Sample file Authors Front Cover Art Mario Boulanger, Chris Campbell, Roosevelt J. Eldridge, Michael Gill, Tom Fleming Conrad Huhbard, Ben Iglauer, Kristian Kime, K. David Ladage, Ben Monk, Anthony Pryor, Stuart Renton, Jason Ungart, Ethan Skemp,James Stewart, Special thanks to Devin Sheirman for his help and for Stephan Wieck, Stewart Wieck being my personal human calculator. Thanks also to Dale Smith and Marie Nielson for their valuable suggestions Developers and assistance. Anthony Pryor with Stewart Wieck Editor: Ed McKeogh Art Director Richard Thomas Luyout andTypeseMng Richard Thomas Interior Adsir: Andrew Bates, Mike Chaney, Chris Curtin, Matt Haley, Leif )ones, Veronica Jones, Rik Martin and Richard Thomas Front h Back Cover Designer Richard Thomas Check out upcoming Sword and Sorcery Studio products online at http://www.swordsorcery.com

Distributed for Sword and Sorcery Studio by , Inc. This printing of The Wise and the Wicked is doneSample under version 1.0 and/or file draft versions of the , the Trademark License, D20 System Trademark Logo Guide and System Reference Document hy permission from . Subsequent printings of this book will incorporate final versions of the license, guide and document. Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section l(e) of the Open Game License, version 1.0: Any and all Sword and Sorcery Studio logos and identifying marh and trade dress, including allsword and Sorcery Studio Product and Product Linenames including hut not limited toCreatureCollection,CreatureCollection 2: Dark Menagerie and Relics and Rituals, the Scarred Lands and the Scarred Lands logo; all text under the “Description” header of any creature, spell, true ritual, magic item, artifact, or NPC‘s listing; any elements of the Scarred Lands setting, including but not limited to capitalized names, names of artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items, organizations, spells or titans; and any and all stories, storylines, plots, thematic elements, and dialogue; and all artwork, #?u #?u N symbols, designs, depictions, illustrations, maps and cartography, likenesses, poses, logos, symbols, or graphic designs, except such elements that already appear in the d20 System Reference Document (e.g., Nystul or Bigby) and are already OGC by virtue of s W 0 R D & appearing there. The above Product Identity is not Open Game Content. s 0 R c E R y Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of The Wise and the Wicked are designated as Open Game Content: all creature and NPC statistic templates, (i.e. from Size Type (e.g., Small Undead) ” ’ down to Advancement Range); all skills, feats, special attacks (SA) and special qualities (SQ); prestige classes; all text under the “Powers”sectionofmagic items or artifacts; all text undet the “Spell Effect”section ofspells and true rituals; all text under the “Combat”section of acreature’s listing; and anything else contained herein which is already Cpen Game Content by virtue of appearing in the System Reference Document or some other OGC source. Some of the portions of this book which are delineated OGC originate from the System Reference Document and are 01999,2000,2001 Wizards of the Coast, Inc. The remainder of these OGC portions of this book is hereby added to Open Game Content and if so used, should bear the COPYRIGHT NOTICE “The Wise and the Wicked Copyright 2001, White Wolf Publishing, Inc.” All contents of this book, regardless of designation, are copyrighted year 2001 by White Wolf Publishing, Inc. All rights reserved. Reproduction or use without the written permission of the publisher is expressly forbidden, except for the purpose of review or use of OGC consistent with the OGL. The Wise and the Wicked, Scarred Lands, the Scarred Lands logo, Sword and Sorcery, Sword and Sorcery Studio, the Sword and Sorcery logo, Creature Collection, Creature Collection 2: Dark Menagerie and Relics &Rituals are trademarks of White Wolf Publishing, lnc. All rights reserved. The mention of or reference to any company or product in these pages IS not a challenge to the trademark or copyright concerned. ‘d2O System’ and the ‘d2O System’ logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the d20 System License version 1.0. A copy of this License can be found at www.wizards.com. “Dungeons & Dragon@ and Wizards of the Coast@ are Registered Trademarks of Wizards of the Coast, and are used with Permission.” THE WISE AND THE WICKED

