Qanoon (but this is too small to be counted as a city militia). There is a second militia charged with protecting the temple district of the city: The Saheen. They are led by the Malika (full title Qadi Kar-Malika), a magistrate position always filled by a human female descendant of the ancient king of the city. The Malika commands the Saheen, and she is inviolable even by Sertori. The Saheen, themselves, are also inviolable (as are Sertori). For the most part, the Saheen protect the temples from invasions, non-Sertori vandals, etc. When the temples enter into conflict with one another, the matter is often resolved by the Sertori factions. Because both the Saheen and the Sertori are inviolable, it is never considered appropriate for them to attack or restrain the other. One important tradition governs the behavior of Sertori in the city. There is an informal code in place, and the Sertori factions usually band together to kill or exile anyone who violates it: Do not use magic to create disorder in the city or upset the current balance. Most importantly, they do not strike out, even indirectly, at the Priest Council (Korbia). Those who create disorder in the city, or make overt plays at gaining a dominant position, are met with equal violence. This isn’t to say Sertori don’t try to manipulate the political system or gain more power for themselves, they are just careful to be subtle. It is okay for one Sertori to effectively have control over a certain aspect of the city, much less so for one to
seize control of the city militia or kill the Priest Council and make himself king. In the past there have been bloody conflicts and Donyra suffered for it. Now a balance of factions has been struck. Presently the most powerful group is the faction of Qanoon, who feels it is important for Sertori to respect the Korbia, and reap the benefits of being gods in a city that is happy to shower them with wealth. He is secretly opposed by the Faction of Apion, who wishes to disband the Council.
Druna (city)
The land near Donyra is not good for farming, so they must import much of their Grain from the South and East. Alabaster and red limestone occur naturally in the region, and are major exports (as well as a key components) of the city’s mason industry.
Elea Forest
Donyra has had difficult relations with Qam’ua, because of its policies on Sertori. However, access to the Eastern Trade Route is too important, and the free flow of goods too mutually beneficial for open hostilities, so a good deal of intrigue occurs between the two cities. Donyra exerts considerable influence over the Hanadi people. Major Sertori Temples: Temple of Qanoon (god of Law and Order), Temple of the Noble Fang (Fang of Sur Vanker), Temple of the Hamil (god of purification and healing), Temple of Carus (god of night and thieves), House of Barka (Lord of the Bean), Temple of Sha (goddess of Temple good fortune), Temple of the Red Heart (Alyssa goddess of drink and merriment), Temple of Cadius (a Hasri God of death), House of Veyanna (goddess of war), House of Adurai (Goddess of art), House of Taul (god of knowledge), Temple of Apion (god of power), House of Golgar (god of strength), and the Temple of Hamar (god of pack animals and safe travel).
Druna (geographic) This is a large island off the coast of Sardona. It is ruled by Emir Istafa and is loyal to King Alu Aqrab (Sardona). There are many small villages on the island that grow citrus fruits, sugar cane and herd sheep and goats. The main export of the island is lead. The capital of the island also called Druna.
Druna is the major settlement on the Island and the seat of Emir Istafa. See DRUNA in this chapter for more details.
The Eastern Plains A stretch of grasslands inhabited by the Utari, a Khubsi-speaking Hasri people. The plains end at the Ma-Yaum River.
This is a cedar forest in the Magaea Mountains filled with hot springs and rumored to be the home of a Dragon named Tohireo. This area is mainly inhabited by Dwarves who are clients of the Ronian Empire. It is most famous for Elean Oil which is extracted from the local trees.
The Emerald Mountains The Emerald Mountain range that separates Khata from the Hanadi and Corsata. It is home to many emerald mines. The Cult of the Emerald Serpent has a presence here and controls the mines. There is a pass through the mountains from Donyra to Meng Sai. Here the city of Qam’ua can be found. In the hills surrounding this area, bandits are common, but closer to the city, less so.
Emerald Valley Emerald Valley is a river valley in the Rashua Forest where the Cult of the Emerald Serpent and Cult of Sukat are very common. There is an abundance of tea here, and villages devoted to cultivating the leaf. There are also many dangerous creatures in this part of the forest: naga, crocodiles, naga men and other creatures are found in the valley.
The Eshi The Eshi are Human Agarian-Speaking tribes who live in the area from the Southern Foothills of Yaum to Poro Deos. They are mainly herders, hunters and farmers. The Eshi are skilled Mammoth and Rhino breeders. There are two groups of Eshi, those in the East, near Poro Deos who belong to the Church of Light, and those in the West and North who worship Lorgo and Senga.
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Esmar and The Esmar People
Faikhun
The Esmar are a Gru people who live near the Klammerskels, from the Esmar River to the Steppes of Gulga and the Pulpar River. They even roam the plains as far West as Sai Wood. They are fisherman, whalers and farmers. Some are also semi-nomadic. Their raids along the coasts are feared by many people, from the Humans of The Vaaran Kingdoms to the Halflings of Shahr. The Esmar include: the Belvari, Belvar, Belhauch, Esmar the Gara Tribes and other groups scattered but not named on the map.
Faikhun is the summer capital of the Hordee tribe of Midbar Valley with roughly 300 inhabitants. See MIDBAR VALLEY in this section for more details.
The Esmar are one of the few groups who have managed to gain mastery of the sea approaching Shahr’s command of sailing. In 698 the Esmars invaded Shahr and nearly destroyed it. They likely would have done so had Lurolai not negotiated with Sur Vanker for peace. According to Esmar legend, the sea Goddess gave the Esmar freedom to travel the Northern waters and the Northern Varian Sea provided they ceased ventures South into the Sea of Garbala. In the same legend, she also gifted them whales as beasts of burden. The Esmar utilize swift sea vessels well suited to coasts and rivers. These fleets of ships are led by a “cavalry” of whales fitted with Howdahs. These serve a number of functions. One is to tow ships and reduce the number of oarsmen required. The other is for naval battles. All the Esmar tribes are loyal to the ruler of Belhauch called the Esmar, paying regular tribute. Esmar, itself, is a title more than a name, wielded by the Gru who controls Belhauch. The current Esmar, Gol, is a Sertori and controls all the land around the Esmar River. He demands heavy tribute from his subjects and even the tribes in the Steppes of Gulga and the rulers of Belvar fear him. This is what encourages so many coastal raids, because they must constantly supply Belhauch with gifts. The Esmar believe in the might of Sur Vanker and consider victory in battle a sign of his favor. For them, it is a sacred act to kill in battle. In particular they believe that those killed by members of their tribe go to Sur Vanker’s Den in the next life. For this reason warriors are also considered priests and are expected to have knowledge of Sur Vanker’s Rituals. The Esmar live by fishing, hunting, farming (rye, barley, cabbage, beans and roots) and raiding. 276
Foothills of Yaum These rolling pasturelands are on the Eastern edge of the Caelum Republic and inhabited by shepherds and villages of diverse population. The people here, regardless of race, share aggressive temperament, short size, bronze skin tone and round facial features. For more information see FOOTHILLS OF YAUM in CHAPTER SIX: AFFLICTIONS AND GRIMS.
The Free Cities of Eukos (Eukos, Celos, Paroi, Achae and Rapistos) These cities are clients of the Ronian Empire located on the island of Eukos. There are five important cities on the Island: Astron, Histro, Metakos, Ploiae, and Dorea. Each city is independent and democratic, with all issues being decided by vote of citizens (citizenship is usually limited to those with property born in the city limits). This yields chaotic results at times, and means extensive public debate over even the most minor issue. A key issue that emerges in this debate is whether to remain clients of Ronia. The cities have all agreed that they must unanimously and collectively agree on this point, so every five years the cities vote and elect five delegates to take their decision to the Empire. Because it is in their economic interest to remain a client, this hasn’t changed, but there is a growing portion of the population that dislikes the arrangement. The island of Eukos is known for its silk garments. While it does not have access to the secrets of silk production (which is guarded by a special guild in Rostanba) they have a special agreement with the Empire, that makes them the primary importer of Ronian silk (which they process and export as a variety of goods). They also are an important pearl resource. The island of Achae has iron mines and Celos is known for its olive oil. The isles of Rapistos are small and mainly used to exile people from the cities. They are also used by pirates and groups of Armira.
The Fushal Islands These largely uninhabited islands are avoided by most. Only the Taksiri Pirates, who have a small city on the island’s inner rim, dare to venture here. The island itself is a small ring of narrow landmasses, circling a cluster of islands. The Taksiri Channel leads into the inner rim, but is most dangerous. This is not a naturally occurring danger, but due to the presence of the Taksiri and their queen, those venturing in face attacks from the pirates. Their queen’s rage also causes the seas to rise with crashing waves and produces reefs that smash into ship’s hulls. Navigating these waters uninvited requires a Sail Roll at -2d10 to avoid sinking. Away from the city of Kisra, the islands are crawling with creatures like Armira, Pleasure Leeches and Naga Men (Eastern).
The Gara Tribes This is an aggressive group of nomadic Esmar Gru tribes who ride on the plains between Sai Wood and Kalgut Forest. They are small in number but very hostile to neighboring Saigru. While most of the Esmar are settled and prefer to fish, the Gara regard themselves as the Western flank of Esmar, and seek to expand further West. They are independent tribes, but are temporarily united under the leadership of a Sertori chieftain named Vesh. They believe that Sur Vanker has anointed Vesh with godly powers and consider him the god’s earthly representative.
Garba Garba is a settlement of Shahri Halflings on the island of Dakia that mainly produces Murex and cultivates tea. A lively portside city, gambling, and crime are common elements here. However the large Shahri fleet stationed on Kabod ensures the ships’ safety and makes piracy an unattractive occupation. Garba is governed by a council of aristocrats. The population is almost entirely Dwarven and Halfling, because the native Humans were wiped out by disease. For more information see the DAKIA entry in THE SHAHR REPUBLIC of this chapter.
Garos Garos is a Dwarven town on the Tohireo Lake in the Magaea Mountains. They are led by Sheik Utmal, who is subservient to the Emir of Ahad Bilda. They live by fishing, mining emeralds and extracting
timber from the Elean Forest. For more information on Garos see AHAD BILDA in this section.
Gashta Forest This is a large temperate forest South of the Varian Mountains and the site of many of the Vaaran Kingdoms (See VAARAN KINGDOMS in this chapter). The trees here are wide and tall. The forest is densely inhabited by Humans and Gru. It is also known for the widely feared, Thorny Death Moss. See THORNY DEATH MOSS in the PLANTS section of CHAPTER ELEVEN: THREATS AND MONSTERS for more details.
Ghajeen Ghajeen is a Khubsi city that marks the furthest extent of the Eastern Trade Route and is a client of Mandaru. Because of its importance, the Mandaru Empire allows Ghajeen independence. It is ruled by Aqhat, a Sertori who rescued the city from the tyranny of a Grim Beast. In the conflict the city was nearly destroyed by raining flame and earthquakes. As a result, most of the structures are quite new. The racial mix includes Human, Elves and Hasri.
Gola Gola is a town in Perlova Valley inhabited by Gru and Servars. It is the center of the local resistance against the Caelan invasion. For more information see CAELUM REPUBLIC in this chapter.
Grega Grega is the capital of Magaea, a major diocese in the Ronian Empire. It has a population of 110,000 and is under the protection of Strategos Petros. The city itself is governed by a local boule. It is an important port and trades in olive oil, figs, wine, gold and perfume (made from Elean Oil). The inhabitants of Grega are mostly Human, Dwarven, Halfling and Ogre. Languages spoken here are Ronian, Singh and Khubsi. For more information see RONIAN EMPIRE in this chapter.
The Gru See Belvane and Gru in this section
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The Gulf of Anja
Harkad
The Gulf of Anja is a large body of water dominated by Shahri outposts and trading vessels. It stretches from the mouth of the Khai River to the Kufar Peninsula.
Harkad is the capital of Hasha, an Asharuni city in the Hasheva lands. The Qadi of Hasha, Gulzar, is trying to eradicate the growing influence of the disciples of Qari (worshipped by the neighboring Anifa Tribes). Harkad is also subject to raids from the Anifa and the Kasikon, who have allied with the Mandaru Empire. Brownies are also starting to infest the city. Harkad is part of the Asharuni bread basket, with plentiful rice and wheat crops. For more information see ASHARUN, THE HASHEVA, THE ANIFA and THE KASIKON in this chapter.
Haban Haban is the capital of Salis and one of the provinces of Asharun. It is governed by a Qadi (named Toor) and administrators (called Qadina). Though predominantly Hasri, the city is home to many Elves and Humans as well. It exists near the Asana lands, which were recently taken into the Mandaru Empire. There is illicit trade between the settlement of As and Haban. There is also a good deal of intrigue and rebellious plotting in Haban (against both Asharun and against Mandaru). For more information see ASHARUN in this chapter.
Hadashta This is a colonial outpost of Shahr. See SHAHR REPUBLIC entry in this section for more details.
The Hanadi and the Corsata The Hanadi and the Corsata are Khubsi-speaking Hasri living along the Northern Khom River and in the foothills of the Padee Mountains. There are also Orcs and Humans (who are Khubsi speakers) living among them. Singh-speaking Elves, Humans and Hasri are also not uncommon, particularly the monks of Isharna. The Hanadi are miners and metal smiths, making bronze goods with local copper and tin imported from Phra Goa. They also trade with Shahr and Khata and are under the loose authority of Donyra, a Hasri trade city whom they trade with as well. The Corsata are known primarily for cultivating flax, sandalwood, wood clove and papyrus. Goods move through the Hanadi settlements from Phra Goa and the Corsata. Most of the Hanadi and Corsata settlements are led by sheiks. The Monks of Isharna have spread to the cities and towns on the Southern Khom River. Many of the Corsata are adherents of Isharna’s teachings (See PHRA GOA in this section and THE MONKS OF ISHARNA in CHAPTER EIGHT: RELIGIONS AND ORGANIZATIONS). However they have come into conflict with Sheikh Alu-Tura of Rahan, who rejects these beliefs.
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The Has Mountains The Has Mountains are a small cluster of mountains inhabited by Naga Men and Kobolds. A being named Ka-Nom is said to dwell at one of the peaks and is a focus of reverence among the mountain tribes. According to legend he has been there since the creation of the Humanoid Races and is a powerful immortal. The gods deny his existence and he is rumored to be mad. Ka-Nom possesses the wisdom of the gods, including knowledge of their weaknesses. However, he rarely reveals these secrets, insisting seekers first beat him in a fair contest. Only then will he reveal what he knows.
The Hashar Desert A large desert cradled between the Battal, Padee and ‘Awad mountains. It is inhabited by Human tribesmen called the Narhasta and also home to the Tungat Oasis. Sandmen thrive in the dunes of Hashar and are a constant threat to merchant caravans who often rely on the protection of the Narhasta. See TUNGAT OASIS and THE NARHASTA TRIBES in this chapter for more details.
The Hasheva The Hasheva are farmers and fisherman who live along the Veja River. They have a very large population and worship Sarilla exclusively. Subject to Kasikon and Anifa raids, they benefit from their relationship with Asharun. The Hasheva form the Asharuni province of Hasha.
Havsoru River
Hoonor
The Havsoru River is on the Southern sea of Aetorus and is teeming with crocodiles. It is in Helvarum province of the Caelum Republic.
Hoonor is an important trade city of the Hoona (Singh-speaking Elves who live in the Western Steppes of Shandee). It is located at the peak of Namthong Falls and has a population of about 5,000 people. It is well known for its crafted goods, especially durable rugs favored by the Mandaru and Anam tribes. It is also well known for its dancing, which is viewed by the locals as the greatest art form. Each year they hold contests where the best dancers and musicians are given a prize (usually a horse or some sheep) and crowned the Troupe of Hoonor (Kanaa Haeng Hoonor). Dancing is regularly performed at other venues such as taverns and in the marketplace. For more information see THE HOONA in this chapter.
Helenos Helenos is an important city at the Southern edge of the Ronian Empire. It is governed by a bishop (Patrus) of the Church of Light named Elpidius, who oversees the Havros Cathedral. He has authority over the local city administrator (Eparkos). Bishop Elpidius is well liked. Helenos is considered the Southern entrance of the Ronian Empire and well-defended. It also receives diplomats from the Southern client states and has one of the largest populations of Ogres of any Ronian city. A canal system connects Helenos with Bisos and the smaller settlements in between.
The Hora River
Helvaro is the capital of Helvarum, a province of the Caelum Republic. For more information see HELVARUM in THE CAELUM REPUBLIC entry of this chapter.
This waterway flows from the Northern Klammerskels to the Sea of Gilva, passing through the Red Plains. Along its banks, the Aevia cultivate buckwheat and fish. The waters are oddly warm due to the proximity of The Red Forest of Ras, and this causes them to hang with a slight mist.
The Hirami
Iqra
These are a settled agricultural people (all Human) who live along the Hirami River in the Kufar Peninsula. They are under constant threat from nomadic tribes to the North and South (the Shakasti and the Maniya) so forged an alliance with the Shahri colonists in Asar, helping them to acquire resources and trading with them. The Hirami usually live in small villages built on stilts over the river. They speak Khubsi and worship Ranua and Lurolai.
The seat of King Samhar-Bal, of Rashua. For more information see RASHUA in this chapter.
Helvaro
The Hoona The Hoona are Singh-speaking Elves who live in settled communities in the Steppes of Shandee. They cultivate ox root, green vegetables, wheat and rye. The Hoona raise horses and sheep, and are excellent craftsmen. Hoona rugs are prized throughout the Empire and even in Sardona and Caelum. Some of the Hoona dwell along the Western Trade Route, and have established communities with regular markets and inns. They worship Ranua and Senga.
Isaek Isaek is a Hasri city in the Caelum province of Utoria. It is under regular threat from the Elven Horgel tribes and the source of illegal tusk trade in the Republic (led by an individual simply called The Kobold). Isaek is synonymous with impiety in many sectors of Caelum. For more information see THE CAELUM REPUBLIC in this chapter.
The Isan Forest This hot dense forest is replete with spices and wood clove. The Kasikon are among those who live here and consider the place sacred (believing Ranua lives in the woods). The Isan Forest is teaming with Ranua’s servants and Den Dwellers. Naga and other monsters are also quite common here. But perhaps most dangerous are its many tar pits. In addition to the Kasikon there is another group of Elves living in the woods.
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They are mysterious and do not seem to speak, attacking anyone that isn’t member of their group on sight. Not much is known about them, as they are generally avoided. For more information about these Elves see NUMINOUS ELVES in the DEN DWELLER entry of CHAPTER ELEVEN: THREATS AND MONSTERS.
Ishola Ishola is a major city in Matruk, where the people worship Lorgo, Lurolai and King Alu-Aqulu, who they believe to be the divine son of the two deities. The population here is Human but claims Orcish descent. The city is administered by the Priesthood of Matruk and is well known for its massive statues of the three gods. A small group, called the Cult of the Giants, operates here and seeks to dethrone the king. They are highly secretive and appear to believe that Matruk was once ruled by Giants who will return to kill King Alu-Aqulu. For more information see MATRUK in this chapter.
Kabod Kabod is a key Shahri city on the island of Dakia. A large fleet is stationed here. It is one of the biggest growers of coffee in Gamandria, and Coffee merchants have estates in and around the city. Kabod is governed by a council of Halfling and Dwarf aristocrats. For more information see DAKIA in the SHAHR REPUBLIC entry of this chapter.
The Kalgoru
Iska
The Kalgoru are a group of nomadic Gru tribes who belong to the Ranu and live in the highlands of the Kalgut Forest where they herd sheep. They are led by druids and worship The Stone Gods of Pulpar in addition to Ranua and Sur Vanker. For more information see Ranu and the Ranu People in this section. The Kalgoru speak Gruskel.
The capital of Belvar. See BELVAR in this chapter for more details.
Kalgut Forest
Jalisa
This large temperate forest stretches from the Western Klammerskel Mountains all the way to the Steppes of Gulga. In the East trees tend to be hardwood such as oak but willows are common too. As the forest spreads West, conifers become predominant. Unlike the evergreens of Khubar and Angordee, the Kalgut conifers are tall and thin. The Stone Gods of Pulpar, enormous stone statues worshipped by the Kalgoru tribesmen are found here. See THE KALGORU for further details in this chapter.
Jalisa is a small Hasri city under the control of Tisa Ran. It is governed by a council and worships Sarilla. See TISA RAN in this chapter for more details.
Janus Seat of King Druzel of Ustol. For more information see THE VAARAN KINGDOMS in this chapter.
Jun This Corsata port town is a large producer of papyrus paper and linen. It is also an important point of entry for Phra Goan and Khatic ships. The population is a mixture of native Khubsi- speaking Hasri and foreign Singh-speaking merchants (mostly Elven and Human). While the people of Jun do follow the Monks of Isharna, they also greatly fear the presence of a creature, called Tanoor, described as a great Dragon who looks like a swan of thirteen colors. She is believed to reside below the waters of the Bay of Goa and though in a slumber, has been known to waken and devour passing ships. To appease her,
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some of the locals send out sacrifices of food and gold on small boats. The Monks of Isharna discourage this practice, but generally look the other way.
Kamison Kamison is a city in Saiyok, a former province of Asharun now under Mandaru control. See SAIYOK, ASHARUN and MANDARU EMPIRE entries of this chapter for more details.
Kao Dee Kao Dee is the capital of Phu Kao (now under Mandaru control). For more information see PHU KAO in this chapter.
The Kasikon
Khata
The Kasikon are a population of Elves who settled the Eastern Veja River and also inhabit the Isan Forest. They are mostly farmers and are organized into clusters of villages or small towns led by a Khan. They are allies with the Mandaru Empire and the Bungata Tribes to the South.
Ruler (s): The Phra Jao
Kasir Kasir is the seat of King Harbul, ruler of Bukra-Shar. The Bukhra Diamond is housed here and well protected within the king’s palace. The city faces regular attacks from savage Elf tribes living in the surrounding mountains (use WILD MEN entry from CHAPTER ELEVEN). For more information see BUKRA-SHAR in this chapter.
Kawa Kawa is a Shahri city near Matruk. It is a major source of coffee and protected by the forces of General Hur-Ban who is stationed here with an army. Giants and Ateeni tribesmen are regular threats to the area. Recently, a strange plague of madness has struck within the city’s stone walls, affecting many of the general’s officers. General Hur-Ban has become increasingly paranoid and thinks the General of Hasbrul, Bal-Qart, plots to replace him or thwart his policy of increasingly friendly relations with Miskan. His reports to the other generals have become less frequent and it is feared he may seal off the city and break away from Shahr.
Khasaba Khasaba is the capital of Asharun, home of the Sultan and house of Sarilla at the Great Temple. The pillar of life is also located here. For more information see ASHARUN in this section.
Khason/Dosikan This is the old capital of Nong Sai during the reign of Dosikan. Now it is in ruins and uninhabited. Some broad streets, temples and ziggurats remain. Below the city is an old sewer complex and a number of burial chambers. For more information see KHASON/ DOSIKAN in CHAPTER SIX: GRIMS AND AFFLICTIONS.
Language (s): Singh and Khubsi Religion: Khatic Ranuism and The Emerald Serpent Exports: Spice, incense, coffee, flax, timber, fabric, wood clove, diamonds, and tea. Races: Humans (35%), Hasri (25%), Elves (20%), Dwarf (20%) Allies/Clients: Chun, Tajem Major Cities: Meng Sai and Chun Khata is a region in the South controlled by the city of Meng Sai and sharing a common culture. Ages ago Khata was a Human and Hasri civilization. But they were invaded by the Phra Jao, a band of Elven Sertori who migrated from the Steppes of Shandee in the North. The Phra Jao had been cast out of their tribes, and rather than kill their own people they sought out another Race to rule over. Khata is hot and wet year-round, with heavy forests and wetlands. North in Meng Sai the land is drier. Khata’s political reach extends from the Emerald Valley to the outer edge of Chun. Across the Emerald mountains are the Hanadi and the Corsata, Hasri who cultivate papyrus and flax. These settlements have pleasant trade relations with both Khata and Shahr. The Khai River is the heart of Khatic civilization (there are countless villages along its banks not marked on the map). Crocodiles, Elephants, hippos and Tigers are found throughout Khata. Naga infest the Khai River, frequently preying on fishermen. Naga Men are also common here. The Phra Jao invaded Khata and set themselves up as rulers, eventually organizing a caste system in which Elves occupied the highest levels and Humans occupied the lowest. Initially just the Phra Jao existed at the top (simply called the Phra Jao), but they had children and other Elves emigrated from their own lands to settle in Khata. These two groups formed the next two layers of the cast: the Ameta (high administrators descended from the Phra Jao) and the Nai Pun (priests and noble warriors, descendants of foreign Elves). The native Hasri and Humans 281
comprised the next levels: Mai Pun (Hasri Merchants) and Manut (Human farmers and laborers). Dwarves lived outside the system, in the Rashua Forest. These are the Rasuwan people (See The Rasuwan in this section for more information). Even though there is a noble warrior caste, all Khatic Elves, except members of the Phra Jao, eventually become soldiers (even those belonging to the Ameta caste). This is called the Call of Ranua, when the Elf feels compelled to die in war. Both male and females hear the call, believing if they die in battle, they will be reborn as an Elf or higher being. The people of Khata do worship Ranua, but to them she is a distant mother-figure of the more immediate gods, the Phra Jao. Many of the Hasri in Khata also worship a creature called the Emerald Serpent. In addition, they often venerate local heroes; for instance, the swords master, Anaree, who is a Human Sertori servant of the Phra Jao. The Phra Jao allow the cult of the Emerald Serpent to flourish because they fear it and attempts to eradicate it in the past have only made the group stronger. According to legend, the Emerald Serpent lives in the ruined city of Bashon, where its followers offer sacrifices. The Cult of Sukat is also popular in villages along the Emerald Valley, but most of the locals view it as evil. In truth the Emerald Serpent was one of the Phra Jao, who went mad with magic and tried to take over Khata from Bashon. For more information see BASHON in CHAPTER SIX: AFFLICTIONS AND GRIMS. Khata is ruled by a council of Sertori Elves called the Phra Jao. They are worshipped as living gods, and considered the direct offspring of Ranua. Unlike their mundane counterparts, the Phra Jao have no interest in becoming warriors or dying in violence, they want to survive at all costs. There are eleven members in the Phra Jao, each with a distinct area of interest: Gandat (War and Protection), Panit (Trade, Commerce and Crafts), Kartha (Agriculture), Raksa (Healing), Naree (Law, Order and the Caste system), Koraj (Knowledge), Khuna (death), Nam Fae (water and fire), Lom Foon (air and earth), Satwan (beasts), and Gan Lok (Deception). In the past there was a twelfth member of the Phra Jao: Rasuwan. But he went mad and created a Grim in Bashon.
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Clothing in Khata is usually dyed linen. The upper castes wear elaborate multi-colored robes, while the lower castes wear simpler garments. The Phra Jao dress in long white mantles and breeches with wide brimmed hats. The Nai Pun (priests and noble warriors) and Ameta (administrators) wear layered skirts (both men and women) embroidered with gold and silver threading (a Sinh or Sarong and a sabai). The men wear similarly tailored jackets while women usually wrap their upper body in a single piece of fabric not unlike a palla. Among the Manut (Human farmers and laborers) and Mai Pun (Hasri merchants) knee-high breeches are common, usually with a loose shirt or robe. Khata is endowed with natural resources including spice, incense, coffee, flax, timber, diamonds, emeralds, and tea. It also manufactures fabrics and crafted goods which are highly prized elsewhere in Gamandria.
Khubar Forest The Khubar Forest is a coniferous forest in Sardona. It receives a lot of rainfall and there is often a dense mist hanging above its mossy grounds. Khubari trees can reach heights of 400-500 feet tall. The wood is dark and prized among shipbuilders. Threats in the forest include mainly bandits and Haunchback Spiders.
Kisra Kisra is a city of pirates on the Fushal islands, governed by Queen Zabaea. For more information see TAKSIRI PIRATES in this chapter.
The Klammerskel Mountains This large chain of mountains stretches from the Sea of Aetorus all the way to the Northeastern reaches of Gamandria. It is named after the bright flashing lights and sounds often observed near the base of the mountains. These are attributed to the war between the servants of Lorgo and Ranua.
Korash Desert The Korash Desert is a barren and seemingly uninhabited desert on the Western side of the Korashu Mountains. They say there are endless caverns of rubies and gold below its surface and perhaps even the old Realm of Senga can be found there as well. Legends speak of a guardian, still loyal to the sun god, watching over the deity’s most valuable posses-
sions. But all who have come here in search of wealth have perished. Anyone trying to find food, water or merely to navigate the desert takes a -3d10 penalty to their Survival Roll. It experiences frequent dust storms and its dunes appear to move with a mind of their own (see LIVING DUNES in CHAPTER ELEVEN: THREATS AND MONSTERS for more details).
Korashu Mountains The Korashu Mountains are a tall mountain range that forms the Western border of Chambar. It is hot and thick with forest. A number of Hasri tribes dwell in the Korashu, as do Naga Men and Naga. There are a number of undiscovered Emerald and Ruby deposits here. See CHAMBAR for more information in this chapter.
Kufar Forest A broadleaf forest with a heavy canopy, the Kufar is known for its warring Khubsi-speaking Giant tribes. Some of the trees here are deciduous, but not all. Though the timber here is as good, if not better than the Muqasat for shipbuilding, they say something evil dwells in the heart of the forest. No one knows for sure what it is, but few those who have attempted to explore the forest either never returned or came back without their sanity. The Giants of the forest speak of a “Lord of Souls” who must be appeased. It is unclear if this is the evil heart of the forest or just another unpleasant entity.
Ludaea Ludaea is a port on the Sea of Aetorus where gladiatorial contests are held with regular frequency. It is part of Sola Province in the Caelum Republic and a very wealthy city that is a big producer of weapons and crafted goods. It is also known for its shady criminal underworld, generally believed to be under the thumb of the House of Lanistis, the gladiatorial camp owners and trainers guild. For more information see THE CAELUM REPUBLIC entry in this chapter.
Machaea, Polyra and Loxus These three islands are firm allies and clients of the Ronian Empire. They occupy a sacred site of Nong Sai, the Shrine of Nang Li, which belonged and still belongs to an order of Ogre Priestesses. Nang Li is located in the hills of Polyra. The priestesses watch over a relic believed to be the breastbone of Senga. Mainly Ogres live on the islands, but Humans and Dwarves reside here as well. The Ogre population lives in small villages and engages mostly in fishing, farming and herding. Communities are usually led by a Khan. The chief resource of the islands is copper.
Mandaru Empire Ruler (s): Veja Kashan Language (s): Singh
Ledo
Religion: Mandarism
Ledo is the capital of Saigru, a land of Gru who are members of the Church of Light. King Ruegel has a keep inside the city. Ledo is something of a trade hub, and an important midpoint between Caelum and Vohar. It is where dignitaries from both states meet when they need neutral ground. There is an underground movement of Gru here as well who oppose the Church of Light and seek to restore worship of Sur Vanker. For more information see SAIGRU in this chapter.
Exports: Horses, Indigo, Iron, Corn, Copper, Ox Root, Ivory and Salt
Loxus Loxus is an Island off the coast of Ronia. For more information see MACHAEA, POLYRA AND LOXUS in this section.
Races: Elves (65%), Hasri (10%), Human (10%), Orc (8%), Ogres (5%), other (2%) Territories and Clients: The Asana, The Anam Tribes, The Anifa Tribes, The Hoona, Ghajeen, Phu Kao, Saiyok (occupied), The Vadeena Important Allies: The Kasikon, The Narhasta Tribes, Sardona and The Bungata Tribes Major Cities: Vashanu The Mandaru Empire stretches North from the Utar River to the Battal Mountains in the South and as far East as the edge of Sardona in Mikan (where Mandaru still has a good deal of influence). They
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control Phu Kao, Saiyok (a former Asharun province), the entirety of the Shandee River and various peoples and tribes in the area. Their influence extends into the Hashar Desert, Sardona and the people surrounding Isan Forest. Mandaru expansion into the Asharun provinces has been met with strong resistance and war. The heart of the Empire rests in the Steppes of Shandee, a high and cool temperate grassland sloping from the Rasan mountains and terminating at the Cliffs of Shandee and Shandee Falls. From these abundant pastures, the Mandaru tribe rules over their Empire. The Northeast of Mandaru is temperate plains but its Southern lands beyond the cliffs of Shandee are warm and dry. The Plains of Shandee are cold and snowy in the winter, but warm in the summer. Maize grows near the Shandee River, and there are plentiful salt deposits along its Southeastern banks. Another large deposit of salt is in the Steppes of Shandee. In Phu Kao, both copper and iron are mined, and more salt can be found here as well. Horses and other livestock are bred by the pastoralists of the steppes, and these are a major export. Ox Root is another important commodity grown in the Eastern Plains. Mandaru has a poverty of timber, and this is part of what drives its Southern expansion into the Veja River region and its Eastern diplomacy into the Varian Sea. It forms an important trade route connecting Khata, Caelum, and Sardona. Because Lorgo and Ranua are at war, there are a large number of earthquakes here (which perhaps explains the widespread nomadism of the Elven tribes). Mandaru faces the same threats as anywhere else, but seems to have more Undead than other places. Some speculate this is Ranua’s way of protecting her people, others form less generous conclusions. Elves often return as Undead when they die, and the well-known Curse of Ranua turns many into Vampires. The undead usually avoid Elven settlements and tribes. People passing through Mandaru are wise to sacrifice to Ranua to avoid undead encounters. Mammoths roam the plains and are aggressive toward the Elves. They produce ivory but it is yellow and of poor quality. Brigands are also a problem on the roadways, though Veja Kashan has strict laws against the practice. Until recently, Mandaru wasn’t a major power at all. The Elven tribes of the Shandee Steppes (primarily 284
the Mandaru and the Anam) fought with one another for the right to tax their settled neighbors (the Vadeena and The Hoona). In the early 1400s a Chieftain (Khan) named Veja emerged among the Mandaru. Charismatic and intelligent, he unified the tribes, with the promise of trade wealth and gifts through conquest. The Utari and Phu Kao fell first, with little blood. By 1423 they took all the land around the Shandee River (including the Eastern settlements of As and Kamison). In the 1440s, they attacked the Anifa and the Noshtar, and secured favorable relations with Sardona and the Narhasta. This put them in control of the territory from the Rasan Mountains and Utar River to the Battal Mountains. Recently they expanded into the Veja River region, putting them into conflict with Asharun. They formed an alliance with the Bungata tribes and the Kasikon in the Isan Forest area. The Mandaru Empire has a diverse population. About half or more of the people inside its territory are Elven (the tribes in the North and the settled people along the Shandee River). In the South there are Humans and Hasri. In Phu Kao the population is mainly Ogre and Elven. They worship Ranua, Senga and Sarilla. The people of the Western and Eastern plains are Hasri as well. The people of Mandaru acknowledge all the gods but most, especially the Elves, follow Ranua. While they recognize the divinity of Lorgo, they hold him in contempt as the slayer of Senga, Ranua’s brother. While the Mandaru Tribes have a bloodthirsty reputation, the truth is the vast majority of Elves within the Mandaru Empire live simple agrarian lives or dwell in urban centers. Even most of the nomadic steppe people spend the greater portion of their time tending flocks or hunting. Mandaru (and Anam) society is built around the ideal of the war leader and his loyal warriors. These warriors are called Benkrob, and their leaders are called Khans, or chieftains—in the cases of kings, Khusat, and in the case of the emperor, Kashan. One custom that has helped earn the Khans a barbaric reputation is their practice of using the skulls of defeated enemies as drinking vessels. That doesn’t mean most Mandaru are warriors; in fact, few are, but fighting men and women are the elites and have greater authority than other members of the tribes
The Benkrob form a critical base of power for the Mandaru. Veja Kashan, the Emperor, has a loyal retinue of nearly 12,000 horsemen. This is not his army, but his “family” of warriors, who have pledged to serve him, and he them. The other Khans also have their own Benkrob. The relationship between warrior and leader is sacred and reciprocal. The Mandaru Elves worship Ranua, they are immortal and believe in rebirth for those who live and die normal lives. But the Benkrob believe they are born again after death in the Realm of Ranua, that the bond between warrior and leader extends into the next life. While Benkrob are expected to give their arms and their labor to their Khan, he in turn gives them gifts (wealth and occasionally land). While most of the Benkrob are plains horsemen, the Mandaru military uses infantry for conflicts beyond the steppe zone. This enables them to travel swiftly and maintain order within the heart of the Empire, but allows them to engage enemies beyond their pasturelands. Much of their infantry is Human and Hasri (Elven settlers being reluctant to risk themselves in war, and the Mandaru not wanting to risk an uprising). The head of the Mandaru Empire is the Kashan, the great leader. He is supported by his Khans and Khusats. Generally speaking Khans govern smaller subdivisions of the Empire at the direction of the Khusats. Both have the power to tax and administer justice. Presently there are four Khusats. The Khusat of Phukao is Veja’s son Dosi. The Khusat of the West is his daughter Vetanna, who is currently overseeing the occupation of Saiyok and known for her ruthless tactics. The Khusat of the East is his trusted friend Saan. His Brother, Sokchai is the Khusat of the South and in charge of the expansion into the Veja region. While Veja Kashan’s power is largely absolute, there is a tribal assembly called the Khansai, which is made up of all the Khans and elects leaders. To become Kashan, Veja was voted the honor by the assembly for example. Khans, Khusats and the Kashan normally hold court in large tents upon a wooden throne made to look like a tree. The Mandaru Elves dress in clothing made from animal hide that is finely tailored and ornamented with metal pieces and gems (which vary in value by wealth and station). Clothes are usually left to natural earth tones or dyed with indigo. They also
like to adorn themselves with crafted ivory (particularly prizing ivory goods from Shanor) as an expression of their disdain for Lorgo. Tattoos are nearly ubiquitous among the Mandaru, and used to denote achievements and standing. Most Elves from this region have a tattoo in the center of their forehead used to indicate social status. These are often just simple gold or red circles that denote a person as a farmer, merchant, etc. Normally these are quite small, but Benkrob warriors proudly wear the golden three-leaf crown upon these markers. This is a tattoo of triangular golden leaf with three stems of between one to four layers. Each layer indicates a different level: one for a Benkrob, two for Khans, three for Khusats and four for the Kashan. In addition, branches are added to the leaf to denote impressive military victories, and red dots are added to each branch for killing worthy opponents (such as a general defeating another in single combat).
The Maniya The Maniya are Khubsi-speaking Human tribes in the Southern Kufar peninsula. They live in the forests and hill lands South of the Shakasti Tribes. The Maniya are goat herders led by warrior chieftains (called sheiks). They migrate so their herds can graze but also rely on raids for resources. Their preferred targets are the Hirami, who are a settled people living along the Hirami River. The Maniya speak Khubsi and worship Sarilla. There are five Maniya Tribes: Hafidi, Katti, Marati, Saqari, and Sakisi.
The Marite Kingdoms Ruler (s): Queen Sabeena Language (s): Khubsi Religion: Sul, Lurolai, Lorgo, Ramos and Cult of Sabeena Exports: Rubies, palm sugar, cedar, silver, granite, and gold Races: Humans (70%), Dwarves (20%) Major Cities: Besra, Shanor, Yodh This cluster of walled cities inhabited by Humans and Dwarves rests in the rocky highlands of the Hema River valley. It is hot here, dry and unforgiving. The cities are walled not just to meet threats 285
from neighbors, but to fend off Giant tribes from the surrounding mountains.
100 gold coins to anyone who presents her with the head of a freshly killed Giant.
The Marites invaded the region between 1100 to 1300. In the years since this massive migration, the Marite Kingdoms have absorbed Dwarves from the Midbar Desert who would raid their cities periodically. This area is basically a collection of loosely aligned city states, each with its own ruler or council. For decades the cities warred. In 1413, King Ruhani of Besra, attempted to unify the cities and almost succeeded. His daughter, Queen Sabeena Basa Aruhana (a Sertori) completed the task in 1438. This was a long and bloody conflict.
With the exception of Besra and Shanor, most cities worship Sul. However, Sahir has a large population of Cultists of Sukat. For detailed information on the cities of this region, see the individual entries. These are the cities and their rulers, Races and main exports:
Shortly after her conquest, Queen Sabeena proclaimed herself a goddess. She immediately tore down all temples in Besra and replaced them with her own. She permitted the other cities under her power to continue their previous religious practices but insisted that each have at least one temple dedicated to the goddess Sabeena.
Shanor: King Jidal; Dwarf, Halfling and Human; gold
Since 1438 Queen Sabeena and the Marites have enjoyed good relations with Ronia. They pay tribute as a client state to the Empire, but this secures them important protections and is useful for trade. In the past year, Besra has indicated it may stop paying tribute. They’ve opened up stronger trade relations with Shahr as well. This is part of the queen’s strategy to grow her power. She needs more followers as a Sertori and believes this can be achieved by a Westward invasion of Chun. But Chun has the protection of Khata, which is controlled by a council of Sertori. Sabeena hopes to negotiate with the Ronians, since she knows Besra is crucial to the pontiff’s new policies. All she wants is to secure the aid of the Fellowship of Promestus in her invasion. If Ronia offers this, she will continue paying tribute and offer the Empire a share of the spoils. Most of the settlements here are small walled cities, built on high ground, with buildings of stone and mud brick. Houses are all interconnected and form defensive walls in the case of invasion. Attackers find it very difficult to navigate the cities once they breach the walls. Also, the cities themselves are protected by elaborate gate systems that owe much to Dwarven design. Giant skulls are often proudly displayed in Marite cities, and the queen has a standing offer of
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Besra: Queen Sabeena; Humans and Dwarves; rubies, palm sugar Yodh: King Omar; Human; cedar, silver Sahir: King Mamut; Humans and Dwarves; cedar and granite
Clothing in this region is usually quite simple. Earth toned tunics and robes are the norm. Men usually wear breeches and hats, while women wear headscarves and metal jewelry. Aristocrats and royalty set themselves with jewelry made of emeralds, rubies and diamonds. They also prefer imported robes dyed purple with murex or blue with indigo.
Matruk Ruler (s): King Alu-Aqulu Language (s): Khubsi, Latar and Singh Religion: Lorgo, Lurolai and the Cult of Aqulu Exports: Marble, Linen, Wheat and Timber Races: Human (85%), Halfling (10%), Elf (5%) Major Cities: Ishola and Aqul Matruk is a collection of cities along the fertile Nahr River, whose people claim descent from Orcs of the North (in actuality they seem quite Human). Though small and militarily weak compared to places like Shahr or Ronia, Matruk is ambitious, particularly under their new king, Alu-Aqulu. Matruk is hot and arid but along the Nahr River is quite fertile and abundant in wheat and animal life. Further away the terrain becomes more rocky and desolate. The Nahr River is the focus of Matruk civilization. Cities, towns and villages line its banks, and trade is conducted through its waters. Like their neighbors in the North, the people of
Matruk live in fear of Giant tribes inhabiting the Aqaban Mountains. Naga and crocodiles are also common. Matruk was once just a number of small villages, with the two most powerful being Aqul and Ishola. The people of Matruk claim Aqul was founded and settled by Orcs thousands of years ago, who brought their god Lorgo and their language with them (many doubt this claim). The people of Aqul and Ishola (who worshipped Lurolai) were originally enemies but made peace and their deities married, forming the joint pantheon of Lorgo and Lurolai. Power frequently shifted back and forth between these two cities, with Aqul typically being the more prosperous. At the time they would have been under the control of the Shakasti, but the Matruk allied with the Elves of Khata and drove them out. For the centuries that followed, Matruk has paid tribute to Khata. Matruk was once governed by a priesthood of Lurolai and Lorgo. The high priest (usually of Lorgo) and the high priestess (usually of Lurolai) functioned as executives and the rest of Matruk was broken up into small administrative units centered around villages or cities. But this changed in 1423 when a young man named Hasru Alu-Aqulu killed the high priest and announced himself as the son of Lorgo and Lurolai. The high priestess, Rahima, acknowledged his divinity and married him. He took the title Malik, or King, and used his powers to make Matruk more prosperous, improving agricultural conditions, purifying food and water, and making exceptionally wise military decisions. Some suspect he and Rahima had conspired against the high priest in advance. King Alu-Aqulu is an intelligent ruler. He has used his Sertori powers to strengthen his kingdom, and put fear into his enemies and allies. He continues to pay tribute to Khata, but is also friendly with Shahr. His wife Rahima has been loyal and rewarded with considerable power. She is in charge of most public works projects, and the head of his cult. Much of the earlier political structure remains under the new king. The priesthood serves as his administrators and helps give him legitimacy. The kingdom is divided into about 14 administrative units all centered around one to three settlements. Each of these
is managed by a Magistrate (Qadi) drawn from the priesthood. In the cities of Ishola and Aqul, which are considerably larger than the surrounding villages, priests serve in official positions. The people of Matruk originally worshiped Lorgo and Lurolai, as consorts. In fact, the language of their priesthood is Latar and inhabitants of Matruk believe they are descended from Orcs. While the population is almost entirely Human, those selected for the priesthood must have features regarded as Orc-like to prove their ancestors were the Orc founders of Aqul. Today they continue to worship Lorgo and Lurolai (whom they call Lorlo), but they also worship King Alu-Aqulu as their divine son (Dulo Lorgo wa Lorlo). Massive statues of the three gods are erected throughout Matruk along its mighty river and even in the sides of its mountains. In addition to these statues are others, often much older and worn, of other beings long since forgotten, but perhaps worshipped in the early days of Matruk. Matruk is fertile, even more so with the aid of King Alu-Aqulu. It produces more than enough wheat for its own population and is able to trade this with Khata and Shahr. It also has large deposits of high quality granite, timber and flax. It also exports fabrics and crafted goods.
Meng Sai Meng Sai is the capital of Khata. See KHATA for more information.
Midbar Desert Once a lush river basin, this region is now a lifeless desert. The Ruya and the Bukhra tribes still roam here, but they are the only ones with the wits and knowledge to survive. The ruins of Ogre Gate stand in the center of the desert. Little is known about them, but there are many legends and rumors. According to some a powerful creature is trapped somewhere inside. For more information see OGRE GATE in this section and in CHAPTER SIX: GRIMS AND AFFLICTIONS.
Midbar Mountains The Midbar Mountains are rough and dry, with several valleys and passes. They are inhabited by numerous hill tribes and several groups of Blemmy287
ae. For an unknown reason, undead and Grim Beasts are also rather common. The peaks near the Talyr pass are somewhat lower elevation than the Eastern and Western sections of the mountain, rising to about 870 meters. The Talyr Pass is an important trade road and known for its many fig groves and nut trees.
Hordee) is similar in size. Though not usually organized into a regular army, the King of the Isar can gather a force of thousands of mixed Ogre and Dwarven soldiers when he needs to. However, events in the last three months or so have created a split in allegiance, and limited the king to about half the usual amount.
Midbar Valley (Geographic)
There are five major Tribes: The Hordee in the Southeast, The Durae in the South, The Goon Pa in the West, The Boonda in the central lands along the river and the Isar in the North. Until recently, the tribes all acknowledged the chief of the Isar as their king (or Khusat). For at least two generations the Isar have dominated the tribes. Their present leader, Doru Khusat is well respected and a veteran of many wars with the neighboring Bukhra tribes.
This is a valley in the Midbar Mountains. The Havros River drains through here into Ronia, forming a rugged and hilly terrain. The valley is surprisingly warm, and has two Eucalyptus Forests: Napung and Dolayk. It is inhabited by Ogre tribes (See MIDBAR VALLEY in this section).
Midbar Valley Ruler (s): Doru Khusat Language (s): Singh Religion: Senga Exports: Timber, Eucalyptus Races: Ogres (95%), Other (5%) Major Cities: Udom and Faikhun The Havros River Valley flows through the Midbar River Valley, nourishing its pastures and providing an easy means of transport to the Ogre inhabitants. Tucked between the Midbar mountain range, the terrain here is rugged with heavy hills in the South and broken grasslands in the North. The Eastern and Western mountain bases are ringed with vibrant eucalyptus forests, (The Napung Forest in the East, Dolayk Forest in the West). Goats are common herding animals here. Common predators are wolves. Blue Mushrooms and Worm wood are found in both forests. Ogre tribes have lived in Midbar Valley for centuries, probably since the fall of Nong Sai. They are nomadic pastoralists migrating short distances (usually no more than ten miles and typically inside the same general area as tribal boundaries are well respected) several times a year. The tribes live in tent cities near the river. Most are quite small, but Udom (the summer capital of the Isar) has about 200-300 inhabitants and Faikhun (the summer capital of the
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The Isar have an arrangement with Ronia that is beneficial to both sides. They function as a client of the Empire, pledging soldiers to its army and safe passage for its merchants. In exchange they receive five Sertori to help the Isar chief manage his lands and protect his people. They function as advisors and exert tremendous influence at the king’s court in Udom (the Isar summer capital). Every two years the Midbar Sertori are replaced by the members of the Fellowship of Promestus (this is regarded as an undesirable post). There is usually a three month interval where the tribes effectively have no Sertori during the transition. In the last such change-over, the leader of the Hordee, Bayya Kha, formed an alliance with the Bukhra tribes and the Durae, then demanded the other tribes acknowledge him as king, threatening to go to war with the Isar, Goon Pa and Boonda if Doru Khusat did not submit. There are rumors of a new religious movement sweeping through Bayya Kha’s alliance. He and his men demand that their enemies and friends open their hearts to “the merciful one” (See THE CULT OF KWAM JAO in CHAPTER EIGHT for more information). Those who don’t are killed on the spot, their chests ritually carved open. Some say that Bayya Kha has a rogue Sertori in his court, but this hasn’t been confirmed. The tribes of Midbar prefer simple clothing, wearing black breeches or knee high skirts, regardless of gender. Women cloth their upper bodies tunics, while the men prefer to go bare-chested. Clothing
is made from cotton, wool or silk, with gold and black being the most highly regarded colors. The Ogre tribes of Midbar, like Ogres elsewhere, like to embroider their clothing with elaborate triangular patterns—frequently with images of Senga.
Mikan This is a settlement near the pass between Mandaru and Sardona (on the Sardonan side). It is ruled by Emir Farisa. The Elves of Mandaru have a large number of ambassadors here and even some soldiers. There is a source of marble in the area, and many of the key buildings are made from that stone. Zombies are a constant threat here from some reason, frequently appearing in the surrounding woods. There have also been reports of Brain Wasps. Mikan is mainly populated by Humans, but also has many Elves and even a few Halflings. It has a number of inns as well as taverns.
Miskan Miskan is the Southernmost city of Matruk; populated by a mix of Humans claiming descent from Orcs and those who are descendants of the survivors of Dakia (who were nearly wiped out by disease, then relocated by general Mago to this city). The Dakian Humans are largely slaves and poor, but they outnumber the native Miskani Humans. There have been tensions and even a few uprisings. King Alu-Aqulu plans to come and personally resolve the problem. There is an expectation he may favor the Dakians, who are among his most devout adherents. However, the Miskani have been in contact with Kawa and have sought the support of its generals.
Mount Lorgo This is a large volcano near the city of Cael. It is believed to be the house of Lorgo, and there are even a set of curved gates in its peaks resembling giant tusks, called the Gates of Sola, which according to legend only the worthy may pass through. Mount Lorgo has not erupted in centuries.
Mount Sarda Mount Sarda is a peak in the ‘Awad Mountain Range with purple stone and a white cap. It towers over Angordee and the local Sardonans believe a gate to
Ramos’ Realm rests at its highest point. For many it is a symbol of Ramos himself.
Muqasat Forest Muqasat Forest is a tropical forest filled with Human tribes, notably the Dragon-worshipping Ateeni. Sandalwood trees and Teak are plentiful here. The Shahri rely on both for trade and shipbuilding.
Nahar Nahar is a city on the Island of Shahr and part of the Shahr Republic. For more information see SHAHR REPUBLIC of this chapter.
Namthong River The Namthong is a river in the Steppes of Shandee that originates from great chasms below the city of Vashanu. Its waters are quite cold and it is filled with salmon and trout. It has a falls over the Cliffs of Shandee and feeds the Shandee River.
Napra This is a region of small settlements controlled by the city of Chun. See CHUN in this section.
Napung Forest Napung is a dense eucalyptus forest in the Midbar Valley. There are some Ogre villages here, but mostly it is the domain of Tigers and Lions. There is a community here of Humans, Orcs and Ogres, led by a woman named Servella. They are devotees of Kwam Jao and have an entire town centered around what they believe to be a cavern that leads to the heart of their god. For more information see CULT OF KWAM JAO in CHAPTER EIGHT: RELIGIONS AND ORGANIZATIONS.
The Narhasta Tribes The Narhasta are Khubsi-speaking Human nomads who worship Ramos and Sul. They are traders and occasionally raiders as well, selling and transporting goods between the Tungat Oasis and the Mandaru Empire. The Narhasta have strong relations with the Mandaru. There are eleven tribes among the Narhasta and each is led by a Sheikh: Has-El, Qeshar, Baltu, Hasheer, Tanari, Gamadin, Tajeer, Qeshar, Safiri, Sharqa, Ramlak and Ashbali. The Qeshar, Tajeer and 289
Safir are settled in Tungat Oasis, and worship their own god.
Neoda Neoda is the chief city of Atroxis, see ATROXIS AND THE TRIBES OF PENDEO for more details.
Nokai Nokai is an important city in Chambar. For more information see CHAMBAR in this chapter.
Nong Sai Nong Sai no longer exists but was once a mighty civilization of Ogre kingdoms that encompassed the entire Varian Sea. It was destroyed in the year 10 Ante Angustiam, when King Dosikan killed the god Senga to take his power and unleashed the fury of the other gods. While it no longer exists, ruins of Nong Sai are all over the Varian Sea region, and most cities today in that area were built upon such structures. Khason, Tongasha and Angordee are perhaps the most notable ruins from that period (see their individual entries for details).
The Noshtar Noshtar are Khubsi-speaking Humans who inhabit the Southern side of the Shandee River and have settlements along the Western Trade Route. Though Human, the Noshtar worship Sarilla. The Noshtar were once ruled by kings (called Maliks). The last was Hunzuu, but he was defeated by the Mandaru in 1443. Now they are under the control of Saan Khusat, who rules on behalf of the Mandaru Empire. His Khans function as magistrates and high officials, while his warriors enforce their decisions. The Noshtar live by fish farming and cultivating barley. They occasionally hunt Mammoth, particularly when celebrating festival days to Sarilla, and are skilled ivory craftsmen. Many Noshtar are merchants who travel between Sardona and the Eastern Plains. The Noshtar operate several inns along the Western Trade Route, most well-known is the Tusk House, which caters to merchants about to set off though the pass to Sardona.
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Ogre Gate This is a ruined city that was once the heart of an Empire. Now it is a crumbling mass of structures nearly buried and worn away by the sands. According to legend a powerful being lives inside, below the surface of the ruins. Some say it is a gate to another world. For more information see OGRE GATE in CHAPTER SIX: AFFLICTIONS AND GRIMS.
Okpa Okpa is a small village of Elven Monks of Isharna. They come originally from Phra Goa, and settled here to help strengthen their order’s influence over the Corsata, as well as weaken Donyra’s hold on the Hanadi. There are about fifteen monks and three hundred laypeople in the village.
Olam Olam is a city on the interior of Shahr Island. It is well defended and inhabited by a mix of Dwarves, Kobolds and Halflings. It is governed by a Kobold Qadi Kar-Qarta (a city magistrate) named Galadh. The Qadi Kar-Nahr (the magistrate in charge of gunpowder production) is often found in this city and he has the power to overrule the Qadi Kar-Qarta. This is one of the chief sulfur producing settlements. The process is heavily guarded, with all workers involved forced to take a magical vow that forbids them from speaking of it. For more information see SHAHR REPUBLIC in this section.
The Padee Elven farmers and craftsmen living along the Kaji River who follow the teachings of Isharna. They are known for their bronze goods and also the cultivation of papyrus. The Padee settlements are under the control of Phra Goa, a notable trade city on the coast.
The Padee Forest The Padee Forest is a high elevation fog forest in the Khom River area inhabited by the Corsata and the Hanadi. A heavy mist hangs in the air and assorted mosses blanket the floor. The forest is inhabited by troops of gorillas and monkeys. Naga are also not unheard of in the woods, and rumors of a Demon persist. The local Hasri tribes have also made excur-
sions into the forest for many of its resources. The forests are rich in copper, wood clove, and sandalwood.
tecture is uncharacteristic of them as well (many spires, bridges, and domed roofs).
The Padee Mountains
Perlova Valley
These tall mountains cradle the Khom River Valley and are inhabited by Orc and Hasri tribes who occasionally venture into the lowlands to raid cities along the river or in the plains of Moru.
Pador
This valley was recently invaded by the Caelum Republic. The Perlova River courses down the valley into the Sea of Aetorus. The region is inhabited by Humans called Agars and Servars. For more information see the PERLOVA VALLEY SECTION in the CAELUM REPUBLIC entry of this chapter.
Pador is a settlement under the control of Phra Goa. See PHRA GOA for more details in this section.
Peronius
Parsa
Peronius is a city in the Ronian Empire, known for its extensive Nong Sai remains and its scholastic activity. The Peronian Library is well known, has the largest collection of Nong Sai scrolls outside Phu Kao and is built into an ancient ziggurat from that period. The city is under the administrative authority of Bishop Parnola. It is between the diocese of Magaea and Ronia. Peronius receives a lot of ships and goods from Eukos, Celos, Achae, Paroi and Rapistos. For more information see THE RONIAN EMPIRE entry in this chapter.
Parsa is the city of King Mossedes in Beora. For more information see the BEORA entry in THE VAARAN KINGDOMS section of this chapter.
Parum River Parum is a river located in Helvarum. They say it was cursed by Lurolai thousands of years ago and that it feeds on Humanoid souls. There may be some truth to this. Despite being one of the calmer rivers, it is notoriously difficult to tread, requiring Swim Rolls even in peaceful conditions (and at −1d10).
Patua Patua is the capital of the province of Aetorus. For more information see the AETORUS entry in THE CAELUM REPUBLIC section of this chapter.
Phra Goa (city) This city controls the settlements along the Kaji River and exerts influence in the Corsata lands. See PHRA GOA in this section for more information.
Phra Goa
Perlova Forest
Phra Goa is a city-state on the coast of Southern Gamandria. Most of the people here are Hasri, Elven and Human. The main language is Singh. It is ruled by an order of monks who follow an Elven Sertori named Isharna. Isharna lives amid a cluster of monasteries called Satra Dee in the lower portions of the Padee Mountains that overlook the Bay of Goa. There he is surrounded by an inner circle of monks (his Disciples) who in turn command the communities of monks who govern and serve Phra Goa.
The Perlova Forest is a dense pinewood forest North of the Anumar Mountains. The only inhabitants are wild tribes of Pavalorgi, but there are ruins here that suggest civilization was once present. They may be a lost Kingdom of Anumar, or perhaps a different culture entirely. The ruins lack the usual large stone statues found in typical Anumar sites and the archi-
Isharna teaches that the gods and their servants are Demons, creatures no more deserving of worship than rocks or twigs. What is more, he and his Disciples are active Demon hunters, who go after the gods servants and long for the day they can kill a real god. Isharna believes there is a connection to the death of Senga and the rise of Sertori, so he
Pendeo Mountains The Pendeo Mountains are a mountain range that stretches from Mount Lorgo to the Northern reaches of the Cantian Forest. It is inhabited by White Mammoths of Lorgo, Korvars, Pavalorgi and other creatures. The Pendeo Tribe also have villages in the mountains.
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predicts the death of more gods will bring more magic to the Humanoid Races of Gamandria. While only Isharna is, himself, a Sertori, he has amassed an arsenal of powerful items housed in the pagodas of his monastic refuge. These he shares with his Disciple monks so they can hunt down and capture or kill Demons (Den Dwellers, Monsters, Grim Beasts, etc). Among their armament is an item called the Orb of Salvation which can absorb entities and imprison them. Isharna also uses Spells like Herald and Unity on his Disciples to help empower them for confrontations with Demons. A large golden bell, called the The Bell of Goa, protects Satra Dee when rung. Presently, the monks are looking for the Blade of Sarilla, an object they desire more than any other. They are also known to possess the Red Blade of Goa, a powerful sword that Sertori fear greatly. The city of Phra Goa controls the area along the Kaji River, taxing the Padee settlements. Much of this income goes toward Isharna’s efforts. A port city it forms a loose network of smaller settlements in the Bay of Goa. Mostly these are fishing villages. Phra is important because it connects to the Chambar Trade Route. The people of Phra Goa respect the monks and admire the teachings of Isharna. To travelers who ask why they don’t fear the wrath of the gods, Phra Goans point to their abundant harvests and long lasting peace. The main resources of Phra Goa are tin and papyrus. They trade with Chambar, as well as the Corsata and Hanadi.
Phu Kao Ruler (s): The Phra Kao and the Mandaru Empire (under Dosi Khusat) Language (s): Singh Religion: Ranua, Senga and Sarilla Exports: Iron, Copper, Books, Salt, Stone Races: Elves (60%), Ogres (40%) Major Cities: Kao Dee Phu Kao is an Elven society located in the high elevation of the Notai Lake region. While they were once independent and ruled by a council of Elders called the Phra Kao, they are now part of the Mandaru
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Empire. Phu Kao is known for its scholarship, particularly its extensive collection of scrolls on Nong Sai history. It is a mixed culture of Ogres and Elves, with Elves primarily taking up the leadership and scholarly position and Ogres forming the bulk of their military. Phu Kao was the first major Elven settlement following their exodus from Nong Sai. It was established by Kao, who was one of three leaders during the migration. He died soon after but helped devise the system of government. In the intervening years Phu Kao devoted itself to preserving its knowledge of Nong Sai. When the Mandaru Empire emerged in the early 1400s, Phu Kao was one of the first to submit to its rule. This was largely bloodless, as the Phra Kao formed an agreement early on with the Empire. In the high elevation of the Rasan Mountains, Phu Kao is cold and rocky. It has abundant sources of fresh water but is less well suited to agriculture than the lands further West. They rely on fishing, livestock, turnips, pumpkins, cabbage peas and fruit for sustenance. The heart of Phu Kao is Lake Notai, and this is where most of its communities are found. Yaks and goats are common livestock, as are cows. Common predators include wolves and bears. There are few monstrous threats in Phu Kao, thanks largely to the Ogre presence. Occasionally, hostile Elven and Human tribes from the mountains attack settlements but this is rare. The original political structure of Phu Kao was governed by a council of elders called the Phra Kao. The highest positions below the Phra Kao were the various scholars and scribes who also served as officials. Magistrates were invariably priests. However now that they are under the authority of Mandaru, Phu Kao is controlled by Veja Kashan’s son, Dosi Khusat (Khusat is a title denoting control of a region of the Empire). He allows the Phra Kao to remain in place, and it continues to handle matters of scholarship and infrastructure, but the officials have all been replaced by Khans under the authority of Dosi Khusat. The military is comprised almost entirely of Ogres, except the very upper ranks, which answer directly to the Khusat. Phu Kao is devoted to knowledge, both its preservation and its development. It has the largest collection of
scrolls from Nong Sai, but these all predate the events of the great destruction. They do have some works covering that period, though these are mostly fragments. The libraries are housed in temples dedicated to the triple pantheon of Ranua, Sarilla and Senga. The religion of Phu Kao is centralized and conservative (called Phukaoism). It adheres to the writings and principles set down by their founder (Kao). They believe that Ranua, Sarilla and Senga were their protectors. Though Senga is dead, the Priesthood claims he will return and that both Ranua and Sarilla continue to protect them. The rites and sacrifices they perform are deemed essential to the coming of Senga. According to the writings of Kao, he will return soon after Phu Kao falls to a Demon. Many of the Phu Kao priests assume that Demon is Veja Kashan (which is partly why they fell so willingly to the Mandaru). Temples are cared for by the priests, and these are usually Elves who can claim descent or family relation to Kao. Priests dress in the ancient fashions of Nong Sai, notably they wear golden Chadas on their heads (a type of crown), and green and gold embroidered robes. The temples are protected by an elite unit of Ogres who were formed by Kao himself. They are called the Golden Guards of Kao, after their gold-colored shirts and breeches. Currently, Phu Kao is under Mandaru law, although many of their local laws are still in effect. Their legal system was devised by Kao and a group of advisers 1,400 years ago. These laws were carved into bronze tablets under the direction of Kao and then copied into scrolls. The Laws of Kao are modeled after the laws of Nong Sai and the emphasis is on judgment before the gods. Therefore, magistrates were usually priests and trained in Divination. The guilt or innocence of the accused was always determined through bibliomancy, with the presiding priest pointing to a random passage in the Book of Kao (a book describing the Elven exodus out of Nong Sai) and interpreting it. Punishments were also determined by this method. This practice continues where Mandaru influence is weak, but the Empire seeks to eliminate it. Phu Kao has copper, iron, and salt in abundance. Its iron supply has become very important to the Empire.
Pits of Aqaban The Pits of Aqaban are a vast complex of fiery tunnels, stairs and caverns that burrow deep into the Aqaban Mountains. Sulfurous vapors vent continuously from its interior and those who venture in rarely return. Some people, such as the Amla tribes, believe this is a gate to the Realm of gods. They worship its inhabitant, Glima, as the guardian of the gates. In reality, it is a Grim. For more information see PITS OF AQABAN in CHAPTER SIX: AFFLICTIONS AND GRIMS.
Plains of Moru These warm dry plains are inhabited by the Sayfada, Aluma and the Rihan Tribes. Sorghum grows plentiful in the South, and nuts are found throughout. Antelope, camels and horses are found here.
Polyra Polyra is an island off the coast of the Ronian Empire. For more information see MACHAEA, POLYRA AND LOXUS in this section.
Poro Deos Poro Deos is the second capital of the Caelum Republic. It is known for its mixed population and its varied architecture. It is also a very important port, connecting the Orc Empire to the Varian Sea. Poro Deos was once called Marta when it belonged to Ronia, but Caelum renamed it. The name, which means “Crown of Poro” was chosen to commemorate the cruelty of its conquest. The conquering general, Herennius, crucified thousands of innocent people in the nearby fields. For more information on Poro Deos, see THE CAELUM REPUBLIC entry in this chapter, in particular the section on the province of ESHA.
Port Sul A city in Palus, with a large Halfling population. For more information see the PALUS entry in THE VAARAN KINGDOMS section of this chapter.
The Pulpar River The Pulpar River is violent and unpredictable and flows from the Klammerskels to the Parnellian Ocean. Its cold waters suffer frequent floods.
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Pulpatoon Pulpatoon is a city in the Southern region of Belvar. For more information see BELVAR in this chapter.
Qados An old Shahr city on the island of Shan. It is infamous for its excess and rampant gambling. It is also one of the more violent cities of Shahr, with many urban gangs and factions. Those seeking to hire assassins or poisoners often come here. For more information see THE SHAHR REPUBLIC for more information.
Qana This is where the second Bal-Qadi of Asharun is stationed, governing Veja and the other provinces. Qana is an enormous city and where many of the annual exams are held for entrance into the Asharuni government. A Hasri city, it is known for its porcelain industry, as well its rice fields. For more information see ASHARUN in this chapter.
Qam’ua Population: 27,000 Leadership: The Priesthood of Sul and High Priestess Dhala Export: Myrrh, glassware, emerald and rice Qam’ua is a walled and well-defended city in the highlands of the Emerald Mountains. It is ruled by a Human woman named Dhala, who is a high priestess of Sul. She has governed the city for over one hundred years, yet she is not a Sertori. However, she possesses the Horn of Senga, which gives her power of these magic wielders. She has used it to form a loyal contingent of 12 Sertori bodyguards/advisers, who protect her and keep her young (she is not a Sertori herself). They also use their powers to assist the city, shaping earth and stone to access water, making the fields more fertile and healing the population as needed. Qam’ua was once controlled by Khata. Under Khatic control, an underclass of Khubsi speakers emerged. These were mainly people who worshipped Sul, while the upper echelons of society were dominated by Elves and other Singh speakers. One hundred years ago there was a revolt, led by the Priesthood 294
of Sul and high Priestess Dhala (Kal-Karba). Using the Horn of Senga, she brought several Sertori under her control and overthrew their Singh rulers. She renamed the city Qam’ua, which means humble. The heart of Qam’ua is the Emerald Temple. It is a wide structure, built like a Nong Sai ziggurat and housing countless emerald statues of Sul and his servants. Dhala’s palace is located at the base of the temple. She allows worship of other deities but strictly enforces the key commands of Sul against violence and war. Because of his call to compassion, there are also decrees against consumption of animal flesh. Dhala teaches her people that the humble and the meek are more worthy of Sul than the strong and arrogant. Therefore, Sertori are regarded as aberrations in need of humility. The enforcement of these and other rules sometimes requires violence, so the soldiers charged with this duty wear iron faceplates to conceal their identities from Sul. Qam’ua is greatly feared among the Sertori. Particularly those in Donyra, who are accustomed to being treated as gods. But the Horn of Senga is so powerful, even the Phra Jao of Khata know not to approach the city gates. Though the land here is more dry than the Southern portion of the mountains, the locals have obtained access to many underground springs and devised irrigation systems to make the immediate area around the city densely vegetates and fertile. The chief crop here is rice, which is grown on terraced hills. Resources include myrrh, emerald, granite, rice, and crafted glassware. Healing is offered by one of Dhala’s Sertori servants at the Emerald Temple for a hefty fee. Qam’ua has an entire industry of taverns, inns and entertainment that cater to passing merchants, many of whom feel safe in the city knowing Sertori avoid it.
Qasi Qasi is a Shahri city and outpost in the Gulf of Anja. For more information see the ANISA entry in THE SHAHR REPUBLIC section of this chapter.
