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Dungeons and Dragons Setting Better than Golarion Jeff Simpson

Instructions: 1. Skim over the new races and race limitations. If there’s any questions, or if you want to play something that isn’t there, just ask. 2. Review changes to Paladins, Rangers, and Clerics outlined on pages 10-11. 3. Read ‘Skills’ page 16-19. 4. Read “Feats’ page 20. 5. Read ‘Other Rules’ page 23. 6. Read the history of the world page 26-31. There is a helpful timeline on page 25. 7. Skim cultural overviews page 27-52. I would recommend reading the culture that your character belongs to, the rest are just if you want. 8. Ignore everything that comes after; it’s still under construction. 9. Don’t read the monster section. Or I’ll make them all more difficult. 2

Contents

Races 2 Classes 10 Skills 16 Feats 20 Equipment 21 Other Rules 23 Mythology of Terra 26 History of Mankind 29 Elements, the Stars, and Magic 32 Map 36 Cultures of Terra 37 Nations of Terra 53 Sample Names 71 Folklore of the Various Peoples 75 Bestiary 77 Character Sheet 90

To Do: Any new rules (check homebrew/3.5 converts) Mapwork Nation summaries folklore fix table of contents rewrite race section 3

Races

Many of the standard Pathfinder races are not available, or available under certain circumstances. Please see the chart below for more information. Limitation refers to geographic regions where the race may be taken. Other races, or races in an area contrary to their limitation, may be allowed with DM approval.

Table 1-1: Available Races Race Source Limitation Race Source Limitation Aasimar ARG Lizardfolk Document Caligni B5 Zalmoxis Merfolk ARG Aquatic Changeling ARG Mul Document Xen’drik Dhampir ARG Morozov ARG ARG Zalmoxis Oread ARG Duergar ARG Zalmoxis Ratfolk ARG Salo Dwarf CRB Samsaran ARG Quor CRB Shabti B5 Xen’drik Gillmen ARG Aquatic Skinwalker B5 Half-Elf CRB Suli ARG Half-Giant Document Xen’drik Svirfneblin ARG Zalmoxis Half-Orc CRB Sylph ARG CRB Tengu ARG Salo Hobgoblin ARG ARG Human CRB Undine ARG Ifrit ARG Document Kalashtar Document Quor

Table 1-2: Height/Weight Race Height Mod Weight Mod Start Age Simple Med Comp Half-Giant 125/125 3d10 1500/1450 x10 20 1d6 1d8 2d8 Mul 65/65 2d6 220/180 x8 15 1d4 1d8 2d8 Kalashtar 64/61 2d6 135/105 x3 40 2d6 3d6 5d6 Warforged 70 2d6 270 x4 0 1d12 1d6 1d4 Lizardfolk 72 2d6 200 x5 12 1d4 1d6 2d6 4

Table 1-3: Age Race Middle Age1 Old2 Venerable3 Max Half-Giant 60 80 120 +d% Mul 40 50 80 +1d10 Kalashtar 75 110 150 +4d20 Warforged 150 600 1100 Unknown Lizardfolk 25 35 50 +1d10

1 - -1 Str, Dex, Con, +1 Int, Wis, Cha 2 - -2 Str, Dex, Con, +1 Int, Wis, Cha 3 - -3 Str, Dex, Con, +1 Int, Wis, Cha

Kalashtar Physical Description Kalashtar appear very close to humans, although a clear examination shows them to have almost an alien grace and beauty. Standing slightly taller than humans and usually a little thinner, their hair colour, eye colour, and skin tone have all the same ranges as humans. The only definitive difference between a human and a Kalashtar is a complete lack of any natural blemish, regardless of the circumstances. Society While the Kalashtar can claim the arid wastelands of Quor on Khorvaire as their homeland, they tend to congregate in any area that has a large enough population to accommodate different ethnic districts. Relations Kalashtar appreciate all life and respect the harmony that comes when neighbours are there to help one another. That said, they don’t often understand most of the finer details of other cultures and come off as a little aloof or condescending when it comes to cultural matters that have no direct correlation to their own. Humans are by far the easiest for them to get along with, but as one moves into stranger cultures, the relationship becomes more formal and less personable. It’s important to note that most Kalashtar try very hard to never be rude or disrespectful, but the confusion caused by tradition for tradition’s sake often leads to a simmering sense of frustration.

Racial Traits: +2 to any single ability score. Size: Medium Type: Humanoid Base Speed: 30 Automatic Languages: Common and Quori. Bonus Languages: Any except druidic. Dream Native: +2 racial bonus vs mind-affecting effects and are immune to dream-based spells. Naturally Social: +2 racial bonus on bluff, diplomacy, and intimidate. 5

Naturally Telepathic: 3 times per day, a Kalashtar may cast any of the following spells: Mind Link, Mind Thrust I, or Psychic Reading (OA 177, OA 177, OA 183). The DC for these spells is equal to 10+ the Kalashtar’s HD Bonus Feat: Kalashtar receive the Psychic Sensitivity feat (OA 138) for free at first level.