Who could have known that Ghelspad harbored such wild and varied individuals?Certainly not the developer, who wound up burning a lot of midnight oil reading, editing and revising the following biographies. In the end, Sword and Sorcery Studio’s creators composed quite a gallery of heroes and villains - all of whom you can use to enliven and excite your campaigns. If nothing else, we’ve saved you a lot of time; believe me: designing good NPCs is hard. Every published setting has its legendary characters -those who don’t just observe history, but instead make it. An evil king with dreams of forging an empire and his scheming, beautiful and thoroughly wicked wife are irre- sistible lures to authors, as well as to game masters and players. An audience with King Virduk is a far more vivid and exciting experience when you know who Virduk is and exactly those excesses of which he is capable. A character’s interest in a beautiful bard will be heightened when she proves to be the infamous Meerlah Madilehna, as renowned for her romantic peccadilloes as for her singing. A high-seas encounter with a deadly kraken becomes even more terrifying if the beast is Queen Ran’s evil minion or - worse yet - Ran herself! And what rogue can resist an opportunity to steal Duke Traviak‘s famous Devil Cloak? So feel free to use and abuse any of the NPCs in this book. And if you want to kill offSample King Virduk, feelfile free. The SOB deserves it!

Anthony Pryor Sword and Sorcery Studio THE WISE AND THE WICKED

Preface 2 Luficint 66 Lysear 68 lntroductjon 4 Mazat 70 Nerith Aila 5 Menava 72 Oberyn Amethyst 9 Meerlah 74 Andelais 11 Orzu 76 Anteas 16 P’kouro’nk 78 Ariniel 20 Queen Ran 80 Telos Asuras 23 Loren Rizzen 83 Credas 26 Hassek Ruukbrood 85 Lucian Daine 30 Sangus 87 Dar ’Tan 33 Severin 89 Alliastra Denier 36 Shanti 91 Paunles Finn 38 Lord Skrikt 93 Galdor 40 Talina Som 95 Queen Geleeda 44 Thadorius 97 Gothrin 47 King Thain 99 Grakis 49 Duke Traviak 102 Hevestian 51 Felby Undershovel 107 The Hunter of Vesh 53 King Virduk 109 Kaltaag 55 Lilly Weedspawn 112 Kimer the Shatterer Sample57 Katonisfile Woodarbor 115 Jerhard Landereaux 60 Yugman 117 Leoris 62 Mistress Yvestil 121 Lianca 64 Zarra 123 THE WISE AND THE WICKED

The Wise and the Wicked presents some of the most celebrated characters on the continent of Ghelspad, as well as many who work behind the scenes, battling evil in secret or doing the titans’ diabolical work from the safety of the shadows. Each character in this book offers challenges to your play- ers, from the lowest-level novice to most experienced hero. This book uses standard formatting, with all pertinent statistics spelled out in a manner useful for running a campaign. Each character’s stat block describes special qualities and attacks. All skills, attacks, damage and so on have been calculated using the characters’ modifiers. Spellcasters’spells are listed by level. Clerics, of course, may choose the spells they prepare each day, so those listed in the characters’ stat blocks are the clerics’ favored divine spells (i.e., the ones they have most likely prepared, should adventurers encounter them). Most arcane casters, particularly those in influential positions such as Yugman or Nerith Alia, have access to most if not all available spells; again, the spells listed reflect those the character has most likely prepared. Bards and sorcerers are of course exceptions: they instead have a list ofSample spells that they file know, due to the mechanics of their spellcasting (their total spells per day are listed in parentheses). Find details about the spells and magic items marked with an asterisk (*) in Sword and Sorcery Studio’s Relics B Rituals. All characters conform to existing OGL stan- dards, save Yugman the Sage, who at 2Yh level is probably Ghelspad’s - if not the world’s - most powerful mortal spellcaster. we’ve bent the rules a little for Yugman, but hopefully not far enough to break them.] Welcome, then, to The Wise and the Wicked. Tread carefully, for these characters have strange and varied fates, and those adventurers who cross their paths are never the same thereafter. THE WISE AND THE WICKED