The Qidhani Tribes The Qidhani Tribes are Dwarves who live in the Anja Grasslands, hunting Tiger, antelope and raiding caravans on the Road from Aqul to Chun. Some of
the Qidhani live in small villages, while others are nomadic and herder/hunters. They speak Khubsi and worship a creature called Nam-Ra, a Tiger-like Monstra (See MONSTRA in CHAPTER ELEVEN THREATS AND MONSTERS) who demands sacrifices of gold and living victims. The Qidhani worship Nam-Ra out of fear. When he is displeased, the creature wipes out entire villages and sends terrible storms of hot sand.
Rahan Rahan is a small Hanadi city on the Northern Khom River. It is cleared land within the Padee Forest. The Sheik of Rahan, Alu-Tura, is a Hasri and the head of an enormous clan (Aqarib). Alu-Tura controls the copper mines in this area, which are a critical resource. Rahan has a close relationship with Donyra and regards the Sertori-gods of that city as their own. They also worship Sarilla and are accepting of the Cult of Sukat. But Sheikh Alu-Tura dislikes the monks of Isharna, and has been preparing for conflict with their adherents in the South.
Ralla Ralla is a town known for its sprawling vineyards and excellent wine. It is mostly populated by Orcs and Humans, but a small number of Hasri live there as well. Like Valorgo, it is vulnerable to Horgel raids. For more information see CAELUM REPUBLIC in this chapter.
Ralla River The Ralla River in Helvarum is surrounded by vineyards and olive groves. For more information see the HELVARUM section of the CAELUM REPUBLIC entry of this chapter.
Ranu and The Ranu People This is a region of loosely associated Gruskel speaking Gru and Human mixed tribes called the Ranu. It includes the Kalgoru as well. The tribes do share a common culture and traditions but they are also diverse. Most of the Ranu living here are settled in small villages and towns in the Rashpar and Kalgut Forests. The majority are led by an aristocratic class of druids who select the chieftains and are greatly revered. They almost uniformly perform Humanoid sacrifices by immolation to their gods.
The Ranu are so called because unlike many of the other Gru peoples, they are associated with the Worship of Ranua. According to their legends, the Ranu were originally from the Ranua Forest, where the goddess appeared to one their leaders and taught him how to survive in the wilderness. They also worship Sur Vanker and a number of other smaller deities (usually Grims, Sertori, monsters and Demons). The Ranu of the Rashpar Forest for example worship Leonus, while the Ranu in Northern Kalgut worship the Stone gods of Pulpar. Both fearing and respectful of magic, The Ranu believe Sertori are blessed by the gods or even gods themselves. In Ranu society, Sertori tend to become druids or chieftains. The Ranu continue the tradition of their great ancestors by dwelling in forest communities. There they live in circular wooden houses, usually in cleared elevated areas with a good view of the surrounding region. They dress in simple clothing made of hide and furs, occasionally linen, and value amber and silver more than gold (which they consider cursed by Senga). On the tributaries of the Perlova and Pulpar Rivers they engage in trade using canoes and rafts. They also have a network of trails through the forests that assist trade as well. The Ranu trade in timber, furs, and slaves. The Ranu are a blend of Humans and Gru. In some cases, whole villages are Human or Gru, while others are mixed. Usually when this is the case, the Gru gravitate toward higher social positions.
Ranua Forest Many believe that Ranua lives in these woods or that her Realm can be accessed through a gate here. This is an evergreen forest that is immensely cold all year long. Trolls and Ogres are common inhabitants. Gru are not unheard of either. Perhaps most feared of all are the Ice Demons (See ICE DEMONS in CHAPTER ELEVEN: THREATS AND MONSTERS). The Forest Elves (Numinous Elves) who inhabit the deep reaches of the forest are also feared by the local Gru (See NUMINOUS ELVES for more detail in CHAPTER ELEVEN: THREATS AND MONSTERS).
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Raqin Raqin is a city in the Asharuni province of Bida, which borders the Kasikon and is near Tisa Ran. It is famous for its inventions and its scholarship. It also has a large fish farming industry. Qadi Iqram oversees Bida from Raqin. For more information see ASHARUN in this chapter.
Rasan Mountains These are mountains that lead into the highlands of Phu Kao. They are mostly inhabited by Elven shepherds and the occasional Orc tribe. Ogres also live here. The people of the Rasan Mountains are generally friendly and helpful to travelers. There are even a few inns on the trails leading from Mandaru to Phu Kao.
Rashpar Forest This temperate forest is known for the Vosh trees which produce a deadly sap prized by poisoners. It is marshy in places, with scores of willow trees and Birchwood. Gru villages are found throughout the Rashpar and many of the inhabitants worship a being called Leonus. For more information see LEONUS in CHAPTER SIX: AFFLICTIONS AND GRIMS.
Rashua is an ancient land, long inhabited by tribes of Dwarves who worshipped Sul. They’ve been ruled by kings since 500 PA, but at times the land was divided between several competing monarchs. To rule, the kings required the support of the priest councils (Qadea), meaning they had to abide by a code set down on bronze tablets called the Edicts of Sul. These were legal codes issued by Sul to the people of Rashua. In 1300 the Marites invaded the Hema Valley, causing a flood of Halfling and Dwarven refugees into the cities of Rashua. The cities looked to Shahr for support, gaining it in exchange for becoming a client of the Halfling trade empire. In 1403 there was an internal crisis when the king, Qalah, was assassinated by his brother Qalbos. Qalah’s son, fearing for his life, fled to Shahr. When a united federation of Giant tribes threatened the kingdom in 1424, he returned with the support of Shahr to aid his aging uncle and fend off the invasion. Qalbos was killed in the conflict, but the son of Qalah returned to the city of Iqra in triumph and was acknowledged king by the Qadea, taking the name Samhar-Bal which means conqueror of Giants.
Rashua is a Dwarven client kingdom of Shahr in the Hema Valley. It has a long history of warfare with the neighboring Marite Kingdoms and also faces threats from Giant tribes in the Aqaban Mountains. Its cities are walled and well-fortified, and all answer to the rule of King Samhar-Bal of the house of Nashar.
King Samhar-Bal rules over Rashua from his seat in Iqra (his official title is Malik). Below the King, the most important members of society are the priests (Qadi), the oldest of which serve on councils of magistrates in each city. These are called Qadea, and they meet regularly in temples of Sul (members of these councils are called Qaduni). They interpret the laws of the land and administer justice, though the King is supreme in his authority and the most important matters are brought to his court. The biggest Qadea is in Iqra and is simply called The Qadea or Alu-Qadea. Its members are drawn from the membership of the smaller Qadeas in the settlements throughout Rashua. Rashua is a clan-based society, with loyalties beginning with the immediate family and radiating outward. Your family, or your house, forms a crucial base of support. Each house, though its members are only distantly related today, can point to a shared ancestor.
Rashua is in the Hema River Valley between Sul Akdala and the Marite Kingdoms. The terrain away from the river is rocky; and the climate is hot and dry. Along the river the land is fertile and covered
In the cities, merchants, famers, and fishermen are common. The population is mainly Dwarven and Halfling, with some Humans. Away from the cities, people continue the practice of herding. There are
Rashua Ruler (s): King Samhar-Bal Language (s): Khubsi Religion: Sul Exports: Honey, Wax, Copper, Ivory, Iron Races: Dwarves (80%), Halfling (15%), Human (3%), Ogre (2%) Major Cities: Iqra
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with short trees and shrubs. Giants, sand walkers and bandits are the major threats here.
also a number of copper and iron mines (all under the control of Iqra) and beekeeping is widespread. Elephants function as a common beast of burden here, as well as a beast of war. Homes in Rashua are made of mud brick and stone, with green roofs. The roofs are green because they are made with a mixture of mud and reeds. Seeds in the mud sprout when it rains, giving the roofs a thick green coating. In the North, where it is rocky and arid, cities obtain water by digging tunnels into underground springs. The people of Rashua abide by laws recorded onto bronze tablets by their earliest ancestors. These are called the Edicts of Sul and provide a legal framework for resolving disputes and enacting justice. These are believed to have been provided to the Rashuans when they first settled by Sul himself. Sul is the primary deity of Rashua, and all the cities have temples dedicated to him. The temples also serve as public forums and gathering places. Honey libations are sacrificed to Sul each morning. There are weekly sacrifices of crops as well. Most temples also function as records offices for the cities, with priests often functioning as scribes as well. The chief virtues of Sul that the Rashuan Temples advocate are equanimity, compassion, fairness (in law) and selfless protection of the weak. War is accepted as a means to defend the Rashuan homeland but not as a method of expansion. The chief exports of Rashua are honey, wax, copper and ivory.
Rashua Forest This is a dense, broad-leafed forest, with trees reaching a hundred feet in the sky to form a heavy canopy. It is inhabited by Hasri, tribes of Dwarves called the Rasuwan, and Humans and Elves. Some of these tribes are very aggressive to outsiders and settled peoples. It is also the site of Bashon, the center of the Cult of the Emerald Serpent.
The Rasuwan These are tree-dwelling Dwarves who live in the Rashua Forest. They speak Khubsi and worship Ranua, Sul, Lorgo, Sarilla, Lurolai, Nam-Ra and The Emerald Serpent. They also worship the Phra Jao—but as a single
deity (whom they simply call Phra-Qa). The Rasuwan live in small villages with homes built near the base of trees. They also have an elaborate system of ropes, towers and bridges leading to the tree tops for defensive purposes. When they are attacked, the Rasuwan retreat into the towers. Rasuwan live by hunting and gathering food from the forest. They also trade with the Shahri colonies in the South and guide their merchants through the forest to Meng Sai. They’ve learned to communicate with brownies, and exchange secrets and information for minor protections (mostly the brownies just alert them to new threats). The Rasuwan fear conflict and avoid it whenever possible. To outsiders they may seem overly accommodating. They regard it as an essential survival tool. This is why they have absorbed both the Emerald Serpent and the Phra Jao into their pantheon. The Rasuwan settlements are led by chiefs who are selected by the mothers of the village.
Red Forest of Ras This mysterious forest is located between the Hora River and Klammerskel Mountains. Though this region of Gamandria is nearly subarctic, the forest and surrounding Red Plains are always warm. This forest is a Grim and is described in CHAPTER SIX: AFFLICTIONS AND GRIMS. This place is greatly feared and tales circulate of its monstrous inhabitants. Ras is worshipped as a god by the surrounding tribes and peoples.
Red Plains These rolling plains of red grass dominate the landscape from the coast all the way to the Red Forest of Ras. It is inhabited by the Aeta Tribes, nomadic herders who exact tribute from the Aevia, a settled people who live along the Hora River and cultivate buckwheat. Both the Aeta and the Aevia worship Ras, said to dwell in the Red Forest. The Red Plains are near a Grim, the Red Forest of Ras, and benefit from its energies. Its burgundy colored grasses make excellent feed and some of the best horses are raised here. The plains’ proximity to the Red Forest also keeps it warm year-round, despite being so far North. The Red Plains, while they have their share of predators, are relatively free of more dangerous creatures.
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Rihan
The Ronian Empire
Rihan is the old Halfling homeland, where the city of Shanor was built. It was located in the middle of the Hema River Valley between the modern Rashua and the Marites. The Marites, who had moved into the neighboring Sardonan territory (killing the Sardonans and driving out their survivors) in 1245, invaded Rihan in 1300. When Shanor fell, most of the Rihani Halflings fled East to Shahr and Rashua.
Ruler (s): Nicephorus (high advisor: Siculus)
The Rihan Tribes These are Human Khubsi-speaking tribes who inhabit the plains of Moru. They were likely subjects of Rihan before its fall. They are loyal devotees of the Cult of Sukat and many of their Warriors are pledged to the cult leader’s army. The Rihan are nomads, riding horses and using camels as pack animals. They herd livestock and occasionally raid the Sayfada and Aluma villages for food and supplies. There are 16 Rihan tribes (Lafati, Nasba, Hali’a, Saqafi, Kafiy, Halabeen, Hurr, Barbas, Asyuti, Bagid, Mukzin, Tabba, Amsu, Atruni, Janni, and Asinna) each led by an Emir. In the past, the Rihan worshipped Ramos, but in the last 15 years they have been converted to the Cult of Sukat. The leader of the cult has anointed them as his “noble warriors”. As a sign of their devotion and purity they wear white loose fitting robes and breeches. Most Rihan also wear pagris or kufiya.
Rona This is the ancient capital of the Rona Kingdoms. It was destroyed in 874 shortly before the collapse of Rona and the rise of the Ronian Empire. It is a cursed place, inhabited by the spirit of the former king and rumored to house piles of gold and other treasures deep below the surface. Some scholars claim the largest store of documents from Nong Sai are contained here as well. The Ronian Empire built a new port across the river to replace Rona, called Bisos. For more information see RONA in CHAPTER SIX: AFFLICTIONS AND GRIMS.
Language (s): Ronian and Khubsi Religion: Church of Light Exports: Silk, Marble, Grain, Olive Oil, Wine, Emerald, Iron, Copper and Elean Oil Races: Humans (70%), Halfling (10%), Ogre (10%), Orc (5%), other (5%) Major Cities: Rostanba Ronia is a Theocratic Empire ruled by a Monarch called the Supreme Pontiff or Basileus. It was established in the year 900, before which time there were a number of unified Kingdoms on the Southern coast of the Varian Sea called Rona. The Kingdoms of Rona converted to the Church of Light in 420 PA, and the Order of Promestus was established in its borders (and within the Church) soon after in 490. When the Church of Light united Rona under a single ruler, they quickly invaded the lands of Agra in the North securing the entire Varian Sea. The invasion was aided by a large influx of settlers from Agra, who had been pushed into Ronian lands by the Northern Gru. What could have been a disaster for the burgeoning power was turned into a military advantage, as they effectively absorbed the Northerners, including a number of Ogre tribes. The Empire prospered for the next several hundred years but started a decline when it was invaded twice inside a decade. The first invasion was by the Sardonan tribes, who had originally inhabited the territory South of Ronia. The Sardonans were pushed into the mountains by the Marites, where they embraced a new faith similar to the Church of Light (the cult of Sarda). Believing Ramos had promised them the lands around the Varian Sea, they descended into the Southeastern shores of Ronia, splitting the Empire in half in 1245. This was followed by an invasion of the vital Northeast coast by the Caelum Republic in 1251. The Ronians tried to maintain control of their Northern Territories following these invasions, even calling on the assistance of Shahr, but these fell apart as waves of Ranu and Belvars destabilized them. For the next two centuries, Ronia was poised for collapse. Peering from their capital Rostanba, the
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Pontiffs used what resources remained to stave off further Sardonan invasions. However, when Pontiff Nicephorus came to power in 1416, he devised a new strategy to revitalize his Empire, a strategy of Southern expansion and alliances with their foe’s enemies. First he allied with Caelum, there was no hope of regaining those lands and both had a mutual enemy in the Sardonans. Then he began establishing relationships with monarchs in the Marite Kingdoms, making them clients of Ronia (with Trade Route access being given to kingdoms that pledged tribute and soldiers). After securing lands in the South, he turned his attention to the Ogre tribes in the Midbar Mountains and Valleys. He bought the loyalty of their chieftains by lending each a Sertori or two from the Order of Promestus to help deal with local threats. In exchange the Ogres pledged soldiers and tribute. Nicephorus has restored the Ronian army to a respectable size and formed civil trade relationships with Caelum, Mandaru and Shahr (though the latter is highly competitive and the former has become strained by Veja Kashan’s hostility toward the Fellowship of Promestus). Ronia is divided into three Dioceses (Ronia, Tarchaea and Magaea), which are the three territories within its borders, each containing a major city of over 100,000 people (Rostanba is nearly 500,000). Dioceses are protected by generals called Strategos, who levy taxes, provide security and maintain infrastructure. The cities within a Diocese are left to their own devices provided they pay taxes to the Strategos and allow the Church’s Bishops to oversee religious observance. Most cities are governed by local councils called Boule, but the Bishop is usually extremely influential. In some cases, Bishops actually govern or sit at the head of the Boule. Ronia also has a number of client kingdoms and city states to its South, as well as loose control of the Singh Tribe Ogres in Midbar Valley. In addition, Ronia has similar agreements and trade alliances with the islands of Tanyra, Machaea, Loxus, Polyra, Eukos, Achae, Paroi and Celos. Ronia and Sardona have a history of conflict. The possibility of war remains as both desire control of islands in the Varian Sea (Ronia coveting Druna and Thrakos, while Sardona covets Tanyra). There are also religious tensions (though Ronians are less aware of these
than Sardonans), as many members of the Cult of Sarda believe all of the Varian Sea belongs to members of their faith. Ronia is on good terms with Caelum, and a number of Orc merchant guilds operate in Rostanba. Relations with Shahr are fair but tense. War is unlikely but the two powers frequently enter into conflict over trade issues. The Marites recently hinted they may stop pledging to the Empire, but this could be a bluff. The Church of Light is a powerful force in Ronia. Its bishops control the various Cathedrals in its larger cities and priests attend to the smaller communities. There are also cardinals who help advise the Pontiff (and elect a new on upon his death) and deacons (who function as secretaries while they train to enter the Church). There are a number of special orders associated with the Church and chief among these is The Fellowship of Promestus. They are the protectors of the Church, and some of their members serve as the Pontiff’s personal body guard. The Pontiff is the supreme authority and executive of Ronia, acting as the religious and temporal leader of the land. He holds court in Rostanba, upon a levitating throne, and is under the constant protection of elite Ogre guards. He also has Sertori bodyguards and several mechanical automatons that protect him as well, notably two golden lions (See GOLDEN LIONS OF NICEPHORUS in the AUTOMATONS entry of CHAPTER ELEVEN: THREATS AND MONSTERS). His palace and courtroom are famous for their elaborate sculptures, devices and domed ceilings. Appearing before the Pontiff has been compared to entering the court of Ramos himself, with mechanical angels, animals, a throne that floats in the air, and many other dazzling displays. Nicephorus rules in accordance with the laws of Light. Law number seven states that people should be loyal first to Ramos, then to family and friends, and the last point of loyalty is directed to the ruler. This results in a delicate balance for the Pontiff, who emphasizes that edicts and laws come to the Church through Ramos. However the Pontiff also knows when to be humble and emphasize the place of rulers in the seventh law when he wishes to cultivate good will from the population. Nicephorus has made it his priority to grow the
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Fellowship of Promestus and secure as many Sertori as possible. He believes this is essential to the Empire’s continued existence. Any Sertori entering Ronia, who comes to the Church’s attention, will be recruited into the order. Ronian civilization is built atop the ruins of Nong Sai. Though Ronian architecture is primarily noted for its domes, arches, baths and chariot arenas, the stupas and looming walls of a faded Ogre kingdom exist side by side with these newer structures. Ronia is relatively safe from monstrous threats, though Armira are a constant danger on the coasts. For the most part, travelers here must concern themselves with bandits. Ronian citizenship is automatically granted by service in the military, owning property inside the walls of the Empire’s capital (or being the descendant of one who does) or by paying a single fee of twenty thousand Silver Pieces. It confers many rights, but chief among them is the right to have any charges against you
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heard by the Pontiff himself. Slavery is practiced, though laws forbid it being passed down by bloodline. Bright colored tunics are the norm for men, while women in Ronia wear equally brilliant robes. The best garments are made of silk. Members of the Church dress in white mantles and skull caps, while higher ranked members wear black or purple, culminating the Pontiff’s red galero (a broad-brimmed hat with tassels). Among the upper classes hairstyle and grooming fashions evolve quickly. Presently narrow beards grown on the chin are fashionable for males, though in the lower classes a clean shaven face or full beard is the norm. Thick curly hair is natural among many Ronians and preferred, arranged in a variety of styles. Those who do not have curly hair, often curl it artificially. Ronia controls the silk trade and considers knowledge of its production process a state secret. This highly prized luxury export is important for diplomacy with other nations as well as their economy.
Rono River This river is located in the Caelum Province of Rono. There are many Agar villages along its banks and vineyards fed by its waters. The river’s source is high in the Brogustu Mountains, where the Horgel tribes are found. They say a powerful Minotaur named Appia lives along this part of the river. She sometimes ventures into the villages below, leaving a trail of bodies in her wake. See RONO PROVINCE in the CAELUM REPUBLIC ENTRY of this chapter.
Rostanba Population: 500,000 Leadership: Pontiff (Nicephorus), Eparch (Sophronius), Strategos (Bessarion) Export: Silk Rostanba is the capital of Ronia with a population of 500,000 and positioned between a series of hills and the Varian Sea. An elaborate wall system (designed by Dwarves) protects the heart of the city. The wall surrounds the four central quarters, but the city extends well beyond its boundaries. On the Eastern side of the wall, the Keros River cuts through the city and three bridges connect these quarters to the inner quarters. South of the wall, in Rostanba’s hills, is a mercantile suburb known as South Quarter. West of the wall is the foreign or Khubsi Quarter. Like many cities along the Varian Sea, Rostanba is built upon the ruins of an old Nong Sai settlement. While many of the ancient structures have crumbled a few remain. The stupas of the old Ogre Kingdom are preserved and buildings are constructed around them. For example, the hippodrome is built around two stupas which form the chariot track’s spine. The city is the nerve center of the Ronian Empire. The Pontiff (Nicephorus) governs the Empire from a palace that connects to Orathel Cathedral. The Fellowship of Promestus has its headquarters here at Promestus Hall and Bessarion, the Strategos of Tarchaea (the Diocese to which Rostanba belongs) is garrisoned in Rostanba with his army. The city itself is managed by an Eparch named Sophronius, appointed by the Pontiff to oversee the guilds and magistrates. In addition the Eparch directs a number of other officials (called Tribos) in charge of various areas of the city.
A healthy port, Rostanba is home to a number of guilds. The most influential are the Silk Guild and the Tea Guild. The Silk Guild is protected by the Ronian government and guards its silk production techniques. No one outside of the Silk Guild knows how silk is made. This is an important export of the city, and the Pontiff considers it a matter of vital interest to the Empire’s wealth. The Tea Guild is foreign but important. Shahr controls the tea trade, and much of it is sold here in Ronia. The Eparch has secured favorable agreements, but the relationship between this guild and the city government is fragile as Ronia has been trying for decades to break the Shahri hold on tea (part of Nicephorus Southward expansion is to acquire access to the trade). But the Tea Guild has another purpose; it serves as a hub for the Khubsi district. The Khubsi population socializes in tea and coffee houses near the guild, and the guild itself is connected with the Khubsi community. Though the Pontiff rules the Empire, a man named Barka rules its capital’s streets and alleyways. The head of a Khubsi Network, called The Hand of Jahannam, Barka commands a loose alliance of murders, thieves, smugglers and brothel owners. He operates out of the Khubsi Theater and pays off Strategos Bessarion’s men regularly. He even has a small army of his own inside the city, several thousand loyal men ready to take up arms should the need arise. There are sharp divisions within the city’s population. The descendants of the early settlers continue to hold most of the official positions of power. While the term Ronian usually refers to anyone with Ronian citizenship, in Rostanba it rather specifically refers to these aristocratic families (who consider themselves the last true remaining Ronians). A second group of people are those who speak Ronian, and may even have been born in Rostanba, but their ancestors do not go back to the founders of the city. Whether they arrived one generation ago or ten, to “Ronians” these folks are still regarded as newcomers. They are usually just called New Ronians. The New Ronians make up the mercantile class, though many hold more menial occupations. The third group are the Khubsis, or foreigners. While most actually speak Khubsi and live in the Khubsi, Keros or Shahr Quarters, anyone who doesn’t speak Ronian as a first language is regarded by Rostanbans as Khubsi. These include Halflings 301
from Shahr, Humans from Sardona or one of the Marite Kingdoms, Dwarves and Hasri. The final group are the Ogres, who usually live in the Nong Sai Quarter. Generally, most folk leave the Ogres to themselves. Privately Humans are prone to scoff at Ogres but would never dare do so publicly (for fear of reprisal). Though the Pontiff’s personal guards are universally Ogres, these are not drawn from the Nong Sai Quarter, but rather they are taken from the Southern tribal lands. Ogres who live inside Rostanba are generally poor and unskilled, but not equipped to survive among the Ogre tribes in Midbar because they have been in the city for generations. The Hippodrome, a chariot stadium in the center of the Public Quarter is the main attraction of Rostanba. Here the three racing factions (red, blue and gold) compete for the admiration of the crowd. Each faction has a camp in a different part of the city, and partisans of each faction tend to be drawn along class lines. The blue have the support mainly of the Khubsis and the poor, while the gold have the support of the new Ronians and the Ogres, and the red have the support of the aristocrats. Sometimes the factions clash violently after Races, usually when unrest or tension has been brewing in the city. Citizenship: Anyone who owns property inside the city walls (or a descendent of such a person) is considered a Rostanban citizen. This automatically confers Ronian citizenship as well (Ronian citizenship is not limited to citizens of Rostanba however). Citizens all have the right to have any charges against them heard by the Pontiff. There are several different quarters in Rostanba. Here each is briefly described: Shahr Quarter: This is located East of the Keros River and part of Keros Harbor. It is basically the trade and market district of the Khubsi Quarter. This section of the city has a large Halfling and Dwarf population, as well as a number of Humans of Khubsi stock. The Tea Guild is found here, as is a Temple of Lurolai. Khubsi Quarter: South of the Shahr Quarter, this area is home to a number of Khubsi people (mostly Dwarves and Humans, but also some Halflings and Hasri. The Khubsi Theater, the Temple of Sul, and the Blue Team’s camp are all here, as are a number of
small markets and taverns. This is the home territory of Barka and The Hand of Jahannam (see above). Keros Quarter: This is on the Southeastern edge of the city. The population is mixed, but mostly Hasri and Human (both Khubsi). A Temple of Sarilla is at the heart of the quarter. There is a public bath here as well, which is used by all the inhabitants of the three districts East of the Keros River. South Quarter: This is the Southern entrance to the city and where many traders and diplomats stay. There is a large field for them to set up tents and markets. A number of important guilds and facilities are here (including the Silk Guild). The Red Chariot Team’s camp is located on the very edge of this district near the Inn of the Ogre King. The Inn of the Ogre King is managed by a Rostanban born Ogre named Gandat, famous for his spicy fish stews and selection of Caelum wines. The Children of Nong Sai (or the Sengalis) also have a presence here. Nong Sai Quarter: This is something of a slum and where most of the city’s Ogres dwell. There is a much overt crime here, so respectable citizens learn to avoid this part of Rostanba. It is also where the Gold Chariot Team’s camp is based. A number of Ogres are employed by the Gold Team as guards, workers and enforcers. Keros Market is where many of the Midbar Ogres come to trade. It is an excellent place to find Ogre goods and weapons. There is also a Temple of Senga. The head of the temple, Preechat, is popular among both the Ogres and the Ronian nobles. He believes Senga will one day return, provided the Ogres live a life of peace as penance for the crime of Dosikan. Merchant Quarter: Next to the Nong Sai Quarter is the merchant district. The Silk Guild is based here (though it has production facilities in South Quarter) as are a number of other guilds including the shipbuilders and artisans. A large theatre, called the Deora Theatre, is situated at the base of the eastern hill. The Deora is considered the best in the region, and features both Ronian and Singh performances. They also have a working relationship with the Fellowship of Promestus, which allows its more artistically inclined Sertori to assist the theatre with magical effects. An Agora stands in the Northeast of the quarter and is where most merchants conduct daily business.
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Public Quarter: This is the hub of the city, where public entertainments are held and where important officials spend most of their time. The public quarter is centered around the Agora of Basina, where diplomats, vendors, philosophers and officials gather to exchange. There are several large cisterns here as well and two public baths. Near the edge of the Agora, is the Theatre of Rostanba, famous for its dramatic plays. The hippodrome is a large oval shaped race track built around two ancient Nong Sai stupas. The chariot races are the most popular form of entertainment in Ronia, and the Rostanban Hippodrome holds events four days in a typical month. The races are notoriously violent, as the rules encourage winning by any means, including the use of Melee Weapons (Ranged Weapons are strictly forbidden on the race track). On the Eastern edge of the Quarter is a gymnasium open to the public. Church Quarter: Next to the Public district, this is where the Pontiff holds his court and where important official business is conducted. He is protected by Ogre bodyguards, personal Sertori bodyguards and two lion automatons. Orathel Cathedral, which connects to the Pontiff’s Palace, is where the Pontiff addresses the public and where aristocrats come to worship. Deacon’s Hall is basically the record office of Rostanba. Strategos Quarter: This is where the barracks of the military are located. The Strategos has a gated garrison here that connects to the city wall system. Harbor Quarter: This is both a dynamic commercial and scholar district. The Fellowship of Promestus is quartered here at Promestus Hall, and engages in research at the Tarchaean Library. The Tarchaean Library is quite large, built inside an enormous Basilica with multiple well-guarded and warded underground chambers containing the knowledge of the Fellowship of Promestus. The Baths of Hesos are an exclusive facility only open to aristocrats or true Ronians. Merchant and Military vessels dock at the Harbor of Musa. Necropolis: This is on the West side of the city hill, forming a large slope dotted with graves and wide mausoleums.
The Ruya These are Dwarven people living in villages and 304
mining towns in the foothills of the Magaea Mountains. They mine for lapis lazuli, marble, and emerald. Their villages are small and their ways are simple. They are led by elders who also serve as priests. Most of the Ruya worship Sul and Ramos. They are subject to periodic raids from the Bukhra Tribes.
Sahir Sahir is the city of King Mamut in the Marite Kingdoms, known for its cedar trees and granite. Sahir has a mixed population of Dwarves and Humans (predominantly Human). While King Mamut has been working hard to establish temples in honor of Queen Sabeena, the Cult of Sukat has spread to many quarters. This has weakened the king’s hold of the city, as cultists secretly advance their agenda even in his own court. For more information see THE MARITE KINGDOMS in this section and CULT OF SUKAT in CHAPTER EIGHT: RELIGIONS AND ORGANIZATIONS.
Saigru This is a united federation of nomadic and settled Gru tribes who have partially adopted Ronian customs (from when the Ronian Empire was more extensive). The people of Saigru speak Ronian and Gruskel. They control the road between Vohar and Caelum, and this has made their capital, Ledo, prosperous. The tribes of the plains hunt wooly Rhinos and breed horses while the settled people on the coast and along the river are fishermen, merchants and craftsmen. They frequently war with the Gara Tribes, and they have an uneasy peace with Vohar. The tribes follow King Ruegel and they worship Ramos through the Church of Light. There are many monasteries in Saigru and small villages of priests.
Sakhira A city in the Asharuni province of Sadra. Like Qana, it is known for its porcelain but it is most famous for its musicians and its culture of entertainment. Many traders and officials pass through Sakhira from Asharun to Chambar and it has a diverse array of taverns and spectacles to choose from. Hand in hand with its musicians, Sakhira is also well known for its musical instruments, which are considered expertly crafted. For more information see ASHARUN entry in this chapter.
Sai Wood These woods are greatly feared and the source of a terrible Grim. They are fully detailed in the SAI WOOD entry of CHAPTER SIX: GRIMS AND AFFLICTIONS.
Saiyok Saiyok is a former province of Asharun and was invaded by Mandaru. Its capital, Kamison, is occupied by an Elven army under the leadership of Vetanna Khusat, the daughter of Veja Kashan. Vetanna had all the Asharun officials and the Qadi beheaded, then sent their bodies to the imperial seat in Khasaba. The population of Saiyok is mostly Hasri with many Elven farmers in the Eastern lands along the Shandee River. They generally support the Mandaru occupation, while the Hasri continue to resist.
Sardon Sardon is the capital of Sardona. The seat of King Alu-Aqrab, Sardon is a walled circular city that uses an elaborate gate system similar to the Dwarves of Hema Valley. It has a population of about 200,000 and its architecture is mostly a mix of stone, mud brick and wood. The important government buildings are built from marble. For more information see SARDONA entry of this CHAPTER.
Sardona Ruler (s): King Alu-Aqrab Language (s): Khubsi, Singh, Latar and Ronian Religion: Cult of Sarda and Mandarism Exports: Lead, Iron, Salt, Marble, Timber, and Copper Races: Humans (80%), Elf (15%), Orc (3%), Other (2%) Major Cities: Sardon Sardona is located on the inner coast of the Varian Sea. It was once part of the Ronian Empire, but fell to the Sardonan tribes when they invaded in 1245 PA. It remains a tribal culture, with each tribe controlling one of the major cities, but all are loyal to King Alu-Aqrab. The land here is densely forested and surrounded by mountains (with the exception of the coastline). Two major rivers, the Dosa and the Kharil, cut across
Sardona from the mountains into the sea. Most of the key settlements and cities are found along these rivers. There are two major forests as well, both are coniferous. In the North there is the Angordee Forest, which is named after an ancient temple site at the base of Mount Sarda. The Khubar Forest is thicker than Angordee, and its trees grow exceptionally tall. The timber here is prized among carpenters and craftsmen. From the Western mountain ranges Sardona slopes down toward to the sea and ends in high cliffs. Its higher elevation may contribute to its cooler summers than neighboring Ronia (though its summers are still warm compared with places like Mandaru or Vaar). The ‘Awad Mountains are home to a number of aggressive Human tribes, but the most feared are the Wild Men (see WILD MEN entry in CHAPTER ELEVEN). They live in isolated pockets along the passes in the mountains, attacking merchant caravans. Like the Ronians, Sardonan coastal cities fear attacks from the Armira. Monstra are unusually common here in the forests. The Sardonans migrated to the Western coast of the Varian Sea in 1245, after they were driven North from their homeland in the Hema River Valley by the Marites. Between their expulsion from Hema and their conquest of Western Ronia, the Sardonans lived for generations in the ‘Awad Mountains. It is believed that the Cult of Sarda was created during this time. When they invaded in 1245, the Sardonans settled existing cites and brought with them the Cult of Sarda (a belief system similar to the Church of Light, but it maintains that the Varian Sea belongs to the Sardonans). Over time, the tribes absorbed the native Ronians as the Cult of Sarda actively pressed for conversion. Some Ronians fled East, but many assimilated and embraced the new religion, becoming Sardonans in the process. Today most Sardonans regard themselves as members of the Sardonan tribes. Ethnically they are a mixture of Khubsi and other native groups, tending toward darker skin and lighter hair. The social structure of Sardona is still based around the tribe. Though settled in cities, they spent hundreds of years wandering the mountains, herding animals and engaging in light raids for supplies. Each
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tribe is ruled by an emir, who typically controls a city. The emir is aided by his sheikhs, respected members of the tribe who function as magistrates and emissaries. Both emirs and sheikhs are positions gained through public support, not appointed from the top down. A sheikh or emir must arise from a reputable family. Women may also be sheiks (a female sheikh is called a shaykha). Priests (Khouri) are also highly regarded in Sardonan society, and exert tremendous influence over the sheikhs (a sheikh who ignores the advice or warnings of the Priesthood risk losing their position as public support for them wanes). The Priesthood is governed by a priestly council (Alu-Khoura) of 60 members who are based in Sardon. All of the emirs recognize the ultimate authority of King Alu-Aqrab (also based in Sardon). In Khubsi, his title is malik, which just means king. While King Alu-Aqrab regards himself as an independent ruler. In truth, Sardona is slowly becoming a client of the Mandaru Empire. They pay tribute to the Elves, and their cities are filled with Elven tradesmen who benefit from favorable trade agreements. The chief faith of Sardona is the Cult of Sarda. While other faiths are allowed inside Sardona, the Church of Light is prohibited in most cities (as is the Church of Ramos). The Cult of Sukat, though not popular, is present in Sardona. There is also tension within the Cult of Sarda over expansion into other territories. The Sardonans are not powerful enough to invade what remains of Ronia or push North into Caelum. Some members of the cult believe the land that was promised to them by Ramos is current day Sardona. A minority of the population believes Ramos promised them all the land in the Varian Sea region. To keep both sides happy, King Alu-Aqrab engages in mildly hostile actions toward the Ronian Empire but nothing that would invite full scale conflict between the two powers. He has been cautiously eyeing the island of Tanyra. Instead of directly taking the Island, the king has made deals with local Taksiri pirates to attack Ronian ships. Sardonans dress in long sleeves and pants, usually made from wool. Increasingly they dress in the style of the Mandaru Elves, wearing hides and occasionally indigo dye. Tribal leaders often wear headscarves, as a matter of tradition. They prefer simplicity and light colors. Men shave their beards, but let their 306
hair grow long so it can be braided and styled. Women usually pin their hair. Houses are built of wood from the Khubar or Angordee Forests. Important structures are built of stone and marble. Cities tend to be built in circular patterns centering around the residence of a Sheikh and his inner circle. Outside the cities there are many pastoralists tending flocks. Even inside cities, tent houses are not that uncommon in the outer edges. Sardona has a number of key resources. Its forests offer a seemingly endless supply of timber, while its mountains contain iron, marble and copper. It also has salt deposits. There are lead mines on the islands of Druna and Thrakos. Tribes (with respective cities and rulers): Udhrah (city of Thrana, led by Emir Tarik); Qamra (city of Sardon, led by King Alu-Aqrab); Kamak (town of Mikan, led by Emir Farisa); Nabawi (City of Tarsa, led by Emir Sazran); Farasu (town of Ardiah, led by Emir Nazara); Markhun (town of Druna, led by Emir Istafa); Tarij (town of Thrakos, led by Emir Haraj).
The Sayfada The Sayfada are Human Khubsi-speaking people who live in small villages on the edge of the plains of Moru and along the Northern reaches of the Khai River. The Sayfada live in round houses with low stone walls and slanted wooden roofs. The climate in their territory is dry, though more abundant in water than the interior plains of Moru. They farm nuts and sorghum, supplemented by hunting antelope. The Sayfada are renowned for their iron smithing, particularly their short swords, which are of high quality. The Sayfada are wary of the Cult of Sukat but they are not eager for conflict with their neighbors who subscribe to the faith. They worship all the standard gods, dividing the year into eight months, with each one dedicated to a single deity. The last few days of each month usually includes a celebration that includes rites and rituals, performed under the guidance of village priests. Villages are led by chieftains, called Qadi. The chieftains are the most respected member of the community, and require popular support to remain in power. The position is usually held for life, except in rare
cases when disgrace or some other event forces a chieftain to step down and go into voluntary exile. As the chieftain ages, he helps groom his successor. There is no formal method for determining the right candidate, but the choice is usually obvious to both the villagers and the chieftain. While the chieftain himself makes the selection, it is expected to reflect the feelings of the entire village. When a chieftain chooses unwisely the decision can be challenged.
to any Sail Skill Rolls (-2d10). Sharks are very common here. Only fools or Halflings attempt to swim the waters of Garbala (even near shore).
The Sayfada make their clothes from leather, wool, hide and red linens. Both men and women wear loose fitting robes over a tunic, and wrap their heads in a scarf or pagri. Boots made of leather are the preferred footwear, though sandals are also common.
Sengasta is a city under the control of Shahr on the island of Hadashta. The population is a mix of Singh-speaking Ogres and Khubsi-speaking Dwarves and Halflings. See HADASHTA in the SHAHR REPUBLIC section of this chapter.
Sea Alu-Hasri
The Servars
This warm sea separates the Island of Asharun from mainland Gamandria. Its waters are unpredictable and dangerous. Despite these concerns, the local Hasri bravely venture in to fish and hunt whales (and to cross the channel). Merchant ships do move up the coast toward Caelum, but this is considered a very dangerous voyage. All Sail Skill Rolls are made at -1d10 in Sea Alu-Hasri. Sperm whales and dolphins are a common occurrence here.
The Servars are a tribal group of Humans, who speak Agarian and are of Ronian stock. Although they share lots of cultural traits with Agars, the two groups do not get along. For more information see CAELUM REPUBLIC in this chapter.
The Sea of Aetorus This is the heart of the Caelum Empire. It is a heavily trafficked sea and well patrolled by the legions. Like Sea Alu-Hasri, Aetorus is unpredictable, imposing a -1d10 to Sail Rolls. It is also the site of countless small islands, and its beaches are dotted with remnants of Anumar civilization. Among these are large statues, sometimes jutting from the sand or sea itself. The Southern shores of the sea are milder, with dry summers and cool wet winters, while the Northern shores are more temperate. The waters of Aetorus are abundant with pearls and fish.
The Sea of Garbala This warm sea is normally calm. It is dominated by Shahri vessels and known by all to favor the Halflings. Gru are forbidden by an ancient godly pact to enter these waters. Doing so is sure to attract the attention of Lurolai and lead to stormy waters. Even if ships carrying Gru avoid Lurolai’s Wrath, one or more aboard a ship is sure to impose a significant penalty
The Sea of Gilva This frigid sea is surrounded by icy shores inhabited by Orc tribes. Walrus and polar bears are common here.
Sengasta
Servata This is a Servar community recently defeated by the forces of general Brogustu of Caelum. It is under the control of one of Brogustu’s tribunes named Parshanus. Most of the men of the settlement were taken into slavery. For more information see the PERLOVA VALLEY entry in CAELUM REPUBLIC of this chapter.
Shahr Population: 700,000 Leadership: Guild Council and Malik Qarda Export: Trade, Wine, Olive Oil This is the capital of the Shahr Republic, with its famous circular harbors and winding streets lined with coffee houses and merchant guilds. The Library of Karima is here as well (See LIBRARY OF KARIMA in CHAPTER SIX: AFFLICTIONS AND GRIMS). The city is located on the Northern coast of the Island of Shahr and is surrounded by olive groves, farmland and vineyards. The harbors and docks of Shahr are filled with military and commercial fleets. Shahr is cosmopolitan. The population is mainly Khubsi-speaking Halfling, but Kobolds, Dwarves and Humans are common as well. 307
Shahr is built around a circular market and temple area with a high tower in the middle. The tower is Dar At-Tarja, where the 95 member council that governs the Republic meets. Its records and other offices are kept in higher levels of the tower. Alcohol is strictly forbidden here during the daytime and there is a Qadi in charge of this law’s enforcement (Qadi Kar-Anabi).
Shahr Island This is a warm and mild island with charcoal colored mountains and large numbers of sulfur deposits. The land is littered with olive and carob trees, vineyards and wheat fields. Most animals on the island are harmless, except the Shahri Black Bird or Sharur. These large flying predators can imitate the sounds and shapes of their prey to lure them. The Island is home to the Shahr Republic, a mercantile state governed by Halflings. For more information see SHAHR REPUBLIC in this chapter and SHARUR in CHAPTER ELEVEN: THREATS AND MONSTERS.
The Shahr Republic Leadership: The Guild Council (At-Tarja); Malik Qarda (Guild Speaker) Language (s): Khubsi and Ronian Religion: Lurolai Exports and Commodities: Purple Dye, Olive Oil, Pearls, Tea, Coffee, Marble, Iron, Ivory, Sulfur, Incense, Spice Races: Halfling (60%), Kobold (20%), Dwarf (15%), Other (5%) Major Cities: Shahr, Nahar This is a large Halfling coastal trade empire ruled by the Guild Council (At-Tarja). It has colonies and clients all over Southeastern Gamandria, and its heart is the city of Shahr on the island of the same name. The capital of the Shahr Republic is the city of Shahr, but it has many other cities on its island and elsewhere in Gamandria. The most important cities are: Shahr, Nahar, and Sula Akdala. The area around Nahar is important for its farmland, particularly its vineyards. Shahr is the main trade and military port. Sula Akdala is crucial because it is governed directly by Shahr and serves as its main point of contact with the client states of Rashua and Bukhra. 308
The Island of Shahr is warm and mild with mountains as black and shiny as coal, broken by bright yellow deposits of sulfur. Vineyards, groves and fields of wheat dot the landscape. Near the coast and around settlements olive trees flourish, with carob trees in the interior. Birds, foxes, turtles, and rabbits are common. Most animals here are not very dangerous, except the Shahri Black Bird, or Sharur (See CHAPTER ELEVEN: THREATS AND MONSTERS). Shahr is inhabitant by settlers who originated in Shanor, an ancient Halfling city in the Hema River Valley. They arrived on the island that is now Shahr and initially founded the city of Nahar. After years of warring with native Kobold tribes, the Halflings came to dominate the island through a network of cities that benefited from their connection to Shanor. The cities were all ruled by kings called Maliks. Nahar remained the dominant city, but eventually power shifted to the city of Shahr which was founded by Malika Shahra, the exiled daughter of a Nahari general named Hadruk. Shahr became the most powerful city, and the heart of a vast coastal trade empire. Its monarchs were replaced by the Guild Council (At-Tarja) in 398. For more information on the history of Shahr, see CHAPTER TEN: HISTORY, SHAHR. The Shahr Republic is large trade empire, an extension of the city-state of Shahr. It is governed by a council called at-Tarja, which is made up of members selected from each of the major guilds. There are 95 members in total. They are elected every five years by members of their own guild. The members of at-Tarja elect an executive called the Malik. This position is elected annually and has the power to appoint generals and public officials (called Qadi). The Malik has command of the generals and the Qadi and can act as the supreme magistrate of the Republic. However, he is subject to Shahri law and can be removed from his office and executed by a majority vote of the council. The generals and the Qadi are important for managing Shahr’s colonial interests. A general (called an Emir) has ships and soldiers at his command (usually between 4,500 to 18,000 men). Generals can also be invested with the powers of a Qadi when required, but only outside the city and island of Shahr. Both Qadi and generals can act as regional governors. Qadi are the magistrates and public works officials
of the Republic. In some places, the word Qadi is synonymous with tax collector.
to guide them). Her temples also serve as important repositories of books and as centers of learning.
The Shahr military is quite large, with thousands of ships and nearly one million soldiers. Most of the soldiers in the army are Dwarven, while the generals and senior posts are occupied mainly by Halflings. Soldiers are paid well in silver and grain annually (see equipment section). Eight years of service in the army secures citizenship with a modest stipend. Twelve years of service entitles men to an additional sum of 5,000 silver and a small amount of farmland (usually this is in an area around one of their colonies).
Law in Shahr varies from city to city, but tends to be more relaxed than Ronia or Caelum. Laws against violence and property theft/damage are rigidly enforced but the punishments are lenient, usually just a public flogging/fine for property crimes and minor violent acts. For crimes of extreme violence, exile is the preferred punishment. In rare cases, when someone has committed a truly terrible act they will bring that person to one of Lurolai’s temples and have the priests ask her to bring a curse upon the offender (to which she is occasionally responsive). Two notable laws are: a prohibition against consumption of alcohol during the day (punished by exile and flogging) and an absolute law against enslavement of any intelligent being (this does not cover beasts of burden). However they do allow indebted servitude which many would regard as a form of slavery. The law against alcohol consumption is exceptionally excessive for Shahr. Ages ago. Malika Shahra vowed that her people would no longer consume wine or alcohol during daylight if Lurolai allowed them to give up the practice of child-sacrifice. Fear of a return to this practice explains the harshness of the law. So anyone, of any Race, caught consuming alcohol during the day in a Shahri city can expect a swift punishment and exile if caught.
Shahr is inhabited mainly by Halflings, with a large Kobold and Dwarf populations. Though all Races are officially integrated, Dwarves tend to work as soldiers or craftsman, while Kobolds are usually farmers (often wealthy ones) who supply the Halfling merchants with goods. The Kobolds on Shahr Island are called Kalabi. Because Kobolds are all citizens of Shahr at birth, they are able to join guilds, eligible for election to the Guild Council (at-Tarja) and able to serve as Qadi. Dwarves who become citizens may do so as well. Individual cities on the islands of Shahr, Shan and Garbala are often governed by a local council called a Tarjeen or by a magistrate appointed by Shahr called the Qadi Kar-Qarta. Clans are important among the Shahri. Most of the important guild members are drawn from the original founding clans of Shahr. This forms what is essentially an aristocracy in the city. In recent years this has begun to change as foreign clans and Kobolds have entered the guilds. Citizenship is granted to anyone owning land in Shahr or any of its resource colonies (see below). The exception to this is the Kobolds, who were all granted citizenship by Malika Shahri when she founded her city (in those days she allied with the Kobolds against Nahar). Citizens can join guilds, can captain vessels within the Shahri trade network and are eligible for appointments to high military posts and as a Qadi. Lurolai is the supreme Goddess in Shahr. Other deities are allowed, but their temples must be smaller than Lurolai’s. It is their relationship with Lurolai that enables the Shahri to dominate the seas (she keeps her waters calm for their ships and even sends her servants
Shahr takes a favorable view of the Sertori, rewarding them with important posts in the military and frequently electing them to At-Tarja. They attract Sertori with automatic Shahri citizenship and free land. Unlike the Ronians or Caelum, the Shahri have no formal organization for Sertori. There are permanent positions in Shahr for Sertori with specific abilities. The Qadi Kar-Nahr (Magistrate of Gunpowder) is almost always a Sertori. The Shahri regularly seek Sertori who can cast the following Spells: Bridge, Heal, Arch of Protection, Vow, The Gaze of Carus, Tearing the Veil, Avalanche of Flame, Earth Mastery, and Obliterate Magic. Some with such abilities are in charge of public works projects, while others (as many as possible) assist the army or with diplomatic missions. Shahri trade is aided by advanced technology. They alone possess canons and their ships are superior to all others. They are also known for their pearl armor, 309
which is built mostly for elite Dwarven soldiers. An elaborate sewer and plumbing system (made of lead and stone) brings fresh water into their cities and removes waste. The Shahri favor single fabric clothing draped over the entire body like a robe or toga. When they reach adulthood men usually where hats or coverings such as pagris, while women often wear headscarves. Materials range from linen to silk, usually dyed purple, gold, or green. Both men and women favor jewelry, with gold and emeralds being the most prized. Make-up is common for women, but less so for men. Homes in Shahr are normally built from local limestone or mud bricks, often layered in stucco. Major public buildings are constructed from imported marble but everyday buildings are usually quite simple. Temples are round, built of stone and used for sacrifice and prayers. They often have an image of the god or goddess. Circular harbors rimmed with stone pillars and central docking stations are the norm in Shahr’s port cities. These usually have a straight channel leading into the rounded heart of the harbor. Merchant vessels dock in this straight outer channel, while the military vessels dock in the central one. Libraries are common on the Island of Shahr and a source of pride. The Library of Karima in Shahr city is perhaps the biggest, though many revere it as a temple to Karima (an ancient Sertori who perished defending the library against a Gru invasion in 698). It has a collection of over one million papyrus scrolls. Most of these are copies of important texts from all over the world. The library is directed by a Qadi appointed on a five year basis. The Qadi is assisted by secretaries, scribes, and commands a force of 400 Dwarven soldiers in order to protect the library. Not only does the Library of Karima contain one of the largest collections of scrolls in Gamandria, but it is also an institution for education and for the development of new technologies and ideas. It receives considerable funding from Shahr and has a paid community of 100 scholars whose responsibilities are to invent, research, theorize and teach. For a considerable price students can enroll at the library to study under one of its great scholars. The library itself is a sprawling complex with over 25 oval lecture
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amphitheaters, dozens of workshops, several gardens and the multiple buildings for housing papyrus scrolls. It is also inhabited by the Grim spirit of Karima (See LIBRARY OF KARIMA in CHAPTER SEVEN: AFFLICTIONS AND GRIMS). This serves as a model for libraries elsewhere in the Shahr Republic. The second biggest library is The Library of Sul in Sul Akdala. Coffee and tea consumption are the norm during the day in Shahr, with alcohol only allowed after sunset. Consumption of coffee is associated with story-telling and music, so there is a rich tradition of telling tales among the Shahri. One general principle is to always outdo the previous teller of a given story which leads to heavy embellishments and wildly implausible scenarios in stories purported to be based on a person’s experience or history. All reputable coffee houses in Shahr hire professional storytellers to enhance the atmosphere. Shahr has colonial outposts all over Southern Gamandria, usually just a single coastal city or two. They work hard to establish friendly relations with any native peoples and in most cases are able to turn this into a partnership where both the Shahri and the locals benefit (though the Shahri are careful to get the best deals and bargains they can). They never enslave or deliberately try to eradicate natives. When necessary, Shahr will fight for access to resources or to protect its colonies. When this is the case outposts are governed by generals and equipped with soldiers. For more information on these see COLONIES below. Shahr also has a number of client Kingdoms, such as Rashua and Bukra-Shar. These are mostly Dwarven and pledge troops to the Shahri army. In fact, the bulk of the army is of Dwarven stock, with Halflings mostly dominating senior posts and generalships. Shahr controls key resources, including: coffee, murex and sulfur (the later largely because they are the only ones looking for it). Their monopoly on murex, a sea snail used to make purple dye, is crucial to their relationship with Ronia (which has a monopoly on silk).
Colonies Shahr has many colonial outposts in Southern Gamandria. These are divided into two basic types: trade colonies and resource colonies. Trade colonies
are independently governed, pay tribute to Shahr and receive Shahri support. Resource colonies are governed directly by officials called Qadi or by a Shahri general. Resource colonies usually have a military presence. Dwarven soldiers who have completed twelve years of service are often given plots of farmland in Colonial outposts, so most have considerable populations of Dwarven farmers.
trade with the Humans but disease brought unknowingly by the Halflings wiped out most of the natives over the next ten years. The Humans blamed the settlers for their misfortune but were too depopulated to pose a threat. Rather than kill those that remained, general Mago imprisoned the survivors and sent them to the Western coast of the Kufar Peninsula (in modern-day Miskan).
Anisa (1303): Anisa was founded by General Mago in 1303. He created it as a resource colony, which it remains today, for the acquisition of spice, murex, incense and ivory. There is a sister city named Qasi nearby on the Khai River. The area around Anisa is dangerous and densely forested. There are many tribes (Hasri and Human) who live in the Rashua Forest. These do occasionally attack. Additionally, Khata has made attempts to take resources from these colonies. Therefore, the cities of Anisa and Qasi are both well-fortified and equipped with soldiers. General Akhat governs the area and has 13,500 soldiers under his command.
The main resources are coffee, tea, murex and pearls. The Western half of the island is where coffee is made. Dakia remains a trade colony and its cities are locally governed by aristocratic councils though Kabod exerts the most influence. Even though it is independent, Shahr considers Dakia too important to lose and has a naval fleet stationed here under the control of a general.
Asar (1445): A walled city on the Eastern coast of the Kufar Peninsula. It is a resource colony governed by a general named Hamar Bal-Shakasti (Hamar, conqueror of the Shakasti). The primary purpose of Asar is to supply the Republic with timber from the Muqasat Forest (which is particularly suited for shipbuilding). Sandalwood is also present in abundance in the forest and cultivated by Shahri colonists. Asar was established recently, in 1445. Despite its close proximity to Shahr, the value of its timber was only recently discovered. This, coupled with the aggressiveness of the highly populous Shakasti tribes, is why Shahri traders have avoided the region. The campaign to secure an outpost was long and bloody. There are a total of thirteen different Shakasti tribes and most of them are now pacified but some continue raid Shahri timber merchants and military patrols. The Maniya are another tribal people across the Hirami River. They occasionally raid settlements near its banks on the interior of the Muqasat Forest. They also frequently war with the Shakasti. The Hirami, another local population who live in settlements along the Hirami River, are an important source of guidance and trade for the colonists. Dakia (1320): Dakia was founded in 1320 when general Mago founded the city of Kabod. It was originally inhabited by Human tribes. The general established
Hadashta: This is an important resource Colony of the Republic and valued for its iron and silver deposits. It also is a key foothold in the Varian Sea for Shahr. The native inhabitants are mostly Ogres, but the city of Sengasta was founded by the Halflings. The Shahr policy has been to accommodate the Ogres as much as possible (which is why the city was named after Senga). For the most part the Halfling colonists and the Ogres have a tension-free relationship, where the Ogres farm and work the mines, and receive privileges in the Republic in exchange. There is tension however between the Dwarven colonists and the Ogres, made worse by the fact that Dwarves have a large presence in the Shahr military. At the moment this has mainly been confined to violence in taverns and occasional street brawls but the governing general grows concerned it could become more. Hadashta is under the control of General Korbo. Hasbrul(1310): This was settled in 1310 following the influx of Rihan refugees into the Shahr Republic. Many became colonists and joined in a large scale military expedition under general Mago to settle the Gulf of Anja. Hasbrul remains a resource colony with a military and is governed by a Shahri Qadi (officials who function as judges or governors) named Hiram Khubu-Shahru. Its main purpose is the cultivation of murex and production of purple dye. Concern over the rise of King Alu-Aqulu in Matruk has made this island more important. As a result it has a much larger
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military force than in previous years, with 9,000 soldiers under the command of General Bal-Qart. Sula Akdala(857): Sula Akdala is not a colony. Instead it is considered a full city of the Shahr Republic and governed by a Qadi assisted by two generals and 18,000 soldiers. Sula Akdala is a trade city and also a point of diplomacy. Members of the Guild Council (at-Tarja) and the Malik come here once a year to meet with Shahri clients, important merchants and foreign diplomats. Increasingly, Sula Akdala has been in communication with the Marite Kingdoms and relations between the city and the Marite city of Besra are strong. The population of Sula Akdala is 50% Halfling and 50% Dwarf. Its main resources are metals such as iron and copper. Homes here are mostly stone and mud brick, with roofs made with reeds and bush layered over beams and mixed with mud. When it rains, the water penetrates the roofing material, causing seeds in the mud to sprout. This gives them a green color and Sula Akdala is well known for its green colored homes. The residences of the wealthy use tiles for roofing. The Library of Sul is an enormous center of learning and research, only the Library of Karima is larger. It has 400,000 papyrus scrolls and dozens of scholars.
The Shakasti Tribes These are Human tribes who inhabit the Eastern Kufar Peninsula near the Shahri colony of Asar. The Shakasti all speak Khubsi and worship Ramos and Sarilla. Originally, the Shakasti came from the Western side of the peninsula but were driven out by a joint alliance of the Matruk and Khata. They were once the heads of a powerful group of city states. Now they migrate seasonally with herds of grazing cattle, living for several months at a time in small hill-towns (often with wooden walls and forts). But they remember their distant greatness through oral traditions. The Shakasti are led by warriors who form a small council in each community (to be a member of the council one must be chosen by the other warriors). Multiple communities form a single tribe, and each tribe is also usually governed by leaders chosen from each of the communities, who meet every two to three months to discuss important issues or concerns facing the tribe. There are 13 Shakasti tribes; six of them are 312
hostile to the Shahri colonists: Hadia, Qa’isa, Nazara, Haz, Watan, Taradu, and Bandar. The remaining seven have been pacified: Sa’ili, Kardasi, Darina, Maqladan, Karazu, Lahatu, and Nahiri.
Shandee Falls Shandee Falls is a massive waterfall of the Shandee River near the town of As. It drops 2,700 feet and is the site of many shrines and stupas dedicated to Senga. There are also communities of Kobolds living in the cliffs surrounding the falls. See CLIFFS OF SHANDEE for more information.
Shanor Population: 500,000 Leadership: King Jidal Export: Gold and Ivory Shanor is the ancient homeland of the Shahri Halflings in the Hema River Valley. It was once a powerful city-state with colonies beyond the valley. After the Marite invasion, most of the Halflings fled East to Sul Akdala and Shahr. Today its inhabitants are mostly Marites of Human and Dwarven stock. Shanor is a crucial source of gold and its glorious past makes it a key player in local politics. Like the other Marite cities it acknowledges the primacy of the city of Besra and Queen Sabeena. In recent years, as diplomacy and trade between Shahr and the Marites renewed, Shanor’s history as an ancient Halfling capital has been important. Though gold is its main export, ivory also serves as an important commodity. The Shanori are well known for their elaborate ivory carvings and crafted goods. Unlike the Orcs of Caelum, the Shanori have no prohibition against the killing or harm of Elephants despite their veneration of Lorgo. Some have suggested this practice is why Shanor fell to invading Marites. Queen Sabeena recently proclaimed herself a goddess and Shanor recognizes her divinity but they do not worship her exclusively. Shanor is unique in the Hema River Valley for its full pantheon of gods. Not only does it have temples to all the major deities (Sul, Lurolai, Ramos, Lorgo, Sarilla, etc) it also has temples dedicated to Sertori like Queen Sabeena
and King Alu-Aqulu. There is even a shrine to Sertorius Poro. The most popular gods are Lurolai and Lorgo. Temples in Shanor are more than places for performing rites; they are also social hubs and centers of learning. There is a long tradition of kings funding the libraries of each temple. The population of Shanor is an even mixture of Dwarf and Human. Most speak Khubsi, though Ronian, Latar and Singh are not uncommon. The locals take great pride in their knowledge of foreign languages and customs. The Library of Lorgo (located in the Temple of Lorgo) happens to be the largest.
The Singh Tribes These are tribes of Ogres who live in the Midbar Valley and have an alliance with the Ronian Empire. They are fully described in the Midbar Valley entry in the PLACES section of this chapter.
Skalda Skalda is a fishing and whaling town inhabited by Gru and part of Belvar with a population of 700. It is ruled by Chief Klammer and is a launching point for many Gru raids along the Eastern coast of The Vaaran Kingdoms. It is also famous among the Gru for its fish stews and roasted whale meat (which is said to be the best). See BELVAR in this chapter for more information.
Solara is a city in the Caelum province of Sola. See CAELUM REPUBLIC for more information in this chapter.
Starhaunch Starhaunch is a city of Humans and Gru in Apprea ruled by King Bre’entar. It is walled and heavily fortified, as the Gru chieftain, Dorgel, and his warriors pose a constant threat. The city’s population has increased as refugees from the North flee from Dorgel’s expanding influence. See APPREA in this chapter.
The Steppes of Gulga These dry and rocky steppes are inhabited by Gru and Human tribes and creatures called Gulga Raptors. Trolls are also common in the steppes.
The Steppes of Shandee These are cool temperate grasslands that slope Westward from the mountains. They terminate at the Cliffs of Shandee, which form a dizzying descent. The Steppes are much higher in elevation than the lands beyond the cliffs or to the South. Nomadic Elven tribes inhabit the Steppes, as do settled people such as The Hoona. The River Namthong originates in the heart of the Steppes from a great chasm below the city of Vashanu. See MANDARU EMPIRE and VASHANU in this chapter for more details.
The Slovar Caverns
The Stone Gods of Pulpar
An ancient sealed temple complex emanating mist and steam near the town of Agorta in Perlova Valley. High stone statues from the Anumar Kingdom era line a steep climb of stairs that go from the base of the mountain to the cavern’s entrance. Inside, upon the ground is an iron seal etched with Pasaali reading “We have sealed ourselves to guard Anumar. The might of our king is within.” People believe there is treasure inside the caverns. Other legends say a Demon lurks below the seal (perhaps Eroo). There are also tales that opening the plate would destroy the world. For more information see the PERLOVA VALLEY section of the CAELUM REPUBLIC entry, AGORTA in this chapter, EROO in CHAPTER ELEVEN: THREATS AND MONSTERS.
This is a religious site where thirteen statues of massive figures rest near the banks of the Pulpar River in the Kalgut Forest. One of them wears a chada and thick furs, while the others are dressed in more simple garments. Close observers note that the statues change expressions or positions from time to time. Near the statues is a large circular stone where members of the Ranu, particularly the Kalgoru Tribes, place living sacrifices. The local Gru claim it is forbidden to enter the site at night and only come here during the day. Those who violate this rule meet a terrible fate.
Solara
The stone gods are actually Trolls, who revert to stone during the daytime. One of them is a Sertori (very unusual for Trolls) named Mikrash, and he is the leader. Trolls eat Humanoids, and the opportunities for regular meals in this area are fewer than 313
in the South. Mikrash convinced the other Trolls they could masquerade as gods using his powers and their natural ability to turn to stone. For some time now, the Kalgoru and other Ranu have been bringing regular sacrifices to the site. When they fail to offer a substantial meal for the Trolls, Mikrash sends fire or a storm into the villages as punishment, or simply has the Trolls eat their livestock. In order to maintain their illusion of divinity, the Trolls kill anyone who enters the grounds at night. For the Pulpar Gods simply use the TROLL entry in CHAPTER ELEVEN: THREATS AND MONSTERS. For Mikrash, increase his Wounds by four and give him the following Spells: Avalanche of Flame, Surging Wave, Day Dream, and Storm Walker. He has 2 Ranks in both Misos and Deimos.
Sudwon Sudwon is a new settlement established by Saan Khusat to accommodate his Benkrob and serve as his seat in the region. It is a simple and semi-permanent camp of yurts protected by an earthen wall. See MANDARU EMPIRE in this chapter.
Sula Akdala This is city on the Hema River under the control of Shahr. For more information see SHAHR REPUBLIC in this section.
Taam Taam is a small settlement of 2,000 in the Napung Forest. Its people are mixed, including members of a variety of Races, and they are mostly pilgrims who worship Kwam Jao (a being believed to reside in a nearby cavern). For more information see NAPUNG FOREST in CHAPTER SIX: GRIMS AND AFFLICTIONS and CULT OF KWAM JAO in CHAPTER EIGHT.
Tajem Tajem is a vassal of Khata. Most of the inhabitants are Human Sayfada tribesmen and speak Khubsi or Latar (a language they consider holy). The city has a population of 54,000 people and is ruled by a Bronze Automaton with Sertori abilities named Aetos Dominus.
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Aetos was originally an Orc Sertori from Caelum who stole a Bronze Soldier from the Senatorial Basilica in Cael and made it his servant. One hundred and fifty years ago, he became a Grim while defending the city of Tajem, and his spirit fused with the Bronze Automaton. Now he is obsessed with protecting the city and a kind of king/god/lord of law and order. He enacted a series of law codes, which appear in the city on golden tablets. Laws are divided into a small number of major laws and thousands of minor laws. The penalty for breaking a major law is immediate execution, while the penalty for breaking a minor law can range from exile to restitution. Though worshipped by the locals and viewed as a savior-figure, they also fear Aetos, because he enforces his law with a strict adherence to the text, making no exceptions. The Laws of Aetos can be found on display in the market, upon a series of gold tablets. For the most part the laws are reasonable, prohibiting murder, theft, destruction of city property, acts of war against city authorities, etc. Aetos also decreed Latar a sacred language, and members of high Sayfada houses are expected to learn it. He draws his officials from the most reputable houses, but takes his soldiers from the minor houses. His priesthood is hand selected. Though he has a powerful force of soldiers at his command, Aetos prefers to administer justice personally when possible, and often patrols the streets alone. Although he regards himself as a god of justice and order, Aetos concedes the greater power of the Phra Jao of Khata and is their willing client. For more information see AETOS DOMINUS in CHAPTER FOURTEEN: NON-PLAYER CHARACTERS. There are many temples dedicated to Aetos in the city, but there are also temples to the Phra Jao and other gods. The relationship between Meng Sai and Tajem is positive, with Aetos viewing Tajem as an outpost on the fringe of a great power. The city depends on trade and merchant traffic. Though his laws are rigidly enforced, they do keep the city peaceful and safe. Merchants venturing to Tajem are advised to learn its laws before entering, but most find the security inside its walls as a welcome change from places like Donyra.
The Taksira Channel The Taksira Channel is a dangerous portion of the Varian Sea leading into the inner rim of the Fushal Islands. It is laden with reefs, and its waters are unpredictable due to the influence of Queen Zabaea. Anyone travelling here without her permission is subject to a -2d10 penalty on all Sailing Rolls to avoid crashing or sinking. This is due to Queen Zabaea’s condition (see QUEEN ZABAEA in CHAPTER FOURTEEN: NON-PLAYER CHARACTERS). Not only is Zabaea a powerful warrior and Sertori, she is also afflicted through magic use. When a ship enters her waters without permission, she is filled with rage and battle lust. This also has the effect of causing the nearby sea to churn, thrusting reefs into enemy ships like spears.
The Taksiri Pirates These pirates are rumored to be in the tens of thousands, though the number could be much smaller. They are known to attack ships in the Varian Sea, but largely leave Sardonan vessels alone due to an arrangement with the king (see SARDONA for more details). The Taksiri have a small city in the Fushal Islands, called Kisra. They are so named because to reach the city of Kisra one must navigate the dangerous, reef ridden waters of the Taksira Channel. The Taksiri worship Queen (Malika) Zabaea, who is herself a pirate and Sertori (though these days she spends the majority of her time anchored in Kisra). The Taksiri are greatly feared because they board and brutally attack ships during their raids. For more information about Zabaea see CHAPTER FOURTEEN: NON-PLAYER CHARACTERS.
Talyr This is an independent city that controls surrounding villages and towns in the Midbar Mountain pass between Ronia and the Marite Kingdoms. Until recently it was ruled by Sheikh Kasir, a Dwarven tribal leader, but ten years ago, he died fighting Blemmyae during a rash of raids and invasions. The city became vulnerable in the wake of his death and a fierce band of warriors arrived in Talyr. Their leader, a Troll named Tauq, offered to keep the city safe from the Blemmyae and other hill tribes, if they made him their new king (Malik). He promised not to disrupt their ways or their religion, and would permit the worship of the old gods. He just asked the town sacrifice its
enemies to him, to satisfy his hunger for Humanoid flesh. The city accepted him and made him king, and his warriors formed the new ruling class taking important posts throughout the city. Talyr is a city of Dwarves, with some Humans and a few Ogres. Occasionally, one also finds Elves and Halflings here. The predominant language is Khubsi, though Ronian is also spoken. Most people in Talyr live in concrete apartments, built in a manner similar to that of the Hema Valley, interlocking, interconnected houses, stacked and forming a maze through the city for defensive purposes. The city gates provide another level of protection, with staggered points of entry, and winding stairs. Some merchants have entire houses of their own, or live in houses built upon storefronts. New houses, two stories tall, with open air courtyards, were built by Tauq’s elite warriors and priests. Most of the citizens of Talyr worship Sul, Ramos and Lurolai, although the other gods have temples and shrines as well. The Cult of Kwam Jao also has a presence in the city. In addition, the officials of Talyr and the soldiers are expected to revere Tauq, bringing sacrifices from their raids into the hill tribe territories. As a Troll, Tauq turns to stone during the day, and his priesthood ensures his body remains unharmed while in this state. Talyr is a rowdy and eventful city, with a constant stream of travelers from the North and South, due to its position between Ronia and the Marites. While it is mainly Dwarven, there are plenty of foreign merchants and establishments here as well, including Shahri Coffee houses and Ronian guilds. Gambling is a favorite pastime, but Tauq has also introduced contests similar to the Caelum gladiatorial games. These are much smaller affairs than their Caelum counter parts, usually occurring in shallow pits just outside of Talyr and the other communities. Tauq lives in a large palace that also serves as the temple for his cult. He is a capable ruler, and more intelligent and moderate in temper than a typical Troll. His warriors also have barracks in the palace, as does his priesthood (Karba). One key position in the priesthood is the keeper of the statue (Qadi KarTimtha) who commands a group of soldiers and priests charged with watching Tauq when he is stone 315
during the day. The current Keeper of the Statue, Jalayn, is the true power behind Tauq’s throne. Jalayn is a Sertori, and a former member of the Fellowship of Promestus. He was put on trial by the order when it was discovered he had worked his way around the Vow, that it was not effective on him, and he used this to violate the Fellowship’s rules. He fled and joined with a group of raiders who followed and worshipped Tauq. Though his magic was not suited to fighting, it was useful for manipulation and predicting events. He worked his way through the priesthood and eventually became Tauq’s keeper. In this position, he proposed going to Talyr and offering to rescue them. He crafted Tauq’s policy and he has benefited from Tauq’s reign. Talyr’s chief exports are marble, linen and lapis lazuli. But above all it is a city of merchants and traders, and those who service merchants and traders passing through. Tauq has implemented policies favorable toward merchants (though the king controls the lapis lazuli and marble deposits near the city). He is especially generous to foreign grain merchants, who bring necessary food supplies for his growing population.