Warforged Physical Description Warforged are living constructs made from a special combination of magic, steel, stone, and fibrous materials, given life, and made to serve in the Great as soldiers. Physically, warforged are humanoids with plates of steel covering most of the surfaces of their bodies. Their eyes are usually faceted gemstones of any number of colours and while there is a mouth join, providing warforged the capability of speech, there is no visible nose or ears (although warforged can smell, taste, and hear just fine). Their solid, reinforced arms end in hands with only two fingers and a thumb. Likewise, their feet end in only two toes. When standing still, warforged can easily pass for metal statues. It is only at their joints that one can find evidence of their true nature. The muscular structure that lies underneath their metal plates is made of thousands of tightly woven fibrous strands that flex and stretch, much in the same way organic muscle tissue does. This requires the mechanisms within a warforged to rely on some form of slightly viscous liquid to power these strands, and massive damage can cause ‘fluid loss,’ which is just as dangerous as blood loss to living beings. It is important to note that while warforged do not truly have a gender, their creators did and thus all warforged are crafted under the guise of either a male or female persona. As time goes on, this artificial emotional imprint may wear off, but for the foreseeable future, all warforged refer to themselves as himself or herself. While warforged often show dents, dings, and other signs of battle on their frame, the only universal sing of identification is their ghulra, or mark of life. Each one is unique and thus can be used to identify one warforged form another. Given that a ghulra is always located on the forehead, it is very rare for a warforged to cover this and serves as a sign among other warforged that something is very wrong with that individual. Society Warforged were made for the Great War and were, first and foremost, soldiers. Raised from the moment of their creation to follow orders and perfect military tactics, warforged fit better, culturally, in a wartime barracks than in a peacetime tavern. Given their youth and lack of common social norms, it is typical for a warforged to refer to things, people and ideas with military equivalents rather than regular expressions. Living children are often referred to as cadets, shop owners and employers as commanders and what should be friendly competitions can easily be seen as enemy engagements if warforged are not specifically told it is is a training exercise. The freedom granted to all warforged since the end of the war has not escaped their mind; it is a concept so new, so alien, that many are having a hard time understanding what to do with it. It is from this confusion that many warforged become adventurers, seeking danger and combat that is more familiar, more comfortable, than spending days on end, doing the same job, following strange laws that everyone except the warforged seem to automatically know. Relations Warforged are often solitary and extremely patient, which leads for very lonely existences for most. Occasionally, warforged will form strong friendships with members of other races, but that is on a case- by-case basis. Far more important than how warforged feel about others is how the outside world feels about them. Given that their very presence is a reminder of a conflict many are trying to forget, most people do not like the warforged. Worse still, while the end of the Great War did declare warforged 6 free, many lands subsequently ruled that warforged are indentured servants until the cost of their manufacture is paid for with hard labour.

Racial Traits +2 Constitution, +2 Intelligence, -2 Charisma Size: Medium Type: Humanoid (Living Construct [See below]) Base Speed: 30 Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Orc, Haflling. Living Construct: Warforged have the following qualities despite being a construct: -Warforged to not need to eat, breathe, or sleep, but do need to rest for 8 hours to regain spells or other abilities. -Warforged do not heal hitpoints or attribute damage naturally, but can be repaired with the use of the Craft skill or with effects that repair constructs. Repairs made with the craft skill take 8 hours and a warforged repair kit. The amount of hitpoint damage repaired per check is the result of the craft check- 15. Ability damage requires 8 hours and a DC 25 craft check. These can be done in the same 8 hours, but require different checks. Appropriate craft skills include armoursmithing, blacksmithing, gemcutting, and sculpting. A conscious warforged can repair itself. -All applications of the heal skill used on a warforged are replaced with an appropriate craft skill. -Spell from the conjuration (healing) school are only half as effective on warforged (rounded down). -Warforged are not capable of procreation. Construct Mind: +2 racial bonus to resist mind-affecting and stunning effects. Immune to paralysis and sleep effects. Natural Plating: Warforged have a metal plating that provides them with a +2 natural armour bonus to AC. Warforged can still wear armour as normal. Their plating counts as metal for purposes of qualifying for the druid class. Warforged can be targeted by spells and effects that affect objects made from metal, stone, and wood. Slam: Warforged have a natural attack (Primary; Slam, 1d4 bludgeoning).

Alternate Racial Trait Adamantine Plating: The natural AC of a warforged increases by +4, and they receive a DR of 1/-. In addition, their slam attack, or any other natural weapons count as adamantine. You are always considered to be wearing metal armour, and your base movement is reduced to 20ft. Warforged with this ability weigh 8 times as much as a normal warforged. This replaces natural plating.

Darkwood Plating: The warforged’s armour is replaced with darkwood, allowing them to qualify for the druid class. Warforged with this ability can not be targeted by spells that target metal. Only craft Woodworking or a similar skill can repair warforged with this ability. This replaces natural plating.

Mithril Plating: The natural AC of a warforged increases by +2. In addition, their slam attack, or any other natural weapons count as mithril. You are always considered to be wearing metal armour, and your base speed is increased to 40ft. Warforged with this ability weigh half as much as a normal warforged. This replaces natural plating. 7

Half-Giant Physical Description A Half-Giant is an enormous individual, standing between 10 and 12 feet tall, and weighing in the neighbourhood of 1600 pounds. Their features are human, but exaggerated. In some lost millennium, as a bizarre experiment or perhaps as some sort of curse, giants were magically cross-bred with humans. The half-breed offspring are now fairly common, especially in human controlled lands at the edge of the Sea of Dust. A half-giant inherits terrific size from their giant heritage, but also gains their dull wits. Their human background, however, provides them with an interest in communication and cooperation, not to mention more reserved traits such as curiosity, a willingness to learn, and a general tendency toward kindness. Society As giants dominate many of the islands and coastal areas of the Silt Sea, as well as the deserts to the south of Xen’drik, they often wade across the sea to plunder the communities of smaller races where they find them. Though no one knows for certain, half-giants seem to be a fairly young race, perhaps only a few tens of centuries old. There is no half-giant culture common to all of their kind. On the contrary, having insufficient history and overall intelligence to have their own culture, half-giants tend to readily adopt the cultures of other creatures they admire or associate with. Half-Giants are very imitative creatures, eager to fit into new situations as they present themselves. Relations Half-Giants sometimes collect into communities of their own, though they most often adopt the culture and customs of those creatures that are nearby. When near an Elven nation, for instance, half-giants will form their own hunting and raiding parties, adopting the ways of Elven rangers. They won’t mix with the elves, neither will they fight with them. In most instances, imitative half-giant communities will complete directly with the race whom they are likening themselves to. It is their great size and combat prowess that keeps their competitors at a safe distance. Races who accept them find that half-giants quickly adopt their lifestyles and skills, even their values. A half-giant who is presented with a new situation should examine the roles of the people there, determine where he might best fit in, and then start performing the tasks necessary.