shoulder-length, graying hair back from her plain Nerith Alia, face. She prefers neutral colors and normally wears Archmage Chancellor the gray skirts, fine blouses and stockings. Alia’s features of assume a serious, disapproving expression wherever Phyla ct en c Vault she goes. Class/Level: Wizard 17 (Diviner) Though many mock Nerith‘s rigid and doctri- Sex/Race: female human naire ways, none can dispute her absolute genius. Her Height/Weight 5’2”/100 Ibs. knowledge and experience are unsurpassed, as is her Challenge Rating: 17 understanding of the Phylacteric Vault and its goals. Hit Points: 45 She organizes the Vault with iron-handed efficiency, Initiative: -1 (-1 Dex) ensuring that everything works at optimum effi- Speed: 30 ft ciency and according to a rigid schedule. Department Armor Class: 24 (-1 Dex, +5 ring ofprotection, +8 bracers of heads must submit completed reports on time. While armor, +2 staff ofpower) some balk at her somewhat-oppressive regime, they Attack: +8/+3melee (+10/+5sfaffofpower); +?/+2 ranged cannot deny that, since Alia has been appointed Damage: ld4 (dagger); ld6+2(staff ofpower) chancellor, the Vault operates better than ever. Special Attacks: Retributive Strike (staff ofpower), Spells Alia first gained recognition in the Phylacteric Special Qualities: Damage Resistance 15/+2(talisman ofresis- tance) Vault at the relatively young age of 29 when she Alignment Lawful neutral created clothborn amor. That single achievement, Saves: fort +11, Ref +lo,Will +19 coupled with her intimate knowledge of the Vault Abilities: Str 10, Dex 9, Con 10, Int 23, Wis 17, Cha 10 and its procedures, propelled Alia from her position Skills: Alchemy +5,Appraise +3, Concentration+15, Diplomacy as a mid-level wizard-librarian to the archmage chan- +5, lntimidate +2, Jump +2, Knowledge (arcane) +21, Knowl- cellor post in just under 10 years - an ascent edge (dreams/oneiromancy) +20, Knowledge (history) +12, unprecedented in the Vault’s history. Since then, she Knowledge (planes) +20, Knowledge (religion) +6,Listen +4, has created a number of powerful spells and items and Profession (author) +7, Ride +2, Scry +11, Search +lo,Sense Motive +4,Spellcraft +15, Spot +8,Swim +1 has pioneered research into oneiromancy (dream Feats: Craft Magic Arms and Armor, Craft Wondrous Item, magic), chronomancy (time magic) and other areas. Empower Spell, Enlarge Spell, Extend Spell, Maximize Spell, Cutting through ancient layers of bureaucracy, Alia Scribe Scroll, Silent Spell, Spell Mastery, Spell Penetration reviewed and redesigned the Vault’s antiquated pro- (Divination), Still Spell cedures, increasing the Vault’s efficiency. One thing Possessions: Ring ofprotection +5, ring of regeneration, staff is certain: Alia keeps the Phylacteric Vault’s needs ofpower, c8 bracers of armor, periapt of wound closure, +4 foremost in her mind and will do nothing to jeopar- cloak of resistance, crystal ball with true seeing, talisman of resistance (DR 15/+2),circlet of dreaming. dize its integrity. Though Alia may access virtually any spell she needs, Samplethe Alia filepossesses a great deal of knowledge on just following are the spells she most commonly memorizes. about every subject - from Scam’s geography to Wizard Spells Prepared (4/6/6/5/5/5/5/3/2/1;+1 Divination specifics about the gods themselves. She has person- SpelVlevel per day [restricted school: Conjuration]): ally researched many subjects and is considered an 0 - Daze, detect magic, detect poison, enumerate*, read expert in such fields as ancient history, magical magic languages and the planes of existence. She has com- 1st - Alarm, charm person, comprehend languages, detect undead, identi@, minor symbol of divinity*, shield piled the most exhaustive list of magical spells, items 2nd - Arcane lock, assassin’s senses*, commanding pres- and rituals known to the mortal races. Because of her ence*, divine wisdom*, locateobject,mirrorimage, seeinvisibility reputation, many mages send details of their cre- 3rd - Banish shadow*, clairaudience/clairvoyance, dispel ations to Alia for inclusion in her gold-plated Book of magic, mind raid*, rune of seeing*, tongues the Arcane, to which Alia holds the only key. 4th - Detect scrying, dimension door, dreamwalk, minor A strong advocate of oneiromancy, Alia spends circle of seeing*, seal of Hedrada*, scrying much time on the astral plane, where she appears as 5th - Contact other plane, dismissal, dream, inquisition’: Nerithi vigilant aura, prying eyes a shining and beautiful warrior-maiden -quite dif- 6th - Antimagic Field, bladeturn, globe of invulnerability, ferent from the stem and frumpy woman who runs guards and wards, legend lore, true seeing the Phylacteric Vault. Many people consider her an 7th - Etherealjaunt, greater scrying, limited wish, vision expert on dreams, and her spells dreamwalk and planar 8th - Etherealness, greater circle of seeing*, Nerith’sphan- eye have been very well received. tasmal aura ofprotection Recently, the Vault’s members began speculat- 7th - Astralprojection, foresight ing that Alia’s life is not as pleasant and ordered as it superficially appears. The trouble, they say, began Background two years ago when she vanished without a trace for Archmage Chancellor Nerith Alia, a serious- almost 12 weeks, leaving the Vault leaderless,fueling looking woman in her mid-40s, combs her rumors and gossip. When she returned as mysteri-