Talyr Pass Talyr Pass is an important trade route connecting Ronia to the Marite Kingdoms. The city of Talyr is near the center of the pass and benefits from the mercantile traffic. For more information see MIDBAR MOUNTAINS and TALYR .
Tanyra This island is a major source of marble and wool. Tanyra has a mild climate, and is mostly hills and patches of forest. It is a client of the Ronian Empire, being governed locally by a council. As part of their agreement with Tanyra, Ronia posts three Sertori from the Fellowship to assist the locals with public works and defense. The cities are inhabited mostly by Humans, and there are many small coastal villages and towns as well. Deeper into the island the people herd sheep and other livestock, as well farm. The greatest threat to Tanyra are the Armira and the Taksiri Pirates. The pirates have been targeting their marble shipments, which has created tensions with the Ronians due to a lack of military support.
Tardu This Hasri and Elven city of 70,000 is ruled by General (Emir) Salicar, a Lich who came to power after a campaign protecting the Tardu from Mandaru expansion. Salicar was born a Hasri and Sertori, but turned into a Lich during a battle with Veja Kashan’s forces. Salicar was a general in the cities army. Prior to Salicar’s reign, Tardu was governed by a council called the Qadia, which was elected by citizens. Salicar now rules the city like a tyrant. The main resources of Tardu are lead and tin.
Tarsa Tarsa is a city in Sardona known for its scholarship and its wandering philosophers, controlled by the Nabawi tribe under the leadership of Emir Zazran. There is a well-known inn here called the Golden Rose, a favorite feasting ground for the aforementioned scholars and philosophers. For more information see SARDONA in this chapter.
Thrakos Thrakos is a small coastal island that is part of Sardona and governed by Emir Harak of the Tarij tribe. The capital is also called Thrakos and the main export here is lead, which is mined in the local hills. Thrakos once belonged to the Ronian Empire but was acquired some time ago by the Sardonans. This remains a source of bitterness between the two powers.
Thrana Thrana is a Sardonan city in the Angordee Forest controlled by the Udhrah tribe under the leadership of Emir Tarik. The day to day affairs of the city are run by Ibn-Harbi, a spice trader with Sertori powers who has risen to become the Emir’s chief adviser. Ibn-Harbi also is head of the local spice guild (Dar Alu-Hamar). For more information see SARDONA in this chapter.
Tisa Ran This is a Hasri city-state that controls dozens of smaller settlements in the surrounding area (none named on the map except for the city of Jalisa). It is ruled by a monarch (Malik) named Farqu. Malik Farqu is a Sertori and a willing client of Asharun.
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The main exports of Tisa Ran are grain and rubies. The people of Tisa Ran farm rice. A number of openair taverns dot the roads here, usually operated by local farmers or merchants.
Tongasha This is an ancient Ogre city, once capital of Nong Sai and according to some legends, where Dosikan killed Senga. Likely this is untrue though it may have been one of his favored cities. It is located in Gashta Forest (near Palus) and almost entirely consumed now by the forest around it. Today it is uninhabited and its structures crumble. It is believed to be haunted and some say inhabited by Krut. Frost radiates from somewhere below the city, extending a reach over the Varian Mountains and into the Pentar River Valley. During Nong Sai, prior to its fall, the area between Vohar and Apprea was quite warm, but now it is cold, which has made it very attractive to the Gru living in Belvar.
The Tooksap Tribes This is a group of Singh-speaking Elves, cursed to wander the Wastes of Biti Panma in Southern Gamandria. They are nomads who move across the broken terrain in search of temporary oases of vegetation and water. According to legend, they were punished by Ranua for destroying a sacred tree in the Isan Forest. The Tooksap are not alone, as another society of Elves (See WASTE ELVES in CHAPTER ELEVEN: THREATS AND MONSTERs) dwell below the ground in a cavern system that spans the wastes. Little is known about them, but they occasionally emerge from the caves to capture and eat the Tooksap. The Tooksap worship Ranua and revere Biti Panma, a Dragon believed to sleep in the soil of the wastes. They say that though he slumbers, his powers of death and life affect the land through his dreams.
Tordae Tordae is a coastal Hasri city in Utoria of the Caelum Republic. For more information see THE CAELUM REPUBLIC in this chapter.
Traya Traya is a mountain city, with loose ties to Talyr. It is along a trail leading from Talyr to the Plains of Moru. The city is built into the mountain walls, and its massive gateways are actually part of the mountain as well. Its source of fresh water is an underground river. It is a major source of marble, and it is also known for its finely crafted statues. The trail helps fuel the Trayan economy, and nearby villages supply the city with grain and other foods. Most of the inhabitants are Human Khubsi-speakers. Traya is ruled by two women, one named Haphrate and the other named Samilce. One governs the city during the day, the other at night. They each hold the title Malika (Haphrate is called Malika Alu-Shamsa and Samilce called Malika Alu-Qamara). They are believed to be Sertori and seem to have some connection to the city itself (many have noted their ability to meld with the stone and disappear, or their power to reshape whole parts of the city). The truth is, the two women are one and the same—sisters who became haunts while casting Unity. Now they take turns sharing a single body—one awake in day, the other at night.
Tronis Tronis is an Orc town of the Verani tribe, led by Chief Timaeus. The people here subsist mainly on fishing and they trade in soapstone. Their houses tend to be round wooden structures, built low and partly in the ground for insulation. Tronis worships Ozias. For more information see ATROXIS AND THE TRIBES OF PENDEO and THE VERANI in this chapter.
The Tribes of Pendeo These are the tribes loyal to King (rex) Malka and the Pendeo tribe. They include: The Betari, The Canti, The Verani, The Basi and the Daethroni. See ATROXIS AND THE TRIBES OF PENDEO in this section for more details. The Pendeo tribe itself is made up of nomadic traders and slavers.
Tungat Oasis Population: 7,000 Leadership: King Arshan Export: Trade and Figs
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This oasis is actually a Grim (see TUNGAT OASIS in CHAPTER SIX: AFFLICTIONS AND GRIMS), created nearly 900 years ago when an Elven Sertori was overcome by his magic in a battle with Sandmen. Little else is known about the Elf, but he created several permanent springs, becoming one with them when the magic transformed him. He now appears as a large floating head in the water.
the Council grows into actual warfare, but this has not happened in some time. Each tribe still has a sheikh, but this is largely a ceremonial position since the king and the Council are the real authorities in the city. Sheikhs still play an important role in lending respectability and prestige to merchant house candidates. They often serve as priests of Tungat as well.
The locals worship the head, which can appear wherever it wishes in the fresh springs. At sunrise they chant to him and at sunset they tell him stories. He appears to desire entertainment, so they do what they can to please him. When he bores, the water turns putrid and the people must find a way to gain his interest. Tungat does not communicate, except by facial expression. Most of the time his eyes are closed and his features serene. A look of delight crosses his face when he hears a song or tale that excites him. If he grows weary or frustrated, he usually scowls. His waters form a ring around the city and protect its people from Sandmen, who cannot cross them.
Tusk House
Tungat Oasis is inhabited by members of the Narhasta Tribes who settled here ages ago: the Tajeer, the Safiri and the Qeshar. They were once nomadic like the other Narhasta but were drawn to Tungat’s waters and abandoned their wandering ways and gods to worship him. Since they settled here, the tribes have struggled for dominance. Usually this is peaceful, but it has occasionally turned to violence. The Qeshar currently control the city under King (Bal-Karba) Arshan. Arshan serves as ruler and the high Priest of Tungat. Tungat is a crucial trade city. Goods from the Khom River region, like incense, linen, wood clove, papyrus, coffee, copper and tea arrive via Donyra to pass across the Hashar Desert into Mandaru (the other Narhasta tribes often transport the goods, escort or raid the caravans). Goods from Mandaru also pass through on their way to the Eastern Trade Route. The merchant houses of Tungat are tremendously influential. The king needs their support to stay in power. The head of each house sits on the Council, called the Qadia, which elects kings and controls the city’s treasury. Council votes are usually divided along tribal lines. Presently, the Qeshar control the Council through an alliance with the Tajeer, leaving the Safiri in a weak position. Sometimes conflict in
The Tusk House is a well-known inn on the Western Trade Road in Noshtar territory and is also the hub of a growing resistance to Mandaru rule. For more information see THE NOSHTAR in this section.
Ubara Ubara is a semi-independent city that is part of the Caelum Republic. It once belonged to the Ronian Empire, but the Bishop of Ubara (Amenas) agreed to join with Caelum in 1248 fearing the alternative meant conquest by the Sardonans. He secured a favorable arrangement, permitting the Church to remain the chief administrative authority provided a large Temple of Lorgo was erected. The city pledged soldiers, and tribute was given to the Republic. As time passed, the shape of the Church in Ubara changed. The bureaucracy remained, but the beliefs shifted to accommodate a wider assortment of gods and powers. Ramos is at the head of this intricate Pantheon. It became the Church of Ubara. However, a new religious movement has made its way into the city, causing sectarian conflict and violence in the streets. Ten years ago four Sertori: Hypatia, Kalla, Po, and Raeli saved Ubara from a Demon named Diastoru. These Sertori were well known across the Varian, and in the wake of their great battle, they remained in the city and tended to the people. They already had followers, but their movements grew within the city. Soon people were leaving the Church to follow the Sertori. Initially the Sertori and their followers formed a single group, but they too began to fragment as the Sertori succumbed to Afflictions and disputes among themselves. Now each Sertori lives in a large temple in the city and plots against her former ally. Their followers wage an increasingly bloody war in the marketplaces and forums of the city. The Church of
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Ubara tried to remove itself from the tensions by entering each of the Sertori into its pantheon as divine messengers, but this simply spread the conflict to its members as well. The beliefs of the four Sertori and their followers are all based on solid principles: compassion, destruction of evil, and protection of the weak. However, their minds are quickly succumbing to Afflictions and all four see evil everywhere, see abuse of the weak everywhere and only sense compassion among their own followers. Now they view control of the Church and its pantheon as a prize, which has only made the conflict more intense.
Udom Udom is the summer capital of the Isar tribe and Ogres who live in the Northern Midbar Valley. It is a semi-permanent tent city with about 300 inhabitants. There are also five Sertori sent here to assist the chief, (Doru Khusat), as a client of the Ronian Empire. For more information see MIDBAR VALLEY in this chapter.
Urgason Urgason is a city state in Southern Chambar governed by Khusat Nomburi. For more information see CHAMBAR in this chapter.
Urhauch The seat of Loff the Great, ruler of Belvane. See BELVANE in this chapter for further details.
Usta Population: 50,000 Leadership: Council (curia) and Duoviri; Quaestor Export: Trade, Ships, Weapons, Sculpture and Fish Sauce (garum) This is a major port city in the Caelum Empire and is used by the capital for access to the Caeloru Sea. It is governed by a council of 100 local aristocrats who function much like Cael’s Senate. They appoint two executive officers called Duoviri who are similar to the Senate’s Speakers (Imperators). While this local body has freedom to pass laws and oversee justice, the harbor itself is under direct Caelan control, under the authority of a Quaestor sent from the capital. 320
Usta is more diverse than Cael, with a good mix of Orcs, Hasri, Kobolds, and Elves. Humans and Gru exist in small enclaves, as do Ogres. Usta is small compared to the capital, and a major producer of monuments, stone sculptures, weapons, ships and fish sauce. However, its main export and import is trade. Numerous trade guild houses line the harbor district, and unlike Cael, inns are a common site (as are taverns). There are also a number of elite schools in Usta that cater to aristocrats from Cael. Most of the teachers are either Kobolds or Hasri.
The Utari The Utari are a group of Hasri barbarian tribes who live West of Mandaru, and have been pushed by Mandaru expansion into Southern Caelum—some have fallen under Mandaru control, while others have moved West or North.
Utor Utor is the Capital of the Caelum province, Utoria. Utor is a city mainly of Hasri who produce sea salt. This process requires ample fuel to help evaporate the water, so they have created channels to produce bog lands where peat can be extracted. This also benefits some of the pastoral farmland around the city as well, where sheep and other livestock are bred. Another key industry is bookmaking. Scribes are employed by merchant companies to produce copies of existing and new works (mainly for aristocrats) on velum and papyrus scrolls. The most influential guild houses (curia) in Utor are: The House of Lurolai (Salter’s Guild), The House of Latar (Scribe and Bookmakers Guild) and The House of Silver (Silver Miners Guild).
Vaar Wood This is a heavy evergreen forest consisting of tall white cedar trees in the West and oaks in the East. There are many ruins of Nong Sai here, and the place is believed to be cursed. There is truth to this rumor. Anyone who is caught in the forest after nightfall turns into a blood tree permanently. The locals speak of a witch who lives somewhere in the middle of the forest (in actuality this is a Dryad).
The Vadeena These are Singh-speaking Elven farmers and herders who live in the Western edge of the Steppes of Shandee. They cultivate green root vegetables, herd sheep and chickens, and occasionally hunt to supplement their diet (preferring Mammoth and boar). The Vadeena are subject to taxation from the Mandaru Empire but are governed by their own leaders (usually a village head or elders).
Valorgo Valorgo is a prosperous city in the hills of the Havsoru River region, in the Caelum province of Helvarum. It is a large producer of honey. The city is named after a great Temple of Lorgo in the center of the city, with an enormous statue rising above its dome (believed to be an old Slovar design). With the threat of the Horgel tribes, Governor (Praetor) Blandus erected small wooden forts and walls in a line South of the city. Some believe his defenses and measures are inadequate for the growing threat. Though Blandus is in Helvaro, he sent a legate named Gaius with a single cohort to defend the line. Gaius knows one cohort is not enough and has been raising and training troops locally to supplement his numbers.
The Vari Tribes The Vari are Gru Tribesmen who live in the Varian Mountains and the river valleys at its base.
Varian Mountains These mountains are tall and exceptionally cold. Grim Beasts dwell here in large numbers, and there are also rumored to be a tribe of Krut as well. The mountains themselves are difficult to cross and their danger cannot be overstated. They impose a -2d10 penalty to all Survival Skill Rolls. There is a pass in the middle of the range that leads into Beora. Here the penalty falls to -1d10, but it is inhabited by a large number of warring Gru tribes.
Varian Sea Once the heart of the Nong Sai Kingdoms, today the Varian Sea is a vibrant area of trade that includes the Ronian Empire, Sardona, Eastern Caelum, Vohar, the Vaaran Kingdoms and countless islands. Shahr
also has a notable mercantile presence in the region. The large number of merchant ships carrying goods between ports and from the islands has attracted a great deal of piracy as well. Local pirates are able to hide in coastal caves and in the many small, uncharted islands throughout the sea. Most famous are the Taksiri Pirates who follow Queen (Malika) Zabaea and have an unspoken alliance with the King of Sardona. See Taksiri Pirates for more details.
The Vaaran Kingdoms Ruler (s): Kings and Castle Lords Language (s): Ronian, Gruskel (Vaaran), Khubsi and Latar Religion: Church of Ramos and Church of Light (Northern) Exports/Resources: Tar, Wool, Timber, Furs, Potatoes, Rye, Tin, Salted Herring and Salted Cod Races: Human (60%), Orc (15%), Halfling (10%), Gru (10%), Dwarf (5%) Major Cities: Vesta and Port Sul The Vaaran Kingdoms are a group of cities and holdings in the Northern Varian Sea. The Kingdoms were once provinces in the Ronian Empire, but became increasingly isolated after its split following the 1245 invasion of the Sardonans and Caelum’s annexation of Varan River province. Prior to that, in its ancient history, this area was the heart of the Nong Sai Kingdom. The Gru tribes had long been a threat, but in 1300 a series of intense coastal raids, followed by the Southern migration of Gru tribes into the Gashta Forest overwhelmed what remained of the Ronian provinces. These had stopped being official provinces since the 1252 Caelum invasion, but in the wake of the Gru attacks, what little structure remaining collapsed. Gru Chieftains inserted themselves as kings, and this led to local uprisings championed primarily by former soldiers of the Caelum or Ronian armies. Chief among these was Voharus, an Orc and former Caelum General who had settled in the coastal town of Vesta following political scandal. He raised an army and drove out the Gru establishing what is now Vohar. South of the Varian Mountains, Voharus became a legend and armies drove out the Gru in his name. Still many Gru tribes remained and it was difficult for newly established 321
kings (living mostly in coastal cities) to control their holdings in the Gashta Forest, so they relied on castle lords. However, the kingdoms North of the Varian Mountains were lost to Belvar and Ranu invasions in 1440, leading to an influx of Human refugees into the South and Gru raids. Presently the kingdoms of Ustol, Beora and Apprea are in near-constant states of war. They receive heavy support from Vohar, but also from Caelum (which doesn’t wish to see a another Gru state on its Eastern Borders). The Vaaran Kingdoms are heavily forested and much colder than their neighbors to the East or to the South. Though summers can be warm, the winters are long and cool with heavy snow and rain. While this area should be naturally warm, the climate changed after the fall of Nong Sai. There are many ruins of Nong Sai civilization throughout the region, including Khason in Sai Wood. Only fools go into Sai Wood or enter Khason (See SAI WOOD entry in CHAPTER SIX: AFFLICTIONS AND GRIMS). Most of the Vaaran Kingdoms are South of the Varian Mountains, which are tall, snowy and difficult to cross. There is a well-known pass near Vaar Wood and another East of Vohar. The trees in Gashta Forest are wide and grow to incredible heights. While not good wood for ship building, they are excellent as a source of fuel and for constructing housing. The plains of Vohar are good for growing rye. Grim Beasts plague this region and are unusually common. Other than that, wolves, bears and bandits are a threat. The coasts are subject to raids from the Armira. The Vaaran Kingdoms are a strange melting pot of Ronian, Caelan, Khubsi and Gru culture. It remains a largely Human population, with an aristocracy at the top composed primarily of Ronian descendants and Caelum Orcs, with Latar and Gru speaking farmers and serfs at the bottom. The Humans in Vaar are primarily of Kash stock. Khubsi is the language of the Church of Ramos and while not widely read or understood by the general population, is spoken and read by many priests, scholars and some aristocrats. Life is chaotic here. Kings generally rule from walled coastal cities and leave control of their interior holdings to castle lords who in turn give control of their territories to lesser lords (titles can vary but usually taken from Ronian or Latar, with kings being called
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either Rex or Basileus, and lords being called Dominus or Archon). These are usually bestowed on condition of military service. War is itself an occupation here, particularly with the recent Gru invasions. So fighting men often serve minor lords and castle lords, but they are just as likely to raid settlements or set themselves up as local authorities. Vohar, however, is well ordered. The line of Voharus remains in power under the present King Arataea, with his authority maintained by an order of warriors called the Varian Knights. In some places, Gru warlords have carved out small areas of control for themselves over the Human population. As the Church of Light’s reach in this area receded, new ideas emerged, leading to a different Church structure but also openness to other beliefs. The Church of Ramos spread rapidly from a Dwarven conclave in Port Sul and is now the most widespread religion in the area. Adherents of the Church believe in the supremacy of Ramos over all other deities as well as non-violence. The latter is not well heeded by the local lords, who must use force to keep their holdings. But the former is widely embraced to the point that Sertori are viewed with suspicion and considered Demonic entities or false gods. In isolated pockets the Northern Church of Light has monasteries and adherents, but for the most part they are found only in Vohar. Vaaran hatred of the Gru invaders is exacerbated by the Gru worship of Sur Vanker. The Coastal Cities are important in the Vaaran Kingdoms and much more cosmopolitan than the interior. Chief among them is Port Sul, originally a Halfling Colony. It continues to have a large Halfling population, and the King of Palus (also a Halfling) rules from here. Trade with Caelum is strong, mostly through the city of Vesta, while Port Sul conducts trade with Ronia, Sardona and Shahr. The Vaaran Kingdoms are a rich source of tin, tar (for shipbuilding and sail making), timber, wool and salted fish. Potatoes and Rye are also quite common. Apprea: Apprea is ruled by King Bre’entar from the city of Starhaunch. He is one of the few Gruskel-speaking kings with no Ronian or Caelum lineage. His land is under constant threat from his own Human population and from Gru tribes and warlords. Presently, the Gru warrior chieftain, Dorgel, poses a challenge to his supremacy and
has taken much of his land in the North East. Beora: Ruled by King Mossedes, a Ronian aristocrat, from the city of Parsa, this is a war torn area. Beora borders the North pass through the Varian Mountains, making it highly susceptible to Gru attacks. Their outposts on the pass were recently taken by invaders and the invasion has moved South close to Parsa. Beora is a vital source of tin and tar. Palus: Palus is built atop Nong Sai ruins. It is ruled by King Hanno-Kar, a Halfling in Port Sul. Most of his men are Ronian Aristocrats. Hanno-Kar is among the most strident adherents of the Church of Ramos, and there is no larger base for the Church than Port Sul. For this reason, the Church has desperately sought help from its allies in Bukhra and secured Dwarven mercenaries from the Shahr Republic. Gesara, a respected Sertori hunter, has the protection of King Hanno-Kar. Though invasions have rocked the Northern Kingdoms, Palus, largely due to its sizeable army and wealth, has remained secure. Still, away from Port Sul, it is chaotic and filled with internal conflict as any Vaaran Kingdom. Relations with Ronia are not good due to the king’s support of the Church of Ramos and his hatred of Sertori. There are few Sertori in Palus because they are actively hunted down (the preferred method is to kill them in their sleep). Khubsi is widely spoken here. Ustol: King Druzel rules Ustol from the city of Janus. He receives heavy support from Vohar and has many forts and castles East of the Pentar River. Ustol regards Beora as his rightful territory (anything East of the Pentar, including Beora’s capital, he deems his own) and prior to the Gru invasion was involved in a war with King Mossedes. He intends to use the conflict to secure control of Mossedes holdings. The chief exports here are wool, potato and timber. Vohar: King Arataea rules Vohar. He is an Orc descended from Voharus. His sons govern his holdings and he is supported by the Varian Order of Knights. Unlike the other Vaaran Kingdoms, Vohar believes in the Church of Light. This gives them strong ties to Ronia and the King’s Orc heritage enables a strong relationship with Caelum (traditionally the kings marry women from Caelum with family ties to the Senate). The current queen is Ilexiana and she is a niece of General Brogustu. Vohar is the richest and most prosperous Vaaran Kingdom. Being East of the Varian Mountains
and South of Sai Wood generally keeps it safe from Gru invasion. Sai Wood is a terrible place, a Grim at the heart of Dosikan’s final stand against the gods. Deep in the woods are the ruins of Khason, an ancient city. They also have strong relations with Caelum. Saigru is another matter, but for the moment, there is no conflict there. Vohar’s main exports are tin, rye and crafted goods. They are well known for their swords and armor. Chariot races and gladiatorial contests are both popular here. There are also many illegal events, mainly involving creatures taken from Sai Wood. A criminal network called the Malmori, controls this trade (and it extends beyond Vohar).
Vashanu This is the Mandaru summer capital (As is quickly becoming its winter capital), located in the Steppes of Shandee atop a great chasm from which fresh waters surge forth and become the Namthong River. It has a population of 90,000 people. Originally Vashanu was a temporary camp where the Mandaru tribal leaders would meet. Slowly it became a semi-permanent camp, then a city that the tribes warred for control over. In 1430 Veja Kashan began a project to restore the glory of Nong Sai by building up Vashanu using imported marble and timber. Today Vashanu looks very different from the way it did in the past. A large palace of wood and marble is at its center, and from the courtyard of this structure towers a vast tree, called the Sacred Tree of Ranua. This functions as Veja Kashan’s court and throne. The tree itself is natural, but ornamented with gold, silver and gems. The interior of the palace is made up of layered circular halls and chambers. The walls are adorned with ivory reliefs that lend the impression of a forest. All around the palace are fountains sculpted into the shape of lions, horses and serpents. Though most of the year their mouths flow with water, during important meetings of the Khansai (see MANDARU EMPIRE in CHAPTER NINE: PEOPLES AND PLACES for more details), Veja fills the fountains with the milk of blue water flower and ox root (see RANUA’S MILK in CHAPTER FIVE: RULES). The waters of the fountain have their source below the city, part of a complex lake and river system that floods up near the Sacred Tree of Ranua and flows from the palace in a walled canal forming the Namthong River.
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Veja and his palace administrators have access to the underground waters through stairs that wind down to its lowest chambers. The name Namthong simply means golden water in Singh, and the name arose because the river shimmers gold during dawn and sunset. The river exits the city via a temple dedicated to Senga. Around the palace are rings of yurts. These are the homes of Veja Kashan’s personal Benkrob. When he relocates to As in the winter or needs to visit another part of the Empire, these collapsible houses are transported in an enormous caravan to his destination, along with his retinue of loyal warriors. Beyond the ring of yurts, are more permanent structures like taverns, workshops, temples, brick and wood houses, shrines and a circular city wall made of stone lined with pointy towers. Within the city, just before the city walls, a well-kept parkland filled with flowers, trees and game animals, forms a complete circle around Vashanu. Veja and his Benkrob like to hunt in these grounds.
The Wastes of Biti Panma A stretch of barren and rocky wastes that extends hundreds of miles East from the base of the Chambar Mountains. The Dragon, Biti Panma, who is believed to have power of life and death, is said to slumber in the wastes. His nightmares and thoughts of revenge for the gods spread desolation, while his few moments of mercy and joy produce fleeting oases. The wastes are inhabited by the Elven Tooksap Tribes (see TOOKSAP TRIBES in this chapter). It is also inhabited by another group of Elves, who live below the ground. Not much is known about these people, but they are cannibals and surface to feast on the Tooksap (See WASTE ELVES in CHAPTER ELEVEN: THREATS AND MONSTERS for more details).
Vesta
The Western Plains
This is the splendid capital of Vohar, King Arataea’s land. It resembles Poro Deos in many ways, with cathedrals, arenas, hippodromes and baths. Order is kept here by the Varian Knights and its proximity to Sai Wood makes the surrounding countryside quite dangerous. Though most people are content to attend the normal games in broad daylight, a dark culture exists at night in the city’s sewers and taverns. Contests are held involving magical creatures taken from Sai Wood. The trade of these creatures goes well beyond Vohar, itself, and is controlled by a group that calls itself The Malmori. Occasionally, the keepers of the creatures lose control and entire city blocks are ravaged.
These are grassy plains inhabited by Hasri farmers and Kobolds.
The Verani These settled Orc tribes are skilled craftsmen and fishermen. They live along the Sea of Gilva and have two large towns: Caetus and Tronis. The Verani are loyal to King (rex) Malka and worship Ozias. For more information see ATROXIS AND THE TRIBES OF PENDEO in this section. The Verani are led by Chief Timaeus.
Waqar Waqar is a Hanadi village on the Khom River. Most of the people here are Khubsi-speaking Hasri and 324
loyal to Sheikh Alu-Tura of Rahan. The residents of Waqar are skilled craftsmen and specialize in bronze utensils and bowls.
Yodh Yodh is a Marite city under the control of King Omar. They cultivate cedar and have a number of key silver mines. There are whispers of a strange woman at the king’s court. There are also rumors of a Gorgon roaming the hills near the mines, and this is supported by the sudden appearance of statues striking terrified poses. For more information see THE MARITE KINGDOMS in this chapter.
Chapter ten: History and legend This chapter provides the history of Gamandria, as well as its legends and myths. It begins with an overview of each major period, then goes into more detail for some of the important regions in the setting, and finally, discusses key legends. The Gamandrian calendar is divided into two eras: Ante Angustiam and Post Angustiam. Ante Angustiam involves the time prior to the fall of Nong Sai, while Post Angustiam refers to after the fall. Angustiam is the great anguish, or Angustia Magna, the reign of fire and death sent against Nong Sai by the gods. Magic and Dragons entered the world after these events.
HISTORICAL TIMELINE Calendar Eras Ante Angustiam (AA) Post Angustiam (PA)
Ante Angustiam (AA) 1500
Rise of the Nong Sai cities
1200
Nong Sai Kingdoms
1000
Anumar League
900
Elves enslaved by Nong Sai
100
Halflings establish colonies and trade with Nong Sai
50
First Human settlements in South (Ruan)
40
Elves freed and spread out from Nong Sai
10
Dosikan kills Senga and destroys Anumar League
10-1
Angustia Magna (great anguish)
Post Angustiam (PA) 20
Kingdom of Shahr established
90
First Human kingdoms rise (Rona and Agra)
100
Orc nations emerge in Northwest, starting with Caelum
223
Asharun established
350
Caelum unifies the lands of Sola
351
Orathel Namburi scales Mount Brogustu and receives the Laws of Light.
378
Shakasti Kingdoms established
375
Rise of Sertorius Poro
380
First Utorian War (Caelum v. Utoria); Utoria Wins
400
Shahr becomes a Republic
416
326
Rihan establishes trade settlements
Rashua and parts of Rihan unite with Shahr in face of Marite invasion; what remains of them is absorbed into Bukra-Shar
420
Elves of Shandee cast out Sertori, a group of them unite and invade Ruan to establish Khata in its place
1300
420
Rona converts to Church of Light
13091400
Belvanite invasions along Northeast coast; Belvar established, Ranu established
1400
Esmar established
1401
Tribes of Pendeo unite under Malka
1423
Hasru alu-Aqulu becomes king of Matruk
1423
Mandaru Empire expands
1438
Marite City States united under Queen Sabeena of Besra
427
Rise of Gar-El
443
Chambar established
446
Gar-El invades and conquers Rona
456
The Battle of Ogre Gate; Rona liberated, Midbar turned to desert
490
Order of Promestus established
500
Rashua established
500
Caelum conquers Eneum
510
Belvane Emerges out of Rugar and Havar migrations
516
Rona conquers Agra, driving many of its inhabitants West
550
Agra Kingdom established on Eastern Sea of Aetorus
698
Gru raiders invade Shahr and sack Nahar, nearly destroying its great library
737
Second Utorian War (Caelum v. Utoria); Utoria destroyed, Utoria Minor and Major formed
750
Druza establishes Church of Ramos
770
Caelum conquers Pasaara
780
Caelum conquers Aetorus
786
Nicodemus starts the Book of the Archon
799
Bashon falls
857
The Gru Tribes unite, advance South and push the Ogre Tribes into Ronia
866
Rashua becomes client of Shahr
874
City of Rona succumbs to Grim
900
Ronian Empire established
900
Helvari War, Caelum conquers Helvarum
1100
The rise of the Marites
1117
Isharna settles the area now called Phra Goa
1203
Caelum conquers Rono
1430
Veja Kashan redesigns Vashanu
1231
The Monks of Isharna establish Phra Goa
1245
The Sardonans migrate North following invasions by the Marites and attack Western provinces of Ronian Empire
1248
Ronia launches Naval invasion of Shahr and is crushed
1251
Ronian Empire split in half and loses its Northern provinces, following invasion by the Caelum Republic. Province of Esha is created
1257
The Children of Nong Sai established by Justinian
1263
Khata invades Shakasti Kingdoms; forms alliance with the Matruk
1439
The Troll Tauq gains control of Talyr
1440
Belvane united by a single ruler
1440
War of Aetorus
1440Present
Ranu Tribes and Belvar invade Vaaran Kingdoms
1450
General Brogustu (of Caelum) invades Perlova Valley and Agra Kingdom, defeats them in Battle of Ansa
1450
Mandaru and Asharun go to war
History in Broad Strokes These are the pivotal events in Gamandrian history. For the sake of clarity, we provide the most likely and compelling narrative of Senga’s death and Sarilla’s betrayal. This is only one possible history and it is not known to the general inhabitants of the setting. In fact, not even the gods know the role Sarilla played in the murder of Senga. This is a very rough outline of Gamandrian History.
Ancient Period (Ogre Civilization 1500 AA to 1 PA) “Age of Light” According to legend, in this period with Senga the sun god still alive, day was eternal; there was no night, so it is known to many as the Age of Light. It was also a time when gods roamed the world freely among their followers. But that all ended with the rise of Dosikan and the murder of Senga. During the Ancient Period, most of the Races were scattered nomadic tribes. The exceptions to this were the Ogres and the Slovars, eventually becoming Nong Sai and Anumar, respectively. Of these, the Ogres were the first to establish cities, crafts, and critical technology like the wheel and agriculture. The Slovars, who traded with the Ogre city states, soon established their own cities.
While the Slovars and Ogres cultures advanced, the other Races struggled to survive. Humans lived mostly in the mountains and foothills. Dwarves and Halflings stuck to the coasts and near rivers. The Hasri, who lived in the relative isolation of the southern coast, were building crude vessels to explore the offshore islands and rivers. Elves were created by Ranua as gifts to the people of Senga and placed into the bondage of the Ogre cities (but earning their freedom before its collapse). In time, the Ogre City States unified into a powerful civilization called the Nong Sai Kingdoms. These were a group of culturally similar and semi-independent settlements. Usually, however, one of the Ogre Kingdoms dominated the others. Soon after, the Slovars formed into a league of city states called Anumar. For centuries the Slovars and the Anumar waged war against each other. Whether these wars were fought for land, honor, or religion is unknown, but according to legend, the Ogre god
Senga led many of the Nong Sai armies into battle, as did the Slovar god, Lorgo. To this point in history the Sertori did not exist. All magic resided with the gods. But the goddess Sarilla, a consort of Senga, grew jealous of the Ogres. Her people, the Hasri, still languished in primitive huts and bands along the Southern coasts. She begged Senga to share his secrets, for she knew he had helped advance the Ogres. Senga refused. Then a mighty Ogre king arose named Dosikan. Dosikan was ruler of the city of Tongasha. Ruthless and hungry for power, Dosikan subjugated the other Ogre states under an iron rule. He then turned his attention to Anumar with the intent of wiping it out forever. Seeing an opportunity to undermine Senga, Sarilla approached Dosikan and promised him power beyond imagination—power that would result in the destruction of the Slovars and the triumph of Anumar. Sarilla devised a way to kill another god (something not even Senga knew how to do). Little is known
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about this ritual, but it involved a special knife and chalice created by Sarilla. It is likely the blade was fashioned from Sarilla’s own spine. She instructed Dosikan how to use the objects and perform the rite. As Dosikan prepared for war with Anumar, he approached Senga with his men to receive a blessing and show his adoration. As he bowed before the god, he instructed his men to seize Senga and he plunged the knife into his throat. As the blood flowed down, Dosikan received it into the chalice and drank until he had consumed every last drop. The blood imbued Dosikan with all of Senga’s powers (and Senga died in the process). He led his men to victory against Anumar, slaughtering the Slovars. When the other gods learned of Senga’s murder, they became enraged. Together they sent a storm of fire and ash on Nong Sai then created new instruments of vengeance, the first Dragons. These were unleashed upon the world causing death and chaos on a massive scale. Dosikan tried to make a stand against the gods in the city of Khason, but he had already gone mad from the blood of Senga. When the killing blow was finally struck it sent a massive shockwave across Nong Sai. Dosikan’s body ripped asunder as the energy of a god was spread across the land. Senga’s spirit was reborn over the next several centuries in the form of Sertori. From that point on a small number of newborns (of any Race except the Ogres) would be touched by Senga’s power and have the ability to wield magic. It was as if Senga’s soul burst into millions of pieces and each one was incarnate in a living creature. In the aftermath of these events, a two-fold curse settled upon the Ogres. First, their Race would be untouched by magic. While sorcerers would be born among the other Races, they would be barren of such power. Second, once the masters of civilization, they became its exiles, forced to watch as other Races claimed their cities. With Senga no longer able to hold the sun in position, it began to revolve around the earth and its inhabitants experienced night for the first time. Sarilla strained to position the moon, providing minimal illumination in the evening. However as she grew weary and slept it would dissipate to darkness, then re-emerge when she awoke. In this way, days were divided into periods of light and darkness. 328
Middle Period (1-500 PA) “Age of Ashes” The era from 1-500 PA was a time of drastic change and chaos. Humans populated Nong Sai and slowly created their own cities and governments upon the ruins of Ogre civilization. The Halflings, who had already been developing on their own, settled Shahr. Across the world the other Races advanced. Perhaps the decline of the ogres created a vacuum for the other races to fill, or perhaps the release of Senga’s spirit caused them to advance. However, this was a period of great disunity and war. It was also when the first sorcerers emerged. No orders of Sertori existed. Their powers were shrouded in mystery, and the Sertori, themselves, thought they were alone. When two Sertori did meet, it usually ended in bloodshed. The first Sertori appeared in the form of an Orc named Sertorius Poro, in Caelum where he inserted himself as a tyrant. His rule was terrible and blood soaked. This had lasting consequences for Sertori throughout Gamandria and for the people of Caelum, who lived in fear of another Sertorius after his assassination. They established two rules that remain today in the Republic: no Sertori may hold political appointments or be placed in positions of power, and no single individual can rule over Caelum. In settled and organized regions fear of Sorcerers was rampant, leading to violent hunts. Although powerful, the sorcerers were all too Human and especially vulnerable when they slept. Furthermore, they were isolated from one another, effectively fending for themselves. The hunts were far from one-sided however. It was no easy task to dispatch a wizard, and it was not unknown for hundreds of hunters to perish at a time. The hunters rarely took chances. Mere suspicion of being a sorcerer was usually enough to warrant a speedy execution. Thousands of innocent people were killed because of this. The fear of Sertori typically expressed itself in one of two ways; some tried to destroy them while others sought their protection. By the end of the middle period, the latter became more common. Some Sertori gained political power. Sorcerers would often
attract masses of followers and take kingdoms for themselves. One such Sertori was Gar-El of Ogre Gate, from the Bukhra tribes when they were at the height of their political power. In those days, what is now the Midbar Desert was a lush and vibrant basin with fertile fields and forests. Gar-El used his powers to assemble an army of Ogres, which he used to subjugate the Bukhra. But Bukhra was not enough, and Gar-El marched his forces on Rona, which fell briefly to him. He created a small empire and made Ogre Gate the capital. Within ten years, a resistance to his tyrannical reign succeeded and defeated his forces that included Sertori at the battle of Ogre Gate. Knowledge of the battle is lost, as Gar-El lost control of his magic and became a Grim, killing everyone at the battle site and causing a plague of desiccation throughout the entire basin. There are legends that thousands of Sertori died in the battle and these include references to a portal or gate being opened to another world. The Midbar Desert originated with this event, and to this day, the ruins of Ogre Gate stand at its center. The Elves, who had migrated west from Nong Sai following their release from captivity in a great exodus before the fall, started casting out Sertori from their tribes. One group of outcasts united, wiped out several of the other Elven tribes and migrated South where they established themselves as rulers of an existing Human Kingdom: Khata. The most important development was the creation of wizard orders. These helped alleviate the conflict and tensions between Sertori and non-Sertori. The first was the Fellowship of Promestus. Promestus was a powerful wizard with a gift for politics and a strong mind for philosophy and rhetoric. He saw that the Sertori had value for rising kingdoms and empires. They were a vital resource in war, intrigue, trade and those without Sertori would be the losers of history. The Fellowship of Promestus was created in Rona (present day Ronia), where it grew side by side with the existing political structure. While the Fellowship of Promestus officially forbade its members from seeking positions of political authority, in truth they acquired political power through advisory posts. In Rona, for example, they formed an advisory body to the king made up of 13 members.
The Golden Age (501-1200 PA) The Golden Age was a period of great stability in some places and tremendous growth and change in others. Kingdoms rose in the Southeast, the Ronian Empire replaced Rona, the Orc Republic of Caelum doubled in size when it defeated its rival Utoria, and the Marites first appeared. There were new religious developments during the Golden Age. For example, in 750 a Dwarf named Druza started the Church of Ramos. The movement eventually spread to the Vaaran Kingdoms. Her followers would later claim the Church was founded at a much earlier date. This period also witnessed an early southward movement of the Gru. In 857 they united under a powerful leader named Gru and advanced south, driving the Ogres into Rona (where they were welcomed into their former homeland as refugees). Perhaps most importantly, the Ronian Empire was officially established in 900. Formerly, a group of loosely allied kingdoms called Rona unified under a single leader, the Pontiff of the Church of Light, and conquered the rest of the Varian Sea. Between 1100 and 1300 a number of Human tribes, mostly people who had inhabited the mountains as rugged pastoralists, migrated to the foothills and became a source of conflict for the settled peoples in the Western regions surrounding the Midbar and Brogustu Mountains. One such group, the Marites, advanced into the Sardonan lands, forcing them to flee to the Brogustu Mountains where they lived for generations. The Marites also invaded the cities of Rihan (including Shanor), whose inhabitants fled East to Rashua in 1300. There the Rashuan cities absorbed the Rihani and built defenses against Marite incursions.
The Silver Age (1200 to 1450): the Age of Disciples This is the present, from 1200 to the year 1450. It remains a time of relative stability, though signs of decay are present across the world. It is also an age of great change for the Sertori, whose powers are growing in ways never before seen.
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The last two hundred years reshaped the area around the Varian Sea considerably, splintering Ronia. In 1245, Sardonans invaded the Western provinces of the Ronian Empire from the Brogustu Mountains. The Caelum Republic, which had a growing population of Church of Ramos adherents, seized the opportunity and invaded the coastline near the Varan River in 1251, effectively cutting the Ronian Empire in two. Following this, the Northern provinces were invaded by waves of Esmar and Ranu (Gru peoples who were probably attracted to the cool climate generated by Sai Wood), which caused deep fragmentation. Today, what remains in the North is a series of fragmented kingdoms.
The Times of War
In just the last couple of decades, the Mandaru tribes of the central plains expanded rapidly, forming an empire that stretches from the Eastern coast to the ‘Awad Mountains. This brought them into conflict with Asharun, a vast Hasri power controlling the region surrounding the Veja River.
The Time of Magic
This is also a time of change for the Sertori themselves. In the past, Sertori would attract followers in the same way other mortals would, but in the last few decades people started to worship them in large numbers. This has happened sporadically, and there are no records of it happening before. The Sertori and the gods all take different views on this phenomenon. The Church of Light, for example, is currently debating what this means and whether men can adore Sertori and Worship Ramos.
Beyond the Present The Ages described so far all lead to the present. Each one is suitable for a campaign in its own right, but the Silver Age is the default assumption of the game. Still, one could run adventures in The Ancient period, where Sertori are not an option and most Players are Ogres, or run one in the Middle Period where Sertori are hunted down and rare. Just be sure to make any necessary adjustments. Anything set before the Silver Age would mean Sertori have no Ranks in Divinity, no access to Thauma and no Followers. While the future is not written, there is a likely future for Gamandria. The Gamemaster is encouraged to explore this on his own, although we do have a rough outline for future events to accommodate any use of time travelling Thauma.
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There will be two more major ages in Gamandria (more will follow, but these are entirely up to the GM). The first is a Time of War. As the Sertori grow in power, they become rivals and warfare on a scale never before seen spreads across the world. Eventually, the gods, themselves, participate. Civilization will once again collapse, and whole populations will be wiped out. This age can either lead to the ruin of Gamandria, leaving it a bleak shell of what it once was (with pockets of fortresses of Sertori kings and gods) or it can lead to a new age, where the gods and Sertori re-unite in worship of Aetia.
When the spirit of Senga is restored, the gods can merge into one entity—a powerful core for a new world. Stability returns; but more importantly, the powerful magic once only possessed by a few Sertori will become ubiquitous, as the gods selflessly share their gift with the entire population. Civilization and culture will advance rapidly, and the inhabitants of Gamandria will take to the stars.
Time of Ruin If the gods and Sertori never reunite, the world will be in ruins, ultimately becoming a dangerous world consisting of isolated cities and fortresses ruled by gods and Sertori who have largely gone insane or lost themselves.
THE HISTORY OF SHAHR AND CAELUM This following provides the histories of two important powers in Gamandria: Shahr and Caelum.
Shahr The history of Shahr begins before the collapse of Nong Sai. In about 200 Ante Angustiam Halfling settlements appeared along the Hema River. Among these, the city of Shanor became the most powerful and subjugated the others. Shanor developed river and sea vessels, allowing the spread of culture far beyond its valley. This brought them into contact with Nong Sai, with whom they traded. Wherever they went, the Shanori Halflings established city-state colonies with vague ties to their mother city. By 100,
they had settled the islands of present-day Shahr. Before the arrival of the Halflings, the Island of Shahr was inhabited by tribes of Kobolds (who they called the Kalabi). The Halflings came to dominate the Southern coast of the island, and over the next hundred years, defeated most of the Kalabi tribes and took them as slaves. Shortly after the fall of Nong Sai, in 20 Post Angustiam, Nahar, a major port city, became the most powerful city on the island under the reign of Malik Hazar. Over the next two hundred years, it was ruled by his descendants. In 233, the last Malik of the Hazar Dynasty, Hazar Alu Ghabia (known to history simply as “The Idiot”), waged a hopeless war of conquest against Agra, over access to the Varian Sea Islands. This drained Nahar’s treasury and crippled their naval fleet. A popular general and descendant of the Shanor aristocracy named Hadruk seized Nahar and placed himself on the throne. But General Hadruk was betrayed and murdered by men still loyal to the previous king. One of Malik Hazar’s cousins took to the throne, murdered Hadruk’s men and executed all of his family except his daughter, Shahra, who escaped. Fleeing North into the Kalabi region, she regrouped with the surviving supporters of Hadruk. Working with the Kalabi, she established a new city, Shahr on the Northern coast of the island. Instead of fighting the Kobolds, she embraced them and drew them into her city as full citizens. She also used their knowledge of the island against Nahar to defeat it. Shahra then built an enormous navy, and an impressive harbor from which to launch it, (albeit they were established for military purposes, they were used primarily for trade). During the reign of Malika Shahra, the power of the Shahri merchants and landowners grew. Trade made her city prosperous, and Shahr established its own colonies along the coasts. It also used its wealth and power to make Rashua its client. Thus, began the Hadruki Dynasty. Malika Shahra made another important contribution. Lurolai had required an annual sacrifice of children as part of her covenant with the Halflings. This expectation was widely known, and not that
unusual at the time. Malika Shahra pleaded publicly with Lurolai to end the practice, offering her own life in exchange. Impressed with Shahra’s bravery, Lurolai made it known she would no longer require living sacrifices, so long as her people made offerings of wine during the day and only drank alcohol in the evening when their labors were complete. For this reason, followers of Lurolai drink primarily tea and coffee during the daylight hours. By 398 the merchants of Shahr were weary of monarchy and overthrew the last true Malik, Muqadh. They created a new government with a governing body called the At-Tarja (the Guild Council). The council was made of Shahr’s wealthiest residents, selected from the various guilds. The office of Malik became an annually elected executive position with the ability to direct policy and power to enforce Shahri law. Each year the Guild Council elected a new Malik from its own ranks. The council also appointed generals who served under the Malik. They spread their colonies far to the Sea of Anja and renewed contact with forgotten colonies elsewhere. Though a Master of the Sea, Shahr was caught off guard by several surprise Gru raids in 698. Their favor with Lurolai generally protected them from naval attacks, but they fell from her favor briefly when the Guild Council decided to make Sul co-patron deity of Shahr. While Lurolai tolerated and even encouraged worship of her brother, she wanted no doubt of her primacy in the pantheon so withdrew her protection, allowing the Gru to migrate South. Shahr was sacked, and the Sertori, Karima, famously staved off attack at the Great Library saving its scrolls and artifacts. In her honor, the library became known as the Library of Karima, and her spirit is believed to protect it even to this day. In response to the Gru invasions, Shahr strengthened its military, drawing primarily on the Dwarven population of Rashua. They also began to develop technology which would yield canons centuries later. Perhaps most importantly, they established a law that no temple or shrine could be larger than any shrine or temple dedicated to Lurolai. In about 1300, Rihan and the city of Shanor were invaded by the Marites, forcing its Halfling population to flee East to Rashua. Although this signified
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the death of one Halfling power, it marked the rise of another. Already powerful, Shahr used the rise of the Marites to strengthen its grip on the Rashuan Kingdoms. It also turned Rihani refugees into productive colonists, who they helped establish cities in the Gulf of Anja. By 1450, Shahr was the wealthiest and arguably most powerful empire in Gamandria. Its mastery of the sea unquestioned, the island trade empire used its superior technology and relationship with Lurolai to create a network of trade and colonial outposts and allies that stretched along the coast from Qasi in Southern Gamandria to Port Sul in the North Varian Sea.
Caelum Republic Cael was once just a city within a broader alliance of settlements and tribes near the Enea River. Over time, it unified into a power of its own and eventually expanded in the wake of the Second Utorian War. Today it is the largest empire, though not the mightiest. Its territories span from Caeloru Sea to the Varian Sea. This is a brief history of its origins and rise. The city was founded by an Orc named Cael. The details of this are described in the LORE section of this chapter under THE LEGENDS OF CAEL AND SOLA. It was Cael who built the city and who won the favor of Lorgo, allowing Orcs to live in the shadow of his great mountain. Cael was ruled by kings in its early history. In 375, a new ruler took the throne. The details of his reign are murky, though he was by all remaining accounts cruel. The Orc was also a Sertori, and it is from his name that the word derives: Sertorius Poro. Not only did Sertorius Poro subjugate the population, he hunted down rival Sertori, pouring their energy into bronze automatons to protect the city. This reckless pursuit of his fellow Spell-casters earned him many enemies, and a conspiracy of nobles and Sertori emerged. Though he was a tyrant, Sertorius Poro succeeded in unifying the local cities and villages under the control of Cael, greatly expanding its power. Perhaps it was too much, too soon. He followed with an ill-conceived assault on the Island of Khash (for its copper mines), which started the First Utorian War. The Utorians (a Hasri power) defeated his armies in 380. When he returned, demanding a triumph despite his defeat, a group of aristocrats and Sertori assassinated him. 332
After his death, the Senate and Caelcori were formed. Their first act was the Lex Fabii, or Laws of Fabius, which forbade one man from ruling the city, and made it a crime for Sertori to sit on the Senate or receive political appointments outside the Caelcori. In 496, the Orcs of Caelum and Sola (the cities united under Cael rule) suffered raids of Kobold tribes from across the Enea River. Though diminutive in size, they came in large enough numbers to present a threat. At first they were little more than pests, raiding local farms and villages, but they grew bold and attacked the cities at night. The Senate appointed a general to deal with them, Sammonicus Saius. The Senate merely wanted Sammonicus to eliminate Kobold bands inside Sola and around Cael. Instead, he marched legions across the river to conquer the Eneans. This proved a difficult task. Their numbers were large and they were not the pacified, civilized Kobolds of today. The Eneans were warriors, willing to die to stave off an Orc invasion. It took three years, but Sammonicus defeated the local chieftains and brought the first wave of Kobold slaves to Cael. This acquisition of new territory presented a problem: how to govern. The Senate was reluctant to grant one man authority, fearing it violated the Laws of Fabius. Sammonicus’ supporters were successful, however, and made him governor of Eneum. Though Cael was hesitant to expand further than Eneum, it faced other threats and needed to strengthen its resources. The Pasaari had tried several times to invade, always unsuccessfully. Senators built their reputations by gaining appointments to command legions and defeating hostile tribes from the North and the Northeast. These small victories were not enough for some, who looked to the example of Sammonicus and hoped to emulate his greatness. It was also becoming clear to some in Cael, as Kingdoms such as Agra were gaining strength in the Sea of Aetorus, that they needed to grow before one of their rivals was powerful enough to expand. An ambitious Senator, Albius Sura, saw a solution by going to war with Utoria once more. He knew the other senators wouldn’t support it, so he devised a plan. Albius proposed a number of Caelan colonies near the mouth of the Sea of Aetorus, where they could slowly gain a foothold and expand their influence in the area. He suggested using people from the
Destora (slums) to settle, rather than senators, to help clean up the city as well. The Senate agreed and appointed him prefect to oversee and plan the project. Choosing a site that was sure to provoke conflict with the Hasri, Albius selected the most aggressive and criminally minded men from the Destora as leaders for the new colonies. At his urging, they resorted to piracy of Utorian ships to supplement their incomes. This provoked a merciless assault by the Hasri, who wiped out the new cities and began a swift march towards Cael (Albius had not counted on equally ambitious Hasri waiting for just such an opportunity). Instead of leading the next great conquest of Caelum, Albius died in the first clash with Hasri forces while fleeing for his life. Other commanders were sent to meet the Utorians, but each was as unsuccessful as the last. The Hasri attacked Cael, itself, entering the city and forcing the army and the Senate to retreat to Korgo Hill. The commander of the city legions, General Sol, died making a stand against the assault. As it hid in the halls of its Basilica, the Senate contemplated seeking favorable terms with Utoria. But Sola, the daughter of General Sol, chastised the Senate for its cowardice and made a public declaration, offering herself to Lorgo in exchange for Caelan victory. She then plunged herself off the cliffs above the Enea River. Moved, Lorgo sent his Mammoths to save her and bring the Orc woman to his Den. Sola returned to the city, in golden armor and with a black spear, now the consort of Lorgo and his appointed champion. She rallied the forces of Cael, with the aid of the god’s Mammoths and drove the Hasri back to the sea. She continued her campaign until Utoria was no more (for more details see THE LEGENDS OF CAEL AND SOLA in the LORE section of this chapter). Peace was secured and Cael’s might expanded, but the people of the city were angry at the Senate for its cowardice. When Sola left to join Lorgo in his Den, they rose up and demanded a house of their own. There was blood and war in the streets, but the Senate yielded, and the Council of Caelum was created. The near-destruction of Cael by the Utorian soldiers left a dark mark on the city, a sense of vulnerability. The people and the Senate looked to the Pasaari and to the spreading cities of Agra with fear. A senator with many allies in the Council of Caelum named Pollio Gaius commanded armies against the Pasaari,
forming the province of Pasaara in 770. Ten years later, when Agra tried to take the province from them, he was placed in charge of the legions to destroy the invading power. He only got as far as Mount Korgo, but it was enough to secure Aetorus in 780 and to ensure his memory as the greatest Caelan general. Today he is known as Pollio Basto. In 900, the governor of Utoria, Asinius Regulus, invaded the Helvari lands to put an end to their piracy. They allied with Agra and this led to the Helvari War. It punishing for both sides, and much of it fought at sea. In the end, Caelum was victorious, taking Helvarum as a province. By 1200, the lands of the Eastern Aetorus remained under the control of the Agars, people who had migrated West when Rona conquered their lands in 516. Like the Orcs, the Agars worshipped Lorgo but acquired many of the ancient customs of old Anumar Kingdom (an extinct civilization). Ambitious senators made a name for themselves by conquest, and there was no greater prize than the Varian Sea. Plus, the lands to the East were rich in resources like marble, which the Orcs of Caelum had begun to covet for their temples and palaces. The city of Cael came to view it as a matter of time before the Eastern lands were theirs as well. In 1203, general Dorotheus conquered the King of Rono, defeating the capital’s fleets and marching South into its hinterlands. Dorotheus allied with Agra, a power to the North. He promised Agra control of copper mines in the Foothills of Yaum (which Rono controlled) for their aid. He came as far as the Varan River but found the local Eshi too formidable. Instead, he established fort Brixes, which grew into a city of its own overtime and returned home to Cael in Triumph. It was one of Dorotheus’ successor, Herennius Gellius, a name that has become a Latar phrase for ruthless persistence and cruelty, who completed Caelum’s path to the sea. Herennius was appointed governor of Rono in 1250 and used the appointment to expand his prestige in Cael by starting a war with neighboring Ronia. The Ronians had a weak hold on the region by this time, and the area he wished to conquer was a tense mix of Ronians and Eshi. He allied with the Eshi, as the Ronians and the Eastern Eshi, resisted. Initial conquest was easy, but the two groups, fueled by loyalty to the Church of Light,
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waged a campaign against the invading Caelans that nearly cost Herennius the province and his life. When he defeated the rebels, he had thousands of Ronians and Eshi arrested, most not affiliated with the resistance, and crucified them in the fields of the capital, at the time named Marta, but renamed Poro Deos after the tyrant Sertorius Poro. The name means “crown of Poro”. After its conquest of Rono in 1203, Caelum continued to share the Sea of Aetorus with Agra. A peace between the two was established but broken in 1440 when Agar pirates sank several Caelan grain ships. This began the War of Aetorus, a campaign to bring a final peace to the sea and unify its entire people. They placed General Brogustu in command, with the aim of conquering all Agran territory. Though a skilled field commander and general, Brogustu opted for diplomacy initially, turning the noble houses of Agra against the king with promises of favor under imperial rule. He also allied with the Agars of Perlova Valley who were hostile toward Agra, who exploited them for tribute. In 1450, he positioned his armies near the capital of Agra, but Helgor, the king, fled to Ansa with his fleet and soldiers to regroup. Brogustu took the city, and brought his ships to Ansa for a final confrontation. The Battle of Ansa was a matter of numbers, with Brogustu commanding a fleet triple the size of Helgor’s. After the battle, he had Helgor executed, but his son, Purnam, fled and survived. Brogustu moved his legions into Perlova Valley to complete the conquest—a process still underway today.
LORE These are the oral traditions, legends and the myths of the peoples of Gamandria. While they are often less reliable and contain more internal contradictions than the above history, in some ways lore is more significant because it is widely believed.
The Creation and the Spread of the Elves Elven oral accounts of their past are often better preserved than the other Races because of their immortality. In some cases, the originators of a tale are still alive. This particular legend tells the story of how the Elves were created by Ranua, how they
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became enslaved and how they were freed. None of the original tellers survived, but even when they were alive they disagreed on the precise details. Despite their long lives and immortal memories, the Elves still have an imperfect awareness of the world and are just as subject to flawed interpretations of events as anyone else. According to tradition, the Elves were created by Ranua from wood, grass and mud. They were Gifts to the Ogres of Nong Sai to serve as slaves. Therefore, Ranua made Elves physically capable and immortal. They could serve as scholarly servants or workers in the fields. While most Elven traditions recognize and accept that their goddess handed them to the Ogres in this fashion, the Mandaru maintain she was tricked by Lorgo, who convinced Senga that Ranua had intended them as slaves. Whatever the precise nature of Ranua’s arrangement with Senga, the Elves served as slaves for nearly 1000 years, from 900 to 40 Ante Angustiam (AA). By the time of their release from slavery, only three of the original Elves were alive: Gandai, Shandee and Kao. In 40 AA, Senga decided the Elves should be free. They had served his people well and he released them from service but decided they should seek a new homeland. The Elves left Nong Sai, guided to freedom by Ranua across the Brogustu and ‘Awad Mountains. Before they reached the other side of the mountain chain, Ranua appeared before Gandai, Shandee and Kao (now leaders of the Elves) and spoke to them with instructions for their future life. After the event, the three disagreed on her commandments to the Elves. While each was certain of his own interpretation, the conflict produced confusion among the newly freed Elves and resulted in the Elves dividing into three groups. Gandai believed Ranua told him that the Elves were immortal and that nothing was more significant than an Elven life. But as a free people they couldn’t survive without warriors and those brave enough to risk their lives for the group. Her solution was that the elders, those who have lived good and productive lives, should pick up swords when they “hear her call” and defend their people. His interpretation was that around the age of 500 an Elf should expect to hear the call of Ranua. Because Senga had freed them, they should continue and honor the traditions of Nong Sai.
Shandee, who would go on to lead his people to the Steppes of Shandee, recounted a different story. According to him, Ranua said that freedom must be defended by bloodshed and that only those who sacrifice their immortality and defend the Elven people, would join her in the next life. All others would be reborn again, likely as a lesser Race. Because Senga had granted their freedom, they should offer thanks to him and make the appropriate sacrifices. Kao, who went on to establish Phukao, also claimed that Ranua spoke of a call heard by the elders to become warriors. But he felt this only applied to times of war when mercenaries were scarce. Her second command, Kao claimed, suggested the Elves should rely on Ogres to protect them. A large number of Ogres had joined the migration and Ranua told Kao they were gifts from Senga as thanks for the Elves service. According to Kao, the Elves were to retain the knowledge of Nong Sai and to worship the three deities who protected them: Sarilla, Ranua and Senga. When the leaders could not agree on what Ranua had said, the Elves divided into three factions. The followers of Shandee headed West into the steppes of Shandee. The followers of Gandai went South toward the Isan Forest. The followers of Kao settled the nearby Notai Lake region, nestled between the Rasan and Brogustu Mountains. Here they founded Phukao and were joined by the Ogres who had accompanied the Elves.
The Legends of Cael and Sola These are the foundational myths of Caelum.
The Legend of Cael According to Caelan legend, the great capital of the republic was founded by an Orc chieftain named Cael. In 100 Post Angustiam, he arrived near the hills and hot springs at the base of Mount Lorgo, where the deity resided. He had with him an army of loyal men, fresh from pillaging the lands to the South. Cael found the warm waters were to his liking, and he felt worthy to live at the gates of a god’s home, so he erected a settlement on what is now Korgo Hill. Lorgo was angered by the Orc’s arrogance and irritated by the incessant sounds produced by his men’s
work building the city. But above all, he hated the smell of the Orc’s flesh. He sent a mighty White Mammoth named Fapaso to reason with the chief and demand he leave before Lorgo became truly angry. Cael refused, telling Fapaso he would build a temple in honor of the god, but not submit to his request, for the fields were too fertile and the waters too sweet to consider the demand. Furious, Lorgo caused the ground to tremble, bringing down the newly constructed city and burying hundreds of Cael’s followers in their ruins. In the wake of the disaster, half the population fled, and those who remained were the chief’s most loyal men and women. Again, Fapaso appeared before the chief and demanded for a second time that he leave, that the smells and sounds were too much for Lorgo to suffer. Cael, said he would not, that he enjoyed the land and would rather die there at the hands of a god, than go elsewhere. Cael made a counter proposal, offering to work on the city only in the day, dividing workers into more efficient groups. Warning Cael that the consequences this time would be far less merciful than before, Fapaso went back to Lorgo with word that the chief wished to remain. Lorgo fumed and his mountain unleashed a powerful blast of lava and ash upon Cael and his men. The result was devastating, only the chief and a handful of his followers survived. And Cael himself was badly burned. Knowing that Fapaso would return to bring Lorgo’s demand for their departure, Cael rallied his few warriors and convinced them to die in battle defending the land they longed to inhabit. In a vain effort, Cael ascended Mount Lorgo with his hobbled army and demanded Lorgo meet him in single combat. The god agreed, on the condition that the Orc bathe and trim his fur, to reduce the offending aroma of his flesh. Cael did as Lorgo requested and they joined in legendary contest that echoed through the ages. By all accounts, Cael was no match for Lorgo. The god tossed him aside like a harmless pest, but let the chief live to see what he was made of. First, he broke the Orc’s legs, but Cael pulled himself up with his arms and continued to slash his sword at the god with. Then Lorgo broke one of Cael’s arms, but the 335
Orc threw down his shield and battered the deity with his fist. He then ran the chieftain through with his tusk, but Cael ripped it from the god’s jaw and used it to batter Lorgo.
Legend of Sola
Lorgo was surprised, but impressed. He had never been harmed by a mortal before. It was impossible for a mortal to harm him, yet this Orc had removed his tusk through sheer determination and spirit. Having earned the god’s respect, Cael was granted the land along the Enea River, and Lorgo promised it to the Orc’s descendants. He had two demands however: first that all residents of the city commemorate the battle by bathing and grooming at least once each day, and second, that they give Lorgo a place above the other gods.
Though Caelum won the second Utorian War, at the start of the conflict they lost several important battles. Things grew particularly dire when the Utorian armies marched North and breached the walls of Cael. They entered the city and forced its remaining legions to retreat to Korgo Hill. The Senate hid in its Basilica, debating whether to offer surrender in exchange for mercy.
The god then healed Cael, and showed his men the secrets of concrete, even giving them access to fresh springs on Mount Lorgo, that could carry water to the city through aqueducts. Over time, through the diligent practice of bathing each day and being mindful of Lorgo’s disdain for foul odors, the Orcs of Cael refined their own senses and came to possess an unrivaled ability to smell.
Another important Caelan legend, tells the story of Sola, who saved the city during an Utorian invasion.
But an Orc woman named Sola, the daughter of General Sol who died protecting the city walls, accused the Senate of cowardice and strode to the cliffs overlooking the Enea River from the edge of Korgo Hill. Invoking the ancient tradition of devotio, where generals would pledge their life to the gods in battle in exchange for victory, she offered her life to Lorgo if he would strengthen their armies and help them fight back the Utorians. Sola plunged herself toward the rocks below, but Lorgo was so moved by the beauty of her plea that he pushed aside the rocks, and deepened the bottom of the river so she would land safely. He then appeared with an army of Mammoths and carried her to the top of Korgo, where he imbued her with his powers, making her immortal and immune to death. Lorgo gave her golden armor and a black iron spear, and told the armies of Cael to follow Sola, the bride of Lorgo, to victory. Sola led the armies, supported by the Mammoths of Lorgo, against the invading Utorians and drove them South. She pressed on, campaigning against the remaining Hasri armies for months, before finally destroying Utoria and claiming it for Cael. After the war, Sola retired to mount Lorgo as the gods consort and as the guardian of the gates leading to his Den. They say that only those deemed worthy can pass through the gates of Sola and appear before Lorgo.
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Chapter eleven: threats and monsters This chapter provides descriptions and vital statistics for key monsters in the setting. While extensive, a single chapter cannot possibly include all the monsters that inhabit Gamandria. In some cases, (such as the various Den Dwellers who serve the gods) we chose to provide a few examples, expecting the Gamemaster to use these as inspiration for new creations.
How to use this chapter This portion of the book is divided into two sections: Threats and Monsters. Threats are civilized or familiar challenges like bandits, merchants, etc. They include opponents that belong to Player Character Races. This is for the sake of making them easy to find, so the GM doesn’t have to sift through the whole monster chapter to find the Soldier entry. After the Threats, are the Monsters. These are animals, creatures, Undead, Demons; the things that ought to keep most parties up at night. Encounters follow a simple system described in CHAPTER FIVE: RULES under the TRAVEL AND ENCOUNTERS heading. We have also included a number of Encounter charts in the APPENDIX, which the GM can employ anytime Players fail their Survival Skill rolls during travel over distance. However the GM should make his own encounter tables to reflect his campaign, these are just a starting point. Some GMs, may find the optional Encounter Disposition Rules useful (also found in the TRAVEL AND ENCOUNTERS section).
How Monsters Come to Be All monsters have a cause. They don’t simply spring out from nowhere. Because there are limits to magical powers, how they work and how they are acquired, any creature with unusual abilities requires a good explanation. Generally speaking monsters that are mundane animals or Humanoids are simply created by the gods themselves (just like the Player Character Races). The creations of the gods are naturally subject to change over time, and rarely for the better. It takes the explicit interest of Ramos to keep Humans from turning into something else entirely for example. When gods lose interest in their creations (and they often do), they turn into terrible things. In most cases this simply means unusual, not supernatural, but in rare cases something beyond the gods intervenes and instills the Race with powerful abilities. The gods can also transform existing creatures deliberately, for example Sul could turn a tribe of Dwarves into in small winged Humanoids to be his eyes and ears in the foothills. Because magic cannot be absorbed from one being into another, the gods cannot bestow magic powers to the servants (even Den Dwellers). What they can do is enable them to transmit their magic on a regular basis. So, Ranua could create a Race of muck-dwelling Gorillas who can consistently channel one of her minor powers. This distinction involves a bit of hairsplitting but is important. Sometimes beings come into existence without the gods intervention. This can be the byproduct of a process begun by the gods themselves (such as the miscasting of Spells by Sertori) or spontaneous (as
in the case of Demons). This appears to be connected with the Ethereal Realm and possibly to Aetia or some other infinitely vast power. Grim Beasts, Haunts and Grims are the product of Sertori failing to control their magic. The results are almost always unpredictable and unique. Sometimes when Sertori are reborn they enter the body of an animal, and this creates a creature called a Monstra. Undead are a special case. Most often they are caused by one of two things: a failed Spell like Merciful Plea, or a god trapping an individual’s soul in its body after death. They can also arise when a person dies in a powerful emotional state. As always, this is your campaign, so use these explanations only so long as they serve your needs.
Monsters and Capping While the Network System has a general capping limit of 6d10 for Skill Rolls, a few creatures will have Defenses that begin at 10 or Skills that go up to 10d10 (the latter is quite rare) to reflect unusual abilities or sizes. In addition, monsters that have Beast Strength can exceed capping rules on Damage (explained in individual entries).
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Powers All monsters have powers listed that give them special abilities. These allow them to do things normal characters cannot do. After key skills, powers are listed and described. Be sure to read these for any monster you use.