Racial Traits +4 Strength, -2 Dexterity, +2 Constitution Type: Humanoid (Giant) Size: Medium. As medium creatures, Half-Giants gain no special bonuses due to their size. However, see the Powerful Build ability description below for more details. Speed: 30 Automatic Languages: Giant, Common. Bonus Languages: Orc, Dwarven Giant Blood: Half-Giants count as both giants and humans for any effect related to race. Low-Light Vision Great Size: A half-giant must consume four times as much food and water as normal each day. Clothing and armour cost twice as much. Impressionable: Half-Giants receive a bonus feat at first level. Powerful Build: The physical stature of a half-giant lets him function in many ways as if he were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as CMB), they are treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attack (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. 8

Mul Physical Description Muls are born of mixed heritage, created from the union of humans and dwarves. They have existed for as long as the two races have been interacting, but their numbers were never significant enough in the past to categorize them as a separate race. It was only with the rise of the age of the Cyclopean Pharaohs as the former Champions of Anhutep sought the most powerful soldiers to defend their new domains, that muls have been bred in large numbers—though as slaves. As muls tend to be independent and hard to control, the pharaohs quickly abandoned the idea of forming large armies of them. Instead, other uses were found for this hardy race. Muls retain the height and adaptability of their human heritage and keep the durability, bulk, and raw strength of their dwarf side. As such, muls are among the most powerful of the demihuman races. Adults grow to heights of between 6 and 7 feet tall, weighing in at over 250 pounds. It isn’t unheard of for particularly large and strong muls to weigh upwards of 300 pounds. Their robust metabolism makes muls lean and muscular, but this isn’t to suggest that they’re thin. Muls are broad-shouldered and wide, with almost no body fat. They appear to be large humans in most respects, though there are significant and obvious differences. With prominent eye ridges and pointed, swept-back ears, if their size doesn’t give away their heritage these features certainly will. Male and female muls alike have no body hair, and almost every mul is bald. Unlike half-elves and half-giants, muls are sterile; the only way to create a mul child is through the union of a human and a dwarf. Society Like half-giants, muls don’t have a unified history or culture to draw upon. They don’t gather in mul communities, and there are no mul villages hidden in the wastes. For the most part, muls are slaves or ex-slaves, living in the city-states, client villages, merchant houses, or slave pens of -or among the roaming the wilderness. A small number of muls are born free in the dwarf villages or somewhere else outside the jurisdiction of the sorcerer-kings and merchant lords. Muls found in the slave pens of the city-states and merchant houses usually work as gladiators or laborers. Their great strength and endurance make them valuable in both positions, and because so much goes into creating and maintaining a stable of mul slaves, their owners often pamper them—provided they perform well. The owners also jealously guard their muls, for it’s cheaper to pay exorbitant fees to slavers to retrieve a’ runaway mul than to start over in the breeding pens. Slave muls are easy to spot: Tattoos denoting ownership, occupation, and even number of victories in the arenas decorate head and body of these slaves. Relations Muls have difficulty forming relationships with other races due to the fact that they are typically abused as slave laborers. They are slow to trust other races, though they will show great loyalty to those who deserve it. They see champions of freedom as great allies, and if someone supports the liberation of slaves, a mul will form a strong bond with these people. They are weary of half-giants who, to muls, represent the Cyclopes of Anhutep.

Racial Traits

+4 Strength, +2 Constitution, -2 Charisma Type: Humanoid Size: Medium Speed: 30 Automatic Languages: Common, Dwarven. Bonus Languages: Elven, Giant 9

Dwarf Blood: Muls count as both dwarves and humans for any effect related to race. Ferocity: If a mul’s hitpoints fall below 0, but he is not yet dead, he can continue to fight. If he does, he is staggered and loses 1 hitpoint each round. The character still dies when his hitpoints reach a negative amount equal to his constitution score. Resilient: Muls gain a +2 racial bonus to saving throws against disease and poison. Tireless: Muls gain a +4 racial bonus to check for performing extended physical activity. This bonus stacks with the bonus provided by the Endurance feat and also applies to Fortitude saves verses weakness, fatigue, exhaustion, or enfeeblement. Muls can engage in up to 12 hours of strenuous activity before suffering fatigue. : Muls can see perfectly in the dark up to 60 ft.

Lizardfolk Physical Description Tall humanoids who look like a cross between a powerfully built human and a lizard, lizardfolk have clawed hands, a long tail, and toothy jaws. They are omnivores, but prefer meat; popular lore holds that lizardfolk prefer humanoid flesh, but this charge is largely unfounded. Some more advanced tribes build huts and use a variety of weapons and shields. Leaders of these tribes may have equipment stolen from or obtained in trade with other intelligent creatures. A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Society Lizardfolk have a patriarchal society in which the most powerful members rule the others. Shamans offer advice but rarely become leaders themselves. Survival is the utmost concern of lizardfolk, and a threatened or starving tribe will go to incredible lengths to ensure its continued existence. Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. Local tribes often unite against a greater threat and occasionally make with more powerful creatures. In isolated areas, they survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food, supplies, and slaves. A lizardfolk lair typically has half as many noncombatant hatchlings as adults. Relations Lizardfolk can be extremely territorial, willing to give their lives in protection of their young. Those who approach them peacefully may be accepted, but the lizardfolk are slow to give trust and quick to anger. Those few lizardfolk that do leave their tribes are often regarded coldly and must prove themselves again and again to gain the trust of humans.