Entry Format Each monster entry uses the following format. Defenses: These are the static defenses of the monster or threat. Use these as the TN for Attack Rolls, Damage Rolls and Special Skill or Spell Rolls against the monster. Key Skills: These are the most crucial Skills for the monster. Only the most pertinent ones are listed. Wounds: This is how many Wounds a monster can take before becoming Incapacitated. When a monster has only 1 Wound left, it takes a -1d10 penalty to its Skills. When a monster reaches 0 Wounds, it is Incapacitated. Creatures starting with a single wound do not suffer the Wound Penalty. Expertise/Equipment: Any relevant equipment or Expertise the monster/threat is likely to have are listed here. Powers: These are the abilities or magic powers of a monster.
THREATS As stated, threats are challenges that are similar to the PCs, bandits and soldiers for example. Whether encountering any of these threats leads to conflict or combat is entirely dependent on circumstances and how the PCs behave. A party on the run from Ronian authorities, who encounter a patrol of soldiers, will probably have a hard time evading combat. However, a party of reputable silk merchants who encounter a patrol of soldiers may have found themselves some paying customers. For encounters with Sertori, use the stat blocks from the NPCs and Sample Sertori in CHAPTER FOURTEEN: NON-PLAYER CHARACTERS.
Ronian Imperial Guard (Ogre)
Wrestling
2d10
Muscle
4d10
SOLDIERS AND WARRIORS
Light Melee
2d10
Endurance
2d10
Medium Melee
3d10 (4d10 with Javelin)
Detect
3d10
This section includes soldiers from the Ronian Empire, Caelum Republic and Mandaru Cavalry. These sorts of threats will normally only pose a challenge to Player Characters when there is good reason to do so or if they seem suspicious. In times of war they might be overly aggressive.
Heavy Melee
3d10 (2d10 with Dab Yai)
Command
2d10
Small Ranged
1d10
Languages (Ronian)
3d10
Speed
1d10
Languages (Singh)
1d10
*Indicates the stat is modified by equipment such as armor.
Stealth
3
Evade
4
Parry
5*
Wits
6
Resolve
7
9*
Stealth
4
Evade
5*
Parry
8*
Wits
6
Resolve
8
Key Skills
Qualities Wounds
6
Resist
3
Expertise/Combat Techniques Heavy Melee-Dab Yai, Heavy Melee-Set-up
Powers
Defenses 6*
Hardiness
Equipment: Ronian Laminar Armor, Helmet, Medium Shield, Armguard, Dab Yai, Heavy Spear, Javelin
Ronian Soldier, Infantry Hardiness
Defenses
Resist: All Ogres have a Resist Rating. Only seasoned Ogre warriors are entered into the imperial guard, and therefore, most have a Resist of 3 or higher.
Key Skills Wrestling
1d10
Muscle
1d10
Light Melee
1d10
Endurance
1d10
Medium Melee
2d10
Detect
1d10
Heavy Melee
2d10
Command
1d10
Small Ranged
1d10
Languages (Ronian)
3d10
Speed
1d10
Languages (Singh)
1d10
Qualities Wounds
2
Expertise/Combat Techniques Heavy Melee-Heavy Spear, Heavy Melee-Reach Equipment: Long Sword, Heavy Spear, Dagger, Scale Armor, Helmet, Small Shield
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Caelum Soldier, Infantry (Orc)
Mandaru Soldier, Cavalry (Elf)
Defenses
Defenses
Hardiness
7*
Hardiness
5* or 6* (against Arrows)
Stealth
3
Stealth
4
Evade
5*
Evade
4
Parry
6*
Parry
6
Wits
6
Wits
7
Resolve
8
Resolve
7
Key Skills
Key Skills
Wrestling
1d10
Muscle
2d10
Light Melee
2d10
Endurance
2d10
Medium Melee
2d10 (3d10 with Short Sword)
Detect
2d10
Medium Melee
Heavy Melee
1d10
Command
2d10
Heavy Melee
Small Ranged
0d10
Languages (Latar)
3d10
Speed
2d10
Languages (Singh)
1d10
Qualities Wounds
2
Expertise/Combat Techniques Medium Melee-Short Sword, Heavy Melee-Counter Equipment: Short Sword, Javelin, Heavy Spear, Medium Shield, Helmet, Caelan Laminar Armor
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Wrestling
Muscle
1d10
Endurance
1d10
1d10
Command
1d10
1d10
Detect
2d10
Small Ranged
3d10
Languages (Singh)
3d10
Speed
3d10
Languages (Khubsi)
1d10
Ride
3d10
Light Melee
1d10 2d10 (4d10 with Mandaru Sabre)
Qualities Wounds
2
Expertise/Combat Techniques Small Ranged-Mandaru Bow, Small Ranged-Accurate, Bow Rider Equipment: Horse, Mandaru Bow, Net, Mandaru Sabre, Mandaru Lamellar Armor, Helmet
MARAUDERS, SCUM AND VILLAINY This section includes less savory elements of society; people who are usually looking to take advantage of others. It also includes hill tribes who periodically raid settlements or attack travelers. Encounters with such folk can easily result in conflict.
Hill Tribesmen (Human) Defenses Hardiness
7*
Stealth
4
Evade
3
Parry
6
Wits
6
Resolve
6
Bandits (Human) Defenses Hardiness
4
Stealth
5
Evade
3
Parry
3
Wits
7
Resolve
6
Key Skills
Key Skills Wrestling
1d10
Muscle
3d10
Light Melee
1d10
Endurance
2d10
Medium Melee
1d10
Command
0d10
Heavy Melee
2d10
Detect
1d10
Small Ranged
1d10
Languages (Khubsi, Gruskel or Ronian)
3d10
Speed
2d10
Wrestling
1d10
Muscle
1d10
Light Melee
2d10
Endurance
1d10
Medium Melee
1d10
Deception
1d10
Heavy Melee
0d10
Detect
2d10
Small Ranged
2d10
Talent: Theft
3d10
Speed
1d10
Languages (Khubsi, Gruskel or Ronian)
3d10
Language (Singh)
1d10
Qualities Wounds
2
Expertise/Combat Techniques Speed-Elude, Deception-Denial Equipment: Dagger, Ronian Crossbow or Short Sword
Qualities Wounds
2
Expertise/Combat Techniques Hefty Crush Equipment: Heavy Spear, Great Sword or War Axe, Padded Armor
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Assassin (Kobold)
Slave Traders (Gru)
Defenses
Defenses
Hardiness
3
Hardiness
6*
Stealth
6
Stealth
3
Evade
3
Evade
3
Parry
3
Parry
6
Wits
7
Wits
6
Resolve
6
Resolve
6
Key Skills
Key Skills
Wrestling
0d10
Athletics
2d10
Wrestling
1d10
Ride
2d10
Light Melee
3d10
Muscle
1d10
Light Melee
1d10
Detect
2d10
Medium Melee
0d10
Detect
3d10
Medium Melee
2d10
Survival (Wilderness)
2d10
Heavy Melee
0d10
Talent: Poison
3d10
Heavy Melee
1d10
Survival (Sea)
2d10
Small Ranged
3d10
Language (Latar)
3d10
Speed
1d10
Deception
2d10
Speed
3d10
Language (Singh)
1d10
Muscle
2d10
Languages (Klerskel or Gruskel)
3d10
Endurance
1d10
Language (Singh)
1d10
Qualities Wounds
2
Expertise/Combat Techniques Light Melee-From the Shadows, Light Melee-Ronian Crossbow, Light Melee-Dagger, Speed-Initiative Equipment: Dagger, Ronian Crossbow, Poison (any)
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Qualities Wounds
2
Expertise/Combat Techniques Survival-Travel Equipment: Horse, Mace, War Axe, Mail Armor
SHADES OF GRAY
Pilgrims (Human)
These include merchants and pilgrims. Encounters with such folk can go in any number of directions.
Defenses Hardiness
3
Shahri Tea Merchants (Halfling)
Stealth
3
Evade
3
Parry
3
2
Wits
6
Stealth
3
Resolve
9
Evade
3
Key Skills
Parry
3
Wrestling
0d10
Ritual
2d10
Wits
9
Speed
0d10
Divination
2d10
Resolve
6
Muscle
1d10
Religion/Gods (appropriate)
2d10
Endurance
2d10
Languages (Varies)
3d10
Detect
1d10
Languages (Singh)
1d10
1d10
Defenses Hardiness
Key Skills Light Melee
1d10
Empathy
2d10
Large Ranged
2d10
Survival (Sea)
3d10
Speed
0d10
Survival (wilderness)
2d10
Survival (Mountain/ Hill/Plains)
Muscle
0d10
Divination
2d10
Qualities
Swimming
1d10
Languages (Khubsi)
3d10
Wounds
Sail
3d10
Language (Singh)
1d10
Detect
1d10
Read Script (Khubsi)
3d10
Deception
2d10
Institutions (Trade Guilds)
3d10
Persuade
3d10
Gods/Religion (Lurolai)
2d10
2
Qualities Wounds
2
Expertise/Combat Techniques Survival-Travel Equipment: Varies
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Monsters This section of the book contains the various monsters, animals and supernatural creatures of Gamandria. These are things quite likely to attack or challenge Player Characters when encountered. While they do follow the basic rules that characters abide by, they occasionally have special powers or abilities of which the GM should take note. Monsters are presented either individually or by category. In the case of the latter we generally provide several examples of each type, but this is by no means exhaustive. For instance, the Den Dweller entries only provide a couple of examples for each type, but in reality there are dozens to hundreds of these. The GM should use these as models for making his own monsters.
ANIMALS Bears
Bears are large mammals associated with Sur Vanker and inhabit many of Gamandria’s Central and Northern forests.
Defenses 6
Stealth
3
Evade
3
Parry
5
Wits
2
Resolve
3
Hardiness
5
Stealth
6
Evade
6
Parry
3
Wits
3
Resolve
4
(10 in water)
Bite: 4d10
4d10 (Damage 4d10)
Tail: 2d10
2d10 (Damage 1d10)
Swim: 4d10
4d10 (70 Feet)
Speed: 2d10
2d10 (25 feet)
Muscle
3d10
Detect
3d10
Qualities Wounds
4
Elephants and Mammoths These are large four legged mammals with thick hide, trunks and tusks. Distant cousins of each other, Elephants and Mammoths share many traits but also have some unique characteristics. Both are used as beasts of burden.
Bite: 1d10
1d10
(Damage 5d10)
Claw: 1d10
1d10
(Damage 5d10)
Speed: 1d10
1d10
(30 Feet)
Muscle: 4d10
4d10
Detect: 1d10
1d10
Qualities 3
Beast Strength (×2): A Bear is very strong. Its Base Lift is double the normal amount. It can also exceed capping limits on Damage Rolls.
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Defenses
Beast Strength (×2): Crocodiles are very strong. Their Base Lift is doubled, and they can exceed capping limits on Damage Rolls.
Key Skills
Wounds
Crocodiles are short limbed, water-dwelling reptiles with narrow bodies that blend with their surroundings. Their long snouts are filled with sharp teeth, and their powerful jaws make them one of the most feared predators in the rivers of Southern Gamandria.
Key Skills
These are the wild and domesticated animals of Gamandria. For details on Beasts of Burden, see the equipment section.
Hardiness
Crocodiles
Mammoths are a little smaller than Elephants, but not by much, standing between 9 to 11 feet at their shoulders. They can survive well in cold climates, due to their many layers of fur, and are found as far North as Belvane. Their tusks are longer than an Elephants and curved, ranging from 3-4 meters in length. Elephants are taller than Mammoths, standing up to 13 feet at their shoulders. They survive better in warm climates, and are found: South of the Varian
Sea, on the Southern Sea of Aetorus, in places like The Marite Lands and Chambar (though they are known occasionally in Ronia and Mandaru)
Defenses
Gorillas These bulky and intelligent primates, resemble Humanoids and are very strong and aggressive.
Hardiness
8
Defenses
Stealth
2
Hardiness
5
Evade
2
Stealth
6
Parry
4
Evade
4
Wits
4
Parry
6
Resolve
2
Wits
4
Resolve
6
Key Skills Tusk
1d10 (Damage 4d10 or 5d10 for Mammoths)
Key Skills
Stomp
0d10 (Damage 4d10)
Bite
1d10 (Damage 4d10)
Speed
2d10 (50 Feet)
Wrestling
2d10 (Damage 5d10)
Muscle
4d10 (5d10 for Mammoths)
Speed
1d10 (40 Feet)
Detect
2d10
Muscle
4d10
Detect
2d10
Athletics
2d10
Qualities Wounds
4
Charge: If an Elephant or Mammoth moves its full rate before an attack, its tusks do an automatic extra Wound on a successful attack. Stomp: Elephants and Mammoths do Open Damage on Stomp Attacks.
Qualities Wounds
3
Beast Strength (×2): Gorillas are very strong. Their Base Lift for Muscle is multiplied by 2 (so 800 pounds instead of 400). They can also exceed the dice cap on Damage Rolls for Physical Attacks.
Beast Strength (×10): Mammoths and Elephants are very strong. Their Base Lift for Muscle is multiplied by 10 (so 4,000 pounds instead of 400). They can also exceed the dice pool cap for Damage Rolls for Physical Attacks.
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Gorillas, Great
Hippopotami
Great Gorillas are rumored to exist in remote areas of Gamandria. They are identical to normal Gorillas except they are more intelligent, can make and use tools, and are capable of speech. In addition, they appear to be organized into tribes.
Hippopotami are aggressive water-dwellers that have huge gaping jaws fitted with thick teeth. They mostly live in Rivers and streams in Southern Gamandria and are fiercely territorial.
Defenses Hardiness
5
Stealth
6
Evade
4
Parry
6
Wits
6
Resolve
6
Key Skills
Defenses Hardiness
5
Stealth
4
Evade
3
Parry
5
Wits
3
Resolve
5
Key Skills Bite
3d10 (Damage 4d10)
Swim
3d10 (60 feet)
Speed
1d10 (40 feet)
Muscle
4d10
Detect
2d10
Bite
1d10 (Damage 4d10) Trade (metal and wood) 1d10
Wrestling
2d10 (Damage 5d10)
Speed
1d10 (40 Feet)
Muscle
4d10
Detect
2d10
Qualities
Athletics
2d10
Wounds
Qualities Wounds
3
Beast Strength (×2): Gorillas are very strong. Their Base Lift for Muscle is multiplied by 2 (so 800 pounds instead of 400). They can also exceed the dice cap on Damage Rolls for Physical Attacks.
(8 in water)
4
Beast Strength (×10): Hippopotami are very strong. Their Base Lift for Muscle is multiplied by 10 (so 4,000 pounds instead of 400). They can also exceed the dice cap on Damage Rolls for Physical Attacks.
Lions/Tigers These giant cats are common in Southern Gamandria, but not unheard of in Caelum and Sardona.
Defenses Hardiness
5
Stealth
6
Evade
3
Parry
5
Wits
2
Resolve
2
Key Skills Bite
2d10 (Damage 2d10)
Claw
2d10 (Damage 3d10)
Speed
3d10 (60 feet)
Muscle
3d10
Detect
3d10
Qualities Wounds
2
Pounce: Big cats stalk and pounce on their prey. When a Lion or Tiger has Surprise, it does one Automatic Wound on its Damage Roll.
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Monkeys
Monkeys, Staring
Monkeys are common throughout Gamandria. Their appearance and coats vary according to climate. Those in the South tend to be less hairy with brown and red fur, while those in the North tend toward white coats with dense fur. They look Humanoid and are highly intelligent for animals. There are rumors of varieties that can speak (similar to Great Gorillas).
These are an unusual type of monkey. They resemble normal monkeys in many respects, but their features appear Human-like and their jaws are larger. People often say they resemble ponderous old men. Staring Monkeys are also feared for their ability to turn a person’s blood into Poison with a simple gaze.
Defenses
Defenses Hardiness
6
Hardiness
4
Stealth
9
Stealth
9
Evade
6
Evade
6
Parry
4
Parry
4
Wits
4
Wits
4
Resolve
8
Resolve
4
Key Skills
Key Skills
Bite
1d10 (Damage 3d10) Empathy
Bite: 1d10
1d10 (Damage 1d10) Talent
2d10 (trained only)
Wrestling
1d10 (Damage 2d10)
Wrestling
1d10 (Damage 1d10) Empathy
1d10
Speed
2d10 (50 feet)
Speed
2d10 (50 feet)
Muscle
2d10
Muscle
1d10
Detect
3d10
Detect
3d10
Athletics
3d10
Athletics
3d10
Qualities
Qualities Wounds
Wounds 1
Climb: Monkeys can use their Athletics Skill to climb trees and craggy surfaces at their full speed. Talent: Monkeys can be trained to perform tricks. When this is done, they may take the Talent Skill up to Rank 2
2d10
2
Climb: Monkeys can use their Athletics Skill to climb trees and craggy surfaces at their full speed. Poisonous Stare: This powerful attack requires the Monkey to make a Detect Roll against the Target’s Resolve. This represents the creature’s ability to lock eyes with the victim. Once this occurs, the helpless victim feels a cold shiver run through its body as blood turns to Venom (See Staring Monkey Poison entry on the DISEASE AND POISON TABLES in CHAPTER FIVE: RULES).
TABLE: STARING MONKEY POISON Staring Monkey Poison
Lethality
Speed
Effect
Medicine TN Brew Rating
Potency
Hours
Seconds
Temporary
8
2d10
None
Skills P, M, C
347
Monkeys, Skunk
Ostrich
These Halfling-sized monkeys have thick dun-colored fur and a long tail. They prefer to live among orchards and love grapes and fruit. Not particularly brave, the Skunk Monkeys are sneaky and rarely attack unless they have Surprise and numbers on their side.
These are large, flightless birds, used as livestock and beasts of burden among the Hasri and other cultures in Southern Gamandria. Their eggs are particularly prized. Though they are domesticated, an angered Ostrich can deliver a strong kick with its clawed foot.
Defenses
Defenses
Hardiness
4
Hardiness
6
Stealth
8
Stealth
4
Evade
8
Evade
4
Parry
6
Parry
4
Wits
6
Wits
2
Resolve
5
Resolve
2
Key Skills
Key Skills
Detect
2d10
Bite
1d10 (Damage 0d10)
Bite
1d10 (Damage 0d10)
Kick
2d10 (Damage 3d10)
Musk
2d10 2d10
Speed
4d10 (70 feet)
Muscle
2d10
Muscle
3d10
Speed
4d10 (70 feet)
Detect
3d10
Qualities Wounds
Qualities 1
Musk: The Skunk Monkey is able to release a potent musk once every hour. A Success renders a living victim helpless for one minute. A Total Success indicates a victim is helpless for one minute and takes a Wound from breathing in the heavy vapors. The foul stench will linger for weeks even after the victim has bathed and washed, but no penalties are suffered after the period of helplessness.
348
Wounds
2
Rhinoceros and Wooly Rhinoceros Hippocampi Rhinos and Wooly Rhinos are large predators that have been domesticated by the Ogres for use as mounts. They also live in the wild. These massive mammals have thick skin that affords protection against many modes of attack and an enormous horn at the end of their nose. The biggest difference between these two species is the normal Rhinoceros has a hairless gray hide, while the hide of the Wooly Rhinoceros is covered in fur. The former inhabit Southern Gamandria up to the coast of the Varian Sea, while the latter inhabit Northern Gamandria. Wild Rhinos of both types are aggressive and unpredictable, ill-suited for riding or as beasts of burden. But those bred by the Ogres are domesticated and can be used as mounts or to plow fields.
Defenses
Hippocampi look like horses but have wide heads and narrow snouts filled with rows of sharp teeth. Their crowns are bony and ridged, and their bodies are sleeker than land steeds. They have a spiny tail that lashes at enemies, and they move through the water on four webbed fins.
Defenses Hardiness
5
Stealth
5
Evade
5
Parry
5
Wits
3
Resolve
7
Key Skills Bite
2d10 (Damage 2d10)
Tail
1d10 (Damage 3d10)
Hardiness
9
Swim
3d10 (60 feet)
Stealth
4
Speed
2d10
Evade
3
Muscle
2d10
Parry
6
Detect
1d10
Wits
6
Qualities
Resolve
4
Wounds
Bite
2d10 (Damage 3d10)
Beast Strength (×2): Hippocampi are quite strong, and their Base Lift is doubled. They are also able to exceed capping limits on Damage Rolls for Physical Attacks.
Horn
3d10 (Damage 4d10)
Swim
0d10
Speed
3d10
Muscle
4d10
Detect
2d10
Key Skills
3
Qualities Wounds
4
Charge: A Rhinoceros or Wooly Rhinoceros delivers a powerful charge attack if it moves its full rate prior to attacking. When it does this on a successful attack, then its horn does one Automatic Wound. Beast Strength (×10): Rhinos are very strong. Their Base Lift for Muscle is multiplied by 10 (so 4,000 pounds instead of 400). They can also exceed the dice cap on Damage Rolls for Physical Attacks.
349
Shark
Shark, Tendril
These ocean and sea predators are found in all bodies of salt water throughout Gamandria. They are considered protectors and servants of Lurolai.
This frightening monstrosity is an aquatic fish that prefers salt water but is able to survive in rivers for a few days at a time. It looks like a shark with 10 tendrils sprouting from its body. These tendrils are surprisingly strong and lengthy, and are used to grab prey. The Tendril Sharks have developed a taste for Hasri eggs, and can catch the scent of Hasri and Hasri eggs from miles away. They often are found in pairs.
Defenses Hardiness
8
Stealth
7
Evade
7
Parry
6
Wits
2
Resolve
8
Key Skills Bite
1d10 (Damage 3d10)
Swim
4d10 (70 feet)
Speed
3d10
Muscle
3d10
Detect
3d10
Qualities Wounds
2
Beast Strength (×2): Sharks are quite strong, and their Base Lift is doubled. They are also able to exceed capping limits on Damage Rolls for Physical Attacks.
Defenses Hardiness
8
Stealth
7
Evade
7
Parry
6
Wits
5
Resolve
8
Key Skills Tendrils
2d10 (Damage 0d10)
Bite
2d10 (Damage 4d10 Open)
Swim
4d10 (70 feet)
Speed
3d10
Muscle
4d10
Detect
3d10
Qualities Wounds
4
Tendrils: The Shark will attack one creature no larger than an Ogre with all ten tendrils, and if the tendril attack hits, will bind the victim and draw them toward the Shark’s toothy maw. The tendrils have a reach of 30 feet and need only spend one round to draw them to its jaws for a bite the next round. Victims are considered pinned and may try to escape using the Restrain Rules. When the situation permits it, the Shark will drag the victim under the water.
350
Snake, Giant
Whales, Esmar
These large serpents prowl Southern forests and rivers for food. They are universally constrictors and non-venomous. While Giant Snakes vary in size, many reach lengths of 60 feet.
Esmar Whales are domesticated sea mammals used by the Esmar tribe as beasts of burden. They have thick hides that are usually black to gray colored and can reach 70 feet in length. Esmar Whales attack with their bite or by jumping out of the water and landing on enemies. These stats can be used for wild whales as well.
Defenses Hardiness
6
Stealth
5
Evade
5
Parry
6
Wits
3
Resolve
6
(10 trees or water)
Key Skills
Defenses Hardiness
9
Stealth
6
Evade
5
Parry
3
Wits
4
Resolve
6
Bite
3d10 (Damage 4d10)
Wrestling
4d10
Speed
4d10 (70 feet)
Key Skills
Muscle
4d10
Bite
3d10 (Damage 4d10)
Detect
2d10
Lunge
1d10 (Damage 6d10 Open)
Swim
4d10 (70 feet)
Speed
3d10
Muscle
6d10
Detect
3d10
Qualities Wounds
4
Bite: The bite of a Giant Snake does 4d10 Damage. Constrict: If a Giant Snake bites a Target, it can begin to constrict, which causes suffocation to occur the following round. Targets can escape by making a Muscle Roll TN 8. Beast Strength (×10): Giant Snakes are very strong. Their Base Lift for Muscle is multiplied by 10 (so 4,000 pounds instead of 400). They can also exceed the dice cap on Damage Rolls.
Qualities Wounds
6
Bite: The Bite of an Esmar Whale does 4d10 Damage. Beast Strength (×10): Esmar Whales are very strong. Their Base Lift for Muscle is multiplied by 10 (so 4,000 pounds instead of 400). They can also exceed the dice cap on Damage Rolls. Lunge: Esmar Whales can make a Lunge attack by jumping out of the water and onto foes. They can attack anyone in an area the length and width of their body, and they do 6d10 Open Damage on a Success.
351
Wolves
ARMIRA
Wolves are predatory canines.
The Armira are sea dwelling creatures known for raiding coastal communities. They look like large chested Humans, with thick blue-grey skin and spiny fins that run along their backs. Their feet are webbed and their eyes are black like smooth stones. Though they have large jaws filled with thorny teeth, Armira mostly attack using crude weapons fashioned out of shells, stone and metal.
Defenses Hardiness
3
Stealth
5
Evade
5
Parry
5
Wits
3
Resolve
4
Key Skills Bite
1d10 (Damage 1d10)
Swim
0d10
Speed
2d10 (40 feet)
Muscle
1d10
Detect
3d10
Qualities Wounds
1
Track: Wolves can track by scent. This allows them to trail any foe using Detect.
352
Primitive, the Armira can be fierce in combat and are intelligent enough to attack in formation. They do not wear any clothing, but they do have tools and these are forged by heat. Most commonly they wield spears. Armira live in the sea, but they breathe air, so must come to the surface at least once an hour. They do go onto land occasionally, frequently finding isolated islands or shorelines to regroup and bask in the sun. According to legends, the Armira were once the favored Race of an important god. But the deity forgot about them and they retreated to the sea, becoming Armira over the passing centuries.
AUTOMATONS
Defenses Hardiness
7
Stealth
9 (in water) or 4 (on land)
Evade
3
Parry
6
Wits
4
Resolve
7
Key Skills Swim
4d10 (in water) or 1d10 on land 4d10 (60 feet) Endurance 5d10
Muscle
3d10
Wrestling
2d10
Light Melee
2d10
Medium Melee
3d10
Speed: 3d10
3d10
Detect
Qualities Wounds
4
Expertise:
Detect-Hear
Powers Bite: The bite of an Armira does 1d10 Damage. Their teeth release weak Venom that can numb people’s limbs and make physical activity difficult. Roll 1d10 against the Target’s Hardiness. On a Success, the victim suffers −1d10 to Physical and Combat Skills. On a Total Success, the penalty is −2d10. The effect lasts 1d10 rounds. On smaller creatures the Venom is more potent (causing total paralysis).
Automatons are magically animated statues or machines. They come in endless varieties, and their creation requires casters imbue them with two Spells (causing the casters to lose them permanently). They are usually modeled after animals or Humanoids. Perhaps the most well-known are the Bronze Soldiers of Caelum. These were created during the reign of Sertorius Poro, at the expense of many Sertori, and remain in Cael where they are guardians of the city.
Bronze Soldiers Bronze Soldiers look like metal casts of Caelum Soldiers. They were made several hundred years ago and are in the ancient style. Their bodies are entirely bronze and fitted with bronze breast plate or laminar and helmets with ceremonial face plates. They carry short swords, shields and spears.
Defenses Hardiness
9
Stealth
2 or 8 when still
Evade
4
Parry
7
Hold Breath: Armira can hold their breath for one to two hours.
Wits
3
Sea Creature: Armira are creatures of the sea and require salt water to live. Any Armira that stay on dry land for more than two hours begins to die (suffering a Wound each hour).
Resolve
10
Communication and Echolocation: Armira can communicate with one another and navigate by emitting sounds that can travel miles underwater. This enables them to “see” in total darkness. They are also capable of simple sounds above the surface.
Speed
1d10
Muscle
4d10
Wrestling
3d10
Light Melee
3d10
Medium Melee
3d10
Detect
2d10
Key Skills Endurance
6d10
Qualities Wounds
5
Equipment: Long Sword, Spear, Light Shield, Helmet
Powers Resolute: Bronze Soldiers are determined and difficult to influence. Skills like Command, Deception and Persuade only succeed against them on a Total Success, and even then they are merely confused. They can never be convinced to attack their creator. Spells affecting the mind also require a Total Success to work on Bronze Soldiers. Beast Strength (×2): Bronze Soldiers are strong and their Base Lift is doubled. They also can exceed capping limits on Damage Rolls for Physical Attacks. Bronze Body: Because they are made from bronze, the Soldiers have a hardiness of 9.
353
Golden Lions of Nicephorus
Marble Statues
These are massive mechanical lions fueled by the spirits of Sertori, made of gold and bronze. They are the protectors of the Supreme Pontiff of Ronia, staying with him at all times. Though they cannot communicate, the Lions are highly intelligent.
These surprisingly common constructions appear throughout the Varian Sea, Caelum and Southeast Gamandria. They are Marble Statues shaped into a variety of forms imbued with the soul of a Sertori, usually under a vow to protect some location or person. Similar versions made from lapis lazuli exist as well (using the same stats).
Defenses Hardiness
8
Stealth
3
Defenses
Evade
4
Hardiness
10
Parry
5
Stealth
2 or 8 when still
Wits
6
Evade
4
Resolve
10
Parry
7
Wits
3
Resolve
10
Key Skills Bite
3d10 (Damage 6d10)
Claw
4d10 (Damage 5d10)
Key Skills
Speed
3d10 (60 feet)
Speed
0d10 (30 feet)
Muscle
5d10
Muscle
6d10
Endurance
6d10
Wrestling
1d10 (Damage 6d10)
Detect
3d10
Medium Melee
0d10
Detect
1d10
Endurance
6d10
Qualities Wounds
5
Powers Pounce: When a Golden Lion has Surprise, it adds one Automatic Wound on its Damage Roll. Resolute: Golden Lions are determined and utterly loyal to the pontiff. They can never be convinced to attack their creator (even by Spells) and have a Resolve of 10. Beast Strength (×2): Golden Lions are strong and their Base Lift is doubled. They also can exceed capping limits on Damage Rolls for Physical Attacks. Bronze Body: Because they are made from gold and bronze, Golden Lions have a Hardiness of 8. Breath of Sleep: Once every hour, Golden Lions can release a powerful roar that unleashes a plume of golden dust into the air in a 20 foot line. Anyone who breathes in this material may fall asleep. Roll 4d10 against Hardiness. On a Success, the Target falls asleep for 1d10 minutes. On a Total Success, the effect lasts for 1d10 hours.
354
Qualities Wounds
10
Powers Resolute: Marble Statues are highly resistant to attempts at magical and mundane persuasion, having a Resolve of 10. Beast Strength (×3): Marble Statues are strong and their Base Lift is tripled. They also can exceed capping limits on Damage Rolls for Physical Attacks. Marble Body: Because their bodies are made of marble, they have 10 Hardiness and 10 Wounds. Also, Sharp weapons are less effective against them, taking −1d10 on Damage Rolls.
BERSERKER
Defenses
These are special Gru warriors who have been anointed with the Blessing of Sur Vanker. When bloodlust strikes them in battle and the will of Sur Vanker commands it, they transform into a man-wolf and frenzy. They can continue to wield weapons, but often rip apart foes with their claws or teeth.
Hardiness
6*
Stealth
3
Evade
3
Parry
6
Wits
6
Resolve
6
When a Berserker transforms, he grows fur, claws and a large wolfish snout. If the rage is truly powerful, he may fully become a Wolf, though this is rare.
Key Skills
Berserkers are admired and respected among the Gru. It is a trait passed down through families or gifted to the most deserving members of the tribe. Occasionally, Berserkers are able to infect unwilling non-Gru victims with the blessing. When this occurs, the transformation drives the victim mad. He has no control over it, and must change when either the Berserker who infected him commands it or when there is a full moon. Such men are compelled to spill Humanoid blood (except the blood of Gru).
Wrestling
3d10
Bite
3d10 (Damage 3d10) Ride
Endurance
3d10 2d10
Claw
3d10 (Damage 3d10) Detect
2d10 (Smell 3d10)
Light Melee
2d10
Survival 2d10 (Wilderness)
Medium Melee
3d10
Survival (Sea) 2d10
Heavy Melee
3d10
Speed
3d10
Muscle
2d10
Deception Languages (Klerskel or Gruskel) Language (Singh)
2d10 3d10 1d10
Qualities Wounds
2
Expertise/Combat Techniques Survival-Travel Equipment: Horse, Mace, War Axe, Mail Armor
Powers Bite: A Berserker’s bite does Muscle +1d10. It also can transmit the Berserker blessing if the Berserker chooses and is able. Claw: A Berserker’s claw does Muscle for Damage. It can also transmit the Berserker blessing if the Berserker chooses and is able. Track: Berserkers in man-wolf form can track using smell. They simply make a Detect Roll to follow scents. Regeneration: Berserkers regenerate 1Wound per round from any mundane source. They recover from magically caused Wounds normally. Mighty Attack: A Berserker can expend power to make a more potent Melee Attack. This can be used for Melee Weapons, claws or bite, and adds one extra Wound on a successful Damage Roll, but it causes the Berserker to take a Wound himself. Recovery: After Berserking, a Berserker must succeed on a TN 6 Endurance Roll or fall to the ground Incapacitated, but conscious, for one hour. Blessing of Sur Vanker: All Berserkers can transmit the blessing to others through a Sacred Ritual. It must be performed under the light of a new moon. The Berserker tears out the throat of the initiate, who then becomes a Berserker and regenerates for the first time. Special Berserkers, who have truly pleased Sur Vanker (usually chieftains) have the power to transmit it without the Ritual, gaining control of those they afflict. This cannot be used on Gru, only on non-Gru Humanoids. It causes the person under its affect to go berserk at the command of the Berserker, or any time there is a full moon. Such people also transmit the illness to anyone they bite or scratch. To see if an unwilling victim has acquired the Blessing of Sur Vanker, roll 0d10 against their Hardiness. On a Success or Total Success, they are afflicted.
355
BOULDER CRABS
BLEMMYAE
These large two-foot long desert and mountain dwelling crabs use hollowed out boulders as shells. They are heavier and stronger than they appear, with adults being half the size of a Human but weighing 200 lbs. They possess lobster-like claws and a mouth full of huge teeth. Aggressive predators, they hunt animals and Humanoids in packs.
Blemmyae are a product of divine neglect. The Blemmyae were created by Ramos ages ago, before he made Humans. When they were first created they looked like men and inhabited the Brogustu Mountain Range. But Ramos forgot about them, choosing to focus his attention on mankind.
Defenses Hardiness
8
Stealth
3 (6 in rocky terrain)
Evade
6
Parry
8
Wits
5
Resolve
7
Key Skills Speed
2d10 (Damage 2d10 see entry
Bite
2d10 (Damage 2d10 see entry)
Speed
3d10 (60 feet)
Muscle
3d10
Detect
2d10
Qualities Wounds
3
Crusher claws: On a Successful Attack (even if its Damage Roll fails) a Boulder Crab automatically restrains its opponent (see RESTRAIN in CHAPTER FIVE: RULES). While a victim is pinned, the Damage and Attack Roll of the crab’s bite doubles to 4d10.
Now Blemmyae are hideous to behold. They look like wide shouldered Humans with no heads. Their eyes appear on their shoulders, and beneath these, in the center of their chest is a vast open mouth filled with sharp teeth. Blemmyae have no nose, and it is believed they can neither taste nor smell (which explains their somewhat indiscriminate diet). They roam in bands of 3 to 30, and will eat almost anything to survive: tree bark, meat, flowers, sea creatures, weeds, grass and even mud. Exceptionally violent and determined, the Blemmyae defend their pastoral lands with primitive spears. Though their tactics are unsophisticated, they are greatly feared because they devour their enemies alive.
Defenses Hardiness
4
Stealth
2
Evade
2
Parry
5
Wits
6
Resolve
10
Key Skills Wrestling
3d10
Bite
0d10 (Damage 3d10 Open, see entry)
Medium Melee
1d10
Muscle
3d10
Speed
1d10 (40 feet)
Detect
0d10
Qualities Wounds
2
Powers Chomp: Using their massive jaws, Blemmyae can chomp down on foes whenever they make a Successful Wrestling attempt. This does 3d10 Open Damage automatically, requiring no additional attack roll for the bite.
356
COIN SPIDER These small spiders are far more deadly than they appear. Their bodies look remarkably like gold coins, and Coin Spiders easily hide among piles of treasure. In fact, this is their preferred method of attack. Despite their small size, Coin Spiders like to eat the meat of large prey. They either hide among treasure pretending to be coins or stalk victims if necessary. Often these clever and stealthy spiders poison victims without their prey being immediately aware of it.
Defenses
CRIMSON TICK
This small tick has eight legs and is the size of a one inch sphere when bloated with blood. It attempts to attach to a victim and reproduces given time, spawning 2d10 new ticks after 1 week. Though Crimson Ticks feed on the blood of any mammal or reptile, they prefer the blood of Sertori, whose magic helps sustain them more than mortal blood.
Defenses Hardiness
3
Stealth
8
Hardiness
2
Evade
2
Stealth
9
Parry
2
Evade
9
Wits
2
Parry
9
Resolve
10
Wits
4
Key Skills
Resolve
6
Bite
1d10
Speed
1d10
Detect
1d10
Key Skills Bite
1d10 (no Damage but see below)
Speed
3d10 (60 feet)
Qualities
Detect
2d10
Wounds
Powers
Qualities Wounds
1
1
Powers Poisonous bite: The Coin Spider’s bite delivers a powerful venom. On a successful attack, roll 2d10 against the Target’s Hardiness to see if it takes hold. The venom is anesthetic, and the bite wound very tiny, so unless the victim detects the spider he will remain unaware of the bite. The venom imposes a -1d10 penalty to Skills each minute that passes (this increases to rounds on a Total Success). When the victim reaches 0 Endurance, he falls asleep. When he reaches 0 Speed he is paralyzed. The victim will regain awareness after a few hours, but remain unable to move unless a cure is applied. Over the next few weeks, the spider’s eggs hatch from within the victim’s body and he is devoured alive from the inside out (causing 1 automatic wound each week that cannot be healed until the victim is fully cured). Surgery can eliminate Coin Spider infestation on a TN 10 Medicine Skill roll (but the physician must inflict one Wound on the target in each attempt to remove them), otherwise the only hope is magic.
Innocuous Blood Drain: If the tick successfully hits, it affixes itself to the victim and begins to feast on blood. The tick has a magic power that makes it hard to feel or notice by anyone, victim or otherwise. One chance to notice the tick may be made with the Detect Skill. If that fails, another chance requires a different person to detect. Blood drain from the ticks will not inflict Wounds until the victim has 10 ticks attached, then a single Wound will be suffered per ten ticks per week. Spell Drain: A Sertori will lose a Spell if ten ticks are on his body for a day. The Spell may be regained by devouring all ten ticks. Evil Sertori that become aware of this tick might use it to steal another Sertori’s Spells but this is not something anyone in Gamandria (or even the gods) know about.
357
DEMONS The gods are imperfect, a crucial thing to remember when contemplating the nature of Demons. These are entities created indirectly by the gods. They are neither intentional nor under their creator’s control. Demons emerge from the edges of a deity’s thoughts, and are innately hostile to their desires. They quite literally arise from nothing. Unlike all other intelligent beings, Demons do not have souls; instead they absorb the souls of others and bind them. The more souls they consume the more powerful they become. As a Demon absorbs souls, its powers grow and so does its size. This also shapes its appearance, with each soul adding a new feature. Because of this, every Demon is unique, and there are legions of them throughout Gamandria. Provided here are two examples of known Demons. The GM is encouraged to make more using these as models. Demons are difficult to destroy. They can be physically harmed and forced to recuperate for a decade or so, but this is temporary.
Eshraic Eshraic first appeared in Bukra, and his appearance suggests that his first victims were Dwarves. He stands no more than five feet tall and from a distance looks like a simple Dwarven traveler. His head has three faces, a Dwarf (central), Human (left) and a Halfling (right), each a distinct personality. While they can speak independently, he often prefers to have them communicate in unison for effect. The rest of his body is thick and layered in a gray hide. More than anything, Eshraic despises Sul and seeks to torment and mislead his followers. He has an abiding hatred toward Ramos and Lurolai as well. When he isn’t interfering with the affairs of these deities, Eshraic wanders the rim of the Midbar Desert in search of souls to claim, occasionally venturing into Ronia or Bukra to cause trouble.
Defenses
358
Hardiness
10
Stealth
8
Evade
6
Parry
6
Wits
6
Resolve
9
Key Skills Wrestling
4d10 (Damage 6d10) Speed
2d10 (50 feet)
Light Melee
3d10
6d10
Small Ranged
1d10
Muscle
5d10
Persuade
4d10
Empathy
3d10
Detect
Qualities Wounds
12
Powers Absorb: Anytime Eshraic lands an attack on an opponent that would do Damage, he absorbs the Target’s soul, resulting in death. Against Sertori he must absorb one Spell at a time before he can consume the entire soul. So, a Sertori struck by Eshraic takes Damage, plus he permanently loses one Random Spell. A Sertori, who has all his Spells absorbed in this manner, dies and becomes part of Eshraic, adding to his power. Iron Brawler: For Unarmed Damage, Eshraic does Muscle +1d10 Damage. Reflect: This functions like an Ogre’s resist, except Eshraic can reflect any successful magical attack against him back on the caster. His reflect Rating is 4d10, so the GM rolls 4d10 against Target Number 10 anytime a Sertori attacks Eshraic with magic. On a Success, he reflects the Spell. Manipulate: Eshraic can enter a person’s mind and alter their thoughts. This requires he make a successful Persuade Skill Roll against the Target. On a Success, he can shape their emotions or fill them with a new desire. On a Total Success, he can actively distort their way of thinking, making someone who normally is brave into a coward for example. In both cases, the effect lasts for a day and fades after a night of rest. Immunity: Eshraic cannot be harmed by Mundane Weapons, only Spells or magic items can harm him. Beast Strength (×2): Eshraic’s Base Lift is doubled and he can exceed Damage capping limits.
Eroo Eroo is a legend, going back to the civilization of Anumar. His description varies from account to account, but in most he is described as a giant figure with the head of a Mammoth and the body of an Ogre with massive wings that can carry him into the air. He is also said to have eyes that literally burn with rage. No one knows what Eroo looks like for certain because he hasn’t been seen in over fourteen hundred years. All information about Eroo has been passed down orally among the Orcs, Ogres and Elves. It is believed the Anumars either created him, or received him as a gift, to help them fight Nong Sai. But he proved too dangerous, and they imprisoned him somewhere underground (the most likely place would be the Slovar Caverns of Perlova).
Defenses Hardiness
9
Stealth
7
Evade
6
Parry
6
Wits
8
Resolve
8
Manipulate: Eroo can enter a person’s mind and alter their thoughts. This requires he make a successful Persuade Skill Roll against the Target. On a Success, he can shape their emotions or fill them with a new desire. On a Total Success, he can actively distort their way of thinking, making someone who normally is brave into a coward for example. In both cases, the effect lasts for a day and fades after a night of rest. Immunity: Eroo cannot be harmed by Mundane Weapons, only Spells or magic items can harm him. Beast Strength (×2): Eroo’s Base Lift is doubled and he can exceed capping limits on Damage Rolls.
Key Skills Claws/Wrestling
3d10 (See below)
Muscle
6d10
Gore
4d10 (Damage 6d10 Open) Detect
3d10
Light Melee
2d10
Command
6d10
Speed
5d10 (80 feet)
Fly
4d10 (70 feet)
Qualities Wounds
12
Powers Absorb: Anytime Eroo lands an attack on an opponent that would do Damage, he absorbs the Target’s soul, resulting in death. Against Sertori he must absorb one Spell at a time before he can consume the entire soul. So, a Sertori struck by Eroo takes Damage, plus he permanently loses one Random Spell. A Sertori, who has all his Spells absorbed in this manner, dies and becomes part of Eroo, adding to his power. Claw and Gore: Eroo’s claws do 3d10 Open Damage and his tusks do 6d10 Open Damage. Iron Brawler: For Unarmed Damage when restraining, Eroo does Muscle +1d10 Damage. Fly: Eroo can fly at his normal movement. Reflect: This functions like an Ogre’s resist, except Eroo can reflect any successful Magical Attack against him back on the caster. His Reflect Rating is 4d10, so the GM rolls 4d10 against Target Number 10 anytime a Sertori attacks Eroo with magic. On a Success, he reflects the Spell. Destructive Rage: Eroo can release a blast of sound from his trunk driving any who hear it into a destructive rage. Everyone within hearing is susceptible. Roll 3d10 against their Wits to see if they are affected. If the result equals or exceeds their Wits, they fly into a fit of rage attacking the nearest person or object (on a Normal Success, this lasts one round, on a Total Success, it lasts two). Searing Gaze: Eroo can ignite people and objects with a glance anytime he wishes. To do so he must make a Detect Roll against the Target’s Evade. On a Success, the Target suffers 5d10 Fire Damage. On a Total Success, the Target suffers 6d10 Fire Damage. He can target one person per round. Stone Shape: Eroo can shape the earth and stone around him at will. Every round he can shape up to ten cubic feet of earth or stone.
DEN DWELLERS This is a colloquial term for creatures that inhabit the Realms of the gods or serve them on Gamandria. Den Dwellers can channel their deity’s powers and come in a variety of types. Most are immortal, but many are not. Inhabitants, one type of Den Dweller, have normal life spans and are not much different from the typical Humanoids of Gamandria. While most Den Dwellers live on the plane of the gods, this is not universally the case. Some are cast out, while others live outside the god’s Den to serve as its eyes and ears. Below are the basic categories of Den Dwellers, with some specific types described (Surface Dwellers, Guardian Beasts, Guardians, and Inhabitants). Each god has its own Den Dwellers and they reflect the nature of their god. The ones described here are just a small sample; countless other variations of Den Dweller exist in Gamandria (these should be used as models by the GM to make his own). While each type of Den Dweller has its own powers and abilities, all of them share the following traits: Divine Connection: All Den Dwellers have powers that are gifts from their god. These are not inherent in the creatures, themselves, but occur by channeling the deity’s abilities. Commune: All Den Dwellers can commune freely with their god. Enter: All Den Dwellers can enter and leave the Den of their deity, unless they are cast out.
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Surface Dwellers
Qualities
Surface Dwellers are the eyes, hands and ears of the gods. They live on the edges of civilization where they can serve the god’s interests. Some protect the areas near entrances to their god’s Den. These beings usually live in small bands and are mortal, though often long lived.
Brownies Brownies are small Humanoids eight to twelve inches tall, with pointy features and a reputation for cunning and culinary skill. They are devoted to Ranua and serve as her forest spies and protectors. Though tiny and weak, their knowledge of Poison makes them troublesome foes. Most Brownie live for 140 years. They are organized into tribes, each having 300 to 1000 members and being led by a queen. When Brownies attack, they do so with small spears and bows dipped in Hellebore or Willow Venom. They prefer to hide in the foliage or shadows and launch their attack on unsuspecting Targets. Encounters with Brownies are usually peaceful. They mostly just want information and news, so they are happy to speak with travelers and even trade. Above all Brownies love secrets, delighting in the exchange of gossip or rumors. This also makes Brownies an excellent source of hidden knowledge. Occasionally they will use their ability with Poisons for good and help heal wounded travelers. Should they come upon anyone in poor standing with Ranua, then Brownies will not rest until they have brought them lasting harm.
Defenses
1
Powers Lightning Burst: Despite their size, Brownies can move faster overland than other Humanoids. When they choose to do so, Brownies can stride to any point within one hundred feet in a violent blur of speed. This is instantaneous and doesn’t count as a move action. Poison Use: As stated above, Brownies are highly proficient in Poison and always dip their spears and arrows in Hellebore or Willow Venom (See CHAPTER FIVE: RULES). Weapons: The diminutive weapons of a Brownie do no actual Damage to Humanoid-sized creatures. Their arrow tips and spear points are as deadly as sewing needles. However, they are excellent vessels for Poison. Anytime they strike a Target with their arrows or spears, roll 2d10 against the Target’s Hardiness. This does not do any Damage, but on a Success, the Poison gets into the blood and likely takes hold (see Poison and Disease in CHAPTER FIVE: Rules). Heal: Brownies can channel the healing magic of Ranua when they choose to do so. This allows them to restore 1 Wound per round to any Target of their choice.
Imps These troublesome Humanoids stand roughly 2 feet tall in their natural form, and resemble Kobolds, with more serpentine features and wings. They are Surface Dwellers of Sarilla, though she gives them freedom to do as they wish. When she does call on them, it is mainly to serve as spies or saboteurs. Imps can change form into a small cat, dog, or other animal. They are lazy and manipulative by nature, and often survive by adopting themselves into unsuspecting households as pets. They enjoy sinister pranks; the crueler Imps play deadly tricks that kill their victims.
Defenses
Hardiness
3
Stealth
8
Hardiness
3
Evade
9
Stealth
9
Parry
3
Evade
7
Wits
9
Parry
5
Resolve
7
Wits
7
Resolve
7
Key Skills
360
Wounds
Small Melee
1d10
Medicine
3d10
Small Ranged
1d10
Talent (Poison)
4d10
Speed
4d10 (100 feet)
Talent (Cooking)
3d10
Muscle
0d10
Creatures (Den Dwellers) 3d10
Detect
4d10
Magic (Penthos)
Deception
2d10
Religion/Gods (Ranua)
Divination
3d10
Key Skills Detect: 2d10
2d10
Bite/claw
0d10 (Damage 0d10)
Muscle
0d10
2d10
Speed
2d10 (50 feet)
3d10
Fly
3d10 (60 feet)
Trade (All)
2d10
Qualities Wounds
Defenses 1
Powers Illusion: Imps can create illusions of small objects such as bricks or mice, to trip or scare people. They also may make illusionary sounds and shadows. This can be done automatically regardless of other actions the Imps perform, and it is subtle enough that the Imps don’t appear as the obvious source. They are particularly fond of making people fall down stairs. They also love to steal personal effects. Mind Read: Imps can read thoughts by making a Detect Skill Roll against their Target’s Wits Score. This allows them to know what a person is thinking or feeling. Fly: Imps can fly at their normal speed.
Numinous Elves (Forest Elves) These fierce creatures are primordial Elves, charged with protecting the entrances to Ranua’s Den. They live in forests, in simple villages and usually follow an elder. Numinous Elves are immortal like other Elves but have special powers and a more aggressive disposition. Numinous Elves (simply called Forest Elves by most Gamandrians) are tall and athletic, and like to adorn themselves in red and blue body paint. Their hair is usually blond or red. They communicate with one another telepathically, so many outsiders assume they do not speak (this is untrue, they are capable of speech). They are master hunters. When not actively defending a Den entrance, Numinous Elves hunt and entertain themselves with music and song. For Numinous Elves the hunt is sacred, and viewed as a kind of sacrifice. They hunt large mammals, including Humanoids. The more cunning and challenging the game, the better. Numinous Elves do not carry a dislike for other Humanoids; they simply view them as they would any animal or potential threat. Occasionally Numinous Elves make friendships with outsiders, but this is rare and must always be approved by the village elder. Those who violate this law are subject to the hunt themselves. Numinous Elves carry grudges more than most other creatures. They are vengeful and can wait a very long time for retribution. They take great satisfaction in dealing personal justice on a person’s death bed.
Hardiness
9
Stealth
10 (3 when frenzied)
Evade
8 (3 when frenzied)
Parry
5 (3 when frenzied)
Wits
6
Resolve
10
Key Skills Small Melee
2d10
Empathy
2d10
Medium Melee
3d10
Divination
3d10
Small Ranged
3d10
Medicine
2d10
Athletics
2d10
Survival (Wilderness)
3d10
Speed
3d10 (60 feet) Talent (Perform)
Muscle
2d10
Creatures (Den Dwellers) 3d10
Detect
4d10
Religion/Gods (Ranua)
Command
2d10
3d10 3d10
Qualities Wounds
5
Equipment: Short Sword, Spear and Bow
Powers Wild Whisper of Ranua: Numinous Elves can communicate with animals of the forest, and they can command them on a successful Command Roll. Frenzy: Numinous Elves can go into a Magical Frenzy, where they become reckless and capable of dealing tremendous Damage. A Numinous Elf in Frenzy has Evade, Stealth and Parry of 3, but does one additional Wound on any successful Damage Roll. Heart Seeker: A Numinous Elf can whisper a person’s name and speak a curse to its arrows before firing at a Target. This imbues the arrows with a terrifying magical power. It functions exactly like a normal arrow of its type, but on a successful Damage Roll, the arrow imbeds in the Target’s flesh and burrows its way to the person’s heart. Each hour the victim takes 1Wound from the arrow as it gets closer to the vital organ. The only ways to stop such an arrow are to Cast Heal Cathartically on the Target while making a Medicine TN 9 Roll to remove it or to have the Elf that fired the arrow call it out from the person’s body. To use this power, the Elf must know the name of the Target. Heart Seeker is used primarily for vengeance. Telepathy: Numinous Elves are capable of speech, but rarely use it because they can communicate telepathically with one another. To use this ability they must be within 300 feet of the person they are communicating with. They can also use this on non-Numinous Elves and other Races, but only with those who become their friends (this is a requirement for the power to work). Protection of Ranua: When they are near the entrance to Ranua’s Den, Numinous Elves receive her protection. Any attack against them is deflected by a glowing flash. This works much like Arch of Protection, where it reduces the Damage Dice of the attacker. Within one hundred feet of the entrance, this protection imposes a −3d10 to Damage Rolls against them. Within two hundred feet it imposes a −2d10 penalty to Damage Rolls. Within 300 feet it imposes a −1d10 to Damage Rolls. It does not work beyond this range. Regeneration: Numinous Elves regenerate from Wounds quickly, healing 1Wound an hour.
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Qarin
Key Skills
Qarin are shape-shifting Jinn who were originally created by Sul as companions of the Dwarves. They were protectors and Guardian Spirits, each one a mirror copy of a living Dwarf. When Sul formed a pack with Ramos and Lurolai, he created Qarin of Human and Halfling souls as well. So every Human, Halfling and Dwarf has a Qarin counterpart. Qarin can assume a number of shapes, including that of any Humanoid. Their natural form is an Ethereal version of their earthly twin. But they can also take the shape of animals or smoke. Because Sul gave them free will, Qarin are able to grow and change on a path that diverges from the soul that spawned them. Although Sul originally charged the Qarin with guiding their twin or “companion”, few Qarin do so. They will occasionally watch over their earthly twin, but the gulf between Qarin and mortal is so vast, that their intervention usually creates more problems than it solves. Qarin simply do not understand Humanoid cultures enough and their moral scruples leave something to be desired. They are mischievous by nature, but some can venture into evil. While they possess free-will, Qarin are bound to their own words and oaths. A Qarin can never break a promise or vow. Over a lifetime they often accumulate many oaths and vows, forcing them to walk a delicate line to avoid breaking them. A Qarin who breaks a vow dies. Now Qarin serve mainly as messengers, diplomats and spies of Sul. They use their powers of manipulation to influence worldly politics, often making their way to the courts of kings and other powerful individuals.
Defenses
362
Hardiness
9
Stealth
10
Evade
7
Parry
5
Wits
10
Resolve
7
Medium Melee
3d10
Reasoning
2d10
Small Ranged
2d10
Empathy
0d10
Athletics
3d10
Divination
5d10
Speed
4d10 (70 feet)
Survival (Desert)
3d10
Muscle
1d10
Talent (Instrument)
3d10
Detect
5d10
Talent (Poetry)
4d10
Persuade
4d10
Creatures (Den Dwellers) 5d10
Command
3d10
Religion/Gods (Sul)
Deception
4d10
3d10
Qualities Emotions:
Agape 2
Wounds
5
Powers Sacred Word: When a Qarin makes a promise, the promise must be kept for the rest of his or her life. They are bound to any oath they make (however frivolous it may sound at the time). Some of the more careless Qarin force themselves to endure a lifetime of strange rules and limitations due to this. When a Qarin breaks a vow, it dies. Call of the Qarin: A Human, Dwarf or Halfling can perform a Ritual to call his or her Qarin. This is not a widely known Ritual, and to even know of its existence requires 3 Ranks in Creatures (Den Dwellers). It is a TN 10 Ritual Roll and involves chanting prayers of thanks to Sul for an hour. Qarin despise being called by their companions, and make the experience as unpleasant as possible to ensure it doesn’t happen again in the future. Once called, they feel compelled to do the bidding of their mortal twin. Shape Change: Qarin can take the form of any Humanoid of the same size as them, including the particular facial features of an individual of either gender. They can also assume the form of any normal animal or turn into a cloud of smoke (during which time they are essentially impossible to harm by non-magical means). Suggest: As a power, Qarin can use their Deception Skill to cause people to believe their lies. When a Qarin does this, roll his or her Deception against the Target’s Wits. On a Success, the Target believes whatever the Qarin says (no matter how outrageous) so long as it is a single line of disinformation. On a Total Success, the lie is so convincing the Qarin can elaborate adding in several more details to weave something as grand as a non-existent conspiracy or history that never really happened. Spells: Daydream and Captivation (Deimos and Agape 3)
Selkies Selkies are servants of Lurolai who inhabit the waters of Gamandria. They are shape shifters who adopt the form of Hippocampi when in water but appear as Humanoids when on land (they can take the form of any type of Humanoid they wish except large ones like Ogres, Giants, etc). They are also crafters and builders, occasionally rewarding loyal followers of Lurolai by performing tasks for them in the dark of night.
irritable Race of creatures often takes matters into their own hands.
Defenses Hardiness
5
Stealth
5
Evade
5
Parry
5
Wits
7
Resolve
8
Trow live in small tribes like Brownies but usually answer to a group of elders and occasionally a chieftain. The males prefer to keep long beards. Female Trow are fond of jewelry, and when the men are not out spying on behalf of Ramos, they are often stealing trinkets from people. The Trow regard wrinkles as a sign of beauty and wisdom.
Key Skills Bite
2d10 (Damage 2d10) Persuade
5d10
Tail
1d10 (Damage 3d10) Divination
6d10
Defenses
Wrestling
1d10
Trade (all)
4d10
Hardiness
5
Swim
3d10 (60 feet)
Survival (Sea)
4d10
Stealth
9
Speed
2d10
Creatures (Den Dwellers) 5d10
Evade
7
Muscle
2d10
Religion/Gods (Lurolai)
Parry
3
Detect
1d10
Wits
7
Resolve
8
3d10
Qualities Wounds
3
Powers
Key Skills Small Melee
1d10
Sea Storms: Selkies can will the oceans to storm, flood or become choppy.
Speed
3d10 (15 feet) Creatures (Den Dwellers)
3d10
Muscle
0d10
Magic (Misos)
2d10
Shapechange: Selkies appear as attractive Humanoids on land or as Hippocampi in the sea. Their bodies change automatically to the environment.
Detect
3d10
Religion/Gods (Ramos)
3d10
Persuade
2d10
Religion/Gods (Church of Light)
3d10
Water Breath: The touch of a Selkie gives the temporary gift of water breathing. This effect is automatic and lasts as long as the Selkie stays in physical contact with the recipient. It remains in effect for 1d10 minutes after contact is ended.
Divination
3d10
Religion/Gods (Cult of Sarda)
3d10
Talent (Theft)
4d10
Religion/Gods (Church of Ramos) 3d10
Beast Strength (×2): Selkie are strong when in Hippocampi form and their Base Lift is doubled. They are also able to exceed capping limits on Damage Rolls for Physical Attacks.
Wounds
Trow The Trow are servants of Ramos, and live mostly in mountains or hills (though they venture into urban areas as well). They are easy to underestimate because of their small size, but their powers to sing and shape stone make them formidable. Like Brownies, Trow are small Humanoids, no taller than a foot high. Unlike Brownies, their features are less than pleasant. All Trow have wrinkled skin that looks like sundried apricot. Their noses are long and bulbous and their eyes look like tiny black pebbles.
Talent (Perform)
3d10
Qualities 1
Powers Weapons: The weapons of a Trow do negligible Damage to normal creatures. They only cause a Wound if they roll a Total Success on their Damage Roll and are always limited to 1 Wound. Shape: Trow can channel the power of Ramos to shape stone or earth. They use this to escape foes but also to trap or even kill their enemies. Those who underestimate this ability often die when a stone bridge collapses beneath their feet. Lullaby: Trow are talented musicians and singers and can use this to put the unwary to sleep. When Trow sing or play a relaxing melody, anyone who hears is subject to its effects. They roll their Persuade Skill against the Targets Resolve Scores. On a Success, the victim falls asleep for 10 minutes, on a Total Success, one hour.
The main purpose of the Trow is to find followers who transgress the laws of Ramos and to report on developments in his communities of worshippers. They are only meant to function as his eyes and ears, not as his minions of justice, but this proud and 363
Guardian Beasts Guardian Beasts are powerful animals associated with the gods. Similar to their mundane counterparts in nature, they are usually much larger and, as with other Den Dwellers, can channel the magic of their deity. Typically, most gods have one or two animal types with a corresponding Guardian Beast. For instance, Lorgo has the Mammoth, while Sur Vanker has the Bear. Guardian Beasts are proud and fanatically loyal to their gods. When they appear before mortals, they expect a sacrifice offered to their deity. Failure to follow this protocol can provoke anger or even violence.
364
Lorgo’s White Mammoths The White Mammoths of Lorgo look like Normal Mammoths but are white and can reach 18 feet at the shoulders. Their eyes burn red when angry and turn a cool blue when calm. When they are not protecting the entrance to Lorgo’s Den they sometimes serve as instruments of his vengeance. White Mammoths despise Elves and murder them on sight.
Defenses Hardiness
10
Stealth
2
Guardian Beasts are powerful creatures and encounters with them are deadly. It is wise to avoid direct confrontation with such beings, although they are usually only hostile to enemies of their deity.
Evade
2
Parry
4
Wits
8
Resolve
10
The raw stats of the base animal-type can be used for any Guardian Beast (though samples with specific abilities have been provided below). In addition, Guardian Beasts always have the following Qualities and powers: • They are much bigger than the Base animal type, often up to twice the usual size (in a few cases even larger). This increases their Hardiness by 2 points if possible. • They are more intelligent than the Base type; add +4 to their Wits Score. • All Guardian Beasts have a Resolve of 10. • Due to their size and divine protection, Guardian Beasts add 6 Wounds to their total. • Guardian Beasts are immune to Normal Weapons, and only take Damage from Magical Attacks. • All Damage Rolls by a Guardian Beast are Open. This applies to any natural modes of attack provided by the base animal type. • The Attack Skills for the Base create increase by +1d10, and the Damage increases by +2d10. • Muscle Increases by +2d10 • Beast Strength: Their Base Lift is multiplied by ten for the purpose of using Muscle to lift objects. They can also exceed dice caps on Damage Rolls, going up to 10d10. • Guardian Beasts can all move through the Ethereal Realm to go to any place on Gamandria they wish or to return to their god’s Den.
Key Skills Tusk
4d10 (Damage 6d10 Open)
Stomp
2d10
(Damage 7d10 open)
Speed
2d10
(50 feet)
Muscle
6d10
Detect
2d10
Qualities Wounds
10
Powers Charge: If a White Mammoth moves its full rate prior to an attack, and that attack is successful, it does an Automatic Wound in addition to the normal Damage Roll. Curse of Lorgo: When they choose, they can afflict anyone struck and harmed by their tusks with the curse of Lorgo. This turns the victim into a Gorgon (See GRIM BEASTS below). A person suffering from the Curse of Lorgo is identical to a Gorgon except they do not have spells (unless they are Sertori). Mammoths only use this at the command of Lorgo, which is a rare occurrence. This can also be used by the Mammoths to turn targets into stone at will when they strike with their Tusks. Immunities: White Mammoths are immune to all Normal Weapons and only take Damage from Magical Attacks. Ethereal Travel: White Mammoth can move through the Ethereal Realm. Doing so takes one full round of concentration and requires no roll. With this ability they can go anywhere they wish in Gamandria. Stone Shape: White Mammoths have a stone shaping ability similar to Trows. But this power can only be used on stone or stone structures, and it allows them to reshape existing stone in any way they desire. Beast Strength (×10): All White Mammoths are very strong and their Base Lift is ten times the normal amount. They can also exceed capping limits on Damage Rolls.
Ramos’ Burning Eagles
Sarilla’s Serpents
These giant black eagles roam the mountain skies near Ramos’ Den. They also occasionally venture forth on his behalf to destroy his follower’s enemies.
These resemble giant constrictor snakes, except they are usually pure white in their natural form and have deep blue eyes. They are also considerably bigger, growing over 100 feet in length.
The Burning Eagles of Ramos have a fifty-foot wingspan and weigh up to five hundred pounds. Their long necks end in a huge piercing beak that can crush bones and sever limbs. The most feared feature of the Burning Eagle is its high pitched screech, which causes anyone who hears it to ignite into flames.
Defenses
Defenses Hardiness
6
Stealth
5 (10 when blending)
Evade
5
Parry
6
Wits
3
Hardiness
6
Resolve
6
Stealth
9
Evade
9
Key Skills Bite
4d10 (Damage 6d10 Open)
Parry
2
Wrestling
5d10
Wits
6
Speed
4d10 (70 feet)
Resolve
10
Muscle
6d10
Detect
2d10
Key Skills Bite
3d10 (Damage 6d10 Open)
Qualities
Claws
3d10 (Damage 3d10 Open)
Wounds
Speed:
1d10 (40 feet)
Fly
6d10 (90 feet)
Powers
Command
4d10
Detect
7d10
Muscle
2d10
Blend: The scales of a serpent can blend with anything around it perfectly, taking on patterns, colors, etc. To achieve this effect, the serpent must remain entirely still.
7
Constrict: If a serpent bites a Target, it can begin to constrict, which causes suffocation to occur the following round. Targets can escape by making a Muscle Roll TN 8.
Qualities Wounds
10
Bite: The bite of a serpent does 6d10 Open Damage.
Powers
Immunities: Sarilla’s Serpents are immune to all Normal Weapons and only take Damage from Magical Attacks.
Bite: The powerful beak of a Burning Eagle does 6d10 Open Damage on a successful attack.
Ethereal Travel: Sarilla’s Serpents can move through the Ethereal Realm. Doing so takes one full round of concentration and requires no roll. With this ability they can go anywhere they wish in Gamandria.
Claws: A Burning Eagles claws do 3d10 Open Damage on a successful attack. In addition, they can choose to restrain their Target when they succeed in such an attack. Immunities: Burning Eagles are immune to all Normal Weapons and only take Damage from Magical Attacks. Ethereal Travel: Burning Eagles can move through the Ethereal Realm. Doing so takes one full round of concentration and requires no roll. With this ability they can go anywhere they wish in Gamandria. Burning Screech: Whenever they wish, Burning Eagles can release a high pitched screech that causes anyone who hears it to ignite into flames. The effect is automatic. It does not affect anyone who cannot hear due to deafness, but measures such as stuffing ears to reduce the sound only muffle its effects (cutting its Damage in half). Those who hear the Screech take 6d10 Fire Damage as per normal Fire Damage Rules. The fire must die before this ability can be used again. See Fire Damage in CHAPTER FIVE: RULES for more information.
Withering Breath: The serpent releases a gust of breath that reaches ten feet. Anyone in its path is potentially affected. Roll 3d10 against Hardiness. On a Success, the person or creature becomes Incapacitated and starts to die. Healing Breath: Sarilla’s Serpents can heal themselves at will; they can also heal others. This ability can restore anyone to full health but takes one minute to perform and covers an area of about ten feet before the serpent. Beast Strength (×10): Sarilla’s Serpents are very strong. Their Base Lift for Muscle is multiplied by 10 (so 4,000 pounds instead of 400). They can also exceed the dice cap on Damage Rolls.
Beast Strength (×10): All Burning Eagles are very strong, and their Base Lift is ten times the normal amount. They can also exceed capping limits on Damage Rolls.
365
Sea Beasts of Lurolai
Sur Vanker’s Bears
These look like giant blue crabs, with fierce green glowing eyes and luminous strands that trail below their beakish mouths. Sea Beasts of Lurolai protect her Den and occasionally serve as instruments of her wrath or mercy.
These are enormous bears, standing over fourteen feet tall on their hindquarters and weighing upwards of 5,000 pounds. Their eyes burn with amber light and their fur is the color of copper. They are known for their ability to shape metals or to melt them with a roar.
Defenses Hardiness
10
Defenses
Stealth
10 (8 on land)
Hardiness
8
Evade
2
Stealth
3
Parry
4
Evade
3
Wits
6
Parry
6
Resolve
10
Wits
6
Resolve
10
Key Skills Bite
1d10 (Damage 8d10 Open)
Key Skills
Claws
4d10 (Damage 6d10 Open)
Bite
2d10 (Damage 6d10 Open)
Strands
2d10
Claw
3d10 (Damage 7d10 Open)
Speed
2d10 (50 feet)
Speed
1d10 (30 feet)
Swim
4d10 (70 feet)
Empathy
3d10
Detect
3d10
Muscle
6d10
Muscle
6d10
Detect
3d10
Trade (Metal)
3d10
Qualities Wounds
9
Powers Clasp: If a Sea Beast lands an attack with its Claw it gets an additional attack with its bite. Bite: Sea Beasts do 8d10 Open Damage with their powerful beaks, but they must land a Claw attack first in order to draw the victim in. Claw: Sea Beasts do 6d10 Open Damage with their claws. Strands: The thread-like strands begin at the Sea Beast’s mouth and are seven feet long. Anyone struck by them is instantly paralyzed for 1d10 rounds. Stealth: Sea Beasts can blend in perfectly with their surroundings, either with the deep blue of the ocean, itself, or with the rocks and sand of the sea floor. Their shell changes hues slightly in response to environment. Ethereal Travel: Sea Beasts can move through the Ethereal Realm. Doing so takes one full round of concentration and requires no roll. With this ability they can go anywhere they wish in Gamandria. Immunities: Sea Beasts are immune to all Normal Weapons and only take Damage from Magical Attacks. Beast Strength (×10): All Sea Beasts are very strong and their Base Lift is ten times the normal amount. They can also exceed capping limits on Damage Rolls.
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Qualities Wounds
9
Powers Bite and Claws: Their claws do 7d10 Open Damage and their bite does 6d10 Open Damage. Melting Roar: The roar of a Bear of Sur Vanker can melt any metal within a 100 foot radius. This affects all mundane metals, causing them to turn furiously hot (dealing 5d10 Fire Damage to any poor soul wearing something like metal armor, for wielding or wearing smaller items the Damage could range from 1-4d10 Fire depending on precise circumstances). Ethereal Travel: Sur Vanker’s Bears can move through the Ethereal Realm. Doing so takes one full round of concentration and requires no roll. With this ability they can go anywhere they wish in Gamandria. Immunities: Sur Vanker’s Bears are immune to all Normal Weapons and only take Damage from Magical Attacks. Control Metal: The Bears of Sur Vanker can control metal with their thoughts, causing it to warp, bend, move, fly or attack as desired (for Attack Rolls use their Empathy Skill). Beast Strength (×10): All Bears of Sur Vanker are very strong, and their Base Lift is ten times the normal amount. They can also exceed capping limits on Damage Rolls.
Wolves of Ranua These giant-sized wolves roam in packs hunting down the enemies of their goddess. Their chilling howl paralyzes foes with fear.
Defenses Hardiness
5
Stealth
5
Evade
5
Parry
5
Wits
7
Resolve
10
Key Skills Bite
2d10 (3d10 Open)
Swim
0d10
Speed
2d10 (40 feet)
Muscle
3d10
Detect
3d10
Qualities Wounds
7
Powers Bite: Their bites do 3d10 Open Damage. Immunities: Immune to Mundane Weapons and only take Damage from magical attacks. Ethereal Travel: Wolves of Ranua can move through the Ethereal Realm. Doing so takes one full round of concentration and requires no roll. With this ability they can go anywhere they wish in Gamandria. Track: Wolves can track by scent. This allows them to trail any foe using Detect. Howl: The howl of the wolves can be heard for miles, but anyone within a 200 foot radius of the sound is stricken with fear and paralysis. Roll 3d10 against the Resolve of all who hear their howls. If the result equals or beats their Defense Score, victims are stricken with fear and suffer -2d10 to all their Skill Rolls for thirty minutes. On a result of 10, the victim is paralyzed for that time. Beast Strength (×10): All Wolves of Ranua are very strong and their Base Lift is ten times the normal amount. They can also exceed capping limits on Damage Rolls.
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Inhabitants
Defenses
These are beings who inhabit the Dens of their gods. Some Dens are as large as an entire continent, others are smaller. Inhabitants come in a variety of appearances and are mortal. They have simply attained higher state of being. People who please their deity can be reborn in the Den as an Inhabitant. They could be born as an animal Inhabitant, a Humanoid Inhabitant or a creature (such as a Riders of Ranua).
Hardiness
7
Stealth
9 (in water) or 4 on land
Evade
3
Parry
6
Wits
7
Resolve
8
Inhabitants who anger their god can be cast out and exiled on Gamandria.
Qalibarians Qalibarians resemble Armira, having green to blue skin with stony black eyes and spiny fins down their backs. Their mouths are filled with needle-like teeth, but their expressions appear friendly. The Qalibarians are the main Inhabitants of Qalibara, Lurolai’s Realm. At home in the sea and on land, Qalibarians can breathe in air or water. They primarily cultivate in areas of open land in Qalibara, but venture into the sea to hunt. Though most Qalibarians live in Lurolai’s Den, there are many small colonies across the waters of Gamandria. Qalibarians are devoted to Lurolai and ruled by councils of priests. The Qalibarian priesthood is selected by Lurolai herself. High ranking priests are part of her inner court. The Qalibarians use tools and weapons similar to those on the surface. In dry areas of Qalibara they dress similar to Shahri Halflings, wearing robes, chitons and himations. For weapons they prefer tridents, but also wield spears and short swords (generally they like stabbing implements). While traveling by sea, they wear clothing made of kelp and similar material.
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Key Skills Speed
4d10
Bite
2d10 (Damage 1d10) Medium Melee
Light Melee
3d10
Swim
5d10 (70 feet)
Detect
Muscle
4d10
Survival (Sea)
4d10 5d10 (in water) or 2d10 on land 3d10
Wrestling
3d10
Endurance
6d10
Qualities Wounds
6
Expertise: Detect-Hear
Powers Bite: The bites of Qalibarians do 1d10 Damage. Their teeth release a weak Venom that induces a state of happiness and calm. This also has the benefit of making the victim susceptible to suggestions of the biter. Roll 1d10 against the Target’s Resolve. On a Success, the victim become calm, loses any aggression or hostility toward the Qalibarian and is amenable to reasonable suggestions for one hour. On a Total Success, the effect lasts for a day. Sea and Land Breathing: Qalibarians can breathe in water and in the air. They have both gills and lungs. Communication and Echolocation: Qalibarians can communicate with one another and navigate by emitting sounds that can travel miles underwater. This enables them to “see” in total darkness. They are also capable of simple sounds above the surface.
Riders of Ranua These are one of the major Inhabitants of Ranua’s Den. They live on the plains in tribes and are skilled archers. Riders have the upper bodies of Elves, with the lower bodies of elk. They are layered in dun-speckled coats of fur, with four hoofed legs. Their upper torsos are made of smooth Elven skin, though this is often patterned like their fur. Male riders have antlers which can grow up to four feet in length. Riders are hunters and live in enormous herds.
Defenses
Key Skills Wrestling
2d10 (Antler Damage 4d10)
Medium Melee
2d10
Small Ranged
3d10
Speed
5d10 (80 feet)
Muscle
3d10
Endurance
2d10
Detect
2d10
Survival (Wilderness)
3d10
Qualities Wounds
8
Powers
Hardiness
6
Stealth
4
Evade
5
Parry
3
Wits
6
Resolve
9
Song of Fear: When riders attack, they sing of their enemy’s doom and how they intend to harm them. This comes with a magical fear effect that imposes a −2d10 Skill Penalty on anyone affected by the song unless they run away. When they use this power, roll 3d10 against the Target’s Resolve. On a Success, the fear lasts 1d10 rounds. On a Total Success, it lasts 1d10 hours.
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Guardian Guardians are strange Humanoid beings composed of flesh and energy. They are the gatekeepers of the gods’ Dens. Often arrogant, they react with anger when mortals fail to grovel or offer praises in their presence. They generally expect sacrifices to be made to their deities when they appear before mortals. Should their rage be provoked, it is sometimes alleviated by offering to perform a service to the Guardian. Only fools seek out conflict with Guardians. They are incredibly powerful and parties who engage them in battle can expect casualties. Most are quite similar in terms of abilities and vulnerabilities. All share the following traits: •
Each Guardian is made of an element (or multiple elements) and a physical Humanoid body.
•
They can all shape change freely.
•
They can travel through the Ethereal Realm with ease.
•
In addition to a specific power channeled through their god, each Guardian has access to two Sertori-like Spells (also given by their god).
•
Guardians can regenerate 1Wound an hour.
•
Guardians are bound by the commands of their god and follow them to the letter.
•
Beast Strength: Base Lift is multiplied by 10 and they can exceed the capping limits on Damage Rolls (up to 10d10).
•
All Damage by a Guardian is Open.
•
Most Guardians wield a Sacred Weapon forged by their god and it possesses a fragment of their deity’s power. This weapon is bound to the Guardian, and returns to it when lost or stolen.
• •
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Angels of Ramos These are beings of light and flesh, who serve the god Ramos. They have no free will and must obey the commandments Ramos issued to them. Because Ramos is worshipped by people of different tongues, Angels sometimes go by different names. The Khubsi-speaking people, such as the Sardonans, call them Mala’ika for example. Only the most pious greet Angels with something other than fear, for they are the enforcers of Ramos’ law and rarely visit those who follow it (except in the rare cases of prophets). While Angels protect those who keep the word of Ramos, their greatest pleasure comes from vanquishing their gods’ enemies. They are warriors who follow an unbending code to enforce the covenants different groups have made with Ramos. In appearance, Angels look like large Humans, though they can reduce their size to pass as a regular person if they wish. Their bodies shine with light that seeps in long rays from their eyes and, when wounded, through their skin. All Angels possess spears created by Ramos. These look like glowing golden lances and can penetrate any armor or magical barrier with ease.
Defenses Hardiness
10
Stealth
8
Evade
8
Parry
6
Wits
6
Resolve
9
Key Skills Wrestling
3d10
Muscle
5d10
Light Melee
4d10
Command
4d10
Medium Melee
4d10
Empathy
2d10
Guardians all have Hardiness 10, Resolve 10 and can exceed any caps on their Skills.
Heavy Melee
2d10
Gods/Religion (Ramos)
6d10
Small Ranged
2d10
Magic (Misos/Deimos)
4d10
A Guardian’s powers come from the god it is associated with, and these can be revoked by the god at any time for any reason.
Large Ranged
1d10
Languages (all)
6d10
Speed
5d10 (80 feet)
Detect
6d10
Fly
7d10 (100 feet)
Qualities Misos/Deimos
3
Wounds
15
Powers Spear of Ramos: All Angels carry a spear of light that can penetrate any armor or magical barrier. This weapon does 7d10 Open Damage. It returns to the Angel if hurled at an enemy and has a thrown range of 200 feet. In the presence of a Spear of Ramos, none can tell a falsehood or lie. Light and Fear: Anyone who gets close enough to an Angel to truly see its light (within 15 feet) is filled with a trembling fear. Roll 4d10 against the Target’s Resolve. On a Success, the person suffers -1d10 to all their Skill Rolls for three rounds. On a Total Success, they are frozen in place for three rounds.
attack to protect themselves or the worshippers of Sul (they can never harm Sul’s followers). Ifrits are the warriors of Sul, and known for their bravery. Each carries a long sword crafted by the god himself, imbued with the power to overcome any magical or mundane defense.
Defenses Hardiness
10
Smite: Angels can release a blinding light from their bodies. This creates Lights-Out conditions for anyone within a 30 foot radius of them and does 3d10 Damage to all inside its area.
Stealth
8
Evade
6
Fly: All Angels can fly at their normal speed.
Parry
8
Commandments of Ramos: Not only must Angels follow the commands of Ramos (which include any orders he gives them), but they are incapable of doing anything that is not within the explicit instructions of their god. They have no free will. If Ramos holds no opinion on an issue, they have no authority to act on it. The specifics of Ramos’ will change over time. But the one constant is that he expects his followers to abide by any covenants he has with them. So, Angels who learn of any breaches of such agreements must act.
Wits
7
Resolve
9
Key Skills Medium Melee
4d10
Muscle
7d10
Heavy Melee
4d10
Command
4d10
Small Ranged
3d10
Empathy
4d10
Regeneration: Angels regenerate 1 Wound per hour.
Large Ranged
3d10
Gods/Religion (Sul)
6d10
Immunity: Only Magical Attacks can cause Physical Damage to an Angel. They are immune to Normal Weapons.
Breath
5d10 (Damage 5d10 Open) Magic (Agape/Misos) 4d10
Speed
5d10 (80 feet)
Languages (all)
6d10
Spells: All Angels can cast Bolt of Fury and Plague of Fear with Misos 3 and Deimos 3.
Fly
3d10 (60 feet)
Detect
6d10
Plague: By touch, an Angel can infect anyone with any Disease in existence.
Ifrits of Sul These are the loyal Guardians of Sul and reside in his Den, Nahaas. They are large Dwarf-like beings made of flesh, fire and smoke. Above all, they are known for their tremendous strength and their ability to exhale violent dust clouds. Ifrits are long-lived and nearly immortal (they can live for several thousand years and when they die, Sul reforms their remains into new Ifrits). Though they do not procreate or understand familial connections the way Humans do, Ifrits are divided into clans and led by chieftains. Ifrits were given the gift of free will by Sul (many other Guardians do not possess this). This means they often stray from his explicit teachings or instructions to follow the spirit of Sul’s laws. Some even stray to the point that Sul must punish them (though he is usually slow to do so and slow to withdraw his powers from them). However, they do have one command that must be obeyed: they can only
Qualities Agape/Misos
3
Wounds
15
Powers Sword of Sul: All Ifrits carry a sword made by Sul. These swords always do Open Damage (8d10) and pass through any form of protection, be it mundane armor or a magical barrier. Heat and Flame: Anyone who gets close enough to an Ifrit to engage it in Melee (within five feet) is seared by its heat, taking 4d10 Damage. Anyone who touches or is involved in a restrain attempt with an Ifrit takes 4d10 Fire Damage. Fly: Ifrit can fly. Dust Cloud: When they wish to, Ifrits can release a gust of flesh rending dust in a huge plume of fifty feet. Roll their Breath (5d10) against the Evade Scores of anyone in the area. Those struck take 5d10 Open Damage. Command of Sul: The Ifrit are free to interpret their god’s will, but they must abide by this command; they cannot do violence to anything that has not brought violence to them or those they protect. They can never harm the followers of Sul under any circumstances (though they can thwart them non-violently). Regeneration: Ifrits regenerate 1 Wound per hour. Immunity: Only Magical Attacks can cause Physical Damage to an Ifrit. They are immune to Normal Weapons. Spells: All Ifrits can cast Arch of Protection and Avalanche of Flame with 3 Ranks in Misos and Agape.
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Krut of Sarilla
Defenses
The Krut (pronounced “Kroot”) were once Den Guardians of Senga, but after his death their connection to him was cut and they turned into vile creatures who feasted on the souls of Sertori. Many such Krut are were scattered throughout Gamandria (See KRUT later in this Chapter for more details) but a few were nursed back to health by Sarilla and adopted as her own Guardians. These are the Krut of Sarilla.
Hardiness
10
Stealth
8
Evade
8
Parry
8
Wits
6
Resolve
9
The Krut of Sarilla look like normal creatures of their kind: birdlike with upper bodies resembling Ogres, wings and taloned feet. Their mouths house teeth as sharp and large as daggers. When they desire, Krut can change into any Humanoid form they wish. Unlike normal Krut, the Guardians of Sarilla do not need to consume Humanoid hearts to survive. They are sustained by the love of their goddess. However, they may do so if they desire. Like regular Krut, they gain the powers of any Sertori they are within sight of. They can cast any Spell that Sertori in their presence can cast. The Krut of Sarilla are compassionate to those who respect the goddess and have a particular fondness for Hasri and Ogres.
Key Skills Bite
2d10 (Damage 6d10 Open) Muscle
Claw
Talent 3d10 (Damage 5d10 Open) 4d10 (Perform any instrument)
Medium Melee 4d10
Gods/Religion (Senga)
6d10
Heavy Melee
4d10
Gods/Religion (Sarilla)
6d10
Small Ranged
3d10
Magic (Agape/Deimos/ Misos/Penthos)
3d10
Speed
4d10 (70 feet)
Languages (all)
6d10
Fly
6d10 (90 feet)
Detect
6d10
Qualities Agape/Misos/Penthos/Deimos Wounds
2
15
Powers Bite and Claw: The bite of a Krut of Sarilla does 6d10 Open Damage, and the Claw of a Krut of Sarilla does 5d10 Open Damage. Heart Pluck: If a Krut of Sarilla spends one full round targeting an opponent, it delivers a powerful claw attack to rip into the Target’s chest. On a Success, this adds an additional Wound. On a Total Success, this kills the Target as the Krut rips out its heart. It can do this in any form. Shape Change: Krut of Sarilla can alter their shape to assume any Humanoid form the size of an Ogre or smaller. This can appear however they wish (from hideously ugly to stunningly attractive), and be any sex they wish. Regeneration: Krut of Sarilla regenerate 1 Wound an hour. In the presence of a Sertori, they regenerate a Wound each round. Immunity: Krut of Sarilla are only harmed by Magical Attacks. Spells: In the presence of Sertori, Krut gain the use of Spells. They must be within three hundred feet for this to work, and they gain use of all the Spells possessed by any Sertori in the area. For the purposes of casting a Spell, if a Skill is not listed assume it is Rank 2d10. Healing Touch of Sarilla: The Krut of Sarilla can channel her healing powers to restore Wounds to the living and even to raise the dead.
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5d10
Marid of Lurolai
Defenses
Marid are the servants of Lurolai and perhaps the most powerful of all Den Dwellers. They can take any form they wish, but their natural state is a plume of hot steam in the shape of a Humanoid. When they wish they adopt the form of a sea porpoise. They can also appear as flesh and blood, usually Human or Halfling with blue skin.
Hardiness
10
Stealth
10
Evade
7
Parry
8
Wits
9
Resolve
10
Marid are arrogant and stubborn. They believe Lurolai is the greatest god, and that they are her worthy servants. They have free-will to do as they please and some take to wandering the coastal lands to learn more and experience adventure. Though they are kind to Lurolai’s allies, they are cruel to her enemies.
Key Skills Medium Melee
4d10
Muscle
8d10
Heavy Melee
5d10
Command
5d10
Small Ranged
4d10
Reason
4d10
Large Ranged
4d10
Gods/Religion (Lurolai)
6d10
Speed
5d10 (80 feet)
Magic (Agape/Penthos)
4d10
Swim
6d10 (90 feet)
Languages (all)
6d10
Fly
6d10 (90 feet)
Detect
6d10
Qualities Agape/Misos
3
Wounds
17
Powers Barnacle Rupture: This ability is similar to Glimmering Rupture of Karima except Marid use it on their enemies. On a successful Command Roll against the Target’s Resolve, it causes the victim’s skin to erupt in a rash of barnacles and shells, with pieces the flesh, and causes massive bleeding. This causes 3 Wounds on a Normal Success and 6 Wounds on a Total Success. They can affect up to six Targets with this attack. Control Sea Creatures: Marid can summon and control sea creatures of all types. Regeneration: Marid regenerate 1 Wound per minute. Immunities: Marid are immune to all Normal Weapons. Wish Granting: Marid can grant wishes but hate to do so. They are, however, obligated to grant a wish to anyone who defeats them in battle. Control Weather and Water: Marid can control weather and water within a mile around them, provided they are near water. Spells: Marid can cast Water Shape, Arch of Protection, Sphere of Suffocation and Herald at 3 Ranks in Penthos and 3 Ranks in Agape.
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DRAGONS Dragons are colossal creatures that vary in shape and composition but generally share some basic features. Each Dragon is unique, and there are only about a dozen or so in existence. While the exact details vary considerably, they are all over 70 feet in length, are able to fly and have the power to level entire settlements with their breath. Though they look like reptiles, with scales and sharp teeth, closer inspection reveals something more unnerving—those who have seen a Dragon and lived to tell about it, report that the eyes are lifeless, vast and hollow, while the skin (though shaped like a reptile’s) has the texture of stone.
Tohireo can fly, but slowly. From a distance, he looks like a large ship heaving through the air. When he attacks, Tohireo often just plows his body into buildings or walls. He never needs to roll for such an attack, and the Damage is an astounding. Though this is often enough to destroy his foes, he is most feared for his breath of hot volcanic ash, a pyroclastic cloud that burns and suffocates all within its span.
Defenses
The gods created Dragons during the Great Anguish to punish the Ogres for their murder of Senga. They were designed to destroy cities and kill large numbers of people. When their task was complete, the Dragons retreated into caverns, lakes and mountains to rest. Occasionally they stir and wreak havoc.
Hardiness
10
Stealth
2 (10)
Evade
10
Parry
10
Wits
3
Resolve
10
There is no way to kill a Dragon. They can simply be forced to rest again. A Dragon’s body is immune to virtually any form of attack. Even attack methods that can harm their bodies, will not destroy them because they reform.
Key Skills
The true nature of Dragons is something of a mystery. It is believed that the gods crafted them from natural elements and gave each one a portion of their own souls. Whether the gods worked together, or whether they each created their own Dragon is not known. Though it is unclear if Dragons are alive or have any kind of biology, they all seem to delight in devouring the living. Their appetite is endless, but it appears possible to stave off a rampaging Dragon by offering it a living Humanoid sacrifice.
Wounds
Tohireo Tohireo sleeps in Ronia, somewhere near Tohireo Lake in the province of Magaea. He has only ever awakened once (around the year 500 PA) and is known to covet gems and precious metals. Somehow, the local Dwarves managed to put Tohireo back to sleep. When awakened, Tohireo is a terrible sight to behold. He is nearly 100 feet long (excluding the tail) with a wide body and long neck ending in a narrow beak with teeth the size of a man’s forearm. His wings 374
resemble a bat’s but can wrap the full length of his body, and his tail is a thirty foot long lash of destruction. Up close, his scales look like they are sculpted from a dark and frothy basalt rock.
Claw
7d10 (Damage 8d10 Open)
Ram
5d10 (Damage 8d10 Open)
Bite
8d10 (Damage 10d10 Open)
Breath
7d10 (Damage 10d10 Open)
Speed
0d10 (60 feet)
Fly
7d10 (100 Feet)
Muscle
8d10
Detect
6d10
Qualities 25
Powers Breath: Tohireo can spray a huge pyroclastic cloud. When he does, make an Attack Roll (7d10) against Evade for everyone inside its area (60 feet wide and 300 feet long). Anyone struck immediately takes 2 Automatic Wounds, plus roll 10d10 Open Damage. In addition, anyone within the area of effect (even those who evaded the attack itself) begins to suffocate (see CHAPTER FIVE) until they can get outside of the cloud. Roar: Tohireo’s roar is mighty and can be heard for miles. However, anyone who is within five hundred feet of his roar may fall asleep. Roll 3d10 against the Resolve of anyone inside this area. If it succeeds, they sleep for 1d10 rounds (on a Total Success they sleep for 2d10 rounds). Claws: Tohireo’s claws do 8d10 Open Damage plus 1 Automatic Wound. Bite: Tohireo’s Bite does 8d10 Open Damage plus 2 Automatic Wounds.
Ram: Tohireo can smash into structures or opponents and do tremendous Damage. When he strikes a building or any creature that is still, he does 8d10 Open Damage to it plus three Automatic Wounds. He must roll his Ram Skill (5d10) to hit moving Targets.
Breath
Special
Speed
8d10 (110 feet)
Fly
7d10
Still-life: Because he looks like basalt, when he stays perfectly still, most mistake Tohireo for a large mound or craggy rocks. This gives him a Stealth of 10. When moving, he is almost impossible not to see (giving him a Stealth of 2).
Muscle
10d10
Detect
6d10
Immunities: No Normal Weapon can harm Tohireo. He is completely immune to swords, fire, water, etc. They simply do not Damage him. Magical Attacks can cause his skin to crumble and break, but even if he is reduced to a single grain of basalt, Tohireo regenerates within a day. When he is reduced to zero Wounds, whatever remains of his body ascends into the sky and is restored over the next several hours.
Wounds
Beast Strength (×20): Tohireo’s Base Lift is multiplied by 20 and he can exceed the Damage cap of 6d10. Vulnerability: While it is impossible to destroy Tohireo, it is possible to put him to sleep. There are conflicting accounts in the Ronian Chronicles, but it seems certain precious stones (possibly diamonds) will cause him to slumber if he ingests them. According to one account, the Dwarves of Garos did so by having a sacrificial victim consume handfuls of cut diamonds prior to being offered. This may also explain why he hordes wealth.
Biti Panma Biti Panma is one of the larger Dragons, being four hundred feet long and very wide around the body. His skin is beige and vaguely coppery. He has thick, dried out scales, but his tail is a magnificent green ending in a plume of many-colored feathers. Presently Biti Panma sleeps underground, below the wastes of Biti Panma. This is his domain, and as he slumbers the great Dragon burrows through the earth, spreading desolation and creating an intricate cavern complex as he goes. Biti Panma is high intelligent and his thoughts are powerful enough to affect reality, creating life or death, spawning creatures and objects. He is worshipped by the Elves who inhabit his wastes.
10
Stealth
3
Evade
10
Parry
10
Wits
10
Resolve
10
Qualities 28
Powers Claws: Biti Panma’s Claws do 10d10 Open Damage plus 1 Automatic Wound. Bite: Biti Panma’s Bite does 10d10 Open Damage plus 2 Automatic Wounds. Ram: Biti Panma can smash into structures or opponents and do tremendous Damage. When Biti Panma strikes a building or any creature that is still, this does 10d10 Open Damage to it plus three Automatic Wounds. Biti Panma must roll Ram Skill (5d10) to hit moving Targets. Beast Strength (×30): Biti Panma’s Base Lift is multiplied by 30 and he can exceed the Damage cap of 6d10. Burrow: Biti Panma can burrow through the earth, creating a 100 foot diameter tunnel as he does so. Biti Panma can burrow at his normal speed. Desolation/Life: Just by thinking about it, Biti Panma can bring life or death to the landscape around him, causing crops to wilt or die. As he sleeps, his dreams mostly produce desolation, but occasionally thoughts of life emerge and produce oases. Breath: Biti Panma’s Breath produces a vast and powerful dust storm a mile wide that can go on for up to five miles. The dust storm affects everyone in its path, doing 10d10 Open Damage plus four Automatic Wounds, as it rends their flesh and burrows into their bodies. It also causes anyone inside it to suffocate, unless they can somehow avoid inhaling the dust. Immunities: No Normal Weapon can harm Biti Panma. He is completely immune to swords, fire, water, etc. They simply do not Damage him. Magical Attacks can Damage him but he regenerates fully in day. When he is reduced to zero Wounds, whatever remains of his body descends into the earth and is restored over the next several hours. Create: Biti Panma can create anything, whether it be a living creature or object, simply by thinking about it. This ability requires no roll; the Dragon just imagines and things come into being. Vulnerabilities: No one knows if it is possible to kill Biti Panma. Some suggest drowning may work, but this seems unlikely. Others have suggested he can be killed only by turning his powers on himself.
Defenses Hardiness
(100 Feet)
Key Skills Claw
7d10
(Damage 10d10 Open)
Ram
5d10
(Damage 10d10 Open)
Bite
9d10 (Damage 10d10 Open)
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Rakada Rakada is a 120 foot long Dragon with red and black scales who sleeps in Mount Ateen. He was sent to wipe out whole populations with his gaze and devour souls. He kills with a look, and draws in the remaining life force. A mere stare is enough to turn the strongest creature to dust. Rakada slumbers in a sea of lava below the mountain. He awakens occasionally to feed, but the Ateeni people of the Muqasat Forest have kept him asleep with their living sacrifices (ironically they are trying to awaken him but only lengthening his torpor).
Defenses Hardiness
10
Stealth
10 (when invisible), or 3
Evade
10
Parry
10
Wits
10
Resolve
10
Spells: Every Sertori sacrificed to Rakada gives him their Spells. He casts with 3 Ranks in every Emotion for the following (among others): Bolt of Fury, Avalanche of Flame, Arch of Protection, Thekla’s Secret Pathway, Eyes of Knowing, Summon, Servitor, Warding Wall, Obliterate Magic, Impel, Plaque of Fear and Vow. Beast Strength (×40): Rakada’s Base Lift is multiplied by 40 and he can exceed the Damage cap of 6d10. Immunities: No Normal Weapon can harm Rakada. He is completely immune to swords, fire, water, etc. They simply do not Damage him. Magical Attacks can Damage him, but he regenerates fully in day. When he is reduced to zero Wounds, whatever remains of his body turns to molten lava and seeps into the earth where it reforms in an hour. Vulnerabilities: It is postulated that if Rakada is tricked into absorbing the soul of a Den Dweller that may somehow destroy him by establishing an unwanted link with one of the gods. This is merely a theory.
Tanoor
Key Skills
Tanoor looks like a colossal swan, with a reptilian head and multicolored feathers. She sleeps beneath the waters of the Bay of Goa but unlike other Dragons wakens frequently. Usually she just eats a ship or two before going back below the water for a month’s long slumber. Locals find they can sometimes satisfy her by fitting large ships with animals.
Claw
9d10 (Damage 10d10 Open)
Ram
9d10 (Damage 10d10 Open)
Bite
10d10 (Damage 10d10 Open)
Breath
6d10
Speed
10d10 (130 feet)
Defenses
Fly
10d10 (130 Feet)
Hardiness
10
Muscle
10d10
Stealth
10
Detect
3d10
Evade
8
Parry
10
Wits
5
Resolve
7
(Special)
Qualities Wounds
35
Powers Claws: Rakada’s claws do 10d10 Open Damage plus 3 Automatic Wounds.
Key Skills Swallow
4d10
Breath
6d10 (Damage 10d10)
Speed
6d10 (90 feet)
Fly
7d10
Invisibility: Rakada can turn invisible at will for as long as he desires. When invisible, his Stealth becomes 10, and even when detected he is only noticed by senses other than sight (hearing for example).
Swim
9d10 (120 feet)
Muscle
10d10
Detect
6d10
Breath: Rakada can draw the surrounding air into his lungs, sucking the souls of all within a forty by one hundred foot cone. Roll 6d10 against the Evade of everyone inside the affected area. On a Success, he takes the soul of any non-Sertori, killing that person in the process. Against a Sertori, he draws in a single Spell and that part of their soul (when they reach zero Spells their body dies). On a Total Success, he draws in 2 Spells.
Qualities
Bite: Rakada’s bite does 10d10 Open Damage plus 4 Automatic Wounds. Ram: When Rakada rams into people or objects he does 10d10 Open Damage plus 6 Automatic Wounds.
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Obliterating Gaze: With a single look, any living thing Rakada sees turns to dust. Roll his Detect against the Stealth of his Target. On a Success, the being is turned to dust, after which Rakada can use his breath to draw in the soul before it departs.
Wounds
28
(100 feet)
Powers Swallow: Tanoor can swallow ships whole. She rolls her Swallow against the Ship’s Evade. On a Success, she swallows the entirety of the ship and its crew (but they remain unharmed, if trapped inside her body), on a Total Success, she destroys the ship and all its crew take 6 Wounds. Hypnotic Plume: When she wills it, Tanoor’s feathers change colors rapidly and hypnotize any who see here. Just a glimpse is enough. Anyone who witnesses Tanoor during this display is subject to a 6d10 Roll against their Wits. On a Success, they are dumbstruck and do whatever she wills. On a Total Success, they go insane, acquiring two random Mental Afflictions which are permanent. Breath: Tanoor can release a powerful steam for her breath (1 mile long and twenty feet wide). This causes 10d10 Open Damage to everything it strikes. However her breath, when performed underwater, causes the one mile area around her to boil. Anyone in caught in the boil takes 8d10 Fire Damage every round until she ends her breath. Immunities: No Normal Weapon can harm Tanoor. She is completely immune to swords, fire, water, etc. They simply do not Damage her. Magical Attacks can Damage her, but she regenerates fully in day. When she is reduced to zero Wounds, whatever remains of her body descends into is restored in a day and emerges from the nearest ocean, sea or lake. Beast Strength (×20): Tanoor’s Base Lift is multiplied by 20 and she can exceed the Damage cap of 6d10.
Spells: The creature may use one Spell each round (Deimos 2, Misos 2), and suffers no penalty for Cathartic use: Eyes of Knowing, Gaze of Carus, Karima’s Baleful Glare, Obliterate Magic, Cold Furious Gaze, Hide are the Spells that may be used. Dance of Satree: Anyone watching the eyes for three minutes or more is subject to the effects of a non-Cathartic Dance of Satree Spell.
FLYING SQUID This forest dwelling creature looks like a normal eight legged octopus or squid, and suffers from none of the weaknesses a waterborne octopus would have on land. They swing through trees with grace and speed, and live in high canopies. Hunting alone or in packs, they are dangerously cunning and have skin that shifts color and pattern to blend in perfectly in the forest. Though they do not actually fly, the Flying Squid can leap through the air up to 30 feet.
Defenses Hardiness
6
Stealth
10 (5 out of the forest)
EYES OF THE SERTORI
Evade
6
Parry
6
This rare abomination is sometimes created when a Sertori dies while casting Flying Eyes. It appears as a pair of floating Humanoid eyes, trailing severed nerves. It retains intelligence, and any individual eyes may exhibit a wide range of behavior from friendly to malevolent. Usually found alone or in pairs.
Wits
5
Resolve
8
Vulnerabilities: No one knows what, if anything, can bring harm to Tanoor.
Defenses Hardiness
3
Stealth
10
Evade
10
Parry
10
Wits
6
Resolve
10
3d10
Fly
3d10
Detect
4d10
Deception
3d10
4
3d10
Ink
1d10
Bite
1d10
(Damage 1d10)
Speed
3d10
(60 feet)
Muscle
2d10
Athletics
3d10
Detect
2d10
Wounds
(Damage 1d10)
2
Powers
(60 feet)
Facehug: On a successful Wrestling Attack, the Flying Squid wraps its tentacles around the neck of the victim, and envelopes the head entirely with its body. While the victim is in its embrace, the Flying Squid’s bite does 1 Automatic Wound to the Target in addition to regular Damage. Striking the monster while it holds a victim is risky. A Failure will strike the victim instead. It can be pulled off with a successful Muscle Skill Roll TN 9. Leap and Climb: Flying Squid can leap 30 feet. They use this to move from tree to tree in the forest. They can also climb at their normal speed.
Qualities Wounds
Wrestling
Qualities
Key Skills Speed
Key Skills
(2 per eye)
Powers Flight: Move at 60 feet in the air
Ink: Flying Squid can shoot a stream of ink. This is used to blind a victim. On a Successful attack with its ink, the Target suffers the effect of Dim Lighting Conditions (−1d10/−1 to Parry, Evade, Combat Skills, Physical Skills and Detect Rolls) for ten minutes. On a Total Success, the ink causes ‘Lights Out’ conditions for the victim (−3d10/−3).
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GIANTS (Amla) Giants are an old Race of Humanoids created by Ramos ages ago. They resemble Humans but are much taller, reaching up to 14 feet at the shoulders. Unlike Human beings, Giants live mostly in small hunter-gatherer tribes in the woods and mountain regions. Once in a while they form a village or small agricultural settlement, but this is rare. Typically the biggest and strongest member of the group is the leader, and he is supported by the tribe’s most able warriors. Giants speak their own dialect of Khubsi called Amlia. They call themselves Amla, but their enemies refer to them as Samhar (both Khubsi words). Giants are a forgotten Race, created by Ramos, but no longer in his thoughts or under his direct protection. This makes them very aggressive and hostile. Some tribes take this in stride, but many have become warlike in the absence of Ramos’ favor. They have taken to the worship of Ranua, Sarilla and Lurolai in his absence. Though Giants are strong and skilled fighters, they are not intelligent and fear Races capable of making more organized assaults. A single Giant can easily take on four to five Humans in a fair fight, but he is not equipped to deal with that many Humans using solid tactics.
Wounds
6
Equipment: Hok
Powers Boulder Throw: Using their Heavy Melee Skill, Giants can hurl large Boulders at their enemies. Boulders do 3d10+Muscle, allowing Giants to deliver 8d10 Damage with a single boulder. Beast Strength (×2): Giants are strong. This has two effects. The first is their Base Lift for Muscle is doubled (so 1,000 pounds instead of 500). They can also exceed the capping limits on Damage Rolls for Physical Attacks. Power: On any successful Melee Attack, they deliver one Automatic Wound to their Target when their Damage Roll succeeds.
GLIDING HUNGER Gliding Hungers are predators that look a cross between sharks and manta rays. Growing up to 12 feet long and 600 pounds, these savage beasts are always hungry. They are at home in fresh or salt water, but able to “swim” for hours in the air. They often find rivers to claim as their domain. Although very dangerous to acquire, the teeth and oil from the Gliding Hunger are extremely valuable. Those that offend the Goddess Lorelei are sometimes beset by Gliding Hungers.
Defenses
Most of their weapons and metal goods are made of bronze or copper.
Hardiness
8
Stealth
6
For more information on Giants see AMLA and AMLA QART in CHAPTER NINE: PEOPLES AND PLACES.
Evade
8
Parry
8
Wits
3
Resolve
9
Defenses Hardiness
8
Stealth
2
Evade
2
Parry
4
Wits Resolve
Key Skills Bite
2d10
Speed
1d10
Fly
4d10 (70 feet)
4
Detect
2d10
7
Swim
3d10
(Damage 4d10 Open)
Qualities
Key Skills
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Qualities
Wrestling
3d10
Wounds
Heavy Melee
2d10
6
Small Ranged
1d10
Powers
Muscle
5d10
Air glide: The Gliding Hunger is able to use magic to fly in the air as fast as it swims in the water; 60 feet.
Survival (Wilderness & Mountain)
3d10
Bite: The bite of a Gliding Hunger does 4d10 Open Damage).
Detect
0d10
GOLDEN LOCUST
Grims
Half the size of men, Golden Locusts look like huge winged grasshoppers. They prefer to simply devour crops, but will eat nearly any plant if no crops are to be found. When hungry enough, they will even eat animals and people.
Grims are special entities that have fused with the land around them and transformed into something beyond simple categories like Lich, Banshee or Monstra. They are amorphous beings, each having a unique appearance and capabilities, but still possessing any Spells or Thauma they had in life. Grims are detailed in the Afflictions and Grims Chapter of the Rulebook.
Defenses Hardiness
8
Stealth
6
Evade
8
Parry
4
Wits
2
Resolve
8
Haunts
Key Skills Bite
1d10
(Damage 1d10 to 4d10)
Speed
0d10
(30 feet)
Fly
3d10
(60 feet)
Muscle
1d10
Detect
2d10
Qualities Wounds
1 to 4*
Powers Strength of the Swarm: Although rarely appearing in greater numbers than 20, Golden Locusts are stronger when in close proximity to each other. The Wounds that each individual locust may suffer before death are equal to one for every five total locusts within 50 feet up to a maximum of 4 Wounds per locust if 20 or more are present. The Damage from their bite becomes much more deadly as well, 1d10 for every five locusts present up to a maximum of 4d10.
GRIM BEASTS, HAUNTS AND GRIMS When a Sertori loses control of his magic he risks transforming into something terrible. In some cases, the Sertori’s soul fuses with the land and imparts a magical imprint there that disorders the entire region, a true Grim. More commonly, the Sertori becomes a Grim Beast or Haunt. These creatures are often simply referred to broadly as Grims, and all are the result of misuse of magic or (rarely) a terrible curse. Each type is described below. Note: While each Grim type is different, all Grims are immune to Wound Penalties when damaged.
Haunts are just like Grim Beasts (see below) except they are tied to the area of their death. So you could have a Lich that is just a normal untethered Grim Beast, or one that is a Haunt, and therefore unable to travel outside a small region (normally 5 to 20 miles). The rules that apply to Grim Beasts also apply to Haunts.
Grim Beasts Grim Beasts are warped and twisted monsters (always Sertori) who retain much of their former power and have been known to subjugate entire kingdoms to their will. They are created when a Sertori overuses magic, and the energies unleashed transform his body and spirit into something new. Many are Undead, but some are not. All are immortal in their own way. Killing a Grim Beast is extremely difficult. Each Grim Beast can only be permanently destroyed by finding the correct means to “lay it to rest”. Fueled by the Emotions that destroyed their bodies and transformed them, Grim Beasts require freedom from these fetters to die forever. To discover how a given Grim Beast can be brought to peace, requires knowledge of its history and the circumstances of its death. There is no clear path to victory and the attacker must venture a guess in hopes of finally defeating them. While their bodies can be destroyed by normal means, this only buys time. A Grim Beast that is physically destroyed but not laid to rest merely regenerates itself or seeks out a new body to inhabit. For example, a group of Sertori who happen upon a Lich might succeed in destroying its body with Spells and magical objects, but it would return in a new body within a few days. To kill it for good, they would need to learn more about the particular Lich
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and take the appropriate steps to lay it to rest. This could be anything, and would be connected to the Lich’s past. If the Lich became a Grim Beast by casting a powerful Spell to save his true love, burying his body next to her grave could be the solution (though it is far from a certainty). Most Grim Beasts have no desire to be laid to rest, so this makes the task even harder. What follows is a description of the most common types of Grim Beasts. When a Sertori casts too many Cathartic Spells and becomes a Grim Beast, he turns into one of the following types of creatures.
Weak Grim Beasts The entries below are the standard Grim Beasts. Sometimes weaker versions arise as well. For Weak Grim Beasts make the following changes to a given entry:
Banshees One of the worst fates to befall a Sertori is becoming a Banshee. These monsters endure agonizing pain that begins when they transform from mortal to Grim Beast. When a Sertori suffers this fate, his magical energies peel away and unravel his skin leaving a body of raw muscle and meaty tissue. Without eyelids, the Banshee gazes upon its foes with wide panic-stricken eyes. Its pain never abates, causing it to unleash a shrieking wail that can drive mortals to madness. Though it can’t stop the agony, a Banshee will seek to share its woe with others by drawing them into its body and absorbing them. Over time, many Banshees become a mass of writhing bodies, skin flayed and eyes aghast, as they roam the world in search of people and animals to torment. Unlike most other Grims, Banshees lose their ability to cast Spells.
•
Retain all Key Skills and Defenses
Defenses
•
Reduce Wounds to 2
Hardiness
3*
•
Retain Immunity to Non-Magical Attacks
Stealth
2
•
Keep only 1-2 additional powers.
Evade
6
Parry
6
Wits
6
Resolve
10
Key Skills Wrestling
3d10
Speed
1d10
(40 feet)
Muscle
1d10
(see entry)
Athletics
2d10
Command
4d10
Detect
4d10
Qualities Wounds
5 (See entry)
Powers Immunity: In addition to the normal benefits of being a Grim, Banshees are only harmed by magic. Deathless: Banshees must be laid to rest to truly die, otherwise they rise within 1d10 days of being killed. This can be achieved even if their entire body is destroyed and usually ties in with their past. Flay and Absorb: The mere touch of a Banshee causes the skin of their victims to peel away. This functions like a Normal Attack, using the Banshee’s Wrestling Skill. If it succeeds, then roll its Muscle for Damage. Each Wound caused flays entire limb or region of the body (head, torso, arm, leg, etc) until the Target is skinless and dead. Once killed, the Target is absorbed into the Banshee, adding to its power.
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Multiple Attacks: A Banshee’s power is based on how many creatures it absorbs. As it absorbs more creatures, the Banshee gains more attacks to make each round. Use the following chart to determine how many attacks a Banshee has:
#Creatures Absorbed
#Attacks
1-2
1 Attack
3-4
2 Attacks
5-6
3 Attacks
7
4 Attacks
Make a single roll for all of its attacks. These may be directed at one Target or multiple Targets. Damage is Closed. Targets must be selected and announced before the roll is made. Absorb Abilities: Banshees gain the physical abilities of their prey. A Banshee that absorbs a horse will have legs to ride on. A Banshee that absorbs a giant condor will have wings, etc. Banshees can absorb a maximum of seven creatures. Size: As a Banshee absorbs more creatures, it grows in size and strength. This is reflected in its Muscle, Hardiness and Wounds, which grow by 1 Rank for each creature it absorbs. The stats above are the Banshee’s base. So if it hasn’t absorbed anyone yet, a Banshee has 1d10 Muscle, 3 Hardiness, and 5 Wounds. A Banshee that has absorbed three people would have 4d10 Muscle, 6 Hardiness, and 8 Wounds. These all cap at 10. Wail: A Banshee can unleash its wail whenever it wishes. This causes those who hear it, to acquire permanent Mental Afflictions. Each Banshee has a particular Affliction that it can cause (taken from the Stage One Affliction table used by Sertori). These are always from the Penthos category. The more heads a Banshee has, the more of these Afflictions it can cause (one for each head). When a Banshee wails, roll its Command against the Resolve of any Target’s in hearing range. On a Success, the Target gains the Affliction (s). On a Total Success, the Target also takes a Wound. These are the possible Afflictions (see Afflictions and Grims for more information): Melancholia, Masochism, Sadism, Seizures, Euphoria, Amnesia, Pain, Nightmares, Mania and Paranoia.
Brain Wasps
has a long stinger, two scythe like forelimbs, and a wicked, unnervingly intelligent smile formed by saw-blade like teeth. Their exoskeleton has a strange pattern on it which upon closer inspection looks exactly like the folded surface of a brain. Brain wasps are also very quick, and move with an almost unnatural speed for their size. Sertori become brain wasps equal to 20 times their Rank in Penthos, minimum 20; no swarm has ever been recorded to be larger than 60 wasps. There is no queen, like in a natural wasp colony. Instead, each wasp is exactly the same as each other wasp, and together they share a telepathic bond and a collective intelligence. What one sees or knows, they all see or know. Unfortunately, brain wasps want only one thing: to cause as much pain as possible to intelligent beings and they use all of their cunning and abilities to do exactly that. In addition to seemingly deriving great pleasure out of the suffering of others, brain wasps actually feed on pain energy. Brain wasps are highly intelligent, telepathic creatures, and they employ advanced tactics wherever possible. They delight in using trickery to separate out one member of a group, paralyzing him, and laying eggs in their victim. Brain Wasp Squadron (5 wasps fighting together)
Defenses Hardiness
3
These Grim Beasts are a vicious, pain-eating collective of wasps. Hiveminds are a distant and alien form of the Sertori they once were.
Stealth
3* (see the Mind Parasite power below)
Evade
8
Parry
8
Upon beginning to transform into this form of Grim Beast, the unfortunate Sertori gets a severe headache. People nearby hear a faint, and then steadily louder, buzzing noise. Finally, the skull of the Sertori splits open. His soul transforms into a torrent of grey, sadistic looking wasps which pour out of his own head, leaving his former body a lifeless husk. Left undisturbed, the wasps build their nest in the now empty cranium, using the mouth of the former Sertori as the nest’s entrance.
Wits
9
Resolve
9
Each wasp is grey, about six inches in length, and
Key Skills Sting
3d10 (1d10 + Muscle Damage) Empathy
0d10
Claw/Gnaw
1d10 (Muscle Damage)
Detect
5d10
Wrestling
2d10
Reasoning
5d10
Speed
3d10
Fly
4d10 (70 feet)
Muscle
1d10
Qualities Wounds
5 per Squadron (see Swarm)
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Powers Swarm: Brain wasp hives typically contain between 20 and 60 wasps, but in battle they tend to operate in formations of 5 wasps, called a squadron. Treat a squadron of five wasps exactly like an individual monster, each with its own action, movement, and 5 Wounds (a single wasp represents 1Wound). This means that a 40 wasp swarm would split into 8 squadrons, each with the statistics above. Each turn, each of the 8 squadrons would be able to choose and execute their actions as if they were 8 individual monsters. Protection in Numbers: It is hard to kill a swarm with individual attacks such as sword strikes or Spells which have a single Target. Regardless, Open Damage Rolls or multiple tens in a Damage Roll, non-area attacks inflict only 1 Wound, or only 2 Wounds on a Damage Roll which scores a Total Success. Area attacks, such as the Avalanche of Flame Spell or a massive thrown boulder, inflict Damage as normal. Highly Intelligent: The Brain Wasps fight with great cunning. If a Sertori uses an area attack Spell, they will usually all turn and focus on attacking that individual, since they know that they are more vulnerable to area attacks. Additionally, due to their residual memories of being a Sertori, they understand any spoken language they knew as a Sertori, though they have no means of speaking themselves. Hive Mind: What one wasp knows, all other wasps of the same hive instantly know, regardless of location. Additionally, their minds do not work like any other a Sertori has encountered. Brain Wasps are immune to mind-affecting magic, including those which instill fear. Mind Parasite: A Brain Wasp squadron can spend 1 action to use its telepathic powers to mildly interfere with the perception of reality of all those within 50 feet. Roll the Wasps’ Reasoning once; anyone in the area of effect who’s Wits is not higher than the roll has their perception altered. The duration of each effect is 3 rounds. The wasps are clever and have many tricks they use this ability for. Here are some examples of things the wasps have been known to do: Ignore Sound/Sight: The victims do not hear a sound… such as that of their friend screaming in agony behind some bushes, or the victims do not see an unmoving object. A separate roll is required for each visual or auditory input ignored. Cloaked Stinger: The Stealth of all wasps within the area of effect essentially becomes 9 from the perspective of the affected individuals. Phantom Sound/Movement: Victims hear or see a simple sound or sight that does not exist, such as a crying child or a flash of movement out of the corner of an eye. A bush might appear to rustle. Complex Illusions, words, or sounds louder than that of a Human shout are not possible. Pain: Those affected suffer a −1d10 penalty to all actions, −2d10 on a Total Success. If multiple squadrons attempt this ability, the effects are not cumulative. Agonizing Sting: The excruciating sting of a Brain Wasp is its most potent weapon. Each sting that does Damage to its victim additionally inflicts a cumulative −1d10 penalty to all actions for a full day due to searing pain. On a Damage Roll that scores a Total Success, the victim is effectively paralyzed by incomprehensible agony for a period of 2 hours. The victim is also paralyzed for two hours when the accumulated Pain Penalty reaches −3d10 (this is cumulative with a possible −1d10 from the Mind Parasite: Pain ability described above).
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Lay Eggs: A Brain Wasp may lay its eggs in a paralyzed victim in a process that takes 3 rounds. On the fourth round, the eggs immediately hatch into larva and begin burrowing through their victim with razor-like jaws, inflicting the most agonizing pain imaginable, causing 1 Wound every ten minutes until the Target becomes Incapacitated (he remains here and does not die until the last stage of this process). They instinctively avoid killing their victims to inflict as much nourishing pain as possible on their host. After 1 hour, when the larva have grown to six inches in length, they burrow into the brain, consume it, and erupt from their host’s skull as full grown wasps, killing their erstwhile host instantly. Each batch of eggs hatches 1d10 Brain Wasps. Removing a larva requires a Medicine Skill Roll (TN 8). On a Success, the larva is removed but causes 1 Wound. On a Total Success, the larva is removed without causing harm to the host. On a Failure, the larva remains and the host takes a Wound from the attempt. A Cathartic Heal Spell purges any wasp eggs or larva without harming the host, but the Spell does not heal Wounds like normal.
Demagogue Demagogues are normally the product of a misguided Misos Spell casting. Filled with hate, they use their eloquence and passion to stir populations against one another. It is common for a Demagogue to stroll into a community, murder locals himself, and then accuse a nearby village or lord of the crime. They appear as they did in life. A Demagogue grows in power as he causes war and bloodshed.
Defenses Hardiness
8
Stealth
8
Evade
4
Parry
4
Wits
9
Resolve
9
Key Skills Wrestling
1d10
Speed
1d10
Muscle
2d10
Command
4d10
Persuade
6d10
Deception
5d10
Qualities Wounds
5-20
(40 feet)
Empathy
3d10
Detect
3d10
Powers
Powers
Spite: Just by speaking about an individual or group, Demagogues cause others to fill with hatred for them. This is soon followed by a violent rage that can only be satisfied by the spilling of blood. Anyone who hears a Demagogue speak in this way is subject to the effect. He makes a Persuade Roll against their Resolve. On a Success, the Target believes everything the Demagogue says for one day, and must attempt to do violence against the subject of his speech. On a Total Success, the effect lasts for one week.
Immunities: Dryads are only affected by Magical Attacks. Dryads cannot take Damage until their grove has been destroyed.
Deathless: Like all Grims, a Demagogue must be laid to rest to truly be destroyed. Feast of Anger: A Demagogue grows in power as he causes war and bloodshed, gaining a new Wound each time. Over time, they become enormously powerful through this process. Spells: All Demagogues have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori. Immunities: A Demagogue is only affected by Magical Attacks.
Dryads Dryads are Agape Sertori who develop a strong bond with nature when they grim. Most look as they did in life from a distance, but up close their flesh resembles sculpted wood. Their hair looks like a dense main of tree branches and their bodies creak as they move. A dryad’s mouth is deep and opens wide to reveal rows of bristling sharp teeth, which they use to drain the fluids of their prey. Dryads are protected by their groves. These are small groups of trees capable of motion and attack. Anyone drained by a Dryad becomes a tree in his or her grove within ten days.
Defenses Hardiness
10
Stealth
7
Evade
7
Parry
5
Wits
6
Resolve
6
Deathless: Like all Grims, Dryads must be laid to rest to truly be destroyed. Bite and Drain: When a Dryad bites a Target, she begins draining its fluids. Roll 2d10 for Damage. Each Wound also drains one point of Hardiness. When the Target reaches zero, he resembles a dried out husk of wood and becomes one of the Dryad’s trees. Grove: Dryads can use their Drain ability to turn people into trees. Though they do look like normal trees, on close inspection the face of the Dryad’s victim can be seen pressing through the bark. Each tree in a Dryad’s Grove can move, bite and claw at Targets with its branches. Each of these attacks is at 1d10 and does 1d10 Damage. The trees share the Dryad’s defenses and each tree can take 1 Wound. A Dryad’s grove also affords a special protection. Dryads cannot be harmed by any attack (even magical ones) so long as they have trees in their grove. Once a Dryad’s trees have been eliminated, then she or he can take Damage from Magical Attacks. If a Dryad leaves the grove, it is also vulnerable to Damage from attacks. Dryads can have up to 12 trees in a Grove. Spells: All Dryads have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori.
Dybbuk Dybbuks are created by Deimos Magic and are incorporeal entities that take possession of living bodies. They do not have an appearance as they are entirely non-physical. Though they lack the vast powers of many other Grim Beasts, they are immune any attacks and cannot be harmed, even by magic. The bodies they inhabit can be contained and killed, but they themselves can only be laid to rest (see Grim Beasts above). When Dybbuks take possession of people they do not let go. They must either be driven out (through coercive Magic like Impel) or the body must be killed. Once in possession of a victim, Dybbuks will usually use the bodies as instruments for murder or destruction.
Key Skills
Defenses
Wrestling
2d10
Bite
3d10
(Damage 2d10)
Speed
2d10
(50 feet)
Muscle
Hardiness
0
Stealth
0
2d10
Evade
0
Survival (Wilderness)
4d10
Parry
0
Talent (Poison)
3d10
Wits
7
Detect
4d10
Resolve
9
Qualities Wounds
6 (plus 1-12)
383
Key Skills
Qualities
Persuade
3d10
Wounds
Command
6d10
Empathy
3d10
Powers
Detect
(host)
Immunities: Harpies are immune to non-Magical Attacks. Deathless: Like all Grims, Harpies must be laid to rest to truly be destroyed
All remaining Skills are the host’s
Qualities Wounds
Claws: The Claws of a Harpy do 3d10 Damage. If they Wound a Target, they also have the option of clutching them (effectively a restraint) and carrying them into the air.
None
Powers Spells: Dybbuks have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori. Immunities: Dybbuks cannot be harmed by magic, though they can be influenced by Spells like Captivation and Impel. Deathless: Like all Grims, Dybbuks must be laid to rest to truly be destroyed Possess: A Dybbuk can possess anyone it wants. Often they use their Spells to assist in this process. To take possession of a willing Target, the Dybbuk simply enters the host’s body. But a resisting Target requires a Command Skill Roll versus Resolve. On a Success, the Dybbuk takes possession for an hour. On a Total Success, he takes possession for a full day.
Harpy Miserable winged creatures, with the upper body of a Human and the lower body of an enormous bird, Harpies are the product of miscast Misos Spells. The Misos Magic that warped their body continues to play with their mind, driving them to torment and kill the weak where they find them. Harpies love to sew war and conflict wherever they go. They often use their song to turn allies against each other at the worst possible moment, then sweep in to finish off what remains.
Defenses Hardiness
8
Stealth
10
Evade
8
Parry
3
Wits
6
Resolve
8
Key Skills
384
3
Wrestling
1d10
Claws
3d10
(Damage 3d10)
Detect 6d10
Speed
2d10
(50 feet)
Fly
5d10
(80 feet)
Talent (Singing)
3d10
Muscle 3d10
Song: The song of a Harpy fills listeners with anger and suspicion, which is directed at the person or group nearest them. This ability affects everyone in hearing range. Roll the Harpy’s Talent (Singing) Skill against the Target’s Wits. On a Success, the victim is overwhelmed with anger and feels compelled to address grievances with the closest person. On a Total Success, the victim is compelled to act violently toward the nearest person. This lasts for 2 rounds. Spells: All Harpies have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori.
Gorgon Gorgons are Grim Beasts created by Agape Magic. Though they look similar to how they did in life, Gorgon’s are more attractive. When a Gorgon grows angry, he or she undergoes a stunning transformation. Their hair grows thick, turning into a mass of writhing snakes and large tusks protrude from their lips. They sprout wings and their skin hardens into scales. In this form, Gorgons can use their most deadly ability: a petrifying gaze. Anyone thus seen by a Gorgon turns to stone. When they choose, Gorgons can either animate some of their victims or restore their minds and allow them to roam of their own free will as living statues. While a Gorgon can choose to trigger the transformation voluntarily, there are also times when it is beyond their control. This is the Curse of a Gorgon. Anytime a Gorgon feels love of any kind for another creature, he or she transforms and turns the object of their affection to stone. Gorgons are rarely tied to a particular place. Unlike many other Grim Beasts, they can roam wherever they wish and frequently take up residence in cities or towns. Because of their nature, Gorgons eventually learn to avoid direct interaction with anyone they start to feel affection for. Instead, they adore the person from afar, seeing to their well-being but also growing jealous and overprotective in the process. Anyone who is the object of a Gorgon’s love may wonder why all their friends and relatives disappear or die mysteriously.
Liches command lesser Undead and occasionally amass armies of them. Usually they are content to harass a small area or carve a tiny fiefdom for themselves, but a rare few (normally much older Liches) have waged war against empires and tried to create their own.
Defenses Hardiness
6
Stealth
6
Evade
4
Parry
4
Wits
6
Resolve
10
Key Skills Wrestling
3d10
Persuade
2d10
Bite
1d10
Deception
3d10
Snakes
1d10
Empathy
2d10
Speed
3d10
Muscle
2d10
Athletics
1d10
(60 feet) Detect
3d10
Qualities Wounds
4
Powers Spells: All Gorgons have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori (usually Agape Spells). Immunities: Only affected by Magical Attacks. Deathless: Like all Grims, Gorgons must be laid to rest to truly be destroyed. Venomous Snakes: On a Successful attack, the Gorgon’s hair delivers a deadly Venom. Treat as Standard Poison. Transform: Gorgons can, at will or when experiencing strong feelings of love, transform into their natural appearance. When in this form, they have access to their Petrifying Gaze and Venomous Snakes. Petrifying Gaze: When a Gorgon transforms into its Serpentine shape, it can turn people to stone by looking at them. To do so, it must Roll Detect against the Target’s Evade. Each round it scores a Success, the Target takes a Cumulative −1d10 Penalty to Speed as he hardens. On the third round, the Target turns to stone permanently. If the Gorgon scores a Total Success at any point, the Target immediately turns to stone. Living Stone: When they choose to do so, Gorgons can animate those they petrified. Such creatures are treated as Marble Statues (from Automaton entry in this chapter) and are under the complete control of the Gorgon. Alternatively, they can grant free will to their victims and restore their minds. Anyone subject to this second effect is treated like a Marble Statue but retains all their prior Skills, Spells, etc. They are also linked to the Gorgon, who can return them to dead stone anytime it wishes.
Depending on whether a Lich is a Grim Beast or Haunt, their relationship to the site of their transformation can vary. Grim Beast Liches can roam wherever they wish, but tend to be territorial and obsessive about their “gravesite”. They prefer to remain close to this location, and have their minions venture outside it on their behalf. To a young Grim Beast Lich, the world beyond their “gravesite” is distant and meaningless. However, as the Lich ages and comes to terms with his transformation, the bond loosens. Haunt Liches are strictly bound to the area where they transformed. Because they must remain in one place (generally a 5 to 20 mile radius), these creatures are far more aggressive when dealing with intruders. Like all Grim Beasts, Liches were Sertori who succumbed to their Afflictions and were transformed during a casting. They retain all of the Spells and Thauma they possessed in life but can use them without any risk to themselves. In addition, Liches have a potent connection to lesser forms of Undead, attracting any within a five mile radius and securing them as permanent slaves. Perhaps most frightening of all, the scratch or bite of a Lich itself causes undeath, and in the case of Sertori, turns them into Marghasts (lesser Liches). Anyone turned into Undead by a Lich becomes its servant. The stats below are for a typical Lich. All Liches have 10 Hardiness, 3d10 Muscle and 3d10 Speed, but other Skills vary based on what they could do when alive. In addition to the Skills listed below, most Liches have a vast range of Knowledge Skills as well.
Defenses Hardiness
10
Liches
Stealth
6
Evade
4
These are the most feared Grim Beasts of all. Liches look like desiccated corpses but retain the intelligence and skills they possessed in life. Though their muscles have rotted to the bone, they are unnaturally strong and agile. And despite having decayed scraps of skin around their jaws, Liches speak clearly as any living orator.
Parry
4
Wits
8
Resolve
9
385
Key Skills Bite
1d10
Command
3d10
Claw
1d10
Empathy
2d10
Light Melee
2d10
Detect
4d10
Small Ranged
3d10
Speed
3d10
Muscle
3d10
(60 feet)
Qualities Wounds
6
Powers Bite and Claws: A Lich’s bite and claws do its Muscle in Damage. Deathless: Like all Grim Beasts, a Lich cannot be truly destroyed. While they are vulnerable to certain Physical Attacks, and while these can destroy their body, they will always come back by inhabiting the nearest corpse. The only way to kill a Lich is to learn its history and lay it to rest. Immunity: Only Magical Attacks can cause Physical Damage to a Lich. These can be Spells, enchanted weapons or magical objects. Normal swords are useless on such creatures. Spells: All Liches have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori, except they are not subject to risks when casting Cathartically. This makes Liches very dangerous because they can cast Spells at full power as much they desire without suffering any consequences. Undead Bond: Liches can sense any Undead within a five mile radius and summon them. Upon arrival they become loyal slaves to the Lich, serving until destroyed. Undead Touch: In addition to taking normal Damage (see Bite and Claw above), anyone damaged by a Lich’s claw or bite risks becoming Undead. Roll 2d10 against that person’s Hardiness. If the result of this roll is a Success, the person begins to change. A Sertori will transform into a Marghast in 3d10 days, while a Mundane or an Ogre will transform into a random form of Undead in only 1d10 rounds (a successful Resistance check spares the Ogre this fate). If the 2d10 roll versus Hardiness was a Total Success, the time of this transformation is halved. Beast Strength (×2): Liches are very strong. Their Base Lift is doubled and they can exceed capping limits on Damage Rolls for Physical Attacks.
Marghasts Marghasts are identical to Liches except for the following: They do not have the Undead Bond or Undead Touch ability, they can only cast Spells normally (no longer able to perform Cathartic Castings), do not have Immunity and they are loyal to the Lich that created them.
Minotaur Minotaurs are created when a Sertori loses control of Misos Magic. The energy infuses him with rage, causing him to transform into a giant bull-headed beast with fiery breath and an appetite for raw flesh when angry. 386
Unlike other Grim Beasts, most of the time, Minotaurs look and act like normal. They appear as they did in life, and are in fact slightly improved, because any Afflictions (Mental or Physical) they acquired go away, emerging only when they change shape. Most Minotaurs don’t realize they are Grim Beasts, falsely believing they have cured themselves of any Afflictions. When they do change shape, Minotaurs are impossible to control. They desire one thing: the flesh of the living, and will stop at nothing to get it.
Defenses Hardiness
10
Stealth
3
Evade
4
Parry
8
Wits
6
Resolve
10
Key Skills Gore
3d10
(Damage 6d10)
Bite
2d10
(Damage 3d10 Open)
Breath
2d10
(Damage 5d10)
Medium Melee
2d10
Speed
1d10
Muscle
5d10
Detect
2d10
(40 feet)
Qualities Wounds
8
Powers Spells: All Minotaurs have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori. Deathless: Like all Grims, Minotaurs must be laid to rest to truly be destroyed Immunities: Only affected by Magical Attacks. Burning Breath: A Minotaur can breathe an arch of fire at anyone Target in a 10 foot range. This does 5d10 Fire Damage. Gore: The horns of a Minotaur do 6d10 Damage. Devour: The bite of a Minotaur does 3d10 Open Damage as it literally eats the flesh off its victims. Every Wound it inflicts restores its health by 1 Wound. Shape Change: Anytime a Minotaur has reason to be angry, roll between 1-6d10 against its Resolve. If the amount equals or exceeds its Resolve Rating, the Minotaur changes into its bull form. Beast Strength (×2): Minotaurs are very strong. Their Base Lift is doubled and they can exceed capping limits on Damage Rolls for Physical Attacks.
Ophidian
Siren
Ophidian are created by miscasting Deimos or Penthos Spells. They appear at night as the vaguest outline of a spirit, barely detectible in the moonlight. During the day they do not exist, they simply vanish at sunrise and reappear at sunset. Though incorporeal, they do have shape, looking like a tall Humanoid with long pointy fingers and a twisted grin. When they choose to do so, Ophidians can interact with physical objects.
A Siren is a product of a miscast Agape Spell. They look much like they did in life, except their bodies look like liquid shaped into a Human form. Sirens are obsessive and instantly desire to protect and keep anyone they encounter. First they try persuasion, but escalate until violence becomes necessary to save the object of their affection from potential harm. This usually results in them imprisoning the poor soul.
Ophidian have no memories of their own, so must feed off of the memories of others. As they do so, they also gain the abilities of their victims.
Sirens can only be harmed by Spells or objects of power. Like other Grim Beasts, each Siren has a weakness that is unique to itself and knowing what this is will allow for their permanent destruction.
Defenses Hardiness
1
Defenses
Stealth
10
Hardiness
10
Evade
10
Stealth
6
Parry
6
Evade
4
Wits
9
Parry
4
Resolve
6
Wits
8
Resolve
8
Key Skills
Key Skills
Wrestling
2d10
Speed
5d10
Bite
1d10
Muscle
3d10
Detect
5d10
Claw
1d10
Command
3d10
Empathy
4d10
Light Melee
2d10
Talent (Singing) 3d10
Small Ranged
3d10
Empathy
Speed
3d10
(60 feet) Detect
Swim
6d10
90 (feet)
(80 feet)
Qualities Wounds
5
Powers Memory Drain: When an Ophidian touches the head of a victim (Wrestling Versus Parry) it can make an Empathy Roll against the Target’s Wits. On a Success, it drains one memory. On a Total Success, it drains two. This is expressed as either 1 Skill Point or 2 Skill Points and the loss is permanent. In addition, the character loses any memories associated with the Skill. There is also a 1 in 10 chance the character forgets one person he or she knows (this can be a PC or NPC and should be selected randomly). Any Skill drained in this manner is acquired by the Ophidian. Spells: All Ophidians have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori. Immunities: Only affected by Magical Attacks. Deathless: Like all Grims, Ophidians must be laid to rest to truly be destroyed.
2d10 4d10
Qualities Wounds
5
Powers Spells: All Sirens have 1-10 Spells and 1-3 Thauma. They can cast these like a normal Sertori. Immunities: Only affected by Magical Attacks. Deathless: Like all Grims, Sirens must be laid to rest to truly be destroyed. Drowning Touch: A Siren can extend her arms out up to 20 feet and on a successful Wrestling Attack Roll and fill the Target’s lungs with water, causing 2 Wounds each round this is maintained. On a Total Success, the Target suffers 4 Wounds. To maintain a Drowning touch simply requires a successful Wrestling Attack Roll each Round. Song: A Siren can lure potential victims through a seductive song. Anyone in hearing range is affected. Roll the Siren’s Talent (singing) Skill against the Target’s Resolve. On a Success, the Target walks toward the Siren for that round. On a Total Success, the effect lasts two rounds.
387
Ghouls
GULGA RAPTOR
Ghouls are technically a form of Grim Beast, though they can be created by other means, such as when a Den Dweller dies and its soul becomes trapped in the body. Therefore, they are described in the Undead entry of this section.
Gulga Raptors are large shaggy mammals that stand upright on powerful clawed legs and have fatty humps on their backs. Their faces are long and their mouths are lined with jagged teeth. Gulga Raptors are ill-tempered and aggressive. They eat Humanoids and small animals. They can go for several weeks between meals due to the fat deposits in their humps.
Abominations Abominations are hideous composites of many different monsters. Each abomination is unique and they are uniformly hideous. The Gamemaster is encouraged to combine features from a variety of creatures to create an abomination. Like all Grim Beasts they are immune to non-Magical Attacks.
Defenses Hardiness
8
Stealth
6
Evade
4
Parry
4
Wits
2
Resolve
3
Key Skills Bite
1d10
(Damage 4d10)
Claw
3d10
(Damage 3d10)
Speed
5d10
(80 feet)
Muscle
3d10
Detect
3d10
Survival (Desert and Plains)
3d10
(Smell 4d10)
Qualities Wounds
4
Powers Rending Claw: The claw of a Gulga Raptor can cut very deep when it strikes well. If a Gulga Raptor gets a Total Success on its Damage Roll, it does 2 additional Wounds instead of 1 for every 10 result.
388
HAUNCHBACK SPIDERS Nearly as tall as Ogres, Haunchback Spiders have eight legs, eight eyes, powerful bites and nearly impervious turtle like shells. They live in webs and trees like spiders, spin silken webs and lay eggs in nests like turtles. When threatened they can retract their legs into their shell. Some people steal their eggs and use Haunchback Spiders as mounts, pets, guard animals, or in gladiatorial games. Rumors of a rare type of Haunchback Spider that has a venomous bite abound, but most do not have Venom.