Racial Traits +2 Str, +2 Con, -2 Cha Type: Monstrous Humanoid Size: Medium Base Speed: 30 ft Automatic Languages: Lizardfolk. Bonus: Common, Giant, Draconic, ONE OTHER Scales: +2 Natural Armour Swamp Dweller: +4 stealth in swamps .Claws: 2 primary claw attacks (1d6) Hold Breath: Can hold their breath for a number of rounds equal to 4 times its constitution score before risking drowning. 10

Q’barren Dwarves The qualities of Q’barren Dwarves are outlines in the section on Cultures of Terra

Racial Traits Q’barren Dwarves have the same racial traits as standard Dwarves with the following changes: - Replace +2 Con with +2 Dex - Replace Darkvision with Low-Light Vision - Replace Greed with a +2 bonus on swim checks - Hatred now applies to lizardfolk instead of - Defensive Training now applies to dinosaurs, crocodiles, and alligators instead of giants - Replace Stonecunning with a +2 bonus on perception and initiative checks while in swamp terrain - Under Weapon Training, replace Pick and Hammer with Harpoon and Guisarme 11

Classes

- Paladins may be any alignment, as long as it matches their deity’s. - Paladins and Rangers may trade use of spells for a bonus feat at levels 4, 7, 10, and 13th. - New Cleric Table

Table 2-1: Deities & Domains of Khorvaire Name Favoured Weapon Domains Portfolio Gods of Khorvaire Ninurta Mace Community, Earth, Travel Family, Farms, Personal Strength Marduk Morning Star Destruction, Glory, War War Nergal Battle-Axe Darkness, Fire, Repose Disease, Fire, The Underworld Utu Longsword Law, Nobility, Strength Morality, Truth Ishtar Spear Charm, Good, Liberation Justice, Love Nabu Staff Healing, Knowledge, Water Knowledge, Writing Sin Sickle Luck, Darkness, Trickery Darkness, Lies Arishkagal Dagger Chaos, Madness Demons, Evil, The Underworld Ashur Bow Animal, Plant, Weather Animals, Hunting, Nature Bes Warhammer Artifice, Rune Craftsmanship, Dwarves, History Dagon Trident Magic, Water Magic, Sea Creatures, Secrets, Water Lamashtu Whip Death, Evil Monsters, Pain, Pregnancy, Theft Moloch Greatsword Destruction, Fire Sacrifice, Kingship, Shepherds Pazuzu Flail Air, Protection Children, The Sky, Winged Creatures

Table 2-2: Deities & Domains of Nordland Gods of Nordland Thrym Spear Water, Charm, Magic, Trickery, Weather Frost Donar Warhammer Air, Artifice, Glory, Strength, Weather Thunder Surtr Greatsword Fire, Chaos, Destruction, War, Weather Lava Grond Heavy Mace Earth, Plant, Protection, Travel, Weather Mountains Ymir Quarterstaff Knowledge, Law, Madness, Rune Memory Skoll Bow Animal, Darkness, Liberation Sun, The Hunt The World-Wyrm Unarmed Strike Community, Evil, Good, Healing, Nobility Kingship 12

The lesser beings created by the Nephilim are occasionally worshiped by fringe cults, or more often in times of specific need. They rarely have dedicated clerics who do not also worship a more powerful deity. They only grant one domain to their clerics.

Table 2-3: Lesser Deities and Domains; Angels, Demons and Devils Demon Devil Quality Domain Thamiel Satan Duality Evil Chaigidel Beelzebub Confusion Madness Sathariel Lucifer Concealment Darkness Gamchicoth Astaroth Devourment Chaos Golachab Asmodeus Conflagration Fire Thagirion Belphegor Grief Repose Harab Serapel Baal Rot Destruction Samael Adrammelech Desolation War Gamaliel Lilith Pollution Death Nehemoth Naamah Whispers Trickery

Angel Quality Domain Kether Unity Community Chokmah Wisdom Knowledge Binah Understanding Good Chesed Kindness Liberation Geburah Severity Healing Tiphereth Beauty Charm Netzach Eternity Law Hod Splendour Luck Yesod Foundation Artifice Malkuth Kingship Glory

Not all classes presented in Pathfinder books are available. The following classes are NOT allowed: Table 2-4: Disallowed Classes Arcanist Investigator Slayer Bloodrager Kineticist Swashbuckler Gunslinger Shaman Warpriest Hunter Skald In addition, any archetype which grants Amateur Gunslinger and/or Gunsmithing is not allowed. 13

- Replace the Oozemorph in Ultimate Wilderness with the information below. Oozemorph HD: d10 Starting Wealth: 3d6x10gp Class Skills: Climb, Craft, Disable Device, Disguise, Escape Artist, Handle Animal, Knowledge Dungeoneering, Perception, Profession, Sleight of Hand, Stealth, Survival, Swim Skills/level: 6+Int

Table 2-5: Oozemorph Level BAB F R W Special Unarmed Damage 1 1 2 2 0 Fluidic Body, Morphic Weapons, Ooze 1d6 Empathy 2 2 3 3 0 Damage Reduction, Track 1d6 3 3 3 3 1 1d6 4 4 4 4 1 Damage Reduction, Clinging Ooze 1d6 5 5 4 4 1 Trackless Step 1d6 6 6/1 5 5 2 Morphic Weapons 1d6 7 7/2 5 5 2 1d8 (magic) 8 8/3 6 6 2 Fluidic Body, Damage Reduction 1d8 9 9/4 6 6 3 1d8 10 10/5 7 7 3 1d8 11 11/6/1 7 7 3 1d8 12 12/7/2 8 8 4 Damage Reduction 1d10 13 13/8/3 8 8 4 1d10 14 14/9/4 9 9 4 1d10 15 15/10/5 9 9 5 Fluidic Body, Morphic Weapons 1d10 16 16/11/6/1 10 10 5 Damage Reduction 2d6 17 17/12/7/2 10 10 5 2d6 18 18/13/8/3 11 11 6 2d6 19 19/14/9/4 11 11 6 2d6 20 20/15/10/5 12 12 6 Damage Reduction 2d8 14

Weapon and Armor Proficiency: An oozemorph is proficient with all simple weapons and light armor. This replaces a shifter’s normal weapon and armor proficiencies.