Defenses Hardiness
8 (10 when hiding in shell)
Stealth
4 (8 in forest)
Evade
6 (2 when hiding in shell)
Parry
8 (10 when hiding in shell)
Wits
4
Resolve
7
Key Skills Bite
2d10
Web
2d10
Speed
1d10
(Damage 4d10
Muscle
4d10
Detect
2d10
Qualities Wounds
4
Powers Webbing: Haunchback Spiders can spew forth webbing in a 40 foot long cone (use its Web Skill against Evade). Anyone hit by the web is stuck. Escaping from the webbing requires a Muscle Roll against TN 8 and takes a Skill Action. The escapee suffers a -1d10 on Physical and Combat Skills for an hour unless the escape was a Total Success. The web can also be cut by inflicting 2 Wounds upon it. Each spider will usually be able to use the webbing twice, and one use is restored each day if food is plentiful. The webbing will not burn, and victims will be covered in the silk and be rendered helpless until freed. Carapace Shell: Haunchback Spiders can retreat into their shell and seal up the holes, leaving no openings or weak spots. They cannot move or attack while protected. Regeneration: Haunchback Spiders recover 1 Wound each round they remains inside their carapace. This power is similar to the Sertori Heal Spell, but much quicker and only affects the individual Haunchback Spider. Venom (rare): Venomous varieties of Haunchback Spiders are rare but very deadly. If a venomous Haunchback Spider bites a Target, Roll 2d10 against Hardiness. If the result equals or exceeds the victim’s Hardiness Score, he takes 3 Wounds automatically. If the result is a Total Success, he takes 6 Wounds.
(40 feet)
389
ICE DEMONS (Yorga) These enormous beasts burrow the frozen soil and ice of Northern Gamandria looking for Humanoid flesh to consume. They resemble huge white Bears with shaggy coats and long, wide snouts that end in rings of gray tentacles around their jaws. When Ice Demons bite, their jaws slide forward and become surprisingly large. Their claws are long and thick, made of a durable material that is prized by the Northern Gru tribes (who call Ice Demons Yorga). Ice Demons have eyes, but these are very weak and they are virtually blind on the surface. However, their tentacles are layered with finely attuned sense organs that enable them to smell, taste and feel with exceptional detail. An Ice Demon uses this to track prey, to identify objects and to communicate. Ice Demons are intelligent and live underground in organized communities of 50 to 100 members. They communicate in a touch-based language of their own using the sensitive tentacles on their snout. The oldest Ice Demon in the group is usually the leader. Most encounters with Ice Demons occur when they are hunting for food. But Ice Demons value crafted goods made by the Gru and other civilized Races, they have been known to raid towns for supplies.
Defenses Hardiness
8
Stealth
6 (10)
Evade
3
Parry
6
Wits
5
Resolve
7
Key Skills Bite
1d10 (Damage 6d10)
Claw
1d10 (Damage 6d10)
Speed
1d10 (40 feet), 3d10 (60 feet) when burrowing
Muscle
6d10
Detect (eyes)
0d10, 1d10 underground
Detect (tentacles)
3d10 to smell and track, and 6d10 by touch/taste
Empathy
3d10 (using tentacles)
Qualities Wounds
390
4
Powers Beast Strength (×10): Ice Demons are very strong and multiply their Base Lift by 10. They can also exceed the capping limit on Damage Rolls for Physical Attacks. Burrow: Ice Demons can burrow at a rate of 60 feet per round, below the ground. They use their thick durable claws to break up ice, stone and earth as they delve. This allows them to sneak up on unsuspecting foes and pull them into a tunnel with their jaws. A burrowing Ice Demon has a Stealth Score of 10. Massive Jaw: If an Ice Demon gets a solid hold of a foe with its powerful jaws by scoring a Total Success on its Attack Roll, it inflicts an additional 2 Wounds. Sensory Tentacles: The tentacles of the Ice Demons are sense organs that enable them to feel, smell and taste. There are separate entries in their Detect Skill for the Tentacles, which vary in ability depending on whether they are smelling/tracking or feeling/ tasting. They can also use these to communicate and sense emotion through touch. They are intelligent and can use this ability on Humanoids as well as their own kind (when used on their own kind they add 2d10 to their Empathy Skill). Poor Sight: Ice Demons have weak eyes and are all but blind on the surface. Underground they can see, but still not very well. Mostly they rely on their tentacles.
KORVARS Korvars are Race of intelligent Humanoids that are two feet in height and have wide bear-shaped heads and reptilian skin that blends with their immediate surroundings. Tribal creatures, who typically follow a chieftain or king, Korvars populate mountain ranges and hills (with a particular density in the Brogustu and Anumar Mountains). Though language varies somewhat from tribe to tribe, most speak a language resembling ancient
Pasaali with borrowed words from Singh and Latar. Korvars survive due to their large numbers and ability to hide. This makes them excellent hunters and worthy thieves. While they are capable of crafting their own goods, they prefer to steal what they can from Human, Orc and Elven settlements. Like other Races, Korvars acknowledge the gods, usually worshipping Lorgo and Ramos (who they regard as twins sons of Ranua). Though they are cowards by nature, to obtain supplies, Korvars will attack small groups of travelers provided they have numerical superiority. Their preferred method is to anticipate their Targets’ movements through the hills or mountain passes, locate a good spot for an ambush, and use their blending ability to hide. They are comfortable with small weapons, relying mostly on ranged attacks, but resorting to small swords and biting when then they must. A typical Korvar carries a sling, short bow or dagger.
Defenses Hardiness
3
Stealth
6 (10)
Evade
6
Parry
2
Wits
5
Resolve
3
Key Skills Bite
01d10 (Damage 0d10)
Claw
0d10 (Damage 0d10)
Light Melee
0d10
Small Ranged
0d10
Speed
1d10 (40 feet)
Muscle
0d10
Detect
2d10
Qualities Wounds
1
Powers Blend: When they are still for a full minute, Korvars can change their skin tone to reflect their surroundings as a natural camouflage. The effect is quite remarkable, as they assume not only color, but textures and shades as well. So, a Korvar hiding against a stack of boulders will appear to go gray and even have outlines of rocks on his body. Doing this gives them a 10 Stealth, which goes away as soon as they move.
KRUT Krut (pronounced “Kroot”) were once the loyal Den Guardians of Senga, but upon his death their connection to him faded. They no longer felt his presence and they started losing many of their powers. Small traces of Senga’s Spirit remain in each Krut but they must eat Humanoid hearts to sustain it, or they will die. Though formerly benevolent, Krut are now selfish and filled with hatred. A Krut in its natural form looks like a tall birdlike creature with the upper body of an Ogre, wings and clawed legs. Its mouth is long and filled with sharp jagged teeth. However, a Krut can assume any Humanoid form it wishes, in whatever specific appearance it desires. Krut still have a small number of their former powers, but these are mostly quite weak. However, in the presence of Sertori, their power grows as if they were in the presence of Senga. They acquire the ability to cast anything the Sertori can cast and they are able to regenerate at a faster rate.
Defenses Hardiness
10
Stealth
8
Evade
8
Parry
8
Wits
6
Resolve
9
Key Skills Bite
2d10 (6d10)
Claw
3d10 (5d10)
5d10
3d10
Muscle Talent (Perform any instrument) Gods/Religion (Senga) Magic (Agape/ Deimos/Misos/ Penthos) Languages (all)
Medium Melee
4d10
Heavy Melee
4d10
Small Ranged Speed
4d10 (70 feet)
Detect:
6d10
Fly
6d10 (90 feet)
4d10 6d10 3d10 6d10
Qualities Wounds
15
Agape/Misos/ Penthos/Deimos
2
Powers Heart Pluck: If a Krut spends one full round targeting an opponent, it delivers a powerful claw attack to rip into the Target’s chest. On a Success, this adds an additional Wound. On a Total Success, this kills the Target as the Krut rips out its heart. It can do this in any form.
391
Shape Change: Krut can alter their shape to assume any Humanoid form the size of an Ogre or smaller. This can appear however they wish (from hideously ugly to stunningly attractive), and be any sex they wish. Regeneration: Krut regenerate 1 Wound an hour. In the presence of a Sertori, they regenerate a Wound each round. Immunity: Krut are only harmed by Magical Attacks. Spells: In the presence of Sertori, Krut gain the use of Spells. They must be within three hundred feet for this to work, and they gain use of all the Spells possessed by any Sertori in the area. For the purposes of casting a Spell, if a Skill is not listed assume it is Rank 2d10. Hunger: Krut must eat Humanoid hearts to sustain the remnants of Senga’s Spirit within them. They need one heart a week or they start to die, taking 1 Wound a day. If they consume the heart of a Sertori, that will satisfy their hunger for four months.
LIVING DUNES A living dune is a large mound of sand, usually one hundred yards across and fifty feet high. It moves gracefully through the desert during the night. Living Dunes are common in the Korashu Desert and guarding water where it can be found in the arid sands. Living Dunes jealously protect their water sources and eliminate anyone trying to draw from them. Travelers who happen upon an oasis often awaken the next morning to a sand dune that was not there the day before. The dune has no need for water, but acts instinctively.
Defenses
LEVIATHAN This titanic sea serpent prowls the deeps of the ocean and is the instrument of Lurolai’s vengeance. Though legends describe him as being the size of a continent, in truth he is not that large, being roughly one thousand feet in length. The Leviathan is huge, a mammoth of the sea. He looks like a wide snake, with a shark-like head and a heavy coat of black scales.
Defenses Hardiness
10
Stealth
8
Evade
3
Parry
3
Wits
4
Resolve
10
Key Skills Ram
5d10 (7d10 Open Damage)
Bite
1d10 (5d10 Open Damage)
Hardiness
8
Tail Slap
5d10 (3d10 Open Damage)
Stealth
10 (2 when moving)
Speed
1d10 (90 feet)
Evade
2
Detect
2d10
Parry
2
Muscle
8d10
Wits
3
Qualities
Resolve
8
Wounds
Sandblast
2d10 (6d10)
Speed
1d10 (40 feet)
Muscle
6d10
Detect
1d10
Qualities Wounds
20
Powers
Key Skills
12
Powers Sandblast: The dune shifts a large mass of sand to slap or crush its Target. This blast of sand is 10 feet wide and 50 feet long. Make a single Attack Roll against anyone in this area (using its Sandblast Skill). On a Success, roll 6d10 Damage.
392
Sand Storm: When reduced to 3 Wounds, a Living Dune transforms into a raging sand storm. For 1d10 rounds, the Dune is invulnerable to most attacks; only large areas of effects will harm it, and will only result in 1 Wound on a Total Success. Everything in a 50 yard radius takes a 1d10 Damage (Roll against Hardiness) each round the dune is in sandstorm form. It may not use sandstorm for an hour after it expires.
Beast Strength (×20): Leviathan is very strong. His Base Lift for Muscle is multiplied by 20 (so 16,000 pounds instead of 800). He can also exceed capping limits on Damage Rolls, going up to 10d10. Ram: Leviathan can smash into ships or docks and do 7d10 Open Damage. He must roll his Ram Skill (5d10) to hit moving Targets. Swallow Whole: Leviathan can swallow nearly any creature or object that will fit in his giant maw. Any Total Success on a bite allows Leviathan to swallow whole one or more creatures in a 10 foot by 20 foot area. Creatures swallowed suffer 5d10 Damage each round they are trapped inside Leviathan’s belly. Tail slap: Leviathan may smash his tail against the water to create a blast of water across a 20 foot by 40 foot area that inflicts 3d10 Open Damage, and on a Total Success renders the victim unconscious for 1 round per Total Success. This can also be used to smash ships for 3d10 Open Damage.
Rage of The Leviathan: When Leviathan desires, its mouth erupts in a plume of searing heat that causes anything in its path to combust and take 6d10 Fire Damage. The column of heat this generates flows on a 40 foot by 200 foot line. Immunities: The Leviathan scoffs at man-made weapons, which fall harmlessly against its shield-like skin. It can only be harmed by magic.
MONSTRA Monstra are Sertori reborn into animal bodies. Such creatures are always unique, there are no clear “types” of Monstra as the experience and powers varies as much as an individual Sertori varies. However, they are almost always dangerous and unpredictable. While a Human mind can cope with the strain of magic, animals lack the intelligence to understand their power. Most drive themselves crazy within a few years (luckily their simple thoughts seem to prevent them from becoming Grims). Generally speaking, most Monstra possess a handful of powers quite similar to a Sertori Player Character. However, their mastery of such magic is minimal, firing off when the animal is frightened or in a powerful emotional state. They cannot decide to channel the magic at low power or unleash a Cathartic blast, it simply happens on its own (most often they cast Cathartic Magic when backed into a corner or in extreme pain). Further, the Spells cast by Monstra are often dissimilar to their counter-parts cast by Sertori. Because they don’t have the control that Humans do, their magic is warped, creating highly unusual effects. Below are some examples of specific Monstra in the Gamandria setting. A given Monstra will always have three more Wounds than is normal for the animal it inhabits (so a Lion Monstra has 6 Wounds). They will have 1-10 magic powers (with specific expressions), and they have a twenty percent chance of having a Stage Two Affliction.
The Beast of Sardona (Lion Monstra)
by fearful Humans, but now he prefers Human flesh. In appearance, the Beast of Sardona looks like a normal Lion, except the skin on his face is exposed from scarring (forming an unnerving clear patch where fur ought to be). He also is slightly bigger than a typical Lion (about 13 feet long) and visibly agitated at all times.
Defenses Hardiness
5
Stealth
4
Evade
3
Parry
5
Wits
3
Resolve
8
Key Skills Bite
2d10 (Damage 2d10)
Claw
2d10 (Damage 3d10)
Rending Roar
1d10
Speed
3d10 (60 feet)
Muscle
3d10
Detect
3d10
Qualities Wounds
6
Powers Paralytic Roar: This power causes anyone who hears the Monstra’s roar to stiffen like stone, unable to move for 1-2 rounds. It affects all who can hear it. Roll 2d10 against the subject’s Hardiness (ignore any bonuses from armor). On a Success, the effect lasts for one round; on a Total Success, it lasts for two. When this power is unleashed Cathartically, the duration doubles and it does 4d10 Damage to the Target). Rending Roar: If the beast of Sardona feels truly threatened, he opens his mouth and spews forth a stream of jagged thorns. He must make an Attack Roll of 1d10 against any number of Targets within twenty feet in front of him. These do 2d10 Damage to those caught in the stream. When this power is unleashed Cathartically, it does 4d10 Open Damage. Affliction: Whenever the Beast of Sardona passes near plants or trees of any kind, they animate, increase in size and attempt to hold anyone he perceives as a threat. When this occurs any plant-life in the area rolls 3d10 against the Target’s Evade to hold them (roll 1d10 to determine how many animated plant limbs this produces). Once held Targets can make a Muscle Roll against TN 6 to break free each round.
The Beast of Sardona is a creature said to inhabit the hills and ruins along the Dosa River. It is greatly feared by the native Sardonans who believe it to be an instrument of Ramos to express his displeasure. In recent years, the Beast of Sardona has grown more unpredictable, and is less satisfied with the food offerings locals leave him. Before, he was content to eat the butchered game meats placed near his lair 393
Nam-Ra Nam-Ra is a large Tiger, with a yellow coat and black stripes. He is roughly double the size of typical Tiger and has an unusual multicolor plume below his jaw. An Inhabitant of the Anja Grasslands, Nam-Ra finds he cannot venture beyond their boundaries. While he can subsist on animal flesh, Nam-Ra prefers the meat of Humanoids (particularly Elves and Humans, though he will settle for Dwarf or Halfling when he has no other options). The local Qidhani Tribes (Khubsi-speaking Dwarves) worship Nam-Ra and supply him with living sacrifices to consume. When he isn’t hungering for Humanoid flesh, Nam-Ra enjoys inflicting pain on those who displease him. If a local village fails to provide sacrifices one month, he will send a burning hot storm to kill them, or simply attack the village himself. Nam-Ra also enjoys hording gold, which he keeps in a cave somewhere in the middle of the grasslands.
Defenses
The Old Man of Ansa This Monstra looks like a normal Staring Monkey, except its features are even more Human and its body slightly larger. There is also a definite spark of Humanoid-like intelligence in its eyes. He is called the Old Man of Ansa because the fur below his chin resembles a gray beard. The Old Man of Ansa lives in a cave on the Island of Ansa. The Agars who live on the island and the nearby coast worship it. They have decorated its temple with pillars, statues, gifts of gold and ruby. It is able to communicate by staring into peoples’ eyes. It uses this ability to tell the priests what it wants. Usually these are simple requests for food or a luxury item, but occasionally they are something odd. The Old Man of Ansa is more intelligent than a typical Staring Monkey, but still very much an animal. When provoked he kills with his stare or just attacks.
Hardiness
5
Stealth
6
Evade
3
Parry
6
Defenses
Wits
5
Hardiness
7
Resolve
7
Stealth
9
Evade
6
Parry
4
Wits
6
Resolve
8
Key Skills Bite
2d10 (Damage 2d10)
Claw
2d10 (Damage 3d10)
Speed
3d10 (60 feet)
Muscle
3d10
Key Skills
Detect
3d10
Bite
1d10 (Damage 4d10)
Detect
3d10
Wrestling
1d10 (Damage 3d10)
Athletics
3d10
Speed
2d10 (50 feet)
Empathy
3d10
Muscle
3d10
Persuade
2d10
Qualities Wounds
6
Powers Bleeding Claws: Nam-Ra’s claws create a Magical Wound that bleeds heavily when he attacks. On any successful attack that does Damage, the victim continues to take Damage every round for 2 additional rounds. Bite and Claw: Nam-Ra’s bite does 2d10 Damage, and his claws do 3d10 Damage. Burning Storm: Whenever Nam-Ra becomes angry at something, this summons a storm of burning sands that that passes quickly over an area doing 3d10 Fire Damage to anything in its path.
394
Affliction: Nam-Ra has a constant hunger for Humanoid flesh. He also takes pleasure in causing pain to others. This is a somewhat contagious Affliction. Anyone who stands too long in the presence of Nam-Ra (for more than a few rounds) acquires both of these Afflictions. To see if someone is afflicted, roll 3d10 against their Resolve. If the result equals or exceeds their Resolve, they desire Humanoid flesh and become violently sadistic for 1d10 hours. On a result of ten, this lasts for 1d10 days.
Qualities Wounds
5
Powers Climb: The Old Man of Ansa can use his Athletics Skill to climb trees and craggy surfaces at full speed. Deadly Stare: This powerful attack requires the Old Man of Ansa to make a Detect Roll against the Target’s Resolve. This represents his ability to lock eyes with the victim. On a Success, the victim feels a terrible pressure build in his veins, causing 1 Wound. On a Total Success, the person takes 2 Wounds. The person is also paralyzed and enfeebled by the stare, allowing the Old Man of Ansa to continue using this ability by making a Detect Roll against Resolve, but with the Target taking a Cumulative −1 Penalty to Resolve each round. Communicate: The Old Man of Ansa can communicate telepathically by meeting a person’s gaze. This requires no roll. Read Thoughts: By making an Empathy Roll against a Target’s Wits, the Old Man of Ansa can read thoughts freely. He knows what a person is feeling, thinking and planning. Plant Suggestion: The Old Man of Ansa can plant an idea in a person’s mind by gazing into his eyes and making a successful Persuade Roll against Resolve. On a Success, the person gains an idea and makes a decision he believes is his own (such as deciding to build a nice wooden chair and leave it in the monkey’s cave). This effect lasts for about an hour before the victim realizes something isn’t right. On a Total Success, the effect lasts all day.
NAGA Naga are giant serpents with green metallic scales and long powerful jaws that house blade-like teeth. They range in length from 40-60 feet, females tending to be longer. The male Naga is usually green hued with a simple narrow head, while the females have a glimmering layer of gold scales that begin in their midsection and end in a cobra-like flap. While the males have no Venom or any other special ability, the females deliver a deadly toxin secreted from their gums and can breathe fire. Though created by Sarilla, the Naga are revered by the Ogres, who consider them sacred protectors of Senga’s departed spirit. The sentiment is rewarded, as Naga very rarely attack Ogres. They have been known to wipe out an entire caravan, yet leave any Ogres in the group unharmed. Oddly, this mercy is not shown toward the Hasri. Naga live mostly in fresh water rivers and lakes, where they are fiercely territorial. Females lay eggs
and can hatch up to 20 at a time. They are common from Ronia to the Southern tip of Gamandria. When in water, use the Naga’s Swim for movement.
Defenses Hardiness
8
Stealth
9
Evade
4
Parry
3
Wits
2
Resolve
7
Key Skills Bite
2d10
Constrict
4d10
(Damage 4d10 Open)
Swim
4d10
(70 feet)
Speed
1d10
(40 feet)
Muscle
3d10
Detect
3d10
Qualities Wounds
5
TABLE: NAGA VENOM Naga Venom
Lethality
Speed
Effect
Medicine TN Brew Rating
Potency
Day
Minute
Temporary
9
3d10
9
Skills P, C
395
Powers
Key Skills
Constrict: A Naga can wrap its body around prey after a successful attack. This effectively restrains the Target, but does 1 Wound each round if it is successful. To maintain Constriction, the Naga must roll its Constrict (4d10) against the Target’s Parry each round.
Claws
2d10
Bite
3d10 (8d10)
Muscle
5d10
Firebreath: Female Naga can exhale a 15 foot spray of flame that does 5d10 Fire Damage.
Speed
2d10 (50 feet)
Survival (Wilderness and Desert)
3d10
Detect
4d10
Bite: A Naga’s bite is very strong, capable of delivering a fatal Wound to most people. On a successful Bite attack, the Naga does 4d10 Open Damage. Female Naga’s also have the option of delivering a potent Venom. Poison: When a female Naga bites, she can release Venom from her gums into the Wound. This follows the Poison Rules from the CHAPTER FIVE: RULES. The Naga Poison entry is detailed there, but repeated here for convenience. Once bitten, roll the Naga Venom’s Potency (3d10) against the Target’s Hardiness. On a Success, it takes hold and will kill the victim in 1d10 days. Each minute that passes the victim also suffers a cumulative -1d10 penalty to all Physical and Combat Skills. Saving someone from the Venom requires a TN 9 Medicine Roll.
NAGA MEN, EASTERN Eastern Naga Men are large reptilian Humanoids that stand nine to twelve feet tall and walk on powerful clawed legs. Their arms are big, long and end in deadly talons. Their necks are also lengthened ending in lizard-like head with a bone-crushing beak. The scaly skin of the Naga Men ranges from green to black. Male Naga Men have a colorful and bushy plume beneath their beak. Naga Men prefer to hide and surprise their victims. They have a special ability to blend in with their surroundings. This causes their scales to change color and form patterns that match the scenery around them. Like Giants and Trolls the Naga Men are a forgotten Race, created by Sarilla ages ago. They wander in groups of 2-3 looking for prey.
Defenses
396
Hardiness
6
Stealth
4 (10)
Evade
6
Parry
4
Wits Resolve
Qualities Wounds
6
Powers Bite: The powerful bite of a Naga Man’s beak can crush bone, so they do 8d10 Damage on a successful bite attack. Claws: The claw attacks of Naga Men are subject to their bonus. Beast Strength (x2): Naga Men are strong. This has two effects. The first is their Base Lift for Muscle is doubled (so 1,000 pounds instead of 500). The second is they can exceed the dice cap for Damage Rolls (for attacks physical in nature). Blend: When they stand still for a minute, Naga Men can change their skin color to blend with the surrounding terrain. Doing so gives them a Stealth of 10.
NAGA MEN, Western Western Naga Men resemble the eastern variety, except instead of beaks they have long mouths filled with needle like teeth that inject a deadly Venom. Unlike their Eastern Brethren, the Western Naga Men have bright patterns of red, yellow and blue on their scales.
Defenses Hardiness
6
Stealth
4 (10)
Evade
6
Parry
4
Wits
2
Resolve
6
Key Skills Claws
2d10 (6d10)
Bite
3d10 (5d10)
Muscle
5d10
2
Speed
2d10 (50 feet)
6
Survival (Wilderness and Desert)
3d10
Detect
4d10
Qualities Wounds
6
go to extreme lengths when frustrated with foes. Like their religion, many of their war tactics involve fire.
Powers
Defenses
Bite: A Western Naga Man’s teeth release potent Venom on a successful bite. The teeth themselves are so small they only do 1d10 Damage. The Venom released is identical to Naga Venom. This follows the Poison Rules from the CHAPTER FIVE: RULES. The Naga Poison entry is detailed there, but repeated in the Naga entry for convenience. Once bitten, roll the Naga Man Venom’s Potency (3d10) against the Target’s Hardiness. On a Success, it takes hold and will kill the victim in 1d10 days. Each minute that passes the victim also suffers a Cumulative -1d10 penalty to all Physical and Combat Skills. Saving someone from the Venom requires a TN 9 Medicine Roll.
Hardiness
9
Stealth
6
Evade
6
Parry
3
Wits
4
Resolve
8
Claws: The claw attacks of Naga Men do 6d10 Damage. Beast Strength (×2): Naga Men are strong. This has two effects. The first is their Base Lift for Muscle is doubled (so 1,000 pounds instead of 500). The second is they can exceed the dice cap on Damage Rolls for Physical Attacks. Blend: When they stand still for a minute, Naga Men can change their skin color to blend with the surrounding terrain. Doing so gives them Stealth of 10.
PAVALORGI Pavalorgi are small Humanoids that resemble Korvars and Kobolds in stature. They have thick and layered hide like a Rhinoceros, and their heads are similar to the creature’s as well, having two horns on their snouts. They vary in other aspects of their appearance depending on climate. Those in high elevations and cool regions have thick fur, while those in warmer locations have bare skin.
Key Skills Bite
0d10 (Damage 1d10)
Horn
3d10 (Damage 1d10)
Small Melee
1d10
Ranged
2d10
Speed
2d10 (50 feet)
Muscle
1d10
Detect
2d10
Qualities Wounds
1
Powers Charge: Despite their small size, Pavalorgi are capable of delivering a potent charge attack, provided they have enough room to run their full move and jump at their Target. When a Pavalorgi does this on a successful attack, then its horn does an Automatic 1 Wound.
Pavalorgi are aggressive and breed in large numbers, making them a nuisance. They mostly live in mountains and forests, but have been known to make raids on settlements away from their natural home. Pavalorgi usually organize into bands or tribes and know how to make simple metal weapons, bows, and crafted goods. Most worship Lorgo, but some tribes respect all the gods. Their religious rites invariably involve fire. Priests are initiated by jumping into a large pit of flame, making them easy to identify (their burn scars are a mark of pride). Other important events are marked by similar practices, though usually far less lethal for example, warriors brand themselves before their first battle, married couples hold their hands over a hot fire (and the ceremony is canceled if either pulls away), etc. Though not highly intelligent, Pavalorgi employ effective and direct tactics when facing enemies. They are good at creating ambushes and have been known to 397
PLANTS AND MOLDS Many unusual forms of plant life exist on Gamandria. Those described here are among the more dangerous varieties. Some are natural and designed by the gods while others are shaped by the influence of Grims.
Blood Tree Blood trees look like sturdy oaks and are found in Vaar Wood. Though they resemble trees, closer inspection uncovers vaguely Humanoid features between the folds of bark and moss. Unlike normal oaks, Blood Trees can move by lifting their roots and ambling across the ground at great speed. They also lash out at prey with their thorny branches spilling the blood of Humanoids and animals, and then soaking the precious fluid with their roots. Blood trees are created when a Humanoid remains in Vaar Wood after sunset. Anyone finding themselves in the forest at night turns into a blood tree forever.
Blue Mushrooms
Defenses Hardiness
10
Stealth
8
Evade
2
Parry
4
Wits
6
Resolve
6
Key Skills Branch
4d10 (Damage 6d10)
Muscle
5d10
Detect
2d10
Speed
4d10 (70 feet)
Qualities Wounds
5
Powers Branches: The branches of the Blood Tree do 6d10 Damage. Sturdy: Blood Trees are made of solid oak and have a Hardiness of 10. Weaknesses: Blood Trees are susceptible to fire, taking one extra Wound anytime they take Fire Damage.
398
These are large flat capped mushrooms that thrive in dark and wet locations, frequently deep in forests but occasionally in underground structures like building foundations or caverns. A Blue Mushroom’s stem can grow up to ten feet and its cap can develop a diameter of five feet. While the entire body is a shade of blue, the gills on the underside of the cap are a vibrant indigo color that shimmers in light. From these gills the mushroom releases its spores, which can spread up to a mile away. A Blue Mushroom’s spores carry on the wind, and will grow into small Blue Mushrooms about the size of a thumb provided they land on a surface with enough moisture and heat. It is from these smaller toadstools that the Blue Mushrooms most potent ability is spread: mind spores. The mind spores of a Blue Mushroom are how it protects itself and exerts its will. Because they cannot move, talk or manipulate objects, mind spores enable them to slowly take over other creatures as hosts. Once it does so, the Blue Mushroom sets the host to work protecting it. As it gains more hosts, the Blue Mushroom’s intellect and self-awareness grows. A fully realized Blue Mushroom is an insidious thing, indeed. It can formulate plans, amass armies and even forge an empire if it truly wishes. Thankfully they are rare.
Thorny Death Moss This moss appears harmless, and grows very quickly. It has the ability to move about half as fast as an average Humanoid but prefers to remain stationary. Thorny Death Moss is known for its thorns, which are concealed by the texture of the moss itself.
Defenses Hardiness
7
Stealth
0
Evade
0
Parry
0
Wits
2 (can increase)
Resolve
9
Key Skills
Thorny Death Moss can grow to cover a huge area, and is mainly held in check by fire, both natural and intentional, and the availability of food. Its preferred method of hunting is to simply engulf a creature walking on the moss. Death Moss also covers pits or natural holes creating a trap for potential prey. The thorns have an Anesthetic Poison that hides the true Damage done by the thorns and induces lethargy. Some unlucky victims curl down to sleep for a night only to be consumed by the moss while they sleep. An average patch of Death Moss is about 50 feet square.
Defenses Hardiness
10 (5 against Fire)
Command
3d10
Stealth
8 (4 when moving)
Persuade
2d10
Evade
2
Deception
1d10
Parry
2
Empathy
2d10
Wits
2
Reasoning
1d10
Resolve
10 (5 when near fire)
Detect
2d10
Key Skills
Qualities Wounds
9
Powers Spores: The spores of a patch of Blue Mushroom’s toadstools can burst out in a 10 foot by 10 foot area in the open. When the spores are released inside they slowly saturate the air within, leaving an entire building or cavern complex filled with them. Anyone who comes into contact with the spores is potentially exposed. Each round the person is exposed roll 2d10 against their Hardiness. If the result equals or exceeds their Hardiness Score, the spores drain one point of Wits and Resolve. This is recovered at a rate of one per week. Anyone reaching zero not only suffers the normal effects of having Wits fully drained, but is now under the command of the Blue Mushroom. Due to the influence of the Blue Mushroom’s intellect, hosts are better able to communicate and act despite being drained of Wits. Hosts: Every new host a Blue Mushroom acquires increases its Wits by one point (to a Maximum to 10). It also acquires the Knowledge Skills of its hosts, and they retain all of their other Skills (though the hosting process eventually reduces them to 0 Wits). Hosts can be from any Race or walk of life. Once they reach 0 Wits and are under the complete command of the Blue Mushroom, hosts become obsessed with serving its needs and wants. They will protect it at all costs. There is no limit on how many hosts a Blue Mushroom can have.
Wrestling
3d10 (Venom or 2d10 Damage if Target is Restrained)
Speed
1d10 (20 feet)
Detect
1d10 (3d10 for things walking on the moss)
Muscle
2d10
Qualities Wounds
6
Powers Carpet of Thorns: Thorny Death Moss may attack every creature once that is within 10 feet of the patch, up to a maximum of 16 average Humanoids or 8 Ogres, or 4 Giants. To be attacked, creatures must be close to the moss’s surface (within a foot). Any creature that walks over the moss is viable, as is any creature that walks by the moss when it is on a nearby stone or tree. Poison Thorns: Anyone struck by the moss’s thorns does not feel the attack and is exposed to Thorny Death Moss Venom. Roll 2d10 against the victim’s Hardiness. On a Success, the Target suffers -1d10 to its Skills and grows weary, even tired for an hour. On a Total Success, the Target falls asleep for fifteen minutes. Consume: Thorny Death Moss enshrouds its prey and releases enzymes to digest the meat and bones. Any creature that becomes Incapacitated near the moss is subject to this ability taking 2d10 Damage each round. Alternately, if the moss wishes it may use its Wrestling Skill to restrain the Target. If it succeeds, each round it may inflict 2d10 Damage as it consumes the person’s body.
399
Worm Wood
PLEASURE LEECH
This is a parasitic predator that roots itself in trees or dead wood. In its natural state, Worm Wood looks like a colorful fleshy column with a thick base or foot and a head of long cascading tentacles, which swirl around a wide mouth lined with hard teeth. When it enters a suitable host, the Worm Wood hollows it out, so its tube-like body can fit snuggly inside. It then grows or shifts its weight to fill out its new shell. This doesn’t kill the host however, as the Worm Wood’s cells sustain the tree and make it stronger.
Pleasure Leeches are parasites that affix themselves to living creatures and suck their blood. However, the process produces a debilitating pleasure for the host. Pleasure Leeches are one foot long and two inches wide with round mouths full of curving teeth ideal for latching onto a living victim.
The Worm Wood attacks by lashing at prey with its tentacles, which paralyze them so it can dip its head down and consume the body. It can bend its column into a perfect “U” shape when needed, but mostly just sends out its tentacles through breaches in the bark. They will eat any mammal, but prefer Humanoids.
Defenses
Hardiness
6
Stealth
3 (9 in water)
Evade
3 (9 in water)
Parry
3
Wits
3
Resolve
6
Key Skills Sucker
2d10 (Damage 0d10)
Speed
0d10 (20 feet)
Fly
3d10 (60 feet)
Muscle
1d10
Detect
1d10 (3d10 in water)
Hardiness
8
Stealth
8
Evade
2
Parry
3
Wits
2
Resolve
2
Powers
Detect
4d10
Tentacle
6d10 (see below)
Speed
3d10
Blood drain: Once a Leech has successfully attacked with its sucker, the Leech is firmly stuck to the victim. Each round following 0d10 Damage against Hardiness is inflicted, as the Leech draws out blood to feed. The victim may attempt an opposed Muscle Skill Roll to tear it free. This will inflict 1 Wound on the victim unless a Total Success.
Bite
1d10 (5d10)
Key Skills
Qualities Wounds
4
Powers Tentacle: The tentacles of a Worm Wood are long, flexible and lined with tiny spikes. The spikes rend through clothes and gear so the tentacle can touch skin. A Worm Wood can roll its Tentacle Attack for up to 6 Targets within fifteen feet of its host body. When attacking a single Target, it rolls 6d10 against the person’s Parry, but this decreases by 1d10 for each additional Target it chooses to attack. So, 6d10 for one Target, 5d10 for two Targets, 4d10 for three Targets, etc. While the tentacles do no Damage, they release a Poison that passes through skin contact, so any successful attack exposes the Target to Worm Wood Poison. Worm Wood Poison: Any skin contact with a tentacle causes paralysis. On a Successful attack with its tentacles, Worm Wood Poisons its Target. Roll 1d10 against Hardiness. On a Success, the Target is Paralyzed for 1 round, on a Total Success, the Target is Paralyzed for 2 rounds.
400
Defenses
Qualities Wounds
2
Pleasure Venom: When a Pleasure Leech affixes to a Target, it delivers a potent Venom that overwhelms the victim with euphoria, leaving him or her with no desire to remove the Leech. Each round a victim has one or more Leeches affixed, a single 1d10 Roll against the victim’s Resolve is made. If this roll is greater than the victims Resolve, the victim may not do anything that would intentionally remove the Leeches. Fly: Pleasure Leeches can fly, moving 60 feet a round.
RAT KING
SEA SLIME
This dangerous creature looks like a one foot long rat, with fur of various subdued earthen shades and dozens of tangled tails. Its bite secretes a curse, Venom, or Disease (no one knows for certain) that allows the rat to control the minds of other living things. The rats use their enslaved victims for protection, and to gather food for the rats. Rat Kings can thrive almost anywhere there is food.
This creature floats like a sheen of oil or sludge on the water surface. It is difficult to see and preys upon anything it can catch. It mainly feeds on fish and shrimp, and often ends up in the nets of fisherman (who are sometimes devoured by the slime when pulling in a haul).
Defenses
Defenses Hardiness
6
Stealth
5 (10 in water)
Hardiness
3
Evade
5 (10 in water)
Stealth
9
Parry
5 (10 in water)
Evade
9
Wits
3
Parry
9
Resolve
9
Wits
5
Resolve
5
Key Skills
Key Skills
Pseudopod
2d10 (Damage 2d10)
Speed
3d10
Bite: 0d10
0d10
Swim
2d10 (50 feet)
Speed: 2d10 (30)
2d10 (30)
Muscle
1d10
Detect: 2d10
2d10
Detect
1d10 (in water 3d10)
Qualities Wounds
Qualities 1
Wounds
4
Powers
Powers
Enslaving Bite: When a Rat King succeeds on a bite attack, roll 1d10 against the Hardiness of the victim. This does not do Damage, but determines whether the victim becomes enslaved. On a Success the victim will be completely under the control of the rat, doing whatever the rat wills it to do for one hour. On a Total Success, the victim remains under the control of the rat for 1 day. The rat must remain within 100 feet of the victim or the effect is gone. Often the rat will be carried by the victim, or hide in the victims clothing.
Pseudopod: The Slime can attack with Pseudopods against a single Target each round. This does 2d10 Damage plus it has an acid effect. Acid: A Total Success with a Pseudopod Attack indicates some of the slime has touched the bare flesh of the victim. It inflicts terrible pain and burns just like fire (it is treated as Fire Damage, continuing to do Damage by one less d10 each round). It also causes −1d10 penalty to all Skills for an hour. Any place where the slime has touched a victim will remain hairless and pale for months, possibly forever.
401
SHAHRI BLACKBIRDS (SHARUR) SHIPMITES Shahri Blackbirds or Sharur (pronounced Sha-roor) inhabit the Island of Shahr, mainly near the mountains. There, they are dreaded by the local Kobolds and Halflings, who make a point of eradicating any found too close to the cities. These large birds have black feathers the color of soot, broken up by patches of white gooseflesh and a bald head. Their eyes are enormous and intelligent, more so than normal birds. They tower at elven feet tall, and lure their prey by imitating sounds and contorting their bodies to resemble other creatures. They can even change the color of their feathers briefly to aid the deception. Shahri Blackbirds eat mammals, and prefer Humanoids.
Defenses
Defenses Hardiness
NIL
Stealth
6
Evade
NIL
Parry
NIL
Hardiness
5
Wits
1
Stealth
10
Resolve
10
Evade
7
Parry
Key Skills
5
Speed
1d10 (40 feet)
Wits
5
Detect
0d10 (wood 4d10)
Resolve
3
Qualities
Key Skills
Wounds
Bite
3d10 (Damage 5d10)
Muscle
3d10
Claws
3d10 (Damage 4d10)
Deception
1d10
Speed
2d10 (50 feet)
Reason
1d10
Fly
4d10 (70 feet)
Language (Khubsi)
1d10
Detect
4d10
Language (Ronian)
1d10
Qualities Wounds
3
Powers Claws and Bite: The claws of a Shahri Blackbird do 4d10 Damage, while their bite does 5d10. Imitate Sound: Shahri Blackbirds can imitate the sounds and languages of other animals. Presently the birds on the Island of Shahr have knowledge of Khubsi and Ronian, though they can imitate any word or language they encounter. Though they can speak words and sentences clearly, they have limited vocabulary and are not intelligent enough to understand the full nature of language. They have learned to use simple phrases like “help me” or “I am a friend” to attract Humanoid prey. Contort and Blend: Shahri Blackbirds can contort their bodies into a wide variety of shapes. This is a natural and non-magical ability, so it isn’t perfect. They must use their Deception Skill against the Wits of their prey to form a convincing imitation. Through this method they can shape themselves into Humanoids, trees, and animals, provided the overall mass isn’t more than they can handle. Up close the deception is obvious, but ten feet or more away it can be quite convincing. This is enhanced by their ability to change the color of their feathers for up to several minutes at a time (allowing them to look like hair, clothes or even leaves).
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This tiny antlike sea creature is a plague to wooden ships unfortunate enough to encounter them. The mites cannot survive long in freshwater, but anything made of wood in the sea is at risk. The mites burrow into a ship’s hull, or a dock, and rapidly multiply. The wood will be eaten away, about 10 percent of it each day after the first day of infestation. Fire is effective against them, but often a poor choice on a ship. The best way to combat them is with magic, Poison, or alchemy.
NIL
SNOW SERPENT
Angry Spirits
This incredibly deadly serpent thrives in cold climates, nourished by the cold that would normally be the death of a normal snake. It is all white, and averages a length of 6 feet. It can render victims helpless with multiple bites, often leaving them to die of hypothermia. The serpents have an instinctive hatred of anything warm, such as a Humanoid, or fire. They do not require food or water to survive, only cold. Items made from a snow serpent’s skin will retain a cool temperature and are highly prized by people living in hot climates.
Angry Spirits appear as vapor and light, vaguely resembling their living shape. They can move freely in the air as if in water and with tremendous speed when they desire. The features of Angry Spirits burn with rage as they unleash flaying howls to sear the skin of anyone in their path.
Defenses Hardiness
5
Stealth
5 (10 in snow)
Evade
8
Parry
8
Wits
2
Resolve
6
Key Skills
Defenses Hardiness
6
Stealth
10
Evade
6
Parry
6
Wits
6
Resolve
8
Key Skills Wrestling
1d10
Speed
6d10 (90 feet)
Fly
6d10 (90 feet)
Detect
2d10
Command
3d10
Bite
1d10
Knowledge (varies) 2d10
Speed
3d10 (60 feet)
Detect
2d10
Qualities
Qualities Wounds
1
Powers Freezing Venom: When a creature is bitten, roll 1d10 against hardiness, and if successful, the Target is frozen for 1d10 minutes.
SPIRITS Spirits are the lingering souls of the dead. They are immaterial and are connected by substance to the Ethereal Realm. These entities are created when people die in powerful emotional states or when they have some unfinished task, preventing them from being reborn. Those who die in the midst of a strong emotion become Angry Spirits, who are anchored to the Ethereal Realm, looking for a way into the material world. Those who die with a task uncompleted become Haunting Spirits and are anchored in the Material Realm.
Wounds
3
Powers Afflict: When an Angry Spirit strikes the living with its hands (on a successful Wrestling Attack) it weakens the flesh and makes it wither. Roll 2d10 against the Hardiness of the Target (add an additional d10 for any Total Successes on the Wrestling Roll). On a Success, the Target is drained of a Rank of Muscle for one month. On a Total Success, the Target is drained of a Rank of Muscle for two months. If there are no points in Muscle to drain, then points may be taken from Athletics, Speed, or Endurance in the same manner. If there are no points in any of these Skills to drain, the Target dies. Scream: An Angry Spirits scream that burns the flesh of the living. This potentially affects everyone who can hear the Angry Spirit Scream. Make a Command Roll against Resolve. On a Success, Targets take 3d10 Fire Damage. On a Total Success, Targets take 4d10 Fire Damage (+1d10 for each additional Total Success). Immunities: Spirits are insubstantial and immune to all mundane modes of attack. However, they are susceptible to Magical Attacks. Normal Weapons simply pass through them harmlessly.
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Haunting Spirits Haunting Spirits are the souls of those who had some unfinished task when they died. They are more varied in appearance and power than Angry Spirits. Generally they are stronger, more resilient and more prevalent in the Material Realm. Many Haunting Spirits are anchored to a specific location, others are free to roam but chained to a particular task. Those who encounter Haunting Spirits are wise not to interfere with their purpose. Those seeking to destroy them or lay them to rest would do well to learn about the Haunting Spirit’s past before recklessly charging in.
Defenses Hardiness
8
Stealth
10
Evade
6
Parry
6
Wits
6
Resolve
8
Wrestling
1d10
Command
2d10
Speed
6d10 (90 feet)
Deception
2d10
Fly
6d10 (90 feet)
Persuade
3d10
Detect
2d10
Knowledge (varies)
2d10
Qualities 5
Powers All Haunting Spirits have the same immunities. Every Haunting Spirit has a different weakness. Each Haunting Spirit has its own powers. Usually these are one or two (sometimes three) from the following list. However, this is not comprehensive; some Haunting Spirits have other powers. The GM can freely create new powers for Haunting Spirits or borrow powers from other monsters. Aging Touch: Anyone touched by Haunting Spirit with this power is Aged. Make a Wrestling Roll against the Target’s Parry. On a Success, the victim is Aged by 1d10 years. On a Total Success, 1d100 years (roll two d10 or a d100). Possess: Spirits with this power can take possession of living Targets. This can only be used on one Target at a time. Make a Persuade Skill Roll against the Target’s Resolve. On a Success, the Spirit gains control of the body for one hour. On a Total Success, the Spirit gains control for a day. If the person becomes Incapacitated for any reason, then the Spirit must leave the body. Telekinesis: Spirits with this power can manipulate and move objects. Instead of Muscle, use their Command Skill to determine how many pounds they can move. The Command Skill should also be used for any Attack Rolls they make when hurling objects at Targets.
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Warp Reality: Some powerful spirits can actually alter the world around them. Usually this is limited to changing physical things, like creating walls where none existed, or causing a small stretch of forest to turn into a marsh or lake. This is also always limited to either the place that the Spirit is anchored or (if it can roam freely) up to a 300 foot area. Dream Walk: Some spirits can enter the dreams of their victims and harm them there. Many with this power are anchored to dreams and can only affect characters when they sleep. A Spirit with Dream Walk has all its normal powers when in someone’s dream. Any harm it does to a dreaming character is real. Any Wounds the Spirit sustains while in a dream are temporary. If it is killed in a dream, it can return the next evening. For information on Dreaming see DREAMS in CHAPTER FIVE: RULES. Weakness: Most Spirits have some substance or object that they can be harmed by. This may be a broad category, like Silver Swords or a very narrow and specific category (like the Sword of King Aqul). When such things are used against a Spirit, they cause it to dissipate immediately and keep it from reappearing for a week instead of a day. They do not and cannot permanently destroy the Spirit (unless they are linked to laying it to rest).
Key Skills
Wounds
Cause Hallucinations: Spirits with this power create potent visions that warp the perception of their victims. This can be anything they imagine. To use this power, make a Deception Roll against the Target’s Wits. On a Success, the Spirit causes a hallucination that lasts 1d10 rounds. On a Total Success, the Spirit causes a hallucination that lasts 1d10 minutes.
Immunities: Spirits are insubstantial and immune to all mundane modes of attack. They are susceptible to Magical Attacks. Normal Weapons simply pass through them harmlessly. However, any harm done to a Haunting Spirit by Magical Attack is merely a temporary measure. Reducing them to zero Wounds causes them to dissipate, but they return the following day with full health. The only way to truly stop a Haunting Spirit is to lay it to rest. Laying Haunting Spirits to Rest: Most spirits can be laid to rest by performing some task related to their purpose for remaining in the Material Realm. This should be related to the history and unfinished business of the Spirit.
SANDMEN Sandmen are Humanoid creatures who roam arid plains and deserts. They are most common in The Hashar Desert and in the Plains of Moru, but can be found virtually anywhere that is dry. They look like men from a distance and they even wear clothing (usually robes made from a single sheet of linen wrapped around their body). Close up they look nothing like Humans. Their skin is brown and desiccated like a corpse, they have dog-like jaws filled with sharp teeth and their hands end in sleek tubular claws that drain their victims of moisture. Sandmen usually travel in groups of eight or more and like to feed off small communities with few soldiers. They will occasionally attack merchant caravans as well.
Defenses Hardiness
7
Stealth
10
Evade
6
Parry
5
Wits
4
Resolve
9
Key Skills Bite
1d10 (Damage 3d10)
Claws
2d10 (Damage 2d10 and see below)
Light Melee
1d10
Speed
2d10 (50 feet)
Detect
2d10
Muscle
3d10
Qualities Wounds
2
Powers Bite and Claws: Sandmen’s claws do 2d10 Damage and their bite does 3d10 Damage). In addition their claws can drain people of moisture (see below). Drain Moisture: Sandmen drain the body’s moisture by sticking their claws into victims and sucking out their bodily fluids. Every point of Damage they inflict on an attack drains one point of Hardiness. This slowly turns a person into a dried out husk. When the person reaches 0, they must make a TN 9 (instead of the usual TN 7) Endurance Roll to survive every ten minutes (instead of every hour). To recover the person must drink ample water over the next hour, continuing to make Endurance Rolls until the hour is over.
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SAND DRAGON
Defenses
These creatures are a fearsome combination of a worm, snake, and lizard. Though not proper Dragons, their long and winding bodies and enormous crocodilian heads do bear an uncanny resemblance to the creatures. They grow to titanic size when food is plentiful. Well adapted to the desert and able to survive in warmer climates, they avoid cold regions. Wormlings average 20 feet in length and are about 2 feet in diameter. Adults can reach terrifying sizes as large as 120 feet long and 12 feet in diameter.
Defenses
10 (8 against Blunt Weapons)
Stealth
10
Evade
2
Parry
4
Wits
2
Resolve
4
Key Skills Bite
0d10 (Damage 5d10)
Claws
3d10 (Damage 4d10)
Speed
2d10 (50 feet)
Detect
3d10
Muscle
4d10
Wormling
Adult Qualities
Hardiness
6
9
Qualities
Stealth
6
2
Wounds
Evade
6
2
Parry
6
9
Wits
2
2
Resolve
8
9
Key Skills Wormling
Adult Qualities
Bite
3d10 (Damage 4d10)
2d10 (Damage 6d10 Open)
Speed
2d10 (50 feet)
1d10 (40 feet)
Detect
2d10
2d10
Wormling
Adult Qualities
4
8
Qualities Wounds
Powers Bite: The bite of a young sand Dragon does 4d10 Damage while the bite of an adult Sand Dragon does 6d10 Open Damage. Additionally, adults can swallow victims whole on a Total Success for their bite attack. Swallow Whole (adult): When a Total Success on a bite attack is made, the Target will be swallowed whole if small enough. If a creature cannot be swallowed whole, it will suffer a Damage Roll instead. Wormlings can swallow a Halfling, Kobold, or smaller creature whole on a Total Success with their bite. This will inflict 1 Wound each round to the victim until they find a way to escape or are cut free. Adults can swallow whole even an Ogre.
406
Hardiness
3
Powers Bite and Claws: Sandwalker claws do 3d10 Damage, while their bite does 5d10 Damage). Clasp: If a Sandwalker hits with its claw attack, it gets an additional attack with its bite.
STRIX An accursed Race of creatures, Strixes look like Scops Owls with long sharp beaks and greedy eyes. Unlike normal owls, they usually hunt in flocks (of up to ten). They prefer to live in large forests, though will occasionally infest Human settlements to secure consistent meals. According to legend, Strixes are descendants of a tribe of Humans who cannibalized their enemies. The specifics of the tale vary from region to region, but the most common version states they were transformed into blood and flesh devouring owls by Lorgo as punishment for eating one of his favored Orc kings.
Defenses Hardiness
2
SANDWALKER
Stealth
9
Evade
9
Sandwalkers are large crab-like creatures that inhabit the Southern deserts. They are about the size of a bull with two enormous claws and a fierce central beak. They stalk prey at night, usually by burrowing under the sand. Normally they attack in groups of two to three, although the occasional lone Sandwalker is common.
Parry
2
Wits
2
Resolve
3
Key Skills Bite
1d10
Claws
1d10
Speed
1d10
Fly
4d10 (70 feet)
Detect
5d10
Muscle
0d10
Qualities Wounds
1
Powers Blood Drinking Bite: Strixes open up their opponent’s flesh with scissor-like beaks in order to drink blood and eat the flesh. Their beaks do 2d10 Points of Damage and drain 1 Point of Muscle and Endurance when they inflict a Wound. Claws: The claws of a Strix can do 1d10 Damage on a successful attack. Fly: Strixes are able to fly.
TAIDIN Ages ago, before Nong Sai fell at the hands of the gods, an Ogre named Naran, who had visions of the future and could read minds, led a small community in a Northern city (what is now Pulpatoon). Believing that the Ogres were about to commit a great evil and usher in the destruction of the world, he took his followers deep into the earth, where they would be safe from the destruction. The Taidin are descendants of this group, and all of them carry the blood of Naran. Below the earth, the Taidin have carved out a small haven for themselves. They live in crude underground settlements, eat mostly insects and moss, and believe the world above them was destroyed and now inhabited by Demons. They are led by a priesthood devoted to Senga and Naran, who they view as a sort of prophet. Their sacred language is Singh, though they no longer speak it well. Their tongue evolved from that language into Hinfu, which is similar in that it is tonal. Taidin look like Ogres with pink skin and milky white eyes. Most Taidin are seven to eight feet tall and about five hundred pounds. They have all the rudiments of civilization, though being underground places natural limits on what they can do. They rely on mosses extensively for food and light, and they fear Blue Mushroom above anything else. Living underground they must defend their settlements against creatures like Ice Demons and Korvars. They often carry Dab Yais, shields and wear a bit of armor.
Naran was not only gifted at reading the future but also at reading minds. He wasn’t a god or a Sertori, but simply possessed an unusual set of abilities. His descendants inherited these gifts and developed more of their own. Taidin have telepathy and a form of mind control they use for hunting large spiders and the occasional mammal. The Naran religion centers on the belief that the world was destroyed by the gods. They see all the evils they encounter below ground as stemming from the surface, and believe it is even more dangerous above. The upper levels of their society are comprised of priests, and the lower levels are comprised of warriors, cultivators and gatherers. Chieftains are taken from the priestly class.
Defenses Hardiness
6
Stealth
4
Evade
5
Parry
6
Wits
6
Resolve
8
Key Skills Wrestling
3d10
Endurance
3d10
Light Melee
2d10
Detect
1d10 (hear 2d10)
Deception
2d10
Medium Melee 2d10 Heavy Melee
2d10 Empathy (1d10 with Dab Yai)
Small Ranged
1d10
Languages (Hinfu) 3d10
Speed
1d10
Languages (Singh) 1d10
Muscle
4d10
1d10
Qualities Wounds
6
Resist
3
Powers Telepathy: Taidin can communicate with themselves and others by telepathy, doing so is as easy to them as speaking. Empathy: Taidin can probe the thoughts of others by making an Empathy Skill Roll against Wits. On a Success, they can understand the person’s surface level thoughts. On a Total Success, they know their hidden desires and motives. Suggestion: Taidin hunt by use of their mental powers. Their preferred method is to get into the mind of their prey and direct it toward ambushes or traps. They can do this by making a Deception Roll against Wits. On a Success, they convince the Target that something they want it to do is a good idea (for example taking the right pathway instead of the left). On a Total Success, they gain control of the Target for two rounds.
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THEKLAN RAIDERS These Humans are descended from a tribe cursed by Ramos for making sacrifices to Sarilla after their chief had promised fidelity to the storm god. They are cursed to roam forever and exist solely on the labors of others. The intent of the curse appears to be twofold, to punish the tribe for breaking a vow and to serve as a reminder who would break oaths to Ramos. Theklan Raiders are few in number but appear out of nowhere to steal, plunder, and raid, then quickly disappear. Because of their curse, the Theklan Raiders can move freely through the Ethereal Realm to travel from one place to another. Without a Sertori capable of using the Thekla’s Pathway Spell, pursuing them to recover possessions or captives is nearly impossible. Theklan Raiders are unable to farm or cultivate food on their own. They can try, but food produced or found through their own efforts provides them no sustenance. To survive they must take from others. Part of their curse forces them to keep wandering as well. They cannot stay in a single place more than an evening, but Ramos, perhaps to give them a fighting chance, gave Theklan Raiders the power to transport themselves at will through the Ethereal Realm. Theklan Raiders live in tribes led by a sheikh or sheikha and speak Khubsi.
Defenses
Pathways: Theklan Raiders are able to use the Ethereal Realm to travel nearly anywhere. This is similar to the Thekla’s Pathway Spell but has no limitations such as what can be carried with them. It takes them a single round to enter the Ethereal Realm and appear somewhere else. Curse: Theklan Raiders must keep moving, and cannot stay in one place more than a single evening. They also can’t cultivate or gather food on their own. Anything they try to consume, and did not take by force, provides them no nourishment.
TROLLS Trolls are an ancient Race of Giants created by Senga before he made the Ogres. They have skin ranging from brown to green, with ugly faces and large mouths filled with sharp teeth. Their powerful arms end in clawed hands, and they walk with a slight hunch. Trolls stand between 10 to 14 feet tall. Trolls eat large mammals, but prefer the flesh of Humans and Elves (they will settle for Orc or Dwarf meat but dislike the taste of Halflings). They live in small groups of 3-9 and inhabit the mountains and forests around the Varian Sea and Sea of Brogustu (though they are found elsewhere). Trolls are nocturnal and have an unusual method of sleeping (which probably serves as a defense). When they are in the presence of the sun’s rays (even on a cloudy day), Trolls harden and become like stone. In this form they resemble gray troll-shaped statues. At night this state ends and they return to normal. Because there are many statues of Trolls in the old Nong Sai ruins, it is easy to mistake them for the real thing (and vice versa).
Hardiness
6
Stealth
8
Evade
6
Parry
6
Hardiness
9
Wits
6
Stealth
2 (10 when stone)
Resolve
6
Evade
2
Parry
6
Key Skills
Defenses
Wrestling
1d10
Wits
5
Small Melee
1d10
Resolve
9
Medium Melee
1d10
Muscle
2d10
Key Skills
Detect
2d10
Speed
3d10 (60 feet)
Qualities Wounds
408
Powers
2
Wrestling
4d10
Muscle
5d10
Claws
4d10 (Damage 7d10)
Speed
3d10 (60 feet)
Heavy Melee
3d10
Small Ranged
0d10
Survival (Wilderness & Mountain) Detect
3d10 1d10
Qualities Wounds
Defenses 6
Powers Boulder Throw: Using their heavy Melee Skill, Trolls can hurl boulders and other large objects at their enemies. Boulders do 3d10+Muscle, allowing Trolls to deliver 8d10 Damage with a single boulder. Claws: The claw attacks of Trolls do 7d10 Damage. In addition, their claws are quite filthy and anyone harmed by a Troll claw is exposed to Sepsis (see Diseases in CHAPTER FIVE: RULES). Beast Strength (×2): Trolls are strong. This has two effects. The first is their Base Lift for Muscle is doubled (so 1,000 pounds instead of 500). They can also exceed capping limits on Damage Rolls for Physical Attacks. Stone Sleep: In sunlight, Trolls turn to stone. This gives them an effective Hardiness and Stealth of 10 and makes them very difficult to harm. Normal Weapons and most Spells (except those that specifically harm objects like stone) are useless against them. A determined person with the right tools could slowly break them down, but it takes hours to do so. When in their stone form, Trolls blend easily with surrounding rocks, but can also pass for faded statutes from the Nong Sai Kingdoms.
UNDEAD These creatures are nothing more than souls trapped in dead bodies. They can arise from a number of circumstances, most commonly through a miscast Spell or through a divine curse. A person dying in extreme anguish or mental distress can also cause the soul to remain trapped in the body and create an Undead creature. Every type of Undead is a bit different, but all share the following traits:
Hardiness
7
Stealth
6
Evade
7
Parry
7
Wits
7
Resolve
8
Key Skills Small Ranged
3d10
Medium Melee
3d10
Speed
2d10 (50 feet)
Detect
2d10
Muscle
2d10
Empathy
3d10L (Roll 3d10 and take lowest result)
Qualities Wounds
5
Powers Soul Shield: The Empty Shell has a constant effect similar to the Soul Shield Spell. It stops 2 Wounds from every attack that damages it.
Undead are immune to Disease and Poison. Undead almost always have more Wounds than when they were alive. Each entry below includes a Wound entry. Because Mundanes, Sertori and Ogres have different starting Wounds, there are separate Wound entries for each one.
Empty Shell At first glance this creature appears to be a normal Humanoid. Upon closer inspection, dark spidery vein lines are visible upon its flesh. The Empty Shell is insane and has no empathy for other beings. It will do anything to protect itself and amass power over others. These entities are created when Sertori die while casting Soul Shield. An Empty Shell’s true power, although mainly defensive, is formidable.
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Ghouls
Claw: The claw of a Ghoul always does 2d10 Damage (Closed) and exposes Targets to infection (see below).
Ghouls are shape-shifting Undead that have an endless hunger for living flesh and occur when a powerful being such as a Den Dweller (specifically Guardians) or Sertori dies and its soul becomes trapped in its body. They are a form of Undead, but technically can also be a type of Grim Beast (see the Grim Beast entry in this chapter) when they are the product of a Sertori who loses control of his magic.
Infection: The bite or claw of a Ghoul causes infected Wounds. Anyone struck by a Ghoul in this manner is exposed to Sepsis (see Diseases in CHAPTER FIVE: RULES). Even if you are not using the Sepsis optional rules for Wounds, they apply in the case of Ghouls.
They look much like they did in life, which can vary considerably, and possess the ability to transform into beasts reminiscent of large Wolves or Hyenas. All Ghouls have sharp teeth and claws; in beast form these remain roughly the same but their senses and speed increase greatly. Though physically tough, they may lose many of the abilities and immunities they possessed in their former life (such as Spells and any Den Dweller Defenses).
Transform: Changing into beast form takes a round. Doing so causes the Ghoul to become something resembling a Wolf, with a much more “infernal” appearance. In this form, they can perform their enchanting song; their Detect increases by +2d10. Their bite Damage goes up by 1d10 (claw remains the same). In beast form their speed increases to 4d10 (70 feet).
Most Ghouls scavenge graveyards for meals or lure living victims with an enchanting howl. They occasionally hunt in packs, but can’t be described as organized or having anything resembling a society. They are dim shells of what they once were. Their minds burning like a dull ember and driving the body to consume meat.
Defenses Hardiness
7
Stealth
6
Evade
6
Parry
6
Wits
3
Resolve
7
Key Skills Bite
2d10 (4d10 Damage)
Muscle
4d10
Claw
3d10 (2d10 Damage)
Detect
3d10
Athletics
4d10
Command
1d10
Speed
2d10 (50 feet) or Deception 4d10 (70 feet) in beast form
2d10
Qualities Wounds, Sertori
5
Wounds, Guardian 6-12 (Den Dweller)
Powers Bite: Ghouls have strong sharp teeth that do 4d10 Damage in their normal form and 5d10 in their beast form (in both cases it is Closed Damage). Anyone bitten by a Ghoul risks infection (see below).
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Howl: When in beast form, Ghouls can bay and howl to attract victims. A chorus of Ghouls sounds almost musical. To those who hear it, the howl sounds like something they long for (the voice of their mother, the word of their god, etc). Each Ghoul rolls his Deception Skill against the Target’s Wits. On a Success, the Target loses all sense of danger and feels a powerful urge to go and meet the source of the howl. On a Total Success, the victim runs full speed toward the source.
Becoming a Ghoul: The transformation into a Ghoul is immediate. Wits become 3, and all their other defenses adjust to meet those in the stat block above. The personality change is also immediate. Ghouls who were Sertori can no longer cast Spells.
Ghouls of Aqaban
Vampires
These look much like normal Ghouls and have all the same powers, but they are larger, ranging from, as much as fourteen feet tall. They were created when Glima, a powerful giant Sertori chieftain, was overcome by his magic and created a Grim. His tribesmen were all turned into these hideous beings.
Vampires are Undead who must drink the blood of living creatures or suffer tremendous physical pain. Most are created by Ranua as a form of punishment for violating her laws or incurring her wrath. For this reason, Vampires are mainly of Elven stock.
Defenses Hardiness
8
Stealth
2
Evade
2
Parry
4
Wits
2
Resolve
9
Key Skills Bite
2d10 (Damage 5d10 plus Muscle one Automatic Wound)
5d10
Heavy Melee
3d10 (Damage 3d10 plus Detect 1d10 one Automatic Wound) Survival (wilderness 3d10 3d10 and mountains) 2d10 Ritual 3d10
Small Ranged
1d10
Command
2d10
Athletics
2d10
Deception
2d10
Speed
3d10 (60 feet)
Claw Wrestling
Qualities Wounds
6
Powers Ghouls of Aqaban have the same powers as normal Ghouls plus the following: Bite and Claws: The bite of a Ghoul of Aqaban does 5d10 Damage plus one Automatic Wound. The claw of a Ghoul of Aqaban does 3d10 Damage plus one Automatic Wound. Boulder Throw: Using their Heavy Melee Skill, Ghouls of Aqaban can throw Boulders or similar size objects at opponents. Boulders do 3d10 + Muscle, allowing them to deliver 9d10 Damage with Boulders. Beast Strength (×2): Because of their large size, Ghouls of Aqaban are stronger than normal Ghouls. Their Base Lift is doubled (so 1,000 pounds instead of 500). They can also exceed the dice cap for Damage Rolls.
Liches Liches are a special type of Undead created when a Sertori becomes a Grim Beast. See the Grim Beast entry of this chapter for more details.
Ranua reserves this punishment for serious transgressions by prominent figures (so they can serve as an example) or as punishment against an entire community (usually both). Kings, chieftains and priests who anger Ranua are the most likely to become Vampires. Once cursed they usually feast on their followers, becoming an instrument of Ranua’s vengeance. Most Vampires look as they did in life, with the following exceptions. Their skin becomes paler each hour their hunger for blood goes unquenched. They also have sharp fangs which are difficult to conceal and claws. A Vampire must drink a full Humanoid body of blood once each day (or several animal bodies). Each hour after a Vampire wakes that it does not feast it grows increasingly pale and disoriented (imposing a -1d10 penalty, one random Mental Skill every hour). When they feed, Vampires gain a +1d10 to all their Mental Skills for three hours. The hunger is physically painful as well. A Vampire suffers excruciating pain every hour he does not feed. Even after the hunger is sated, the relief is temporary. While they can drink the blood of any being, they take on the characteristics of their diet source. So, a Vampire who feeds on dogs will lose his intelligence over time but improve his sense of smell and hearing. The entries below assume Vampires feeding on creatures similar to themselves. When a Vampire does feed on prey of a different type, the GM should adjust its Skills accordingly. For example, an Elven Vampire that begins feeding on Ogres should gain Muscle (even acquiring the Ogre Muscle Cap of 4), but lose Points in Specialist Skills. In addition, Vampires experience greater hunger for creatures or people they have strong feelings toward or with whom they have blood ties (i.e. family members and descendants). So, a Vampire who befriends a dog and rears it from a pup increasingly finds it hard to not drink its blood. This applies to love interests or anyone the Vampire has even a distant familial relationship with. If the GM needs a
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mechanic to resolve this, a simple 1d10 roll against the Vampire’s Resolve should do (increase the Die Roll as the feelings grow stronger). Vampires cannot escape the curse of Ranua. Not only is there no cure for vampirism, but she makes sure they never enjoy their perfected state. If they manage to form no emotional attachments to Humans, they are also deprived of emotional attachments to their fellow Undead. They find the presence of other Undead creatures physically repulsive. In the presence of another Vampire, they are overcome with an urge to destroy it by the most immediate means possible (a futile task given their enormous invulnerabilities). Most Vampires spend as much time trying to destroy one another, as they do killing living Humanoids. The exception to this are Vampire slaves, those who become Vampires under the control of another. These relationships involve a certain amount of shared repugnance, but the master-slave bond exceeds any mutual desire to do harm. Finally, Vampires cannot harm themselves by taking out their own heart. This is simply an impossible act for them to perform.
Defenses Hardiness
6
Stealth
10
Evade
10
Parry
6
Wits
7
Resolve
7
3d10 (Damage 2d10)
Muscle
2d10
Wrestling
2d10
Detect
4d10
Athletics
3d10
Command
2d10
Speed
3d10 (60 feet)
Deception
3d10
Qualities 3
Ogre 7
Sertori 6
Powers Drain Body: When a Vampire bites, it drinks the blood and saps the victim’s strength. This does 2d10 Damage and drains 1 Point of Muscle and Hardiness for each Wound caused (these come back at a Rate of 1 per day). Climb Surface: Vampires can climb perfectly like lizards, effectively suffering no Condition Penalty for surface conditions when they attempt to use their Athletics for climbing.
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Immunity: Another courtesy of Ranua, this ability makes Vampires immune to Damage from any attack by Normal Weapons save on a Total Success. Spells and other magic can harm them. Weaknesses: Vampires have a number of weaknesses imposed by Ranua. To ensure their loneliness, they are only allowed to enter homes or cities when invited. They must shun the light. Any Vampire that ventures into the sunlight suffers a und−3d10 penalty to all Skills and experiences burning pain. Ranua reminds Vampires of her lost love for them by requiring they sleep in her soil. In the day, when they normally sleep, Vampires must sleep in earth or gather loose soil and surround themselves with it. If they don’t they go mad until they do. A Vampire who hasn’t slept in soil for days is a fearsome creature, lashing out at any living thing in its path. The only way to end a Vampire’s regenerative ability, is to remove its connection to Ranua by cutting out and destroying its heart. Otherwise, any Vampire killed in combat simply regenerates over the next several days.
Yaumbie
Bite
Wounds
Infect: Vampires can pass their curse to others under the right conditions. If they share their own blood with a victim before the victim dies, then the curse is acquired. The person will rise up in 1d10 days as a Vampire, under the control of the one who created him. A Vampire created in this way has no will of its own. The Master Vampire’s sway is not magical, there is simply a special bond created by the infection process, and overcoming it is difficult. Anytime a Vampire slave attempts to resist his master, the Master Vampire is entitled to a Command Roll to enforce his will. If the Command Roll succeeds, then the Vampire slave must obey.
Vampires react to the presence of Blue Water Flower (a plant with petals that resemble cascading water and are sacred to Ranua). In the presence of this flower, Vampires suffer a −1d10 penalty to all their Skill Rolls.
Key Skills
Mundane
Regeneration: Vampires regenerate 1 Wound per round. This is part of Ranua’s Curse. To prevent Vampires from ending her punishment by committing suicide, she enables them to channel her regenerative powers at all times.
These horrid Undead surfaced after a Sertori capable of casting Splintering of Yaum became a Zombie, and some of his divine power remained in the corpse. Although rare, they have the power to create more of themselves, and are a persistent threat. Huge numbers of them may be formed under the right conditions. They are slow and dim witted, and will attempt to eat living animals and Humanoids. They do not require food but are unaware of this. They tend to stay together in packs.
Defenses Hardiness
6
Stealth
2
Evade
2
Parry
2
Wits
2
Resolve
10
Key Skills
Defenses
Bite
1d10 (Damage 1d10)
Hardiness
10
Speed
0d10 (30 feet)
Stealth
3
Detect
1d10
Evade
3
Parry
3
Wits
2
Resolve
6
Qualities Wounds
5
Powers Yaumbies have all the powers and limitations of normal Zombies, but also possess the Splintering power. Splintering: When a Yaumbie is damaged, three duplicates are formed as close to it as possible. The duplicates have the same statistics, but only have 1 Wound. The duplicates do not spawn more duplicates. Surviving duplicates will gain 1 Wound each day and become a full Yaumbie after 4 days. Yaumbies regenerate 1 Wound each day.
Zombies Zombies can be of any Race or species, but the one detailed here is a Human example. Like other Undead, these creatures are a product of one of three things: the will of the gods, a failed Spell such as Merciful Plea (sometimes deliberately failed), or a person dying in an emotional state. In appearance, Zombies look as they did in life except their flesh is rotten, often infested with larvae. They are much slower than the living as well. Depending on when they died and the climate, their appearance can vary. Some only appear partially decayed while others are little more than cracked skeletons with bits of skin clinging to their bones. Wherever they go, Zombies exude a stench of death that only the hardiest individuals can ignore. Although the least intelligent type of the Undead, Zombies can perform basic reasoning, this is limited to very simple things like getting around obstacles, opening objects, and finding food. While they do retain some vague memories of their past—and more than one Zombie has been known to pause for a heartbeat when confronted by a relative or friend—their driving desire is to devour the flesh of the living. They cannot survive on dead meat and must consume large amounts of living tissue each day (preferably Humanoid).
Key Skills Bite
0d10 (Damage 2d10)
Wrestling
0d10
Speed
0d10 (10 feet)
Muscle
0d10
Detect
0d10
Qualities Mundane Wounds
5 (head 1)
Ogre 9 (head 2)
Sertori 8 (head 1)
Powers Paralytic Bite: The bite of a Zombie does 2d10 Damage and paralyzes its victim for one round per Wound caused. Zombies use this time to devour the meat of their prey. Head Wounds: Though a Zombie’s body is tough and can take 5 Wounds, a Wound delivered to the head destroys them instantly. Stench: Zombies are surrounded by an odor (which extends ten feet from their bodies in all directions) that causes nausea and vomiting. Anyone who comes within ten feet of a Zombie is subject to this effect. Roll 1d10 against the Target’s Hardiness. On a Success, they are sickened one round and take a -1d10 penalty to their Skill Rolls. On a Total Success, they are sickened for two rounds and take a -2d10 penalty to their Skill Rolls. Hunger: To heal, Zombies must consume living Humanoid flesh (one victim per Wound to recover). Becoming Zombie: Upon initial transformation into a Zombie, characters lose 2 Points of Wits, and their sense of self begins to erode, if only a bit. Speed drops to 0d10. All other Skills take a −1d10 penalty. Every day they go without eating Humanoid flesh, Zombies lose a Point of Wits, take an additional −1d10 to Reason, all Knowledge and Specialist Skills and lose 1d10 months of memory. Sertori who become Zombies can still cast Spells.
While the above describes a typical Zombie, characters in the early stages are less decayed and retain more of their mental abilities and memories. The decline can be staved off by consuming living flesh.
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WASP QUEEN
WASTE ELVES
This insect is a huge two foot long wasp that injects Humanoid creatures with its larvae. Isolated victims are preferred when possible, so as to infect the most people before a community becomes aware of the true danger. The Wasp Queen is attended by an army of slaves controlled by her larvae. The slaves are directed to assist the queen in infecting the entire community. The slaves also build comfortable hives for wasp adults. Wasp Queens prefer hot and wet climates, and cannot survive in colder climates.
These are Elves who have been warped by living below the wastes of Biti Panma. They inhabit large tunnels created by the great Dragon, Biti Panma, who carves them while he ambles in his sleep. In appearance they resemble normal Elves, being tall and lean, but their skin is stretched over their bones like parchment and their facial features are more crazed. Though most Elves have either black or white hair, the hair of all Waste Elves is white (probably due to descent from a common ancestor). When a Waste Elf feeds, its jaws open wide to reveal a massive mouth of sharp teeth. They also have claws and are less intelligent than other Elves.
Defenses Hardiness
6
Stealth
8
Evade
8
Parry
7
Wits
7
Resolve
8
Key Skills
Waste Elves are in a constant state of hunger. They eat what fungus and vegetation they can find below the surface, but their main diet consists of eating surface-dwelling Humanoids (mainly other Elves).
Defenses Hardiness
8
Stealth
6
Stinger
2d10 (Damage 1d10)
Speed
1d10 (40 feet)
Evade
4
Fly
3d10 (60 feet)
Parry
6
Detect
2d10
Wits
4
Resolve
7
Qualities Wounds
2
Powers Larval Sting: The Wasp Queen may choose to either inject larvae, or inflict Damage with its stinger. Larvae will burrow to the brain of a victim in 1d10 rounds, and then the larvae will take full control of the victim by inflicting horrific agony or an intense pleasure to train the victim to obey the larvae. The larvae are able to telepathically communicate with its host and also force the host to speak as it directs. Removal of the larvae requires the host to be Incapacitated in some way, and a Total Success on a Medicine Roll. Any Failure of this Medicine Roll will inflict a Wound on the host.
Key Skills Claws
2d10 (Damage 4d10)
Bite
2d10 (Damage 5d10)
Muscle
4d10
Survival (Wilderness and Desert)
3d10
Speed
4d10 (70 feet)
Detect
4d10
Qualities Wounds
4
Powers Bite and Claw: The bite of a Waste Elf does 5d10 Damage, while the claw does 4d10. Night Vision: Waste Elves can see perfectly in the dark, but they suffer inverse Illumination Penalties for light. So, full Illumination is treated as Lights Out conditions for them.
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WHIRLING LEGACY
WHISPERERS
This entity is a sentient storm created on rare occasions when a Sertori has cast the Spell Vortegan’s Whirling Catastrophe and died before it ended. The storm is a 250 foot radius whirlwind that moves as it desires and has an effect equal to the Spell of its namesake. The storm is usually ill-tempered and violent, but might possibly be reasoned with.
Whisperers were once the heralds of Sertori or even gods but they went mad from exposure to the Tearing the Veil Spell (or similar power).
Defenses
Whisperers look like normal people of their Race. They are able see the future with some clarity and suffer from a madness that tasks the reliability of their readings. They often grow agitated or speak in manic riddles. Regardless, many see them as oracles, blessed by the gods. They are sometimes encountered as vagrants in the street or wandering seers. A lucky few are in the courts of kings or reside in immaculate temples.
Hardiness
9
Stealth
2
Evade
4
Parry
4
Defenses
Wits
6
Hardiness
5
Resolve
9
Stealth
4
Evade
4
Key Skills Speed
2d10
Parry
4
Fly
3d10 (60 feet)
Wits
6* (Insane)
Detect
1d10
Resolve
10* (Insane)
Qualities Wounds
Key Skills 9
Light Melee
1d10
Muscle
1d10
Speed
1d10 (40 feet)
Divination
4d10
Immunities: A Whirling Legacy is immune to mundane Attacks. Only magic can harm it, and Spells or magical objects that normally only harm a single Target inflicts one less Wound on a Whirling Legacy.
Detect
6d10
Storm’s Rage: When more than 1 Wound has been suffered, the storm’s Spell effect becomes Cathartic.
Powers
Powers Vortegan’s Whirling Catastrophe: The sentient storm is a constant non-Cathartic effect as the Spell.
Qualities Wounds
2
Torn Veil: Whisperers see a myriad of possible futures all the time, and this has driven them insane. It is possible though, to glean something useful from their whispers and mutterings.
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WILDMEN Though called Wildmen, this describes virtually any Humanoid (save Ogres) that has been infected by a type of madness and drawn into Wildman society. They look like normal members of their Race, except their eyes are wide, and they are driven purely by a need to eat and kill. Toward one another they are more docile, seemingly capable of social interaction. Against outsiders they are entirely hostile and reckless. The madness that causes this condition is spread by saliva; any bite can lead to infection. Once infected, the person forgets his past and joins with the Wildmen who infected him. Family, wealth and prestige mean nothing to such a person—all he cares about are his new brothers. Wildmen normally live in growing bands of 20-100 individuals, on the fringes of civilization. Occasionally their numbers swell to enormous size in regions where their spread is unchecked. Even the hill tribes that periodically invade lowland settlements are terrified of Wildmen. Though they forget their past Wildmen retain many of the Skills they possessed before becoming infected, including the ability to make weapons and armor, so most Wildmen are well equipped to attack. They prefer to go after smaller Targets, but will attack anything resembling a Humanoid.
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Defenses Hardiness
7*
Stealth
3
Evade
3
Parry
5
Wits
4
Resolve
9
Key Skills Bite
0d10 (Damage 1d10) Muscle
2d10
Light Melee
1d10
Speed
1d10 (40 feet)
Medium Melee
2d10
Detect
1d10
Heavy Melee
2d10
Trade (metal) 2d10
Qualities Wounds
2
Equipment: Short Sword, War Axe or Heavy Spear; Scale Armor
Powers Bite: Wildmen are crazy in battle and usually bite their opponents after inflicting a Wound. When they make a successful Damage Roll after an attack, they may attempt to bite their Target for free. The bite of a Wildman is infectious and causes the victim to turn into a Wildman himself. Roll 1d10 against the Target’s Hardiness. If the result equals or beats the Hardiness Score, then the infection sets in and in 1d10 hours takes hold.
Chapter TWELVE: OBJECTS OF POWER Magical weapons and objects are rare in Gamandria because making them requires either a god or Sertori to imbue spirit into an item. This process is painful, time-consuming and causes a permanent decline in power. Any time a Sertori (or god) crafts an object of power, he loses a number of Spells or miracles forever. If he transfers all of his powers to an item, then his body dies and his soul is trapped. Spells lost in this way can never be reclaimed or absorbed by others. Only the goddess Sarilla has learned how to re-absorb a god’s soul; however, she no longer possesses the means to do so (see the Chalice of Sarilla below). Crafting an item requires careful preparation and research. Every Spell or combination of Spells reacts uniquely to any given item. For example, imbuing an iron axe with Vortegan’s Whirling Catastrophe could result in an axe of rending, but placing it in a sword or cup could create something else entirely. Using a different metal for the axe, such as bronze, can also yield unexpected results. The specifics are up to the GM, and he is encouraged to produce as exhaustive a list as possible of various Spells and object interactions. Many items below are supplied with rumors of how they were made, but these are merely legend and may or may not be true (mainly they serve as models for the GM when he makes his own items). Note that objects of power are subject to an Ogre’s Resist ability (whether the Ogre is the Target or the user of the item). However, a few items are not subject to their Resist. When this is the case, it is stated in the individual entry.
Axe of Rending In appearance, the Axe of Rending looks like a simple axe, barely useful as a weapon of war. But on closer inspection and handling, anyone adept at Medium Melee senses its exceptional balance and craftsmanship. No one knows how old the Axe of Rending is, but there are texts making reference to it as early as 223 Post Angustiam. The axe was last seen North of the Caelum Republic in the Perlova Valley about fifty years ago. It is not known who currently possesses it. Some Sertori speculate it was imbued with Vortegan’s Whirling Catastrophe, but others say this is insufficient and another Spell must reside in the weapon as well. This iron axe functions like a normal weapon of its type, except it strikes with tremendous power on a particularly skillful attack, slicing clean through flesh and bone. Any time the wielder scores a Total Success on his Attack Roll, the following Damage Roll is Open (count all Successes and treat as Wounds).
The Bell of Goa The Bell of Goa is a large golden bell about the size of a man that releases a low and rumbling note when struck. It creates a shimmering and ghostly dome in the exact shape of the bell to form in a one mile radius around the bell itself. The dome remains in place for one hour and nothing can pass through the dome, nor can anything bring harm through the dome. When the hour is complete, the bell cannot be struck again for another hour. The Bell of Goa is presently housed in Satra Dee Monastery and used to protect it during attacks.
The Belladonna This small six inch silver bell is adorned with diamonds. When rung, it releases a gentle hum that is pleasing to the ear. The Sertori who created The Belladonna was wealthy and arrogant. She used the bell to summon her servants and followers to do her bidding. Ever impatient, the bell’s purpose was simply to make her work faster. Anyone ringing the bell creates a magic effect that draws all sentient beings toward it. The bell ringer rolls 1d10 against Resolve. All sentient beings that are able to hear the bell are affected and must spend a Move that round making their way to the bell. Targets are not forced to move if there is no reasonably safe path unless the bell gets a Total Success. A Target whose Resolve exceeds the ringer’s 1d10 roll may choose to ignore the bell’s call. The bell ringer may choose to furiously ring the bell, increasing the roll to 3d10, if desired. When used in this manner, the bell loses its power to draw beings closer to it for 1 hour.
The Bukhra Diamond This precious fist-sized stone is a white diamond with a perfect cut. It was bestowed to the Bukhra ages ago when they saved one of Sul’s Ifrit from a Demon. The diamond enables whoever holds it to enter Sul’s Den of Nahaas without being harmed by the boiling water and searing steam. It was lost by the Bukhra Tribes to a Southern tribe of Dwarves who now reside in Bukra-Shar and guard the object jealously.
The Blade of Sarilla This is the legendary blade Dosikan used to kill Senga. The Khubsi people call it Alu-Sakin Alu- Mutu, the Blade of Death. No one actually calls it the Blade of Sarilla because no one knows she created the item or arranged Senga’s death. The blade was crafted by Sarilla thousands of years ago and its present whereabouts are unknown. She made it by sharpening a piece of her own spine, and filling it with a portion of her spirit. There is no other object like the blade anywhere in Gamandria. This alone can kill a god. No weapon, no Spell, no infernal power can do so. Only the Blade of Sarilla can kill a god, and it does so with alarming swiftness. 418
In all other respects, the Blade of Sarilla is a normal short sword (it is an Ogre-sized dagger). However, when used against a god, Den Dweller, Sertori or a Demon, it kills instantly on any successful attack and releases the being’s power. This object can be used by Ogres, and is not subject to their Resist ability.
Chalice of Sarilla/ Pillar of Life This is actually a misnomer. The Chalice of Sarilla doesn’t exist. People believe Dosikan used a chalice to extract the life from Senga and absorb it into himself but this is a distortion of the real history, created mostly by poets and other artists. In reality he used the Pillar of Life (called da’amat alu hayat in Khubsi). This large stone pillar was constructed by Sarilla and intended to absorb the soul of a deity. Sarilla allowed Dosikan to use it after he killed Senga to test the device. But before she could absorb the energy back into the pillar (to either use for herself or to strengthen her people), Dosikan died and the spirit of Senga was scattered into thousands of fragments. As the other gods rained destruction on the earth, she secreted the pillar away and presented it to the Hasri as the ultimate symbol of her divinity. While it was barren of energy in this state, she waited and told a select group of followers that one day powerful men would appear (Sertori). She instructed them to murder the Sertori near the pillar, so it could absorb their life’s energy. The energy could then be used to benefit of the Hasri. Over the years, the original group of followers grew into a powerful but secretive priesthood. To this day they are the caretakers of the Pillar, which resides in the Capital of Asharun, Khasaba. Their purpose is to hunt down and capture Sertori so they can be sacrificed at the pillar and their energy absorbed. They have killed hundreds of Sertori this way. With each Sertori soul the Pillar absorbs, the more powerful it becomes. Only Sarilla and her priests know how to use the pillar. The abilities of the Pillar are nearly endless. It can effectively cast any Spell available in the Rulebook at Full Cathartic Mode, under the direction of Sarilla or her priests. It also radiates into the soil, blending with Sarilla’s own blessings to make Asharun a fertile and abundant land. Another benefit is it makes any
true follower of Sarilla increase in power when within 100 feet of the Pillar. This translates into a flat +2 bonus to all Defenses and +1d10 to all Skill Rolls.
Dagger of Anaree Though not created by Anaree, this weapon was made famous by her and in her possession (See ANAREE in CHAPTER FOURTEEN: NON-PLAYER CHARACTERS). It is a simple blade, of small size and unremarkable but it imparts a powerful effect on the wielder. Anyone holding the dagger in their off-hand can use it like a shield, gaining +3 to Parry from an Agape enchantment.
Dust of the Destroyer Dust of the Destroyer is a glittering powder made from millions of tiny, jewel-quality diamonds. According to legend, the Dust is ground from a creature made of living diamonds known only as The Destroyer by the High Priestesses of Sarilla. While The Destroyer’s exact nature is unknown, it is guessed that it was forged by Sarilla herself. When applied directly to the skin of an Ogre, the Dust provides unequaled protection against magical effects. If the recipient of the Dust would make a Resistance roll due to a magical effect, roll his or her Resistance Rank as normal. If the Resistance Roll is successful, instead of just nullifying the Magical Attack, one of the following effects occurs: • If the Ogre was directly targeted, the effect is reflected back and targeted on the caster of the original effect instead. • If the Ogre was part of an area targeted by the magic, the effect is reflected back such that it is now centered on the caster of the original effect instead. • Instead of choosing one of the above options, the magical effect is simply negated and the Dust’s wearer can automatically inflict 1 Wound upon a being that it can see (by releasing the Spell Energy as a Blast). Even if the Resistance Roll is failed, the magical effect is negated exactly as if the Ogre had rolled a natural 10 without wearing the Dust. Each application of the Dust works until the Resistance Roll has been failed 1d10 times.
The Toga of Fire This thick, quality crimson toga of Ronian silk fits most people. The fabric feels cool to the touch, but is comfortable when worn. Made from a single piece of fabric it drapes over the entire body. Legends speak of a Sertori from Poro Deos who was plagued in life by fire. As a child, he suffered terrible burns when his home was set ablaze by an enemy of the family. He developed an intense fear of flame and smoke. As an adult, enemies used this against him. He created the toga with a desire to be freed from the flame’s horror. The toga, itself, is resistant to all forms of harm, effectively having a 10 Hardiness and 4 Wounds if efforts are made to directly destroy it. The wearer is protected from heat, fire, and smoke by a −2d10 Damage Penalty (when worn, the toga reduces any Fire Damage by 2d10). There are rumors that the toga lies somewhere in the waters below, though others claim it was washed upon the shore.
Crown of Shadows This simple, elegant crown appears to be crafted of slowly swirling smoke, yet feels like extremely cold metal to the touch. In its facing, it has a single large, dark gem made out of pure nothingness. Upon closer inspection, the “gem” is a glittering void in space. When placed on the head of a first-time wearer, the wearer must make a Persuade or Command Skill Roll against TN 7, or the crown pops off the user’s head and he takes a Wound of Damage caused by a terrible chill. That person may never attempt to wear the crown again. On a successful roll, the crown vanishes from sight entirely, and gives the user a +2d10 to all Mental Skills. It may only be detected by someone specifically looking for the Crown, and only then on a TN 9 Detect Roll. It is thought to be crafted using the Captivate and Hide Spells.
The Dust of the Destroyer is intended for use by Ogres and not subject to their Resist ability. 419
The Golden Locket This gold locket is of average craftsmanship, and opens up to show two images carved into lapis lazuli—one of the wearer, one of the person they most love. A Sertori did not craft this item intentionally; it was created by chance. The maker became a Grim while wearing the locket, and his spirit empowered it with Agape Magic. Once the locket is worn, the images appear within a week, and the wearer is bonded to the person they most love, for better or worse. The two bonded individuals combine their Wound totals, and are effectively one being for purposes of taking Damage. Distance is not a factor. If the locket changes hands, the effect remains for a week before the locket attunes to a new owner. The locket is not particularly difficult to damage, and will release a wave of Agape Magic when destroyed. This wave imposes the bonding effect permanently on all within a 1 mile radius. The wave also causes 6d10 Open Damage to everyone within 400 feet. If destroyed the locket reforms, much like a Grim within 1-10 weeks. Methods to permanently destroy the locket are unknown.
Helm of the Slovars This ancient chada (a golden crown with a spire-like top) is made of gold and can fit on the head of any creature the size of an orc. No one knows how it was made or when, but legends attribute its creation to either Lorgo or Senga. When worn, it gives the wearer a +2d10 to any Command or Empathy Roll against Orcs, Korvars and Kobolds. It can also be used to cast Impel and Captivation on such creatures. To use its Impel or Captivation power, the wearer must concentrate and point at the Target while speaking. The user may do this as often as he wishes, but each attempt temporarily drains 1 Point of Wits (recovered at the normal rate). For purposes of the casting, treat the Helm as having 3 Misos/3 Agape. It is unknown how this item is made, and there is only believed to be one Helm of the Slovars in existence.
The Horn of Senga The Horn of Senga looks like a large solid gold tooth, tusk or horn (there is debate over what it actually is) and has the power to control Sertori. According
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to legend, it was taken from the body of Senga after his death by a group of devout Ogres, who hid it in a shrine for safekeeping. Hundreds of years later, the horn was stolen from its stupa and eventually came to Qam’ua (See Qam’ua in CHAPTER NINE: PEOPLES AND PLACES for more details). The Horn has two powers over Sertori and both involve controlling them. The first is it can bind up to twelve Sertori to the horn, making them slaves to its wielder. To do this, the person in possession of the horn simply speaks words demanding the Sertori’s allegiance then makes a Command Skill Roll against the Target’s Resolve. On a Success, the Sertori is bound to the wielder (until the wielder wishes to terminate the pact). On a Total Success, the connection is permanent and cannot be ended by the wielder. A person who is a slave to the horn does whatever its wielder asks, has a compulsion to protect the horn and their new master, and is completely loyal to whoever holds the horn. It is as if they are under the influence of Captivation, Impel and Vow all at the same time (except they are physically and emotionally unable to break the pact). The second is an ability to command Sertori who are not bound to the horn. This functions in the same way, a Command Roll against Resolve. On a Success, the Sertori must do exactly as the wielder commands for an hour; on a Total Success, this lasts a day. This can be any command the wielder wishes to issue but needs to be something specific such as “attack that man” or “use your powers to destroy this gate”. A commanded Sertori must obey and is powerless to resist. However, Targets cannot be commanded to do anything that would cause themselves physical harm or put them at great risk. In addition to these powers, the horn has a defense which prevents any Sertori from physically harming or touching the horn and its wielder. A Sertori who touches the horn suffers agonizing pain and cannot use its powers. A Sertori who tries to destroy the horn or attack the wielder finds it impossible to do and even painful to contemplate. They simply cannot even try to do so directly or indirectly. They cannot do anything that intentionally brings about physical harm to either. The only way around it, is if the Sertori performs an action that truly has the unintended consequence of physically harming the horn or wielder. However, this doesn’t stop foes from trying to contain the wielder or attacking the wielder’s interests and allies. Any certain
measures or Spells could be used against the wielder so long as they do not produce physical harm on him or her. So, using a Spell to create an obstacle for the wielder, placing the wielder in some kind of prison, and/or attempting to use Captivation to direct the wielder toward a different course are all permissible.
into the riser, their scales studded with precious gemstones. According to legend, Sarilla created the bow from Naga bones but no one knows for sure how it was made. What is known, is it only functions in the hands of an Ogre (and it is not subject to an Ogre’s Resist).
The Ivory Tusk of Victory This massive Ivory Tusk is 7 feet in length but carved into the narrow shape of a spear so it can be wielded comfortably. It is etched with Singh script and blue water flower patterns. The script says: I drink the blood of gods.
Khaduma enchants any arrow it fires, bestowing a +1d10 to its attack and Damage Roll. In addition, the wielder can whisper one of three basic commands to the bow before firing for a special effect. This requires the archer spend a Round giving his command. If he does so, he may employ one of the following effects (in addition to Normal Damage ):
Long ago an ambitious elven Sertori from Mandaru sought to create an item of power desperately needed to defeat his enemies. The name of this Elf is unknown, vanishing from the memories and texts of those that discover it. A White Mammoth was slain along with a young Sertori to create The Tusk.
Seek: An arrow told to seek, bypasses armor and magical protection for the purposes of striking Targets and doing Damage . The arrow glows as it flies toward its Target ignoring the Hardiness Bonus of Armor and bypassing magical barriers like Arch of Protection or Gilded Cage as if they were not there.
While holding the Tusk, a living being is filled with some of the might of a White Mammoth, gaining one extra Wound, +2 Hardiness, and +2d10 Muscle. The Tusk is also a formidable magic weapon that uses Heavy Melee Skill and receives a +2d10 attack roll bonus. When used as a Heavy Melee Weapon, the Tusk inflicts Muscle +2d10 Open Damage.
Suppress: An arrow with this enchantment, suppresses Sertori magic. Any Sertori struck and damaged by such an Arrow cannot cast Spells so long as the arrow remains in his body and for 1d10 rounds thereafter. It does not undo Spells still in effect, but merely prevents new castings or sustaining Spells while in the body. The arrow is magically embedded in the person’s skin, requiring either an Obliterate Magic Spell or Muscle TN 8 Roll to remove.
While useless against a proper god, the boast in Singh script that it “drinks the blood of gods” refers to its power to harm their servants. Anytime the Tusk attacks a Den Dweller successfully it inflicts 1 Automatic Wound.
Still: Anyone struck and damaged by an arrow with this power is frozen in place for 2 rounds. They cannot move or act in any way.
According to legend, the god Lorgo was angered by the creation of the Tusk, but not even he could break the object. Instead, he placed a terrible curse on it. Each time a Sertori wielder kills a living thing with the Tusk, he gains a permanent Grim Point. Non-Sertori age one year each time they kill a living thing with the Tusk. A non-Sertori Elf that kills a living thing with The Tusk loses his immortality, and will age one year for every living thing they kill with the Tusk.
The Lyre of the Archon
Khaduma
Anyone with the Talent (Lyre) Skill can make use of the Lyre of the Archon’s abilities. It takes at least a minute to do so. Against a willing Target, the user must simply make a TN 2 Skill Roll to succeed. Against an unwilling Target, the user must roll his Talent
This is a white bow apparently crafted from ivory and pearl, yet it has the flexibility of wood. The limbs of the bow look like two snakes with heads tucked
This bowed instrument is pear-shaped and fitted with three strings (one of which is a simple drone string). It is made of lacquered wood and can be used with any bow. It is the official Lyre of the Archon of The Fellowship of Promestus, and has been passed down for at least five generations. No one knows where it came from or who made it, but its power is legendary.
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(Lyre) against the Wits of the subject. On a Success, he can use one of the following powers (Total Successes are described in the individual power entries): Recover From Afflictions: On a Normal Success, the song played on the Lyre is so soothing to the listener that it removes up to 3 Grim Points. On Total Success, it removes a single Affliction. Shift Emotions: The song played on the Lyre is so powerful that it changes the Target’s Emotion Ranks for a full week. The user can adjust them however they wish, but cannot alter the total amount of Emotion Ranks the recipient has. So, he can shift existing Ranks from one Emotion into another. This is such an unnerving experience that it causes the recipient to gain 1 Grim Point. On a Total Success, the shift lasts for a full month and the recipient gains 2 Grim Points.
The Orb of Salvation This widely feared object is shaped like a glass ball. When in the hands of a person skilled in its use (requires Ritual Roll to use), it glows with a blue radiance and absorbs any type of Den Dweller or Demon. To absorb, the user concentrates and makes a Ritual Roll against the Resolve of the Target. On a Success or Total Success, the entity is sucked into the Orb and trapped. Once there it cannot escape unless the holder of the Orb makes a TN 10 Ritual Roll to release it (this takes a full day to perform). On a failed attempt to release something from the Orb, the user releases another trapped entity other than the one he had in mind (if no other creatures are present in the bowl then nothing happens). The Orb can hold an endless number of beings. The Orb of Salvation is currently possessed by the Monks of Isharna in Satra Dee Monastery.
The Red Sword of Goa This item looks like a narrow and elegant short sword. It is well balanced and functions like a normal sword of its type except it gives the user a +2 to his Parry. In addition, it has special powers that are unlocked when used against Sertori. The first power of the blade is it can deflect Spells back at casters. This requires the wielder to make a prepared strike with the blade. He may use this ability 422
once each round. If he prepares his strike and a Sertori casts a Spell, the wielder has an opportunity to deflect the Spell back at the caster by rolling his Medium Melee Skill against the caster’s Spell Skill Roll. If he meets or exceeds the caster’s roll, the Spell is magically deflected back at the Sertori with its full effect. If the Spell is something mental or subtle like Captivation, the wielder of the sword is able to direct the Spell against the caster, as if he were casting it himself. The second power, is the blade drains Spells. When it strikes a Sertori each 10 result on its Damage Roll absorbs one Spell permanently from the Target. Not only does the Sertori lose the Spell, but the Spell is now in the blade and under the wielder’s control, who can cast the Spell Cathartically at the equivalent of 2 Ranks in the Relevant Emotion once each hour. There are seven Spells in the blade presently: Tearing the Veil, Immolation, Inner Strength, Flying Steel, Invigorating Cauterization, Cloak of Protection, and Soul Shield The wielder of the sword can opt to destroy one of the Spells it has absorbed in order to gain invincibility for an hour. This is a very potent ability, lasting the full hour and granting invincibility from all attacks, whether they are mundane, magical or godly. The Red Sword of Goa is possessed by the Monks of Isharna.
The Sarrian Book This is an ancient text kept on a single roll and is rumored to be in the Lost City of Sarr. Sarr was an ancient mountain city crafted from emeralds and rubies. According to the legends, its government was perfect and they did not know war. Eventually, Sarr disappeared mysteriously, but before it did, a Sertori created the Sarrian Book, one of the most powerful texts known to exist. It contains several powerful Spells and Thauma, rendered on the page as descriptive text. When the text is read, the words vanish and the power is unleashed (and permanently lost). No one knows for sure how it was made, but probably involved more than a simple casting of Orthu’s Potent Script and required the use of living souls. The descriptive text is written in a forgotten language called Sarri. In order to read the text, the language
must first be deciphered. There are rumors of tablets existing that contain identical passages written in Singh and Sarri. Anyone in possession of these tablets may be able to decipher the script. The Sarrian Book contains the following Spells, all cast Cathartically as if by a Rank 3 caster with 3 Ranks in the appropriate Skill: Merciful Plea, Avalanche of Flame, Tearing the Veil, Earth Mastery and Vow. The Sarrian Book also contains the following Thauma: Army of the Chosen, Raise Dead, Portal, Returning, and Create Life.
Sertori Skull All sorts of beliefs surround the Sertori. Most are mere superstition, but a handful of wives tales about these powerful Spell-casters are true. Among them is the belief that a Sertori Skull is imbued with magic. When a Sertori dies, trace amounts of Spell energy linger inside the skull and this can be utilized by people who know how to unlock it. Each Sertori Skull has between 1-10 random Spells. When the following Ritual is performed, each one of the Spells contained in the skull is randomly cast and disappears permanently once the Ritual is finished (so each skull can only be used 1-10 times) any time someone holds the skull and concentrates on it. To use the skull, a character must make a Ritual Skill Roll TN 7. On a Success, the skull’s energy is unbound and anyone who holds the skull and concentrates can cast one of the random Spells Cathartically (which spell the person casts is randomly determined). On a Total Success, anyone who holds the skull and concentrates knows what Spells it contains and can cast anyone of them Cathartically. Every casting permanently removes the Spell from the skull. On a Failure, the skull loses all its residual Spell energy. The Ritual preparation for the skull is always the same. First the skin must be cleaned off with a knife (usually silver). It is then scrubbed clean with rain water and buried in dung for a lunar cycle. Then, before removal, a prayer to each god and to the soul of the Sertori is uttered.
Thekla’s Chariot This ornate chariot can carry four people or two Ogres. When used for a journey of 10 miles or less, the chariot has no special properties. On a journey of greater than 10 miles, the chariot will find ways to speed the journey, discovering shortcuts and slipping into the spaces between reality. Any horses or animals capable of pulling a chariot may be used, but there must be the equivalent of four horses. After a journey has been shortened by the chariot, it functions as a normal chariot for 1d10 days. The use of the chariot’s powers requires a single Ride Skill Roll for each journey. On a Success, travel time is reduced by 50%. On a Total Success, it is reduced by 100%. On a Failure, it is still reduced by 25% but it may attract the attention of a powerful being from the Ethereal Realm. There is a small chance, similar to the Spell Thekla’s Secret Pathway, of attracting attention from entities in the Ethereal Realm when using the chariot. If the driver fails his Ride Skill Roll, the GM should roll a d10. On a result of 1, the chariot attracts a hostile Den Dweller. On a result of 2, it attracts an Angry Spirit. On a result of 3, it attracts an appropriate being of the GM’s choice. On a result of 4-10, nothing is attracted. While the risk of Thekla’s Secret Pathway is still a danger, one benefit of the chariot is it can transport both living and dead matter, so characters can retain their items when using it to cover large distances.
Thekla’s Endless Rakwa This looks to be a small copper coffee pot with a long narrow handle used for boiling coffee in the traditional Shahri manner. Whether it was actually created by Thekla or merely named in her honor is unknown, but the pot has special powers allowing it to hold a seemingly endless and impossible volume of coffee despite its small size. One simply fills the pot with finely ground coffee beans and water. No matter how much is put into the pot, it never fills completely. However, boiling it takes only a few minutes, as if it contained only a small amount. When used to serve into cups, the Rakwa can provide an amount of coffee equal to the initial volume it contained prior to boiling.
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The Throne of Nicephorus This is the Throne of the Supreme Pontiff of Ronia, Nicephorus. It was a gift from the Fellowship of Promestus and a product of great sacrifice by some of its membership. It looks like a simple, almost bare, stone throne. However, it is fitted with downy cushions and usually draped in purple silk. It has also been fitted with black and white poles supporting a small canopy. The throne only heeds the command of the rightful ruler of Ronia and has the following powers: Protect: Whenever someone attacks the person seated on the throne, a magnificent blue dome surrounds the occupant. No Normal Weapon can penetrate this barrier, and it imposes a −4d10 to all Damage Rolls from magical sources. Levitate: The throne can move up, down and side to side at the will of the occupant. It moves with an effective speed of 4d10 (70 feet per round). Brilliance: At the occupant’s command the throne hurls out a blinding light in all directions. This effectively blinds anyone looking at the throne (those facing the other direction are unaffected), imposing a −3d10 Illumination Penalty on all Skill Rolls.
Spear of Demon Slaying This fearsome spear is made of iron and has a jade tip. No one knows who created it exactly but it appears to be of Hasri design, having a serpent motif that runs down the shaft with a Khubsi inscription that translates “I Kill Demons”. It functions like a normal spear, but destroys Demons permanently if it delivers a single Wound or more of Damage.
The Skull of Kashan In Mandaru it is common practice for leaders (Khans) to craft the skulls of powerful enemies into drinking vessels. Normally these cups are used as a symbol of authority and power, but it is rumored that Veja Kashan, ruler of Mandaru, has a special chalice he made from the skull of an Elven Sertori and that it possesses unusual powers. This is usually called the Skull of Kashan. The first power of the Skull of Kashan is healing. If the skull is filled with wine by moonlight, then it can heal anyone who drinks it completely in an hour. 424
This includes any injury or Disease (though it does not remove curses). The second power is strength for battle. If filled with water by sunlight, it bestows a kind of battle fury on anyone who drinks it. This improves Muscle by +1d10, increases Evade and Parry by +2, and causes any successful Melee Attack to inflict 1 extra Wound. The third power is insight. If filled with Elven blood and consumed, the vessel grants the user the ability to see up to two days into the future as if casting Tearing the Veil Cathartically.
Voidspear This spear is sized for an Ogre to wield and will only demonstrate magic properties in the hands of an Ogre. Nine feet long and forged from an unknown black steel alloy, the last foot of the spear is tipped with a sharp blade. The blade absorbs light in the immediate area, but not enough to impair vision. The Voidspear is impervious to magic and anything weaker than a god, Dragon, or mightiest Den Dweller. The origin of the spear is unknown. An Ogre wielding the Voidspear adds 3d10 to Magic Resistance Rolls. Each time a Spell is resisted, the wielder is healed of a single Wound. When a Sertori, or other Spell-using being, is wounded by the spear, 1 Random Spell is lost for two days. A killing strike with the Voidspear against a Sertori or other Spell-caster cures the Ogre of one Wound. The Voidspear has the Mighty Weapon property, and does 4d6 + Muscle for Damage. When Sertori or Spell-using beings are within 100 yards, the Voidspear inflicts Open Damage against anyone it strikes. The spear may be hurled as a Skill Action up to 100 yards with no penalty, and it will return to the wielders hands. When not hurling the spear, the wielder’s Parry is increased by 3. On any Attack Roll resulting in Total Success, the wielder may choose to send the Target instantly into the Void. This effect is as the Spell Void of the Demonlords was cast with Deimos 1. If an attack scores a Total Success on both the Attack Roll and Damage Roll, the wielder may choose to send the Target to the Void forever. The Voidspear is intended for use by Ogres and not subject to their Resist ability.
Chapter thirteen: gamemastering gamandria
This chapter offers advice for running Sertorius. What follows is based on our experience play-testing the system and does present a play-style point of view. This is not to impugn other play-styles or insist all groups adhere to the approaches outlined in the chapter. It merely reflects how we ran Sertorius while developing it. As always, we believe this is your game to make of it what you wish.
Where is the adventure? While this chapter includes some adventure ideas, there was not enough room in our core book to include a sample adventure. Therefore, we will offer the module “Beneath the Banshee Tree” as a free PDF. See Bedrockgames.net for details.
The Nature of the Setting and of the Sertori Sertorius is set in the world of Gamandria where gods are immanent and influence the course of daily life. Sarilla wills crops to grow, so they do (provided Ramos sends rain). Lorgo grows angry, so the earth shakes and mountains move. A natural spring burrows to the surface because Sul desires it. But the gods also answer the calls of mortals who make sacrifices and ask for blessings. These can be minor boons (such as Bonuses to Skills) or highly specific miracles tailored to the situation.
In the distant past, before the death of Senga, the gods were even more active than they are presently. They warred with one another on the surface, commanding armies of Followers in great battles. The gods themselves were immune to lasting harm, but could impose their will on the other deities through victory. But then Sarilla gave Dosikan a blade, and he used it to kill Senga. Since then, the gods retreated to Dens, uncertain of how many instruments of deicide existed. However, Senga was a god, and his soul indestructible. He was reborn, scattered into thousands of pieces and made incarnate in individuals called Sertori. When Sertori first appeared there was widespread fear. The most notorious Sertori, Sertorius Poro (from whom the name derives), seized power in Cael and became a tyrant. The Sertori are powerful, capable of amazing displays, but they are not indestructible. Their bodies may endure more than other mortals and they may have access to Spells, but a poisoned blade in the middle of the night or a volley of well-trained arrows will still do them in. Because their sudden appearance caused panic, Sertori were initially hunted down in many places. Elsewhere they gained power, hunting those who might try to kill them. In time, organizations like the Fellowship of Promestus and the Caelcori helped curb the excesses of Sertori and bring some stability to Gamandria.
In the last centuries however, the Sertori have changed. Why is not clear. But they are now, like gods, capable of gaining strength as they acquire Followers. In the past, this was not the case…or at least it was the exception. Sertori may have attracted loyal followings, but they rarely obtained power from them. Today, a Sertori with a million Followers is a force to be feared. The balance is shifting once again, and it is unclear if organizations like the Caelcori can contain them. In places like The Marite Kingdoms and Donyra, the change is rapidly occurring. This is the setting of Sertorius.
Assumptions Sertorius is designed with parties of Sertori in mind. Though there are options available for Mundane Characters and Ogres (who cannot be Sertori), there was no effort made to balance them. We wanted to retain the integrity of the setting, which demands
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that Sertori be more powerful than non-casters due to their nature. Therefore, the game works best when every Player Character is a Sertori. Players who really want to be non-Sertori, can do so, but they will be weaker compared to characters with access to Spells.
Goals and Challenges for Powerful Characters
One big challenge that faces the Sertorius GM is the power level of the characters. While they do increase in strength over time, from the moment of character creation Player Character Sertori are formidable. With the right Spells they can stroll into town and take everyone’s gold or take over the local government. This presents challenges, but it also opens up possibilities. The first thing to keep in mind is there are other forces that hold Sertori in balance. Orders like the Fellowship of Promestus or the Caelcori curb their
access to political power, but they are also held in check by mundane armies. A Sertori may be able to cast Avalanche of Flame, but he cannot, with certainty, evade an assassination squad in his sleep. Armies still matter, knowledge still matters and many inhabitants of Gamandria are aware of what Sertori can do. The plethora of gods, their servants and other such entities, ensures that you will have plenty to challenge your Sertori with in a typical campaign. While the Gamemaster should be aware of, and make use of, these forces of opposition, he should not impose artificial limits on the Player Characters. These are powerful beings and it is okay for them to make use of that power. This is a strength of the game. Your Player Characters may do things like take control of a seat of government. Perhaps the party goes to Ishola and is asked to investigate the Cult of Giants by King Alu-Aqulu. You may have a whole adventure planned that takes them to the heart of the Aqaban Mountains, into a forgotten city where they must wipe out the Cult Leaders. Instead they decide the king, though a Sertori, isn’t fit to rule. They kill him and take his throne. Don’t make it impossible by throwing in new challenges or obstructions just to keep the king safe from the Player Characters. If their plan of attack is reasonable and the dice give them victory, grant it. The Players have just handed you a campaign concept that works, and done half the work for you. Ruling Matruk is no easy matter, and the Cult of Giants is still a potentially destabilizing force. Not to mention there is an entire priesthood devoted to worshipping the king. Does the priesthood split, with half of the priests worshipping the PCs and the other half remaining loyal to their dead god? Is there a powers struggle? How do the people of Matruk react to the rule of the characters? The possibilities for intrigue are endless, and foreign powers are sure to capitalize on the shift (perhaps Khata or Shahr try to make the Players their clients). A natural outgrowth of Sertori power is Players exerting their will more on the setting. But that doesn’t mean they should be safe from threats. In the above example, countless threats could develop. The Phra Jao of Khata, are a council of Sertori. The Players may have Matruk, but it is a
minor state in the region and quite weak compared to Shahr or Khata. All it takes is a confident General from Shahr making an appearance in their court, or a delegation on behalf of the Phra Jao, and the party has to make a choice: Khata or Shahr (perhaps they find a delicate middle path). Consequences are sure to arise in either case. This is not to suggest that Sertorius should only be about intrigue. It is merely an example of the flexibility required in a typical Sertorius campaign. In play-test, we ran a wide range of scenarios and campaigns. But in each one, the power level of the party required that the GM be open to unexpected developments.
Using Followers Eventually, Sertori acquire Followers and gain access to higher forms of magic called Thauma. This takes time, but when it does occur, the nature of the campaign shifts from more typical fantasy adventures to adventures focused on the Sertori and the Followers. This is a crucial part of the game, where the Players become the focal point of a way of life or religion, where the party itself can become divided. Think of Sertori with Followers like prophets or religious leaders. It is a bit like the early Christian Church, with different communities emerging and following different courses. Though it is a comedy, Life of Brian captures some of the dynamics and ideas behind the Follower system. The film Agora, where conflict between three major faiths inside the City of Alexandria serves as the source of drama, is also highly recommended viewing to help GMs understand this aspect of Sertorius. Initially the Sertori may issue some simple proclamations and have a unified community of Followers, but as the movement grows, and as time passes, developments take shape and new sects can emerge. These events may be centered on an idea, event or a personality. The Follower Check procedure from the Managing Followers section in CHAPTER FIVE: RULES is very helpful here, and we recommend its use. Here is an example of how a Follower Check might work: Grolf, a Gru Sertori, comes to Donyra with his following, where he establishes a temple dedicat427
ed to the martial spirit of Sur Vanker. Instead of an altar, the place is enclosed around an arena and Followers are expected to prove their worth before Grolf himself. His beliefs are simple, improving martial skills for Sur Vanker’s glory. His following grows to 5,000 people. Normally he keeps a close eye on things, and this has enabled him to shape his cult directly. But he leaves for Meng Sai on important business and has no Disciples; so, the GM rolls on the Undirected column of the Follower table for his monthly Follower Check. The result is Catastrophic Negative Development. The GM reads the entry and decides that a young Follower named Tandao amasses a group of supporters impressed by his victories in the arena. Tandao proclaims that the time has come for the movement to wipe out the opposition in Donyra, and he identifies several rival temples in the city that must be destroyed. Assembling Grolf’s best warriors, he marches on the three rival temples and a month long war between the faiths breaks out in the streets. By the time Grolf returns, half of his Followers have died in the bloodshed and those remaining are still engaging in skirmishes throughout the city. Grolf goes to the leaders in his community over the next month, explaining that Tandao was mistaken. He publicly reprimands Tandao and, at the appropriate time, the GM rolls again on the Follow Table, this time using the Sertori Present column. The result is Followers Heed, meaning they listen to Grolf and end the violence. The Follower system is not meant to be a straitjacket, but rather a tool for developing the campaign. The GM should feel free to adjust accordingly as facts on the ground require. If Grolf has done an exceptionally poor job addressing the growing problem, then the GM might roll on a different column of the Follower Chart to account for that. If he is absent but sends a well thought out campaign of letters and admonishments, then the GM might choose to roll on the Disciple Present column (even though he has no Disciples, the results on that column seem appropriate for the action taken). 428
Using the Gods Though they normally hide in their Dens, the gods do perform visible displays of their power, both directly and through their servants (the Den Dwellers). Even though Player Characters likely won’t encounter the gods themselves (at least not regularly) it is entirely in keeping with the setting for them to have encounters with the gods’ minions and to attract divine attention from time to time. The regular folk of Gamandria worship the gods, mostly by performing sacrifices or, in a few cases, living by a code of conduct promoted by their deity. Sacrifices are important; they are not mere gestures of loyalty that go unreciprocated. Cities that fail to honor the gods through sacrifices are vulnerable to things such as plague and disaster. This is explained in more detail in CHAPTER SEVEN: GODS but the important thing to remember is, the gods respond to Rituals. The gods also have plans and desires. The most obvious example of this is Sarilla. She is trying to bind the souls of Sertori to her Pillars of Life in Asharun. Sometimes such gods come into conflict with characters who thwart them. This rarely results in the god making a personal appearance; more often it involves warning the characters through intermediaries. For instance, a party that tries to awaken Tohireo to destabilize Ronia may receive warning from a diminutive band of Trow as they make their way through the Elean Forest. If the group continues to ignore the warning, Ramos might send his Angels to stop them. This sort of intervention only occurs in the most extreme cases (such as awakening a Dragon). Normally the gods don’t intervene unless they perceive a real danger to themselves or their area of interest. The gods also try to guide people to do their bidding. This is one reason Divination exists as a Skill. Sometimes Players will seek out the will of the gods through techniques such as reading animal entrails. However, you should occasionally send divine omens when the god’s interest is strong enough. These may be warnings on a grand scale (designed to keep armies from going to war) or they could be attempts to nudge individuals on a particular course of action (such as encouraging a powerful Sertori to seize
power from the current emperor of Mandaru). Such omens should relate to the god’s area of influence. So, if Ranua grew displeased with Veja Kashan, the Mandaru Emperor, she might send herds of elk into different cities to rampage the streets near Veja’s officials. A skilled augur could use the Divination Skill to determine that Ranua’s intent was for Veja to be assassinated.
for Gamemasters to make several of their own as sources of adventure. Think of the Grims in that chapter as examples. They are certainly useable, but much of the fun in Sertorius is making your own Grims. They can be used for anything you desire, from a haunted palace adventure to a source of great evil that must be destroyed. Grims are not all evil either; some can be beneficial or even good.
Encourage players who make sacrifices or call upon the gods for guidance in appropriate circumstances. The Ritual and Divination Skills exist to give this aspect of the setting weight.
One important feature of Grims (and of Grim Beasts) is their vulnerabilities are usually tied to their history or personality in some way. This means Players can’t just walk into the Red Forest of Ras and kill the Grim at its heart with a sword or Spell. To defeat Ras, the Player Characters must find out who he really was by investigating his history (perhaps even going back in time). A Grim is more than an encounter, it is an entire adventure.
Though the gods are active, they are also afraid since the death of Senga. The details of Senga’s death are murky, and the nature of the weapon that killed him unclear. It is not known by the gods if more such items exist, or if they are even required to kill a deity. So the gods stay, for the most part, in their Dens. The exception of course is Sarilla, who is more informed on the subject.
Using Grims and Afflictions as a Source of Adventure Grims are a key concept in Sertorius. When Spell-casters lose control of their magic, they acquire Afflictions. At first, these are little more than personality quirks or symptoms of madness, but they progress, culminating in a total transformation of the character into something called a Grim. Grims are described in CHAPTER ELEVEN: THREATS AND MONSTERS. Essentially they are very powerful Monsters that retain some of the Sertori’s Spells and abilities. They come in a few varieties, but the chief distinction is between Grim Beasts, which include things like Liches, Minotaurs, Gorgons and Dryads versus standard Grims, which are unique creatures with characteristics of their own. A Sertori who becomes a mere Grim Beast might simply turn into a Lich, while one that becomes a true Grim fuses with the forest around him and acquires the power to control its inhabitants. Grims are powerful and usually tied to a specific area. While CHAPTER SIX: GRIMS AND AFFLICTIONS details Grims known to exist in Gamandria, the intent is
Player Characters are not immune to the Grimming process. Through overuse of Spells they can acquire Afflictions and transform into Grims. As long as they don’t transform, Player Characters are still under the Players’ control. But once they change into a Grim Beast, Haunt or Grim, they become NPCs under the GMs control—a new feature of the campaign setting.
The World Lives Sertorius benefits strongly from treating Gamandria as a living world and not a static one. Whether this is on the scale of a single location based adventure or a grander stage of world politics, there are moving pieces on the board. NPCs and Monsters don’t just wait for the Player Characters to show up and kill them; they have wills of their own. They take initiative, they react and change course as needed. This is particularly important when dealing with organizations and power structures. Suppose the Player Characters arrive in Rostanba following rumors that Mintho the head of the Shahri Tea Guild is a rogue Sertori who transforms into a blood drinking creature at midnight. The Shahri Tea Guild is an important part of the Khubsi district, and has strong ties to the Hand of Jahannam (a kind of assassin and thieves association). Mintho, the head of the Tea Guild isn’t going to continue business as usual when he hears a group of strangers have been asking about him in the streets of the Khubsi Quarter; he is going 429
to take actions of his own. What actions those are will depend on the sort of threat the PCs appear to present. If they are just asking questions, he may send spies to find out more about them, perhaps lure them into a trap where they can be sent away from Rostanba. If the PCs cause problems or go to the pontiff, Mintho uses resources and influence to convince Barka, the head of the Hand of Jahannam, to instigate riots in the Khubsi Quarter and spread rumors that the PCs are in league with the Cult of Sukat. But this isn’t just about having the world react to what PCs do; it’s about aspects of the setting having a certain degree of independence from the party as well. Events that have nothing to do with the Player Characters directly should be occurring around them. New kings rise to power, new deposits of gold are discovered and sudden plagues afflict the cities. You may want to chart out some rough timelines of events. Again this can be at the scale of a campaign or a single adventure. The point is to create the impression that the world is alive, that its inhabitants (your NPCs) have agency of their own. For example, in the above adventure, you may throw some politics in the background that have nothing to do with Barka, the PCs or the Tea Guild. Perhaps this is occurring in a week when the pontiff receives important diplomats from The Marite Kingdoms, and the two powers are at an important juncture in their relationship. Maybe other forces step in to meddle or gain from friction between Ronia and the Queen of the Marites. You decide to have one or two key events occur over the week. On day one, there is an assassination attempt on the pontiff by a member of the Marite Delegation. On day three, the pontiff has a number of Elven merchants arrested in connection with the attack. On day five, the delegation of the Marites is vindicated. Ronia and The Marites renew their ties, with the pontiff secretly offering use of his Fellowship of Promestus to their queen for her upcoming invasion of the West. To commemorate the agreement, the pontiff holds chariot races in honor of Queen Sabeena on day six. The PCs may or may not become aware of these events, they may or may not become involved, but they are happening and can come up if the Players happen upon them (for example, if they take their concerns about Mintho to the pontiff, if they hear about the sentencing of the Elven merchants or if they attend the races 430
on day six). It is just a little something to have simmering in the background that also keeps the GM aware of other things going on in the setting at the time. You need not chart out every single event that occurs in the city, but it can be handy to think about one or two major background events occurring in areas the PCs are adventuring. That way, when they inquire about news, you have something prepared and it’s potentially interesting enough for them to investigate. Sometimes the living world intersects directly with the Players. Maybe instead of wandering Sertori hunting down a rogue wizard, they are members of the Fellowship of Promestus, assigned to the pontiff’s personal guard. If this is the case, then the timeline surrounding the assassination attempt has a direct impact on them, and may need more details fleshed out. In an investigative adventure, the timeline is often quite important.
Gamemaster Responsibilities The Gamemaster has a considerable amount of power over the game and the setting. He ultimately decides what encounters are faced, what tactics enemies use, and has final say on any rules questions. With this comes a certain amount of responsibility. A good Gamemaster strives to issue the best possible judgment he or she can. The Gamemaster is all powerful and also fallible. For all intents and purposes, the GM is the setting. But the GM can and will make mistakes. Recognizing when you’ve made mistakes will go a long way towards earning your Player’s trust. If you make a bad call, there is no shame in recognizing that; however, how to deal with it is another matter.
Types of Adventures Adventures come in all shapes and sizes. Some defy categorization altogether. But it can be helpful to break them into broad groups, if only to help the GM see the different possibilities. This list is based on the kinds of adventures we ran in the play-test. It is far from complete, and some Gamemasters might organize or group adventure types differently.
Urban These types of adventures occur within the bounds of a city and usually focus more on investigations or intrigue. However, dungeon crawls are feasible within the context of an urban adventure. These are also excellent for blending different elements: political intrigue leads to an investigation, which culminates in a dungeon crawl or quest to kill a powerful Sertori in the city. With Urban adventures, even if they are not the focus, you need to create a lot of details and chart out your power groups and NPCs. The Players may want to know, for example, what organizations and people are influential in the city. Sertorius works well for Urban adventures. The cities in the setting are quite important and a few are rather large (Cael, Rostanba, etc). A city such as Donyra, where the Sertori are revered as gods, is an ideal backdrop for a political intrigue campaign. While Rostanba, with its theocratic government and powerful order of Sertori, is a perfect match for mysteries. In play-tests, we found city adventures came up a lot, even if the GM hadn’t planned for it.
Missions These can be assignments or tasks the party takes upon itself. The key thing here is there is a clear goal the party is working toward, and it usually involves other types of adventures. An Elven merchant hiring the PCs to escort his precious goods through the ‘Awad Mountains into Sardona is a mission. Other examples include a rising evil that must be destroyed or a quest to recover ancient artifacts of Anumar Kingdom from the caverns of Perlova Valley.
Exploration Exploration includes dungeon crawls and wilderness adventures. Dungeon crawls are explorations of ruins, caves, keeps and other byzantine passageways. This is classic fantasy role-play, and can come in a number of flavors. One of the reasons we gave Sertori more Wounds than other types of characters, was to preserve the dungeon crawl. In play-test, we found Sertorius worked well for this type of adventure, but it helps to have someone with Spells like Heal. Some people like wildly outrageous dungeons with hundreds of rooms, passages and secret chambers; others prefer more down-to-earth and historically
rooted maps. What you prefer is a matter of taste. The Ruins of Anumar and Nong Sai offer up plenty of dungeon fodder for GMs. Exploration of the environment through wilderness adventures work as well. Be sure to make use of the Survival sub-skills, as these are essential for any hex crawling, as well as random encounter charts.
Investigation Many of our previous games were designed with investigation in mind. Both Servants of Gaius and Terror Network (which use the same core system as Sertorius) were intended as investigative RPGs. This carries over into Sertorius as well. An investigative adventure is basically a mystery, where the Players uncover clues, interview suspects and try to uncover the truth. They can take a variety of forms, and there are endless approaches to them. We usually advocate for focused prep-work on a contained scenario: a sort of quasi-sandbox that is limited to the investigation. Investigations take a bit more work to prepare; you need to create your backstory, the characters, the clues and all the locations. One problem GMs struggle with is parties missing vital clues and failing to solve the adventure, or getting stuck in a particular spot. There are many solutions to this problem. Some simply make it impossible to fail; others stack the odds in favor of the PCs succeeding. There is no wrong or right way to go about it; you need to do what works for you. Our approach, in the modules we publish, is to make failure possible, but to keep it interesting, typically by using a timeline of events and making sure the NPCs have clear goals that keep them active even if the PCs get stumped on an individual clue. The GM should also be flexible and allow alternate ways to resolve portions of the mystery provided they make sense. Remember, the fun in an investigation is finding the pieces and solving the puzzle.
Monster Hunts Monster hunts are a bit like investigations, but tend to be more exciting and involve exploration as well. Sertorius is well suited to monster hunts. One of the reasons for Grims and Grims Beasts is to facilitate this style of play. 431
In the monster hunt, the party is tracking down and trying to stop, capture or kill a Monster—a very simple premise. Dracula is a good example of the monster hunt. Perhaps something has been eating local villagers, or there are rumors of a serpentine creature that takes peoples’ memories. Whatever the specifics of the scenario, it will likely involve the Players trying to gain some basic information, then hunt, track and kill the creature. Monster Hunts are pretty easy to put together, and they combine some of the best elements of investigations without many of the drawbacks. In a monster hunt, you have an active creature that can keep things interesting by continuing to kill, or even going after the hunters. Some monster hunts turn on the party, becoming a game of cat and mouse, where it isn’t clear who is hunting whom. Dryads, Minotaurs, Gorgons, and similar creatures (pretty much all the Grim Beasts) make excellent adversaries in a Monster Hunt.
Political Intrigue Political intrigue adventures usually center on characters and power groups. They are also strongly associated with urban settings. Power struggles, diplomatic missions, espionage, and secret cabals are all part of a good intrigue campaign. Political Intrigue came up a lot in our play-tests. Because Sertori are more powerful than the normal inhabitants of Gamandria, gaining access to the courts of kings or the halls of the Senate was not an insurmountable task. In one group our players participated in Queen Sabeena’s attack on Chun by securing the aid of the Fellowship of Promestus and courting the interest of Halfling coffee merchants. In another, the Players worked to resolve growing tensions between General Brogustu and his allies in Poro Deos and the Senate in Cael, on the heels of unraveling a plot by Brogustu’s supporters to take over the Republic. In political intrigue adventures, the GM needs to understand the major players, the major groups and how they intersect. These tend to be character driven scenarios: a young prince who longs for the throne of his uncle, or a cunning merchant willing to steal the secrets of Ronian silk production. Generally, once you have a
432
list of characters, groups, goals, etc., you can drop the Players into the mix and see where things go.
Adventure Ideas Here is a list of adventure ideas for a Sertorius campaign (look for upcoming free PDF adventures beginning with Beneath the Banshee Tree): A Box of Wasps: This adventure works best in a more isolated low population area, but with careful consideration can work almost anywhere. Spies from a relatively weak nation or organization have been provided with a deadly weapon to use against a more powerful enemy. The spies have several sturdy wooden boxes, each with a Brain Wasp inside. During transport the spies intentionally or unintentionally release one or more of the Brain Wasps. These deadly creatures kill anyone they can and use Sertori to spawn more wasps. The original rivalry that motivated the spies becomes far less important when the Brain Wasps spread and threaten everyone in the area. This can be a relatively small threat, or a situation that spirals out of control to endanger a large city or region. It could also occur in an isolated area the Players need to pass through such as a mountain pass. In the Camp of Brogustu: Merchants and adventurers throughout the Caelum Republic seek fortune in the newly conquered Perlova Valley. General Brogustu and his tribunes are offering favorable contracts to early arrivals. There are resources to exploit, areas to explore and people to pacify. This can serve as the foundation for a strong sandbox style campaign. The biggest challenge here is dealing with the local Agar and Servar groups, as well as the Gru. The Agars are on the side of Brogustu, while the Servars and Gru form a resistance. Other potential challenges include a Brownie infestation, the rise of a local bandit named Tarquinus, and the Slovar Caverns of Perlova (See CAELUM REPUBLIC and SLOVAR CAVERNS OF PERLOVA in CHAPTER ELEVEN: PEOPLES AND PLACES). The Crystal Ship: A wealthy woman from any coastal region close to a port offers the party a considerable sum of pearls or trade goods if they perform a task. The woman’s husband is a Sertori and has been
missing for nearly a year; she asks them to find him for her. He set out on a merchant vessel to search for resources on an island he recently discovered and never returned, though the ship he was on washed up in pieces on the shore. After visiting an oracle who decreed the husband alive, she is convinced he survived and has written materials in her possession that indicate his intended route (the husband’s personal papers show a clear route to a hitherto uncharted island). The wife has enough wealth to secure the party an entire ship and crew if they need. Should the Players follow the husband’s route, they find the island easily enough, though they may have an encounter with the Leviathan (see below). Upon arrival, they discover trails and clues that reveal what happened to the husband. All the while, forces on the island (the husband and his Kobold slaves) work to maroon the party by destroying their vessel so they feel compelled to enter the Crystal Ship. The truth is, the husband’s ship was sunk by the Leviathan sent by Lurolai when the captain scoffed at her because he had a Sertori aboard his vessel. The husband alone survived the sinking and washed up on the island, which he found inhabited by savage tribes of Kobolds and powerful Grim Beasts (who the Kobolds worship). He spent months trying to survive and had no way to escape the island. In despair, he used his Bloodsmith Spell to craft a ship from crystal, the only material he could bloodcraft. The Sertori cast the Spell Cathartically many times to complete the ship and became a Grim. His great love for his wife and yearning to return to her caused his body to fade and his soul now inhabits the crystal ship, sustaining it and making it as durable as a wooden vessel. He then enslaved some of the Kobolds as his crew, but they lacked the seamanship skills needed for the Crystal Ship. The Crystal Ship Grim is unable to communicate normally or move under its own power. It must be sailed by a crew. The Grim is able to enter the dreams of sleeping people on the ship and speak to them much as if he was still alive. He desires to return to his wife and needs a crew to do so. Anyone who enters the ship is bound to it and cannot escape until the Grim is destroyed (this effect functions like the Vow Spell). If the crew refuses or takes too long, he has the power of the Spells Dread Passenger and
Nightmares to influence them as well. Lost City of Sarr: This adventure is ideal when a party without access to Raise Dead loses one of its members to death or undeath. Rumors spread of a wandering scholar claiming to have a map that leads to the Lost City of Sarr. According to legend, its library contains the Sarrian Book, which has the power to bring the dead back to life. If they find the city and gain access to its library, they may be able to resurrect their dead party member. However, the scholar has shown the map to many people (for a fee) already and by the time the Players set out for the city, another group is one step ahead of them. Their rivals are led by a Gorgon, who wants to obtain the Sarrian Book so she can use its Returning power to go back in time and prevent herself from becoming a Grim. She has a group of Sertori with her and some loyal soldiers she turned into living statues. To get the book, the party either needs to work with, or defeat the Gorgon, while at the same time avoiding the dangers and curses of an ancient and forgotten city. A Minotaur Among Us: This adventure is ideal for Player Characters belonging to the Fellowship of Promestus in the city of Rostanba, though with some minor changes it can work in virtually any city and Sertori order. A simple murder mystery with a twist, the murderer is an important member of the Fellowship of Promestus who has unknowingly turned into a Grim Beast, in this case a Minotaur. The person has no knowledge of the crimes, and has lost any memory of being afflicted (believing to have succeeded in self cure as existing Afflictions often vanish when one Grims). Whenever angry (which is about once every two or three days), the murderer transforms into a Minotaur and hunts for food, killing at least once each time. Because the murderer belongs to the Fellowship, that individual is bound to the Vow taken upon entering the order. This includes a prohibition against bringing violence to fellow members and a prohibition against using magic against the innocent. Therefore, the victims are all people with criminal histories and the Minotaur, if encountered by the party, cannot directly harm them. The Mists of Bal-Shalla: A cold fog spreads through one of Gamandria’s great cities. It begins somewhere in the slums and grows each day into a swirling 433
presence. Nothing can be seen inside the fog and anyone who ventures into it never returns. The city nobles ask the Player Characters to use their powers to remove the mysterious fog, offering wealth and employment if they do so. The fog is, in fact, a new Grim, created when a Sertori named Bal-Shalla overused Deimos magic to ward off imagined threats (he had already been succumbing to Afflictions of Paranoia). The party will have to find a way to enter the fog without coming to harm, discover its source and lay Bal-Shalla to rest. Witnesses to Murder: The party is offered a sum to use their powers to track down a killer in a major city. At first this seems like any other mystery, where a series of clues point to a particular suspect, but the killer is playing games and soon eyewitnesses are pointing to multiple people as the murderer. The woman behind the murders is a Sertori, driven mad by casting. She treats murder like a game, and when she learns Sertori are after her, sees them as a worthy challenge. She uses the Memory Spell to plant false memories among eyewitnesses and deliberately toy with the investigators. Eventually she tries to point the evidence against the investigators themselves and challenges them by use of Malevolent Mockery (which creates a hostile double of the victim).
Experience and Character Advancement Generally Players can each earn between 1-3 XP a session. There is a soft cap of 3 XP points, but under certain conditions this can be exceeded. Use the following list for calculating the XP of individual characters (lines marked with an “*” can exceed the 3 XP cap, going up to 5): Achievement
XP Earned
Overcoming a major non-combat or combat challenge
1 XP
Successfully executed clever idea alone
1 XP
Successfully executed idea as group
2 XP
Increase of Divinity
1 XP
Plentiful use of skills to meet challenges or train
1 XP
Overcoming a major long term threat or challenge
2 XP*
Players can trade in XP for Skill Ranks, new Skills, Expertise, and Combat Techniques. They can also
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be turned to gain Disciples, and XP serves as a minimum entry point for different levels of Divinity (though this does not require spending XP). 5 XP
One new Expertise
10 XP
Increase Skill by 1 Point
12 XP
One new Combat Technique
15 XP
New Disciple
Creating Your Own World The Gamemaster is not obligated to use Gamandria for the campaign setting. The core system can be ported into any number of venues, and tweaked to the tastes of the group. It is also possible to set Sertorius on a different continent but in the same world. We encourage Gamemasters to make their own settings for Sertorius. World-building is one of the great joys of running a campaign.
Traditional Sword and Sorcery Sertorius deviates somewhat from traditional sword and sorcery, but with some minor changes Sertorius works well for standard fantasy. Simply remove the back-story about Senga and Sarilla, and have magic be acquired through research rather than birth. To do this, eliminate the Sertori Character Sheet and have everyone use either the Mundane or Ogre sheet. Because Sertori are no longer divine, they do not require Emotion Ranks. Instead, they learn Spells by taking Ranks in the Magic Skill. Each Rank gives them a Spell in the appropriate category and serves as their Emotion Rank for the purposes of casting. If a Player wants more Spells in a particular Emotion after he has reached the max of 3 Ranks, this is allowable at a cost of 6 Points at Character Creation and 10 Points after Character Creation (though it does not raise the Skill Rank).
Chapter fourteen: Non-Player Characters This chapter includes a selection of NPCs for the Gamemaster as well as some sample Sertori Statblocks. Primarily these entries serve as examples of how NPCs (Sertori and Non-Sertori) can be designed.
Defenses 10
Stealth
2
Evade
4
Parry
7
Wits
6
Resolve
10
Beast Strength (×2): Aetos’ Base Lift is doubled and he can exceed capping limits on Damage Rolls for Physical Attacks. Imbued Weapons: As a byproduct of becoming an Abomination, Aetos can imbue his weapons with Penthos Magic. When he strikes a foe, in addition to doing Normal Damage, they are wracked with pain for one round, suffering -1d10 to their Skill Rolls. If he strikes with a Total Success, with his sword or spear, it does an Automatic 3 Wounds.
Present
Key Skills Speed
1d10
Endurance
6d10
Muscle
4d10
Medicine
3d10
Wrestling
3d10
Trade (Metal)
2d10
Small Ranged
3d10
History (Sea of Aetorus)
2d10
Light Melee
3d10
History (Gulf of Anja)
2d10
Medium Melee
3d10
Language (Latar)
3d10
Heavy Melee
2d10
Language (Khubsi)
2d10
Empathy
3d10
Language (Singh)
1d10
2d10
Creatures (Animals and Monsters)
3d10
Detect
Qualities Wounds
7
Divinity
3
Resolute: Aetos has the Resolve of an Automaton. Skills like Command, Deception and Persuade only succeed against him on a Total Success and, even then, he is merely confused. Bronze Body: Aetos body is a bronze shell, shaped to look like a soldier of Caelum. It is impervious to Mundane Attacks and even Magical Attacks only do Damage on a Total Success (Damage Roll).
Aetos Dominus Hardiness
Powers
Emotions: Agape 1, Penthos 3 Spells/Thauma: Orthu’s Frightful Mindfulness, Gilded Cage, Horrible Opening of Penderghast, Sphere of Suffocation, Reshaping of Satree*, Drowning Sorrows, Iron Refuge *Aetos can use this on others but not on himself, a product of being an Abomination. Equipment: Long Sword, Spear, Light Shield, Helmet
Aetos is an Orc Sertori whose spirit fused with a Bronze Automaton shaped like a Caelan Solider. He is not solid bronze, but hollow inside, and his arms and legs have moveable joints, powered by his soul. The chest of the body is wearing traditional Caelan breastplate, and his head is a bronze plumed helmet with a faceplate shaped to look like its maker (Sertorius Poro). Technically, Aetos is a Grim (specifically, an Abomination). Aetos is the ruler of Tajem, a city along the Eastern Trade Route. His official title is Dominus, a Latar word for master. But he has expanded the meaning in Tajem to suggest a god of justice and law. Aetos is obsessed with protecting Tajem, and rigidly enforces the Law Codes that he wrote for the city. This stems from a true love of the settlement and its people. He genuinely regards himself as their protector, and his efforts are aimed at helping them survive in a world filled with dangers. However, it
is his unbending application of the law that causes the people of Tajem to not only love, but fear him. Aetos can speak, though his voice is reverberant and deep. His main focus is protection of the city, and his manner to strangers is cold. But those who earn his trust find Aetos still has a sense of humor and a heart. He is, however, capable of great violence in the name of enforcing law and order.