Compression (Ex): An oozemorph gains compression as per the universal monster rule. This ability can be used regardless of the current form the oozemorph has taken.

Fluidic Body (Su): An oozemorph’s base form is not that of her race but rather that of a protoplasmic blob that has the same volume and weight. An oozemorph treats her creature type as both ooze and her base creature type from her race for the purposes of effects targeting creatures by type (such as bane weapons and a ranger’s favored enemy). In this form, the oozemorph is immune to critical hits and precision damage and can’t be flanked. However, she has no magic item slots and she cannot benefit from armor; cast spells; hold objects; speak; or use any magic item that requires activation, is held, or is worn on the body. An oozemorph reverts to this formless state whenever she is unconscious or in an area of antimagic. This is treated as a polymorph effect. A number of times per day equal to half her level (minimum 1), an oozemorph can assume a humanoid form as a move action. This transformation is identical to alter self, except the oozemorph can maintain the form for a number of hours equal to her level plus her constitution modifier. Each hour after this duration, the oozemorph must succeed at a DC 14 Fortitude save or revert back to her fluidic body until she rests for at least 8 hours. This save DC increases by 1 for each additional hour spent maintaining the form. At 8th level, the oozemorph can treat this ability as beast shape I, and at 15th level, she can treat this ability as beast shape II or giant shape I. Ending this transformation at any time reverts the oozemorph back to her ooze form and renders her fatigued for a number of minutes equal to the number of hours she maintained the form. This replaces chimeric form, greater chimeric form, wild shape, shifter aspect, and all improvements of shifter aspect.

Morphic Weaponry (Ex): An oozemorph can create a number of natural weapons to fight with from any portion of her body, regardless of her current form. At 1st level, as a move action, an oozemorph can form two primary natural attacks that each deal 1d6 points of bludgeoning, piercing, or slashing damage, chosen by the oozemorph when she forms them. An oozemorph can change the damage type of any number of her natural weapons as a swift action. An oozemorph gains one additional primary natural attack at 6th level and another at 15th level. The total number of natural attacks an oozemorph has at any given time includes those gained via her current form. For example, an 8th-level oozemorph who has taken the form of a wolf with beast shape I has a bite attack as part of that form; she can create only two additional natural attacks via morphic weaponry, for a total of three attacks available to her at that level. If the oozemorph later reverts to a humanoid form with no natural weapons, she can instead create three morphic weapons. This replaces shifter claws.

Ooze Empathy (Ex): An oozemorph gains the shifter’s wild empathy class feature, but she can use it only to influence the attitude of oozes with an Intelligence score of 2 or lower. An oozemorph can use this ability on mindless oozes; when she does so, she imparts a modicum of intellect to the ooze to allow it to respond to her commands. This alters wild empathy. 15

Damage Reduction (Ex): At 2nd level, an oozemorph gains DR 4/slashing while unencumbered and either wearing no armor or wearing light nonmetal armor. This damage reduction increases by 2 at 4th level and every 4 levels thereafter, to a maximum of DR 14/slashing at 20th level. This replaces defensive instinct.

Clinging Ooze (Ex) At 4th level, when in her natural form, an oozemorph gains a climb speed of 10 feet. This replaces woodland stride.

- Oozemaster Prestige Class Requirements: Knowledge Dungeoneering 5 ranks Survival 5 ranks Feat: Great Fortitude Special: Ability to cast 3rd level divine or arcane spells, or possess the ooze creature subtype.

HD-d8 Skills: 4+int Class Skills: Craft, Disguise, Escape Artist, Knowledge Dungeoneering, Knowledge Nature, Profession, Spellcraft, Swim

Table 2-6: Oozemaster Level BAB Fort Ref Will Spells Special 1 +0 +2 +0 +0 +1 Minor Oozy Touch I 2 +1 +3 +0 +0 / Oozy Transformation I, Oozy Glob 1/day 3 +2 +3 +1 +1 +1 Minor Oozy Touch II, Summon Ooze 4 +3 +4 +1 +1 / Oozy Transformation II, Oozy Glob 2/day 5 +3 +4 +1 +1 +1 Major Oozy Touch I, Ooze Form I 6 +4 +5 +2 +2 / Oozy Transformation III, Oozy Glob 3/day 7 +5 +5 +2 +2 +1 Major Oozy Touch II, Ooze Form II 8 +6/+1 +6 +2 +2 / Oozy Transformation IV, Oozy Glob 4/day 9 +6/+1 +6 +3 +3 +1 Major Oozy Touch III, Ooze Form III 10 +7/+2 +7 +3 +3 / Oozy Transformation V, Oozy Glob 5/day, One with the Ooze 16

Minor Oozy Touch: The Oozemaster’s hands secrete a specific type of ooze. Chose one from the table below; the Oozemaster may make a melee touch attack which deals the effect associated with the chosen ooze. At 3rd level, the Oozemaster may choose a second Minor Oozy Touch. In addition, the Oozemaster is immune to the effects of the chosen ooze.

Brown Mold 1d6+Oozemaster level points of cold to flesh Grey Ooze 1d6+Oozemaster level points of acid to flesh, metal, wood Ochre Jelly 1d4+Oozemaster level points of stunning and 1d4 acid to flesh Phosphorescent Fungus Touched area emits a soft violet glow as a light spell until wiped off

Oozy Transformation: As the Oozemaster becomes more like the slimes they control, they begin to take on several of their features. At 2nd level, and every 2 levels thereafter, the Oozemaster takes a cumulative -1 penalty to their charisma, as well as a cumulative +1 bonus to their Natural Armour Class.