Past Born in 1263, Aetos was the son of a Caelan soldier. Like his father, Aetos rose through the ranks of the legions. He eventually obtained a centurion post in the Urban Cohort. But that was as far as he could rise as a Sertori, unless he joined the Caelcori (which he had no desire to do). An idealist, who believed strongly in the Fabian Laws and the Senate, Aetos hated the corruption and blatant violation of law he witnessed as a centurion by members of the Senatorial Order. He began to wonder if the Fabian Laws still applied under such conditions. He could not bring himself to violate the Lex Fabii, and instead decided to take his principles beyond Caelum to the broader world, to conquer the hearts of people in need of law and order. Before leaving, he did commit one act against the Senate: he stole a Bronze Soldier (See AUTOMATON in CHAPTER ELEVEN) and made it his servant through persuasion, not magic. He convinced the Automaton that going with him, was merely an extension of its duties to protect Cael, by advancing Caelan ideals around the world. Aetos traveled for many years, and he and the Automaton became heroes of sorts. However, in the city of Tajem, he encountered widespread chaos, caused by a cult of a powerful Sertori. Although it took months, he did cleanse the city and earn its praises but it was at a great cost. He went Grim while fighting the leader of the cult, and his spirit fused with the Automaton’s body. In the body of the Automaton, he was hailed as Aetos Dominus and became ruler of Tajem.
Future Despite his methods, Aetos remains popular in Tajem. People both love and fear him. However there is a growing, if silent, movement among some of the 436
upper Sayfada houses, to overthrow him. They will likely not succeed because he can use his powers to ferret them out, but they do stand a small chance against Aetos if he isn’t careful.
Gesara of Palus Defenses Hardiness
4
Stealth
6
Evade
6
Parry
3
Wits
9
Resolve
8
Key Skills Wrestling
1d10
Language/Script (Khubsi)
3d10
Light Melee
1d10
Language/Script (Singh)
3d10
Small Ranged
2d10
Language/Script (Ronian)
1d10
Speed
2d10
Creatures (Sertori)
3d10
Muscle
1d10
Creatures (Den Dwellers)
2d10
Detect
2d10
Creatures (Grims)
3d10
Ritual
2d10
Institutions (Sertori Orders)
2d10
Medicine
2d10
Magic (all four)
3d10
Divination
2d10
History (The Varian Sea)
3d10
Persuade
3d10
Qualities Wounds
2
Present Born in 1383, Gesara (a Human) is a highly respected Sertori hunter in Palus. King Hanno-Kar keeps her as an advisor, providing a generous stipend for her services to the Church of Ramos. From Port Sul, in the protection of a walled keep guarded by the king’s best soldiers, she continues her campaign against the Sertori. Though she has no Spells or items of power to assist her (she considers such objects evil), Gesara is aided by two Krut (see KRUT in CHAPTER ELEVEN: THREATS AND MONSTERS) who protect her from harm and are loyal to her cause. She also has a personal guard of Ogres. Gesara is well versed in Sertori lore, but her knowledge extends beyond that subject. She is no mere zealot bent on the destruction of Sertori; she is a skilled philosopher in her own right and has devised a series of strong arguments to justify the killing of
magic wielders. They say she once persuaded a Sertori to fall on his own blade, convincing him it was a just and desirable thing to do (though this is likely legend).
Past Gesara was born to an aristocratic family in Port Sul. She became a scholar of Nong Sai Kingdom and was a member of the Church of Light. Through the Church she was introduced to Nestarchus, a Sertori belonging to the Fellowship of Promestus. He fell in love with her, though she was already married and had children. Nestarchus was a powerful Misos and Agape caster who became afflicted trying to Captivate Gesara. The Spell didn’t work and she refused him. Enraged, he killed her family with a fire Spell and became a Grim Beast. Gesara lost her faith in the Church of Light and its Fellowship, converting to the Church of Ramos and devoting herself to killing Nestarchus. After years of research and investigation, she tracked the Grim Beast down and put an end to him.
Isharna Defenses Hardiness
5
Stealth
3
Evade
5
Parry
5
Wits
8
Resolve
8
Key Skills Wrestling
3d10
Ritual
3d10
Medium Melee
3d10
Language (Singh)
3d10
Small Ranged
3d10
Magic (Agape)
2d10
Speed
3d10
Magic (Misos)
2d10
Muscle
2d10
Magic (Deimos)
2d10
Endurance
3d10
Magic (Penthos)
2d10
Athletics
2d10
History (Mandaru)
3d10
Detect
2d10
History (Gulf of Anja)
3d10
Persuade
3d10
History (The Varian Sea)
3d10
Deception
2d10
Creatures (Den Dwellers)
3d10
Empathy
3d10
Creatures (Demons)
3d10
In 1423 Gesara wrote The Purging, scrolls that catalog the powers of Sertori and explain how to kill them. Since then, she has killed countless Sertori by researching their abilities and laying traps for them. Her studies led her to a ruin of Nong Sai where she found two Krut (Sa and Cha) in 1431, who became instrumental to her cause.
Reason
3d10
Creatures (Grims)
2d10
Medicine
3d10
Religion (Phukaoism)
3d10
Trade (Stone)
3d10
Survival (Wilderness)
3d10
Divination
3d10
Gesara never married again.
Emotions: Agape 1, Misos 1, Deimos 1, Penthos 1
Future Gesara’s immediate future is secure so long as Hanno-Kar remains in power. Even if he falls, as long as his successor belongs to the Church of Ramos she will be safe. One day she will be betrayed by a person close to her.
Qualities Wounds
5
Divinity
6
Spells/Thauma: Unity, Herald, Sphere of Suffocation, Flying Steel, Flight, Orthu’s Frightful Mindfulness, Heal, Gilded Cage, Sealing; Bountiful Blessing, Invincibility, Earthquake
Present Isharna is an Elven Sertori, who is over 700 years old and the focus of worship and admiration in the region of Phra Goa. He leads an order of monks who reside in Satra Dee, a monastery in the Padee Mountains, and believes the gods and their servants are evil Demons. Isharna is filled with love and compassion for mortals and thinks the gods use their powers selfishly. For the last four hundred years he has dedicated his life to helping the Humanoid Races and to killing Demons (which is his word for virtually anything supernatural, but in particular, Den Dwellers).
437
Isharna is also an example of the difference between an ancient Elf and other Humanoids. His vast Knowledge and wide range of Skills are a reflection of his experience.
Past Isharna is from Phukao and was once a priest and a member of the Phra Kao. He worshipped Ranua, Sarilla and the memory of Senga. He also studied the history of Nong Sai and became adept at Divination techniques. Over time, however, he came to question what he believed. Ranua only responded to prayers and offerings distantly, as if distracted by her own desires. The mortals of the world, for the most part, endured tremendous suffering and only lived briefly before dying. Elves were better off but not by much. They would eventually come to harm or die as well. Yet the gods and their Den Dwellers amassed power for themselves. His knowledge of Nong Sai and the death of Senga, led him to the conclusion that his own powers as a Sertori, and all Sertori, were bound up in that event. He speculated that were other gods to die, their power would pass to humanity. He even wondered if killing all the gods would make everyone in Gamandria Sertori. This formed the basis of the system of thought he developed into a way of life and a religion. He wanted to share his gifts with humanity, protect them, punish the gods, and bring their powers to all people. He moved South, and attracted a following. He and his Followers settled among the people of the Kaji River and slowly turned them to their way of life. Eventually, his monks became the dominant political force in the area.
Future Isharna’s future is uncertain. He could well succeed in what he set out to achieve. This is not an impossible goal, provided he takes the right steps. But he is attracting the anger of the gods. They have been slow to react, because they fear him, and do not want to provoke the Sertori who seems bent on their destruction. They also fear exposing themselves to his items of power and are not sure if he possesses the Blade of Sarilla.
438
Juventar Ilexu Gardo Defenses Hardiness
4
Stealth
6
Evade
5
Parry
3
Wits
7
Resolve
9
Key Skills Wrestling
2d10
History (Sea of Aetorus)
3d10
Light Melee
2d10
Places (Sea of Aetorus)
3d10
Small Ranged
3d10
History (The Varian Sea)
2d10
Athletics
2d10
Magic (Deimos)
3d10
Speed
1d10
Magic (Misos)
2d10
Muscle
1d10
Magic (Agape)
2d10
Detect
3d10
Magic (Penthos)
2d10
Command
3d10
Institutions (Political Organizations)
2d10
Deception
2d10
Institutions (Sertori Orders)
3d10
Empathy
1d10
Language (Latar)
3d10
Divination
3d10
Language (Singh)
1d10
Ritual
3d10
Language (Ronian)
1d10
Qualities Wounds
5
Divinity
1
Emotions: Deimos 2, Misos 2 Spells/Thauma: Bolt of Fury, Tearing the Veil, Eyes of Knowing, Obliterate Magic, Impel Blessing of Lorgo: Juventar is blessed by Lorgo and has his favor. He gains a +1d10 to any Skill Roll that is vital to the aims of the Caelcori.
Present Juventar is the prefect of the Caelcori and 49 years of age. He is also a powerful Sertori and known to use a White Mammoth of Lorgo named Vesper as a mount (the only living Orc to do so). He is usually accompanied by Kobold Lictors, an affectation due to the secrecy of his position (this makes him appear as a minor official rather than the head of the Caelcori). Greatly respected by the Senate, Juventar believes in the Fabian Laws and is a strong supporter of the Senate. Conservative, he worries about the influence Eastern cities like Poro Deos have on the Republic. Presently he is in the East, charged with arresting
General Brogustu upon his return from Perlova. He believes there may be a conspiracy of Sertori around the general and is investigating the matter.
Past Juventar is the son of Juventar Aetos, a senator whose father was a slave who became a freeman and rose to Senatorial rank. When Juventar Ilexu was young his powers earned him the nickname Gardo, or blessed. Though he desired to enter the Senate like his father, Juventar was enrolled in the Caelcori at the age of 10, learning their ways and understanding the institution’s importance. He received a thorough education in politics, history and how to use his powers wisely. At 18, Juventar decided to put his nickname to the test and attempted to pass through the Gates of Sola into Lorgo’s Realm (See EBURIA in CHAPTER SEVEN: GODS). He half expected to die, but Sola allowed him to pass through and hear the voice of Lorgo. Though he did not see the god, they conversed for many hours. Lorgo told him a time would come where Caelum must decide between the way of Poro Deos or the way of Cael. He would not meddle directly in the matter and allow the Caelans to choose course for themselves, but he gave Juventar a White Mammoth named Vesper, saying that Juventar had a special role to play. Juventar’s reputation as blessed served him well. His passage through the gates of Sola is legendary among the aristocrats of Cael and this helped him rise through the ranks of the Caelcori.
Future Juventar’s fate is intertwined with Brogustu’s. He is far too traditional and married to the old ways to consider joining with the general in the coming conflict. He will fight for the Senate, for the Fabian Laws, but the outcome is far from certain.
Ozias the Ice Lich Defenses Hardiness
10
Stealth
6
Evade
4
Parry
4
Wits
8
Resolve
9
Key Skills Bite
1d10
Muscle
3d10
Claw
1d10
Medicine
3d10
Light Melee
2d10
Command
3d10
Small
3d10
Empathy
2d10
Athletics
2d10
Reasoning
3d10
Speed
3d10 (60 feet)
Detect: 4d10
4d10
Qualities Wounds
5
Divinity
6
Emotions: Deimos 2, Misos 2 Spells/Thauma: Heal, Youthful Restoration, Cold Furious Gaze, Dread Passenger, Vow, Bend Gravity, Grasp from Beyond; Raise Dead, Majesty, Create Life Amber Touch: Ozias can imbue amber with the power to raise anyone who dies while wearing it as a Zombie. Ice Shape: Ozias has the power to shape ice into anything he wants.
Present Ozias is a Lich and worshipped as a god by the Orcs of Atroxis and the tribes of Pendeo. His prophet Malka advances the religion and Ozias remains in his ice palace of Daethron. In appearance, Ozias looks like a normal Lich and is virtually skeletal. He likes to wear fine togas and a crown of golden laurel leaves. Ozias sought godhood merely to increase his powers but finds it suits him. He enjoys being adored and is now looking beyond mere territorial expansion, beginning to take an interest in his purpose as a deity. He sees the Orcs tribes of the North as his children, and hopes to elevate them, to help them rise into a great civilization that rivals Caelum. Ozias has all the normal powers of a Lich (See LICH in CHAPTER ELEVEN: MONSTERS AND THREATS). He also has the unique ability to imbue amber with the power to animate people as Zombies and has mastery of ice.
439
The only way to kill Ozias and bring him to rest is to officially end his exile and bury him in soil near Cael.
Past Ozias is an exile, banned from Caelum three hundred and fifty years ago by the Caelcori for threatening to strike a senator with magic. The punishment would have been death had he tried to carry out the threat. He became a wanderer, joining with a band of Sertori in search of wealth and glory. Years later, while in Asharun, he turned into a Lich while attempting to heal a lifelong friend. The process brought the worst aspects of his personality to the surface, and he became a threat to his former allies and travel mates. Left with no choice, he slaughtered them and headed North toward his homeland. His heart filled with thoughts of vengeance against the Caelcori, but he felt something pulling him toward the Island of Atroxis, so continued on until he came to Daethron, a fine palace of ice that opened her doors to him and catered to his every need. He remained in isolation for over two hundred years plotting revenge on the Caelcori but never feeling he had the power to succeed. Ozias decided to increase his abilities by finding people to worship him. His first follower was an Orc Chief named Malka. Half dead from the cold and terribly wounded, he made the creature swear allegiance and devotion to him, in exchange for salvation. He then healed Malka and told the Orc to spread word of Ozias to his people (See ATROXIS AND THE TRIBES OF PENDEO in CHAPTER NINE: PEOPLES AND PLACES for more information).
Future Ozias will likely never defeat Caelum. He may try and meet with some success, but so long as he remains in Daethron, he can never have his revenge.
Sabeena basa Aruhana (Queen of the Marites) Defenses Hardiness
6
Stealth
3
Evade
3
Parry
3
Wits
7
Resolve
9
Key Skills Wrestling
1d10
Trade (architecture)
1d10
Light Melee
1d10
Trade (Wood)
3d10
Small Ranged
1d10
Talent (Mosaic)
2d10
Athletics
2d10
Places (Midbar)
3d10
Speed
2d10
Places (Varian Sea)
2d10
Muscle
1d10
History (Midbar)
3d10
Detect
1d10
Language (Khubsi)
3d10
Persuade
3d10
Language (Singh)
1d10
Deception
2d10
Language (Ronian)
1d10
Empathy
3d10
Qualities Wounds
5
Divinity
5
Emotions: Agape 2, Deimos 2 Spells/Thauma: Arch of Protection, Captivation, Splintering of Yaum, Plague of Fear, Pora’s Portrait, Gilded Cage, Servitor; Raise Dead, Rain of Fire
Present Queen Sabeena is a powerful Sertori who rules the city of Besra and the other Marite settlements. Sabeena is Human but her stocky build leads many to speculate Dwarven or Halfling ancestry. She utilizes this rumor to help secure the loyalty of her Dwarven subjects and Halfling allies, frequently expressing her love and sympathy for the two Races. Confident and charming, Queen Sabeena is a skilled diplomat who knows how to negotiate from a position of strength. She is also not afraid to use fear against her enemies, freely executing those who would do her harm. Her network of spies keeps her abreast of any internal threats. Queen Sabeena believes she is a goddess and has erected Temples to herself, tearing down Temples
440
to other deities in her city. On occasion she performs public miracles, such as resurrecting the dead (she has performed a total of 3 resurrections). This has made her very popular with the Marite people. Though a client of the Ronian Empire, Sabeena is planning an invasion of Chun and suggested she will stop paying tribute to the Ronians as part of a gambit to negotiate the use of their Sertori in her attack. She has also formed a strong alliance with the Shahr Republic through its representatives in Sula Akdala. At age thirty-nine, the Queen never married, but is presently looking for a suitable husband. It is not her intention to share power with anyone. Whoever marries Queen Sabeena will only assume the title, husband to the Queen. She merely wants to ensure she has heirs.
Sukat Defenses Hardiness
6
Stealth
5
Evade
4
Parry
4
Wits
7
Resolve
9
Key Skills Wrestling
3d10
Empathy
2d10
Light Melee
2d10
Ritual
3d10
Heavy Melee
3d10
Detect
2d10
Speed
2d10
Language (Khubsi)
3d10
Muscle
2d10
Language (Singh)
2d10
Persuade
2d10
Creatures (Sertori)
2d10
Past
Deception
3d10
Institutions (Military Orders)
2d10
Born in 1411, Sabeena is the daughter of King Ruhani who nearly unified the Marite cities in 1413. He died of illness in 1431. She succeeded him to the Besran throne and continued her father’s campaign until she realized unification in 1438. Since then, Besra has been the dominant power in the region.
Command
3d10
Institutions (Criminal and Secret Societies)
3d10
When she was young, her father discovered her powers and hired a teacher from the Fellowship of Promestus named Parsenias to train her so she could use her abilities wisely. Eventually her teacher returned to Ronia, but he made sure that she learned the how to cast her Spells effectively and that she understood the dangers of overuse. Parsenias is still alive and resides in Rostanba, where he remains an important point of contact for the Queen.
Qualities Wounds
5
Divinity
4
Emotions: Agape 3, Misos 1 Spells/Thauma: Captivation, Heart of Darkness, Gilded Cage, Inversion, Summon, Merciful Plea, Unity; Create Den
Present Sukat is the head of the Cult of Sukat, a religion devoted to Sarilla with temples throughout Southern Gamandria. He is a human in his late forties, tall and robust, with dark hair and dark skin. He usually wears white robes and a red hood.
When she continued her campaign of conquest, Sabeena made use of her Spells on the battlefield, which earned her the adoration of her soldiers. Many of them began to worship and as her powers grew she came to see herself as divine.
Sukat is pleasant and known for his silver tongue. He is capable of turning enemies into friends, and his Followers number in the tens of thousands now. Though friendly, Sukat has a cruel side and won’t hesitate to use it against anyone he perceives as disloyal or a threat.
Future
Past
Queen Sabeena’s invasion of Chun will likely be successful if she can secure the aid of the Fellowship of Promestus. Without them it will be a disaster, as Khata will send in its Sertori.
Little is known about Sukat’s past. He was apparently once a soldier, possibly a Marite, but he may have been from Chun. After fighting in several wars, he became a brigand and made a living robbing merchants on their way to Chun. He often had to
441
hide in the plains of Moru where he made several contacts with the local Rihan and Aluma. He became very rich doing this (mostly because his powers made it easy). At some point he had a religious experience in which Sarilla appeared and commanded him to lead a new cult in her honor. Over the next eighteen years he amassed an enormous following.
Future Sukat’s powers will grow and his cult will become larger.
Defenses 5
Stealth
4
Evade
5
Parry
5
Wits
8
Resolve
7
Key Skills Wrestling
1d10
Reason
3d10
Light Melee
3d10
Medicine
2d10
Medium Melee
2d10
History (Varian Sea)
2d10
Small Ranged
3d10
Places (Mandaru)
3d10
Speed
3d10
Places (Varian Sea)
2d10
Muscle
2d10
Places (Gulf of Anja)
2d10
Ride: Horse
3d10
Institutions (Trade Guilds)
2d10
Detect
2d10
Religions/Gods (Ranua)
3d10
Empathy
2d10
Language (Singh)
3d10
Persuade
2d10
Language (Khubsi)
2d10
Command
3d10
Qualities Wounds
5
Divinity
4
Emotions: Agape 3, Deimos 1 Equipment: Skull of Kashan Spells/Thauma: Desire, Inversion, Flavia’s Terrible Purification, Wild Whisper, Soul Shield, Void of the Demon Lords, Gilded Cage; Blood of a God
Present Veja Kashan is the Emperor of Mandaru (Kashan is a title of ruler ship conferred on him by the tribal 442
Veja is curious and interested in the world (particularly trade). He sees himself as a new breed of Elf, who seeks to restore the old ways but alongside an appreciation of the new. He reveres Ranua, and believes that immortality is a test from her, a seduction meant to lure the weak away from risks and greatness. In his view, he is risking everything (his immortality) to be a great man and forge a mighty empire. Veja admires Sardonan Culture and has sought ties with them, effectively making Sardona his client. But he despises Ronians and the Fellowship of Promestus (which he regards as an arrogant institution). Though most Elves hate Orcs, Veja is curious about them rather than hateful. And while he despises Asharun, he considers its people, the Hasri, a marvel and welcomes them into his empire.
Veja Kashan (Emperor of Mandaru) Hardiness
council). He is an Elf of about 249 years old (young for his Race), with few scars despite being a warrior his whole life.
Veja has a personal retinue of warriors who number 12,000. These are effectively his Followers for purposes of his Divinity Rating. He spends most of his time in the company of his warriors (his Benkrob) and he greatly enjoys watching performances of dance and music (especially the dancing traditions of the Hoona). His son Dosi Khusat rules Phukao while his daughter, Vetanna, governs Saiyok. He holds his court at the Sacred Tree in his palace in Vashanu. For information on his government and the Mandaru Empire see MANDARU EMPIRE in CHAPTER NINE: PEOPLES AND PLACES.
Past The son of an Elf chieftain (Khan) named Otan, Veja was born in 1201. He quickly proved himself as a capable warrior, and his skills with magic helped him attract a following of his own. He soon exceeded his father, who became his enemy (and was defeated by Veja). It was through his keen understanding of trade that Veja devised his empire. In 1423 he started a campaign of expansion after his warriors had unified the tribes of the Steppes of Shandee. His aim was to make Mandaru the heart of the major trade routes (some-
thing he knew it had potential to be). Though his tactics were fierce at times, he treated those who surrendered with mercy. The details of his campaign are explained in THE MANDARU EMPIRE in CHAPTER NINE: PEOPLES AND PLACES. In 1430 Veja started a project to improve his Summer capital Vashanu. From there he continued his expansion and focused on restoring the glory of Nong Sai through the Mandaru Empire.
Future Somewhere in the back of Veja’s mind is the thought that he could be greater than Ranua. This is an idea he fights against, and tries to keep in check. But increasingly it is becoming apparent to him it is possible not just to enter Ranua’s realm after death, but to rule it. This could lead to his downfall.
Zabaea (Queen of the Taksiri Pirates) Defenses Hardiness
6
Stealth
3
Evade
5
Parry
5
Wits
7
Resolve
8
Wrestling
1d10
Language (Khubsi)
3d10
Light Melee
2d10
Language (Singh)
2d10
Medium Melee
3d10
Survival (Sea)
3d10
Small Ranged
3d10
Sail (Sailing Ships)
3d10
Speed
2d10
Sail (Small Craft)
2d10
Endurance
2d10
Places (Varian Sea)
3d10
Muscle
2d10
Magic (Misos)
2d10
Detect
3d10
Qualities 5
Divinity
3
Queen Zabaea is leader of the Taksiri Pirates and lives in Kisra on the Fushal Islands. She appears to be Sardonan, having dark skin and light hair, but no one knows anything about her background. Zabaea is a Sertori, and uses her powers to the advantage of the pirates. However, she acquired Afflictions from her use of magic; these make her prone to anger and bloodlust, but also enable her to control the narrow channel of water leading to her island city. Zabaea is treated as a goddess by her followers, and much of their piracy stems from a desire to please her with gems and gold. This adoration is not undeserved. Under her leadership the Taksiri have risen to the level of a quasi-state, making an informal alliance with Sardona and causing terror throughout the Varian Sea. Despite her status as a goddess among the pirates, Zabaea’s fondness for blood and battle is well known, and she often accompanies her men on the more enticing ventures. Her unique blend of powers serves her well in skirmishes. Zabaea is a pirate, through and through. She does have a temple and it is filled with offerings of gold and treasure, but she spends most of her time drinking and gambling with her men in the inner halls. When she tires of this, Zabaea joins her fleet to enjoy the pleasures of war. Though she strikes an impressive figure, due to her height and confidence, Zabaea is often crude and informal.
Key Skills
Wounds
Present
Emotions: Misos 3, Agape 1 Afflictions: Stage 1 (Mental: Euphoria, Physical: Hands and Forearms Red), Stage Two (Mental: Mindless Rage, Physical: Hands Searing Hot to Touch when Angry or Passionate doing 3d10 Fire Damage) Spells/Thauma: Dancing Steel, Flying Steel, Blades of Wrath, Hungering Arrow of Yaum, Water Shape, Warding Wall, Immolation
Zabaea has a number of Afflictions. When she first lost control of her powers, she was casting Immolation. This caused her hands and forearms to turn bright red and gave her the Euphoria Mental Affliction. Because she moved into Stage Two, Zabaea no longer suffers the effects of the Euphoria herself, but projects the Emotion onto those in her presence. Her Stage Two Afflictions caused her hands to burn hot when angry or passionate (causing 3d10 Fire Damage). This is a blessing and curse. Though it allows her to harm enemies, it also has led her to unintentionally harm and kill lovers. The other side of her Stage Two Affliction is Mindless Rage. This is only triggered when an enemy or unknown ship enters the Taksiri Channel. In her case, the Affliction is unusual, filling her with a battle lust and desire to harm, yet she can control herself enough to not 443
attack her allies. What she can’t control are the effects her anger has on the surrounding waters, which begin to churn and spear ships with reefs requiring anyone sailing them to make a Sail Skill Roll at -2d10 or sink. Luckily, this seems to have no impact on friendly ships and only attacks those who are unknown or an enemy.
Past Almost nothing is known about Zabaea. There are rumors that she is the daughter of a Sardonan Emir, but no one has confirmed this. There are also rumors that she was created by Ramos to test Lurolai. Her manner and demeanor suggest a more humble and less spectacular birth.
Sample Sertori Use these example Sertori as NPCs, for random encounters or to for character concepts.
Anaree
Human Warrior
Defenses Hardiness
5 (8 with Inner Strength)
Stealth
5
Evade
5
Parry
6 (9 with Dagger of Anaree)
Wits
6
Resolve
7
Future
Key Skills
Zabaea is ascending. Her powers grow and her Afflictions heighten rather than hinder her position. At some point she may lose control completely, forming a Grim on the islands. If she does, not much will change from her perspective. She will be more powerful, her physical form may change, but she will remain the supreme goddess of Pirates.
Wrestle
3d10
Swim
2d10
Light Melee
3d10
Sail
2d10
Medium Melee
3d10
Detect
2d10
Athletics
2d10
Magic (Misos)
3d10
Endurance
3d10
Religion (Phra Jao)
3d10
Speed
3d10
Language (Khubsi)
2d10
Muscle
3d10
Language (Singh)
3d10
Qualities Wounds
5
Divinity
2
Emotions: Misos 3, Deimos 1 Expertise/Combat Techniques: Light-Deflect, Medium-Deflect Equipment: Short Sword, Dagger of Anaree Spells/Thauma: Inner Strength, Flying Steel, Blades of Wrath, Flight, Storm Walker, Hide
Description Anaree is a swords master and hero adored by the people of Khata (especially those inhabiting the Rashua Forest). Despite being Human, she is greatly respected across the various castes and is a servant of Naree, a member of the Phra Jao. Her duty in Khata is to promote law and order in the regions just outside the capital’s control. She once battled with the Emerald Serpent, impaling its head with her sword. This was not enough to kill it, but left a scar and secured her reputation as a warrior.
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Ariston
Badr
Defenses
Defenses
Human Jack of All Trades
Hasri Warrior
Hardiness
6
Hardiness
5 (7 with Scars Upon Scars/9 Cathartic)
Stealth
3
Stealth
5
Evade
3
Evade
5 (7 with Cloak of Protection)
Parry
4
Parry
5 (7 with Cloak of Protection)
Wits
6
Wits
6
Resolve
8
Resolve
6
Key Skills
Key Skills
Wrestling
2d10
Reasoning
0d10
Medium Melee
3d10
Persuade
3d10
Medium Melee
2d10
Command
3d10
Speed
2d10
Trade (Fabric)
2d10
Speed
0d10
Medicine
3d10
Muscle
1d10
Talent (Singing)
2d10
Muscle
3d10
Institutions (Criminal Orders)
3d10
Endurance
3d10
Language (Khubsi)
3d10
Athletics
3d10
Language (Ronian)
3d10
Detect
3d10
Language (Singh)
1d10
Endurance
1d10
Language (Singh)
1d10
Detect
0d10
Qualities
Qualities
Wounds
5
Divinity
0
Wounds
5
Emotions: Agape 2, Penthos 2
Divinity
1
Expertise/Combat Techniques: Speed-Initiative, Medium Melee-Deflect
Emotions: Misos 3, Penthos 1 Flaw: Foul-Tempered, Unintelligent (−1d10 Knowledge Rolls) Spells/Thauma: Bend Gravity, Blades of Wrath, Impel, Horrible Opening of Penderghast, Inner Strength
Description Ariston is a Ronian bandit who robs merchants and travelers along the road from Helenos to Talyr. Crude and obtuse, he prefers direct methods and bluster to subtle plans. He also delights in intimidating his victims, taunting them with Bend Gravity or the Horrible Opening of Penderghast. He is skilled in a range of weapons, but is partial to the mace (which he likes to imbue with Blades of Wrath). If anyone is brave enough to attack him, he usually casts Inner Strength to reduce their effectiveness. He commands a gang of 10 Bandits (who are also his Followers). For their stats use the BANDIT entry in CHAPTER ELEVEN: THREATS AND MONSTERS. He and his men spend what they take on the pleasures of the city, and have been known to pay extravagant sums at local taverns in Talyr or Yodh (they generally avoid Ronia).
Spells/Thauma: Cloak of Protection, Summon, Endure, Scars Upon Scars
Description Badr is a sword for hire from Asharun, who once served in the Sultan’s army. Badr lost standing in the army for perceived slights against the commander. Now Badr seeks fortune to help Badr’s clutchlings and clan. A skilled swordsman and singer, Badr is currently scouring the Varian Sea region for lost treasures of Nong Sai. Badr likes to combine Endure and Scars Upon Scars, and uses Summon as a last resort.
445
Barka Dulo Iqra
Cael Korgo
Defenses
Defenses
Dwarf Tradesman
Kobold Performer
Hardiness
6 (8 with armor)
Hardiness
3
Stealth
4
Stealth
8
Evade
4
Evade
3
Parry
3
Parry
3
Wits
6
Wits
9
Resolve
8
Resolve
6
Key Skills
Key Skills
Small Ranged
3d10
Trade (Fabric)
2d10
Small Ranged
2d10
Talent (Aulos)
2d10
Speed
1d10
Language (Khubsi)
3d10
Large Ranged
2d10
Places (Sea of Aetorus)
2d10
Endurance
3d10
Language (Singh)
1d10
Speed
2d10
Places (The Mandaru)
1d10
Muscle
0d10
Survival (Desert)
2d10
Muscle
0d10
Places (Varian Sea)
1d10
Detect
2d10
Creatures (Humanoids)
2d10
Detect
2d10
Language (Latar)
3d10
Deception
2d10
Creatures(Animals/Monsters)
2d10
Talent (Dance)
3d10
Language (Singh)
1d10
Reasoning
2d10
Talent (Acting)
2d10
Qualities
Qualities
Wounds
5
Wounds
5
Divinity
1 (10 Followers)
Divinity
0
Emotions: Deimos 2, Penthos 2
Emotions: Misos 3, Deimos 1
Spells/Thauma: Sphere of Suffocation, Reshaping of Satree, Day Dream, Gaze of Carus, and Eyes of Knowing
Afflictions: Physical (Skin), Mental (Mindless Rage), and Projects Delusions
Description Barka is known as Lord of the Bean by his Followers (of which he has ten). His temple (House of the Bean) is located in Donyra, and is more of a money-making venture than a religious institution. The son of a Merchant, Barka came to the glorious city of Sertori in search of investors but found the luxury of the place to his liking and remained there. The House of the Bean is a coffee house and place for his worshippers to gather and be entertained. He has also become something of an information broker among the local Sertori pantheon.
446
Spells/Thauma: Avalanche of Flame, Bolt of Fury, Dance of Satree, Thekla’s Secret Pathway
Description Cael has been many things in his life, living as an actor and dancer in his early years, then as a centurion in the Caelan Army, where he went mad during battle. He now lives as an outcast. Consumed by his own rage, Cael revels in the destructive powers of Misos Magic. He wanders the land in search of comfort and people to destroy. Cael’s skin automatically blends with the environment around him, giving him a bonus to stealth. He has no control of this ability, it simply occurs as a result of his Affliction. Though he is no longer burdened with it himself, Cael projects Delusions on those around them. These usually feed into their fears and insecurities. Though he is filled with mindless anger, Cael is not without subtlety. He doesn’t merely find victims on the road and blast them with flame. For him it is more enjoyable to befriend and betray. The trigger for Cael’s mental Afflictions is the scent of Elean Oil.
Fang of Sur Vanker
Flavia
Defenses
Defenses
Gru Warrior Berserker
Human Leader
Hardiness
6
Hardiness
3
Stealth
4
Stealth
5
Evade
3
Evade
4
Parry
5
Parry
3
Wits
6
Wits
6
Resolve
7
Resolve
8
Key Skills
Key Skills
Wrestling
3d10
Reasoning
2d10
Wrestling
2d10
Trade (Architecture)
1d10
Heavy Melee
3d10
Survival (wilderness)
3d10
Speed
1d10
Language (Ronian)
3d10
Speed
2d10
Language (Klerskel)
3d10
Muscle
0d10
Language (Singh)
1d10
Muscle
3d10
Language (Singh)
1d10
Command
3d10
Magic (Agape and Deimos)
3d10
Endurance
2d10
Religion/Gods (Sur Vanker)
3d10
Detect
2d10
Places (Varian Sea)
2d10
Command
2d10
Empathy
3d10
Places (Caelum)
2d10
Ritual
2d10
Creatures (Sertori)
3d10
Talent (poison)
2d10
Creatures (Grims)
3d10
Qualities Wounds
5
Divinity
1
Qualities
Emotions: Deimos 1, Agape 1, Penthos 1, Misos 1
Wounds
5
Spells/Thauma: Sanctuary, Seeping Wound, Grasp from Beyond, Soul Shield, Herald, Dancing Steel and Impaling Spike
Divinity
0
Description Head of the Temple of the Noble Fang in Donyra, the Fang of Sur Vanker (whose given name is Grolf) is a kind of prophet, who is trying to expand worship of the Gru deity to other Races outside the Northern lands. The Fang of Sur Vanker is a Berserker (see the GRU entry in CHAPTER TWO: CHARACTER CREATION) though the rage rarely strikes him. Bloodthirsty by nature, Fang is also practical and capable problem solver. His temple is basically an arena where Followers train and fight in a controlled environment in honor of Sur Vanker. He has ten Followers who reside at the temple. Because Fang is a balanced Sertori, he has two additional Spells. His Spell selection was also chosen using the random method.
Emotions: Deimos 3, Agape 1 Afflictions: Physical (Raspy Voice), Mental (Paranoia) Spells/Thauma: Thekla’s Secret Pathway, Costly Bargain, Memory, Gilded Cage, Eyes of Knowing*, Treacherous Icon*, Malevolent Mockery*, Arch of Protection* *Acquired through use of the Costly Bargain Spell
Description Flavia is a rogue Sertori in her 50s from Ronia, where she fled from the Fellowship of Promestus after refusing to take their vow. She often travels under an assumed name (her favorite names are Basina and Ucina), especially when she meets other Sertori (who have learned to fear the name Flavia). Though she has no Followers, Flavia has gained tremendous power by using the Costly Bargain Spell to steal magic from Sertori. In the process she slipped into madness and her voice was altered, sounding raspy and inhuman. Flavia trusts no one and is willing to kill friends or loved ones to acquire new Spells. She is also adept at gaining peoples’ trust. Flavia is obsessed with learning about Grims, Magic and Sertori, she uses costly bargain toward that end. In her later years she has focused on more scholarly pursuits. 447
Flavia is not the Flavia mentioned as a member of the Alexandrian Council in the Fellowship of Promestus entry. It is simply a common Ronian name.
Elf Scholar
Defenses
Kalla Basa Jafa (Jafa Asra-Qarta) Halfling Warrior
Defenses
Hardiness
3
Stealth
3
Evade
3
Parry
3
Wits
9
Resolve
6
Hardiness
4 (7 with Shahri Pearl Armor)
Stealth
4 (3 with Shahri Pearl Armor)
Evade
5
Key Skills
Parry
5
Speed
1d10
Read Script (Sai)
3d10
Wits
7
Muscle
0d10
Read Script (Yoshaic)
3d10
7
Detect
2d10
Read Script (Ronian)
3d10
History (Varian Sea)
3d10
Language (Singh)
3d10
History (Mandaru Region)
3d10
Language (Khubsi)
3d10
Resolve
Key Skills Wrestling
2d1-
Command
2d10
History (Sea of Aetorus)
2d10
Language (Ronian)
3d10
Light Melee
3d10
Persuade
2d10
Creatures (Grims)
2d10
Language (Latar)
2d10
Medium Melee
2d10
Medicine
2d10
Speed
1d10
Language (Khubsi)
3d10
Qualities
Muscle
1d10
Language (Singh)
1d10
Detect
0d10
Qualities Wounds
5
Divinity
0
Emotions: Agape 3, Penthos 1 Combat Techniques: Light Melee-Counter Spells/Thauma: Captivation, Heal, Enhance, and Share Pain
Description Kalla once served in the Shahri army as a Sertori officer. Her exploits on the battlefield are well-known, but she changed her name from Jafa Asra-Qarta when her terms of service ended. She retired in Magaea (a Ronian province) where she opened a coffee house and kept her Sertori powers secret so she wouldn’t have to join the Fellowship of Promestus. She still keeps her pearl armor and a Mandaru Sabre in a chest above her quarters for their sentimental value. Kalla entertains here patrons with tales of Jafa Asra-Qarta’s adventures, always concealing that they are the same person. In combat, Kalla prefers to use Captivation to prevent confrontation, and casts Share Pain once combat begins.
448
Wasan Phra
Wounds
5
Divinity
1
Emotions: Penthos 3, Agape 1 Spells/Thauma: Cacophony, Drowning Sorrows, Illuminate Script, Reshaping of Satree, Orthu’s Potent Script
Description Wasan is a historian from Phukao and one of the foremost experts on Grims. He is 290 years old, residing now in Sardona to study Angordee. There he has a small community of scholars who are his Followers. He has written many books on the subject of Grims and several Histories of Nong Sai (many of which are in Khubsi). Wasan uses his Illuminate Script Spell to access information about the past, via the authors of different texts. His large number of Knowledge Skills is a reflection of his Scholar Background and his experience.
Appendix One: Encounters These encounter tables are provided as models and a base for the GM to work with. Some of them are simple encounter charts while others are tiered, allowing for greater nuance and depth. While the tables below generally do not exceed depths of three tiers, they can be as deep and as specific as you wish. While these are based on tables used in our own Sertorius campaigns, they are also generalized to make sense to readers (we left out specific elements that mean something to us, but would just create confusion outside our own gaming group). Gamemasters can make their own encounter tables and develop these existing ones as their campaigns progress. Updating and changing tables to account for events is also encouraged. Encounters use 2d10 added together, producing the following probabilities for each result: Result
Probability
2
1%
3
2%
4
3%
5
4%
6
5%
7
6%
8
7%
9
8%
10
9%
11
10%
12
9%
13
8%
14
7%
15
6%
16
5%
17
4%
18
3%
19
2%
20
1%
TABLE: HILLS, FOOTHILLS OF YAUM I Roll
Result
2
Roll on Foothills of Yaum II
3
Boulder Crabs
4
Pavalorgi
5
Rat King
6
Wooly Rhinos
7
Bandits
8
Villagers
9
Goats
10
Impediment
11
Lost
12
Sheep Herd
13
Wolves
14
Shepherds
15
Korvars
16
Gru Hill Tribesmen
17
Gru Berserker
18
Slave Traders
19
Caelum Soldiers
20
Trolls
TABLE: HILLS, FOOTHILLS OF YAUM II Roll
Result
Roll
Result
2
Roll on Foothills of Yaum III
2
Qarin
3
Eyes of Sertori
3
Roll on Grims and Grim Beast Table
4
Krut
4
Demon
5
Harpy
5
Boulder Crabs
6
Golden Locust
6
Sand Walker
7
Whirling Legacy
7
Wild Men
8
Whisperers
8
Merchants
9
Crimson Tick
9
Bukra Tribesmen
10
Brownies
10
Lost
11
Ghouls
11
Bandits
12
Zombie
12
Sandmen
13
Imps
13
Ruya Tribesmen
14
Trow
14
Ogres
15
Theklan Raider
15
Ghouls
16
Demagogue
16
Theklan Raiders
17
Wasp Queen
17
Sand Dragon
18
Minotaur
18
Naga Men, Eastern
19
Giant
19
Sertori
20
Sertori
20
Ifrits of Sul
TABLE: HILLS, FOOTHILLS OF YAUM III Roll
450
TABLE: DESERT, MIDBAR (TN 7)
Result
2
Angel of Ramos
TABLE: FOREST, ANGORDEE FOREST I (TN 7) Roll
Result
2
Roll on Angordee Forest II
3
Demon
3
Haunchback Spiders
4
Marble Statue
4
Ogre Tribesmen
5
Wolf of Ranua
5
Human Hill Tribesmen
6
Rider of Ranua
6
Mandaru Merchants
7
Brain Wasps
7
Wildmen
8
Trow
8
Soldiers (city of Thrana)
9
Banshee
9
Zombies
10
Empty Shell
10
Bandits
11
Monstra
11
Lost
12
Yaumbie
12
Sardonan Merchants (Udhrah Tribe)
13
Vampire
13
Korvars
14
Qarin
14
Sardonan Merchants (Kamak Tribe)
15
Burning Eagle of Ramos
15
Orc Hill Tribesmen
16
Krut of Sarilla
16
Flying Squid
17
Wasp Queen
17
Sardonan Pilgrims
18
White Mammoth of Lorgo
18
Thorny Death Moss
19
Sur Vanker’s Bear
19
Bear
20
Yaum
20
Brain Wasps
TABLE: FOREST, ANGORDEE FOREST II Roll
Result
TABLE: FOREST, ISAN II Roll
Result
2
Krut
2
Gorillas, Great
3
Ifrit of Sul
3
Monkeys, Staring
4
Monkey, Staring
4
Marghast
5
Empty Shell
5
Giants
6
Haunting Spirit
6
Monstra
7
Zombie, Ogre
7
Abomination
8
Monstra
8
Pavalorgi
9
Ophidian
9
Wolves of Ranua
10
Worm Wood
10
Ghouls
11
Monkey, Skunk
11
Numinous Elves
12
Trolls
12
Riders of Ranua (Den Dweller)
13
Trow
13
Strixes
14
Qarin
14
Gorgon
15
Sertori
15
Haunchback Spiders
16
Blue Mushroom
16
Trolls
17
Naga Men, Eastern
17
Banshee
18
Banshee
18
Mammoth of Lorgo (Den Dweller)
19
Burning Eagles of Ramos
19
Lich
20
Angel of Ramos
20
Demon
TABLE: FOREST, ISAN I (TN 9) Roll 2
Result Roll on Isan II Table
TABLE: MOUNTAINS, MIDBAR/MIDBAR VALLEY (TN 7) Roll
Result
3
Zombies
2
Blue Mushroom
4
Vampires
3
Sand Dragon
5
Flying Squid
4
Zombies
6
Naga
5
Dwarven Hill Tribes
7
Monkeys
6
Korvars
8
Tar Pits
7
Boulder Crabs
9
Kasikon Tribesmen
8
Pavalorgi
10
Tiger
9
Blemmyae
11
Lost
10
Lost
12
Impediment
11
Obstruction or Impediment
13
Snake, Giant
12
Wolves
14
Gorillas
13
Ogre Tribes
15
Brownies
14
Bandits
16
Blue Mushrooms
15
Human Hill Tribes
17
Imp
16
Merchants
18
Naga men, Western
17
Trolls
19
Dryad
18
Giants
20
Roll on Grims and Grim Beasts Table
19
Trow
20
Roll on Grims and Grim Beasts Table
451
TABLE: RIVERS AND WETLANDS, KHAI RIVER (TN 8) Roll
Result
2
Guardian Beast
3
Surface Dweller
4
Harpies
5
Cultist of Emerald Serpent
6
Bandits
7
Naga
8
Rasuwan Tribesmen
9
Merchants
10
Crocodiles
11
Impediment
12
Snake, Giant
13
Tiger
14
Hippopotami
15
Blemmyae
16
Naga Men (Eastern and Western)
17
Monstra
18
Pleasure Leach
19
Gliding Hunger
20
Demon
TABLE: ROAD (CIVILIZED), CAELUM I (TN 4) Roll
Result
2
Mammoths or Elephants
3
Caelan Aristocrat with private guards
4
Impediment
5
Slave Traders
6
Postman or private message carrier
7
Bandits
8
Wolves
9
Travelers
10
Merchants
11
Soldiers (Caelum)
12
Soldiers (Caelum)
13
Merchants
14
Merchants
15
Bandits
16
Human, Gru, Orc or Elven Hill Tribes (varies by region)
452
17
Fugitive
18
Caelan Engineers or workers
19
Strix
20
Roll on Road Encounters II
TABLE: ROAD (CIVILIZED), CAELUM II (TN 4) Roll
Result
2
Roll on Grim Beast Table
3
Ghouls
4
Sertori
5
Caelan Magistrate with Lictors
6
Angry Spirits
7
Monstra
8
Beggars
9
Korvars
10
Local Magistrate or Official with Lictors/Guards
11
Pavalorgi
12
Zombies
13
Rhino or Wooly Rhinos
14
Tax Collector with Lictors or Private Guards
15
Vampire
16
Armira if within a few miles of Sea (if not roll again)
17
Wildmen
18
Blemmyae
19
Trolls
20
Demon
TABLE: ROAD ENCOUNTERS I (TN 6) Roll
Result
2
Monstra
3
Vampire
4
Lost
5
Impediment
6
Slave Traders
7
Traveling Scholars
8
Soldiers
9
Bandits
10
Merchants
11
Beggars
12
Merchants
13
Bandits
14
Soldiers
15
Pilgrims
16
Priests
17
Impediment
18
Lost
19
Zombies
20
Special: Roll on Road Encounters II
453
TABLE: ROAD ENCOUNTERS II (TN 6) Roll
Result
2
Demon
3
Den Dweller (Guardian)
2
Roll on Grims and Grim Beast Chart
4
Den Dweller (Surface Dweller)
3
Theklan Raiders
Roll
Result
5
Den Dweller (Guardian Beast)
4
Ghouls
6
Grim (Grim Beast)
5
Wasp Queen
7
Grim (Haunt)
6
Lost
8
Animal (Terrain Appropriate)
7
Sayfada Travellers
9
Korvars
8
Camels
10
Naga or Pavalorgi (depending on region)
9
Rihan Tribesmen
11
Strix
10
Merchant Caravan
12
Ghouls
11
Cult of Sukat Pilgrims
13
Spirits
12
Antelope
14
Trolls
13
Bandits
15
Vampires
14
Wolves
16
Wildmen
15
Sandmen
17
Monstra
16
Orc Tribesmen
18
Krut
17
Zombies
19
Blemmyae
18
Hasri Tribes People
20
Demon
19
Sand Dragon
20
Trow
TABLE: STEPPES AND PLAINS, STEPPES OF SHANDEE (TN 7) Roll
454
TABLE: STEPPES AND PLAINS, PLAINS OF MORU (TN 7)
Result
TABLE: OCEANS AND SEAS (TN 9) Roll
Result
2
Riders of Ranua
2
Roll on Grims and Grim Beast Table
3
Numinous Elves
3
Gliding Hunger
4
Rhinos
4
Ship Mites
5
Vampires
5
Sea Slime
6
Orc Hill Tribes
6
Armira
7
Mammoths or Elephants
7
Pirate Ship
8
Mandaru Soldiers
8
Merchant Ship
9
Bandits
9
Lost
10
Elven Tribesmen
10
Difficult Waters
11
Wolves
11
Hippocampi
12
Zombies
12
Military Ship
13
Pavalorgi
13
Sharks
14
Brownies
14
Slaver Ship
15
Blue Mushroom
15
Reef
16
Angry Spirit
16
Whale
17
Rat King
17
Ship Wreckage
18
Ghouls
18
Theklan Raiders
19
Sand Dragon
19
Pirates with Sertori
20
Roll on Grims and Grim Beasts Table
20
Special: Roll on Oceans and Seas II
TABLE: OCEANS AND SEAS II Roll
Result
2
Leviathan
3
Qalibarian
4
Sea Beast of Lurolai
5
Wasp Queen
6
Haunting Spirit
7
Regional Encounter Tables It can be helpful to make encounter tables for entire areas that include more than one terrain type. Here are some examples using Belvar. TABLE: BELVAR, GENERAL I Roll
Result
Giant Ship
2
Armira
8
Troll Ship
3
Bear
9
Sudden Maelstrom
4
Gulga Raptor
10
Island, Uncharted (GM discretion)
5
Slave Traders
11
Eyes of Sertori
6
Bandits
12
Whirling Legacy
7
Rabbits
13
Naga
8
Hill Tribesmen
14
Angry Spirit
9
Human Locals
15
Zombie Ship (ship crewed by Zombies)
10
Gru Merchants
16
Wildmen Ship
11
Harmless Wildlife
17
Sea Beasts of Lurolai
12
Gru Villagers or Locals
18
Marid of Lurolai
13
Impediment
19
Selkie
14
Gru Warriors (Iska)
20
Sirens
15
Korvars
16
Zombies
17
Strix
Result
18
Pavalorgi
2
Grim
19
Wolves
3
Abomination
20
Roll on Belvar II
4
Brain Wasp
5
Demagogue
6
Gorgon
7
Dybbuk
8
Monstra
9
Monstra
10
Monstra
11
Harpy
12
Minotaur
13
Ghoul
14
Dryad
15
Ophidian
16
Siren
17
Lich
18
Banshee
19
Unique Grim Beast
20
Grim
TABLE: GRIMS AND GRIM BEASTS Roll
455
TABLE: BELVAR, GENERAL II Roll
Result
2
Bear of Sur Vanker
3
Mammoth
4
Gru Berserker
5
Snow Serpent
6
Gru Warriors (Gara Tribesmen)
7
Sertori
8
Gru Warriors (Belvari Tribesmen)
9
Orc Merchants
10
Gru Merchants (Belvari)
11
Gru Druids
12
Blood Tree
13
Human Rebels
14
Trolls
15
Krut
16
Wooly Rhino
17
Dryad
18
Gru Warriors (Gruvar)
19
Ice Demon
20
Taidin
TABLE: BELVAR, TAIDIN UNDERWORLD (NARAN)† Roll
Result
2
Demon
3
Eyes of Sertori
4
Trolls
5
Boulder Crabs
6
Ice Demon
7
Snow Serpent
8
Thorny Death Moss
9
Rat King
10
Taidin Cultivator
11
Taidin Warrior
12
Taidin Priest
13
Taidin Child
14
Waste Elves
15
Taidin Females
16
Korvars
17
Taidin Elder
18
Haunchback Spiders
19
Coin Spiders
20
Trow
† Roll every hour
456
Appendix Two: Sample list of Kings and Rulers These are just sample lists of rulers. This is used to show the specific history of key locations, but also to serve as a model. These can be handy short hand for suggesting important historical developments. For example, the nature of ruler titles shifts back and forth between high priests and kings in Talyr. There was only room for two here, but we may make more available on the Bedrock Games website. We also included a list of the archons of the Fellowship of Promestus below.
A: LIST OF KINGS (MALIKS) and QUEENS (MALIKA) OF RASHUA 500 525 537 552 574 633 667 682 683 697 748 751 767 776 793
Malik Tamruk, Malik Nisiq, and Malik Ashqart† Maliq Ashqart II Malik Ashqart III Malik Yaum-Kar Malik Yaum-Kar II Malika Kalla Malik Lahhad Malik Yozhan Lahhad Malika Nagat Malika Naqat Shar-Bala Malik Safuh Malik Safuh, Malik Matark Malik Safuh, Malik Qordeen Malik Safuh, Malik Qordeen, Malika Jahara Milik Yaum-Kar III, Malik Qordeen, Milka Jahara
815 867 879 908 923 950 963 994 1014 1057 1058 1072 1094 1117 1152 1176 1213 1217 1243 1300 1322 1367 1379 1403 1424
Malik Hadda Malik Hadda II Malik Hadda III Malik Hadda IV Malik Ashmun, Malika Besharte Malika Besharte II Malik Beshart Malika Besharte III Malik Salikar Malik Salikar II Malik Aqbal, Malik Sirom Malik Aqbal Malik Tar-Bal Malik Tar-Bal II Malik Haqart Malik Haqart II Malik Rashun Malika Rashuna Malika Saphroniba Malik Shar-Khubu Malika Khuba Malika Khuba II Malik Qalah Malik Qalbos (Brother of Qalah) Malik Samhar-Bal (Son of Qalah)
† When multiple rulers are mentioned, indicates division and conflict in region
B. LIST OF RULERS OF CITY OF TALYR 700 731 766 805 842 903 917 944 978 1023 1032 1034 1038 1043 1046 1046 1049 1051 1055 1057 1064 1071 1346 1360 1378 1404 1439
Bal-Karba Makun Bal-Karba Iqran Bal-Karba Druz Bal-Karba Druz II Bal-Karba Druz III Bal-Karba Ligish Malika Ishat Malika Iqra Malik Jarhayn Malik Hiram Malik Hiram II Bal-Karba Karima Bal-Karba Ishana Malika Atayuna Bal-Karba Uthmar Malik Alu-Yaum Malik Hanno-Qart Bal-Karba Hafar Bal-Karba Hafar, Malik Hanno-Qart Malik Hanno-Qart II Bal-Karba Hafar II The Ulami (a council of tribal leaders) Saan Khusat Sheik Jamad Sheika Usa Sheik Kasir Malik Tauq
C. ARCHONS OF FELLOWSHIP OF PROMESTUS
458
Year
Archon
Number
490-526
Alexandros Promestus
1
526-530
Hyaleas
2
530-532
Tarasios
3
532-540
Nicetas
4
540-555
Zura
5
555-579
Ephradina
6
579-581
Ktenas
7
581-590
Cyril Opsevia
8
590-612
Tiberius
9
612-623
Yoshenas
10
623-640
Euvasius
11
640-645
Lysas
12
645-647
Mezan
13
647-648
Gennados
14
648
Bartos
15
648
Bessarion
16
648-651
Licinia Mega
17
651-665
Appollos
18
665-684
Evaristus
19
684-697
Phocas
20
697-721
Nicetas
21
721-746
Maria
22
746-786
Narses
23
786-810
Nicodemus
24
810-827
Taiboon
25
827-1170
Klahan Enteka
26
1170-1185
Loukia
27
1185-1187
Fulvar
28
1187-1216
Hiram
29
1216-1223
Sophina
30
1223-1241
Libanius
31
1241-1254
Stylian
32
1254-1276
Aulus
33
1276-1277
Decius
34
1277-1293
Barka
35
1293-1303
Fausta
36
1303-1315
Godilas
37
1315-1334
Hilarca
38
1334-1352
Vermak
39
1352-1356
Iordanes
40
1356-1370
Probina
41
1370-1389
Gordia
42
1389-1406
Barbatus
43
1406-1407
Druza
44
1407-1417
Colluthus
45
1417-1424
Hypatius
46
1424-1436
Leocadia
47
1436-present
Loukas
48
Appendix Three TITLES IN GAMANDRIA These are lists of titles and important words by region.
ASHARUN Aqarib: Clan Bal-Qadi: These are two Qadi with special functions. The first is the Governor of Veja and head of the other Qadi. The second serves as the Sultan’s adviser and helps manage the day to day functions of the empire. Bassalu Sarilla: The inner circle of the Hasri Priesthood who perform secret rites at the Pillar of Life. Their name translates into “Children of Sarilla”. Emir: A general who serves a Qadi or the Sultan Korba Sarilla: Usually just called Korba, this is a member of the Hasri Priesthood. Appointed by Sultan. Qadi: Provincial Governors appointed by the Sultan Qadina: Administrators and magistrates below the Qadi who function at more local levels. Qurbana: Clutch Qurabi: Sibling/Clutchling Qarib: Tribe Sultan: The religious and political leader of Asharun. Elected for life by the imperial governors (Qadi) and the Hasri Priesthood
Caelum Aedile: Magistrates in charge of public buildings. The road system is managed by an Aedile. The Aedile of the public road system is also a legionary commander, ranked below a praetor. Centurions: Officers in command of a century (100 men) in the legions. Centurions are assisted by an Optio. Censors: These are minor agents of the Caelcori who can be invested with enormous powers by the leadership of the order. Curia: These are any kind of council, such as a local governing body of aristocrats. Most major cities in Caelum have a Curia. Duoviri: These are executive officers that serve on local councils. They function much like imperators, which are the Senate’s equivalent to these positions. Imperator: One of two executive magistrates elected by the Senate. They have authority over provincial governors. They also command legions. These are generals of the highest rank. Legate: A person in command of a legion who is not a provincial governor or imperator. This is a general of the lowest rank. Optio: Second in command of a century. Praetor: A governor of a province who also commands its legions. These are generals of a rank below Imperator. Prefect: These are important posts in the Republic that head different organizations. For example The
Caelcori are headed by a Prefect. The legions also have Prefect posts below the tribunes.
FELLOWSHIP OF PROMESTUS
Promagistrate: Someone who serves as a magistrate without holding the office himself (usually delegated by the actual office holder).
Kabouli: A member of the Alexandrian Council.
Quaestors: These are low ranking offices in the Republic. They are its civil servants and record keepers. Tribune: High ranking magistrates in the Caelum Republic. They normally serve directly under the most senior position. There are tribunes in the legions, the Caelcori and in most public offices. Tribunes usually possess the power to enforce the laws of Caelum.
CHAMBAR Ameta: A member of the ruling class (including Khans, Khuns and Khusats). Khan: Ruler of a city-state and surrounding communities. Khun: An official under a Khan who governs on his behalf in the outer settlements. Khusat: Ruler of a vast collection of city states each governed by a Khan. Manut: A farmer. Mai Pun: Merchant or craftsman. Nai Pun: A warrior/scholar/priest.
CHURCH OF RAMOS Qadi: A governing body of ministers. Not unlike bishops Ulami: These are ‘fathers’ and ‘mothers’, priests of the Church Akhi: A low ranking male member of the Church, a ‘brother’ Rahibi: A low ranking female member of the Church, a ‘sister’
Archon: The head of the Fellowship. Luthos: A Deacon in the Fellowship. They serve below the Archon and manage 3-4 Sertori. Promestos: A hall master. Someone in charge of one of the various halls or Fellowship enclaves.
DONYRA Bal-Korba: High priest on council. Korba: A priest. Korbia: Council of high priests. Qadi: City magistrate appointed by the Korbia. Qadi Kar-Malika: An unappointed, inherited position that heads the Saheen. Qadi Kar-Iqa: Magistrate of Guilds. Qadi Kar-Dalla: Magistrate of law and justice. Taraj: A guild.
KHATA Ameta: The administrator caste of Khata, always descendants of members of the Phra Jao. Nai Pun: The warrior and priest caste. The Nai Pun are Elves who trace their lineage to Elven groups other than the Phra Jao. Mai Pun: Member of the Hasri Merchant Caste. Manut: Member of the Human Farmer Caste. Phra Jao: This is the group of Eleven Sertori who govern Khata.
MANDARU EMPIRE Kashan: An emperor. Khusat: A king. Khan: A chieftain. Benkrob: Warriors who form a band loyal to a leader. Pamut: A Sertori.
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MARITE KINGDOMS
RASHUA
Malik: A king.
Malik: A king.
Malika: A queen.
Qadi: These are priests.
Balla Malika: The husband of queen.
Qaduni: Elder priests who serve on the councils.
Balli Malik: The wife of king.
Qadea: The councils of elder priests, who serve as magistrates.
Samhar-Bal: A giant killer.
Malik: A king.
Alu-Qadea: The high council of priests based in ‘Iqra who advise the king, interpret the law, and govern disputes between the other councils.
Bal-Karba: A high priest.
Samhar-Bal: Giant killer.
Karba: A priest.
RONIa
Qadi: A magistrate (and priest) who manages one of the 14 administrative areas of the kingdom.
Archistrategos: The high general.
MATRUK
PHRA GOA
Basileus: The sovereign/emperor/pontiff. Eukos: A eunuch.
Po: A novice monk, still studying to be ordained.
Eparkos: A city administrator.
Phra: Monk of Isharna who have been fully ordained.
Fratori: A magistrate.
Ajarn: An elder Monk of Isharna. In the absence of a Luang Phra, or Luang Ta, the Ajarn are the highest ranking monks in a given monastery.
Dromu: A diplomat.
Luang Phra: Monk of the order of Red Monks. Outside Satra Dee, these all have the rank of Abbot.
Kasouvlos: A cardinal.
Luang Ta: The Abbot of Satra Dee and the Red Monks.
Namburi: A prophet.
Luang Isharna: The official title of Isharna within the monastic order he established. He is the head monk of all Phra Goa.
Luthos: Deacon/Secretary of Church of Light.
Khan: The temporal ruler of a city, appointed by the Monks of Isharna. Khun: A delegate of the Khan, to govern and judge on his behalf when he is away, or when he needs to send someone into a village or town.
Kabouli: Council or boule member. Maorides: A commander, under a Strategos.
Patrus: A bishop. Promestus: A teacher/tutor. Proedri: President of guild, governing body or organization. Strategos: A general. Sertori: A sorcerer. Tribos: Official responsible for public buildings and roads.
461
SHAHR Malik: Head of the Guild Council (at-Tarja). Tarji: Members of the guild council (at-Tarja). Tarjeeni: Members of smaller local councils of individual cities. Ra’is: Head of a guild. Karba: A priest. Taraji: Member of a guild. Emir: A military general or admiral. Qadi: Official (magistrates, public works officers and governors) appointed by the guild council. Qadi Kar-Anabi: Official in charge of grapes, wine and enforcing the ban on daytime alcohol consumption. Qadi Kar-Qarta: A Qadi placed in charge of a city. Qadi Kar-Nahr: Official in charge of gunpowder production and protecting it as a state secret. Qadi Kar-Karima: The head of the Library of Karima. Qadi Kar-Bani: The head of public works in the city of Shahr. Kari: Secretary of lesser magistrate who functions below the Qadi. Muali: Teacher or scholar. Sephari: A Sertori or sorcerer.
TALYR Malik: A king. Emir: The commander of the king’s armies and chief magistrate in the city. Bal-Qadi: The high ranking commanding officers of the king’s army and part of his inner circle. Baliya: These are soldiers. Emir-Karia: These are appointed magistrates and judges who administer justice and settle disputes that do not require the Emir’s attention. Qadi Kar-Ghitus: Official in charge of the gate system to the city. Qadi Kar-Timtha: A priest who is in charge of guarding Tauq’s statue during the daytime. Has soldiers 462
and other priests under his command. Ra’is: A guild head. Taraji: A guild member. Bal-Karba: High priest of the king’s cult. Kar-Dhaba: The priest in charge of procuring and preparing sacrifices to Tauq. Karba: Priest of the king’s cult. Karba-Qadeema: Priests of the other cults in the city. Muali: A wise mystic, scribe or Sertori. Harba: A gladiator.
VAARAN KINGDOMS Rex/Basileus: A king. Castellanus/ Maorides: A castle lord. Dominus/Archon: A minor lord.
Appendix Four GLOSSARY OF KEY TERMS AND GAMANDRIAN WORDS Affliction: A supernatural mental or physical change caused by the overuse of magic. These intensify and continue until the user either finds a way to recover or is overcome by magic and turns into a Grim. Agarian: The language of the Agars and Servars, spoken mainly in the Perlova Valley region of Caelum. Agape: Magic fueled by love and desire. Amla: The proper Khubsi word for Giant. Anumar: An ancient rival of Nong Sai believed to worship Lorgo. Their people, the Slovars, have disappeared. Deimos: Magic fueled by fear. Den: The home of a god, a pocket Realm that exists beyond the normal limits of our world, but is rooted to through a gate. The entrance to a Den could appear to be a small hut in the wilderness, but once inside, an entire continent of space is revealed.
Khubsi: A language spoken throughout Southern Gamandria from Asharun to Shahr. Klerskel: A language spoken in North and Northeast Gamandria in places like Belvane by the Gru. Latar: The language spoken in Caelum. It is associated with Orcs and Lorgo. Misos: Magic fueled by anger and hate. Nong Sai: A group of ancient Ogre city states, unified under the reign of Dosikan, who killed Senga and caused Sertori to exist. The ruins of this civilization litter the Varian Sea region. Penthos: Magic fueled by pain and suffering. Poro Deos: Latar for Crown of Poro. Qawa: This means strong in Khubsi. Rashua: The Khubsi word for Dwarf.
Den Dweller: A servant of a god or Inhabitant of its Den.
Rasuwan: The Singh word for Dwarves.
Gamandria: The world on which Sertorius takes place. Also the main continent.
Ronian: The language of Ronia.
Grim: This can refer to any Sertori who loses control of his magic and transforms into a powerful being called a Grim. Grims come in three varieties: Grim Beasts, Haunts and True Grims. A Grim Beast is a creature that can freely roam and possesses supernatural powers beyond a Normal Sertori. These include things like Liches and Banshees. A Haunt is a Grim Beast tied to a specific location with some degree of influence over the land around him. A True Grim has fused with the surrounding area and is something truly unique. See CHAPTER SIX: AFFLICTIONS AND GRIMS for more details. Gruskel: A language spoken in Northeast Gamandria, mainly by Humans of Kash stock and by Gru. Herennius Gellius: The name of the general who conquered Poro Deos, but it has come to be a phrase in Latar for cruelty and persistence.
Samhar: A word for Khubsi for Giant, usually used as an insult. This is most commonly heard in the Hema River region. Sertori: A person who is the reincarnation of a small fragment of Senga. There are perhaps 200 to 3,000 in the world. This is both the singular and plural form of the word in Latar and Ronian. In Singh they are called Pamut. In Klerskel the word for Sertori is Unsha, in Gruskel it is Roshta and in Agarian the word for Sertori is Urta. Singh: An ancient tongue, originated by the Ogre kingdoms of Nong Sai. Now it is spoken by Ogres and by many of the Elven cultures in Western Gamandria and Southern Gamandria. Due to its widespread use in ancient times, most people throughout the continent can speak a little Singh. Thauma: A type of power used by Sertori. A miracle.
464
Appendix Five Pronunciation Guide Because there are different languages in Gamandria with different sounds and letters that do not always occur in English, we tried to convey this using what we felt were the most conventional and intuitive transliterations. Still, these may not always be obvious. Generally speaking, it doesn’t matter how you pronounce names and words used in the Sertorius. Just use what seems right or feels comfortable. It is unlikely that uniform pronunciation exists for most of these anyways (Anisa may be pronounced “Aneesa” by most locals but “Anissa” by others). However, we opted to include a brief guide here for the more unusual markings or letters. It is worth pointing out even among the designers, pronunciations are not consistent. Donyra for example was pronounced “Do-neer-a” by Brendan and “Don-er-a” by Bill. Both are considered correct. We are by no means linguists, and had to look up some of the technical names for certain sounds. Those terms are included below to make it easier for readers to look up the sounds online and hear samples or read descriptions of their pronunciation. In some cases, we included letters from real world alphabets that they correspond to for the same reason. ‘: This mark (‘) is a glottal stop, a stop sound, which means one constricts air flow while pronouncing the letter it is connected to. These do appear in English, though we often don’t notice them. For example, the words “button” and “mitten”, the letters “tt” if you listen closely are not usually pronounced as Ts at all, though those who enunciate carefully may do so. Rather, they are a stop between the first and second vowels. If (‘) appears in the middle of a word, it is pronounced in the way of “button” or “mitten”. This mark roughly corresponds to the Arabic letter Hamza ( ).
ﺀ
-: This mark (-) does not signify any special pronunciation, but merely denotes a compound word or a meaningful prefix/suffix. Aea: A sound common in Ronian names pronounced “ī-ə” or “-aia” like in Gaia. Ai: This sound is pronounced “ī” like “eye”. Ao: This sound is pronounced “ou” like o-w in the words “ow” or “cow”. It is a frequent sound in Singh. Dh: This is the voiced dental fricative form of the digraph“th”. This means it sounds like “the” as used in “those” or “them” (instead of “thing” or “with”, which are voiceless dental fricatives). This is a common sound in Khubsi. Corresponds to the Arabic letter
ذ.
Gh: In Khubsi names, this is a rolled “G” sound, a little bit like a gargle. It is voiced uvular fricative or voiced velar fricative, and corresponds to the Arabic letter . In other languages, it is pronounced the same as in English (sounding like a hard G at the start of a word and like an F at the end of a word).
غ
Kh: This is a voiceless velar fricative and pronounced like “ch” in the Scottish “loch”. It is a common sound in Khubsi. It corresponds to the Arabic letter
خ
Hauch: Pronounced “hȯk” like the word “hawk” this is a suffix in many Gruskel and Klerskel words or names. J: In Khubsi this is a soft “J” sound. In Singh, when it appears in the middle of a word it is a “Y” sound (Veja for example). Q: This is an emphatic K sound. It appears in many Khubsi names and words. The pronunciation is like “K” but deeper in the throat, so your tongue should touch your uvula rather than your soft palate. It corresponds to the Arabic letter
ق.
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