Oozy Glob: The Oozemaster can throw a glob of the same material as any 1 oozy touch with a range increment of 10ft. This is treated as a ranged touch attack. This ability is usable 1/day at 2nd level, and once more per day every two levels thereafter.

Summon Ooze: Once per day, as a standard action, the Oozemaster may summon one of the following: a patch of green slime, a grey ooze, an ochre jelly, or a . The summoned ooze lasts for a number of rounds equal to 1+ their Oozemaster level. The summoned ooze is not under the Oozemaster’s control.

Major Oozy Touch: This is treated identically to the Minor Oozy Touch, but the Oozemaster may choose either a Minor Oozy Touch, or a Major Oozy Touch from the table below.

Black Pudding 2d6+Oozemaster level acid to flesh, metal, wood, stone Gelatinous Fort DC (10+Oozemaster level+Con mod) or paralyzed for 1d6+Oozemaster rounds Cube Green Slime 1d6 temporary constitution damage +1d6+Oozemaster level acid to metal, wood Yellow Mold 2d4 temporary constitution to flesh (DC Fort 16 1/2)

Ooze Form: A number of times per day equal to 1+ the Oozemaster’s Con mod, the Oozemaster may polymorph into a small or medium ooze as the Ooze Form spell, using their Oozemaster level as the caster level. At 5th level, this functions as Ooze Form II, and at 7th level, as Ooze form III.

One with the Ooze: The Oozemaster’s type fully changes to ooze. They gain the blindsight monster ability, immunity to flanking, poison, sleep, paralysis, stunning, and polymorph effects (this does not include the Oozemaster’s Ooze Form ability). 17

Skills

Add the skill ‘Pilot.’ Pilot is used for driving any sort of vehicle, be it on land, sea, or air. The ability modifier for Pilot is derived from Dexterity.

Classes which receive skill points equal to 2+their INT modifier, choose the higher of 2+INT modifier or 4 skillpoints (this does not include the optional +1 skill point gained from the favoured class bonus).

At first level, characters choose whether the Intimidate skill uses Strength or Charisma as its primary ability. This choice can not be changed.

Players may opt to remove one skill from their list of class skills and replace it with one non-class skill. More may be traded in this manner pending DM approval. The Craft and Profession skills may not be traded in this way.

During character-creation, players may choose a background profession for their characters. This represents the skills the character may have gained before their career as an adventurer. After choosing a career, players choose one of the associated skills and gain Skill Focus in that skill. The remaining skill becomes a class-skill for the character. Note that the skill chosen for the Skill Focus bonus does not become a class-skill.

Background Professions:

Acolyte: Acolytes include any worker found in a church or religious setting. This could include a priest, cultist, mendicant, preacher, or prophet. Skills: Heal, Knowledge (Religion)

Agent: Agents are meant to report, watch, and discover. They include agitators, detectives, spies, and informers. Skills: Bluff, Disguise

Alchemist: Alchemists are the magical scientists who research the secrets of life and magic through a scientific lens. They include apothecaries, vivisectionists, poisoners, and perfumers. Skills: Craft (Alchemy), Spellcraft

Apprentice: An apprentice represents anyone with magical training. This includes hedge-witches, magicians, and street-illusionists. Skills: Knowledge (Arcana), Spellcraft

Architect: Architects not only include designers of buildings, but also workers with more training than a common construction laborer. This includes architects, engineers, and foremen. Skills: Disable Device, Knowledge (Engineering)

Artisan: An artisan is any craftsman or trained worker. This can include any number of professions such as book-binder, mason, jewel-smith, blacksmith, mosaicist, or sculptor. Skills: Appraise, Craft (Any) 18

Beast Handler: A beast handler deals with animals; they may be a zoo-keeper, stable-boy, bear-tamer, or snake-charmer. Skills: Handle Animal, Ride

Beggar: To choose the profession of beggar is, ironically, to choose not to have a profession. Beggars are any street-folk without work such as a hobo, bum, leper, or busker. This may also include professional beggars. Skills: Disguise, Sleight of Hand

Collector: Collectors are sent door-to-door to collect owed goods or wealth. They may be tax- collectors, repo-men, or scavengers. Skills: Appraise, Intimidate

Courtesan: A courtesan is an adult entertainer. They may be dancers, prostitutes, pimps, or geishas. Skills: Knowledge (Local)

Courier: When someone has a message that needs transporting, they hire a courier. They can be errand- runners, mailmen, or perhaps royal communicators. Skills: Escape Artist, Survival

Courtier: A courtier finds themselves in noble or royal courts gossiping and commenting on current events. They can be advisors, lobbiers, or attendants. Skills: Knowledge (Nobility), Sense Motive

Drifter: A drifter travels from town to town performing odd jobs for a place to sleep and a warm meal. They can be travelers, vagrants, or vegabonds. Skills: Knowledge (Geography & Geology), Survival

Driver: A driver is a master of vehicular transport. They may be chauffeurs, cabbies, or ferrymen. Skills: Pilot, Ride

Entertainer: Like a courtesan, an entertainer keeps spirits high, though in a (usually) child-friendly manner. They may be dancers, clowns, musicians, or actors. Skills: Diplomacy, Perform (Any)

Farmer: A farmer produces food or raises animals. They may be herders, livestock raisers, or gardeners. Skills: Handle Animal, Survival

Fence: A fence is a seller of illegal goods. They may be dealers, pawn-brokers, or black-market salesmen. Skills: Appraise, Bluff

Fisherman: A fisherman catches fish recreationally or professionally. Skills: Pilot, Swim 19

Gentry: Gentry includes any noble who rarely needs to work for a living, and instead lives off of familial wealth. They may be aristocrats, nobles, or dillettantes. Skills: Diplomacy, Knowledge (Nobility)

Hitman: A hitman performs wetwork; removing unwanted people. They can be assassins, kidnappers, or mob enforcers. Skills: Acrobatics, Stealth

Hunter: A hunter typically hunts animals, but more exotic prey such as magical beasts or even intelligent creatures are fair game. They may be poachers, bounty hunters, or trophy-hunters. Skills: Knowledge (Geography & Geology), Survival

Merchant: A merchant is anyone who sells and buys goods for a profit. They may be brokers, importer/exporters, retailers, or shippers. Skills: Appraise, Diplomacy

Miner: A miner deals with elements and ores. They may mine gems, metals, or ores, as well as smelt these in large foundries. Skills: Knowledge (Dungeoneering), Knowledge (Geography & Geology)

Mystic: A mystic is often a self-taught wielder of occult arts. They can be seancers, fortune-tellers, or doomsayers. Skills: Knowledge (Planes), Use Magic Device

Official: An official is a trained professional who can navigate bureaucracy and administration. They include barristers, secretaries, councilors, or assessors. Skills: Knowledge (Local), Linguistics

Physician: Physicians help the sick and injured by providing remedies and performing first aid. They can be doctors, surgeons, veterinarians, midwives, or pharmacists. Skills: Heal, Knowledge (Nature)

Prisoner: A prisoner is one who broke the law. They may be recently released, on the lam, or even an innocent who was in the wrong place at the wrong time. Skills: Escape Artist, Sleight of Hand

Sailor: Sailors were born upon the tides and are skilled in knots, navigation, and aquatic-survival. They may be captains, rowers, cartographers, or swabbies. Skills: Knowledge (Geography & Geology), Pilot

Scholar: A scholar has a formal education in any number of subjects. They include students, historians, mathematicians, or professors. Skills: Knowledge (Engineering), Knowledge (History)

Scout: A scout often works for a military or governance to explore lands and report their findings. They can be rangers, reconnaissers, or explorers. Skills: Climb, Swim 20

Scribe: A scribe has the rare skill of letters. They can be stenographers, translators and interpreters, authors, or illuminators. Skills: Linguistics, Knowledge (History)

Shaman: A shaman wields traditional superstition and is a master of ritual. They are animists, diabolists, bone-throwers, and fire-dancers. Skills: Heal, Knowledge (Planes)

Slave: A slave is one who is forced to work, whether as a prisoner of war, someone conquored, or one who sells themselves to pay debts. Skills: Knowledge (Nobility), Perception Special: If Slave is chosen as a background profession, the character automatically treats his starting gold rolls as the minimum. Example, a Barbarian rolls 3d6 x 10gp to generate starting gold; if Slave is chosen, they would receive 30 gp.

Thief: A thief cheats, lies, steals, and robs. They can be footpads, burglars, cutpurses, or heisters. Skills: Disable Device, Stealth

Warrior: A warrior trains in the art of war, from tactics and grand strategy, to one-on-one combat. They can be bodyguards, bouncers, thugs, or military members. Skills: Intimidate, Ride 21

Feats

Replace the Dodge feat in the Core Rulebook with the information below As per dodge, but everytime you gain a new attack, as a result of your base attack increasing, increase dodge AC bonus by +1 (ie at +6/+1, the bonus is +2, at +11/+6/+1, the bonus is +3, and so on).

Remove Weapon Finesse All weapons which Weapon Finesse targets (see below) gain the Finesse rule. Finesse allows the player to choose between using strength and dexterity to hit. Eligible Weapons: All Light Weapons, rapiers, whip, sword cane, spiked chain, bladed scarf, elven curve blade.

Combat Expertise: Any character with at least +1 BAB and 13 intelligence is treated as having the combat expertise feat.

Power Attack Any character with at least +1 BAB and 13 strength is treated as having the power attack feat.

Remove Deadly Aim Any character with at least +1 BAB and 13 dexterity is treated as having the deadly aim feat.

Remove the prerequisite for Diehard. 22

Equipment

Weapon Enchantments Vicious Burst: Price: +2 Bonus, Aura: strong necromancy, CL 12th A vicious burst weapon functions as a vicious weapon, that can retain a charge of negative energy. Whenever a die of damage is dealt against the wielder, add a counter. During any attack, the wielder can trade the counters in for a damage die equal to the amount of counters given. For example, after taking 4 d6’s worth of damage from the vicious quality, the wielder may deal an extra d4 of damage. These counters remain for one hour or until used, whichever is sooner.

In the land of Tyr, inhabitants have lost the alchemic art of steelsmithing. Their weapons are typically of bronze or iron, and many varieties of arms and armour are not available. The following weapons are available for purchase at most settlements within Tyr.

Weapons Simple Martial Exotic Light Melee Light Melee Light Melee Brass Knuckles Gladius Aklys Cestus Handaxe Scorpion Whip Dagger Kukri Sica Light Mace Light Hammer Punching Dagger Light Pick Sickle Sap Shortsword Throwing Axe One-Handed Melee One-Handed Melee One-Handed Melee Club Battleaxe Flacata Heavy Mace Heavy Pick Greater Terbutje Mere Club Light Flail Hooked Axe Short Spear Longsword Khopesh Scimitar Shotel Scizore Taiha Terbutje Temple Sword Trident Urumi Warhammer Wahaika Whip Two-Handed Melee Two-Handed Melee Two-Handed Melee Boar Spear Falchion Bo Staff Long Spear Glaive Chain Spear Quarterstaff Greataxe Harpoon Spear Greatclub Mancatcher Heavy Flail Meteor Hammer 23

Scythe Tetsubo Tepoztopilli Rhomphaia Ranged Ranged Ranged Blowgun Amentum Bolas Dart Atlatl Boomerang Javelin Hunga Munga Sling Staff Sling Longbow Kestros Pilum Lasso Shortbow Net Armour Light Medium Heavy Padded Hide Banded Mail Lamellar Cuirass Lamellar (Horn) Lamellar (Iron) Leather Scale Studded Leather Breastplate Lamellar (Leather) Shield Klar Light Wood Heavy Wood Tower 24

Other

NPCs & Characters At character creation, each PC may roll a d4; if the PC’s charisma modifier is +3 or higher, they may roll a d6. The number rolled equals the number of NPCs the PC knows. At any point in the campaign when meeting someone new, the PC may declare that NPC is someone they know from their backstory. The PC is then in charge of determining the NPCs background and character qualities. This is subject to DM approval.

Drowning Characters can hold their breath for a number of rounds equal to their constitution score. After they have run out of breath, they immediately fall unconscious and begin taking 1 constitution damage per turn until death or resuscitation.

Critical Hits: On the roll of a natural 20, you score a ‘threat’ against the target. Roll again and add the same attack bonus you normally would to see if you ‘confirm’ the critical. In the event of confirmation, you deal maximum damage multiplied by your critical multiplier, or you can deal normal damage and draw a card from the critical hit deck. In the event of a threat, you deal maximum damage, but do not multiply by your critical modifier, nor do you draw from the critical hit deck. On the roll of a natural 1, you have the potential to critically miss. Roll again and add the same attack bonus you normally would to see if you ‘confirm’ the miss. In the event of confirmation, you critically fail and draw a card from the critical hit deck. In the event you do not ‘confirm’ the miss, you take a -2 with that weapon on your next round. Critical Threat Critical Hit Threatened Miss Confirmed Miss Maximum damage. Maximum damage X -2 with that weapon for Draw a critical miss your weapon’s critical your next turn. card. modifier. OR Draw a critical hit card. 25

Arcanorum Alchymiae – The Secrets of Alchemy And a primer on the histories of Man, their ways, and customs As divined by Hermaeus Trismegistus and recorded by his humble students

I Είναι αληθές, χωρίς ψεύδος· βέβαιο kαι απόλυτα αληθές. II Το kάτω είναι όπως το άνω, kαι το άνω είναι όπως το kάτω ώστε τα θαύματα του ενός μόνο πράγματος να kάνει. III Και όπως όλα έχουν υπάρξει kαι προέλθει από ένα δια την μεσολάβηση του ενός: έτσι έχουν όλα την γέννηση τους από το ένα αυτό πράγμα kατά ανάπτυξη. IV Ο Ήλιος είναι ο πατέρας του, η Σελήνη η μητέρα του· ο 'Ανεμος το έχει φέρει στην kοιλιά του, η Γη τροφός του. V Ο πατέρας όλης της τελοιότητας σε ολόkληρο τον kόσμο βρίσkεται εδώ. VI Η δύναμη ή ισχύς του είναι πλήρης αν μετατραπεί σε Γη. VII Ξεχώρισε την Γη από την Φωτιά, το αβρό από το χυδαίο γλυkά kαι με σπουδαίο kόπο. VIII Ανεβαίνει από την Γη στον Ουρανό kαι πάλι kατεβαίνει στην Γη kαι λαμβάνει την δύναμη πραγμάτων ανωτέρων kαι kατώτερων. IX Με αυτό το μέσο θα έχεις την δόξα όλου του kόσμου. X Και επομένως kάθε αφάνεια θα εξαφανισθεί από εσένα. XI Η δύναμή του είναι υπεράνω kάθε δύναμης. Διότι νιkά kάθε αβρό πράγμα kαι διαπερνά kάθε στερεό πράγμα. XII Έτσι δημιουργήθηkε ο kόσμος. XIII Από αυτό είναι kαι προέρχονται αξιοθαύμαστες προσαρμογές των οποίον το μέσο είναι εδώ σε τούτο. Λέγομαι, επομένως, Τρισμέγιστος, έχοντας λάβει τα τρία μέρη της φιλοσοφίας όλου του kόσμου. XIV Αυτό το οποίο έχω πει περί της λειτουργίας του Ήλιου έχει kαταφερθεί kαι τελειώσει.

I ‘Tis true without lying, certain & most true. II That which is below is like that which is above & that which is above is like that which is below to do the miracles of one only thing III And as all things have been & arose from one by the mediation of one: so all things have their birth from this one thing by adaptation. IV The Sun is its father, the moon its mother, the wind hath carried it in its belly, the earth is its nurse. V The father of all perfection in the whole world is here. VI Its force or power is entire if it be converted into earth. VII Separate thou the earth from the fire, the subtle from the gross sweetly with great industry. VIII It ascends from the earth to the heaven & again it descends to the earth & receives the force of things superior & inferior. IX By this means you shall have the glory of the whole world X And thereby all obscurity shall fly from you. XI Its force is above all force. For it vanquishes every subtle thing & penetrates every solid thing. XII So was the world created. XIII From this are & do come admirable adaptations whereof the means (or process) is here in this. Hence I am called Trismegistus, having the three parts of the philosophy of the whole world XIV That which I have said of the operation of the Sun is accomplished & ended. 26

Timeline - The universe is split into the Elder Elements, Fire, Water, Air, and Earth. - Sulpher, Salt, and Mercury join with the Four Elder Elements to create all matter - Apsu is formed at the centre of the universe. - Apsu creates a wife, Tiamat, and seven children, Ninurta, Marduk, Nergal, Utu, Ishtar, Nabu, and Sin. - The seven children makes seven planets, Saturn, Jupiter, Mars, Sol, Venus, Mercury, Luna. - Apsu and Tiamat make Terra at the centre of the universe. - The seven children populate Terra with the metals Lead, Tin, Iron, Gold, Copper, Mercury, and Silver. - The Elder Elements create seasons on Terra. - The Elder Elements spill their lifeblood to create the Humours, and thus life. - Apsu and Tiamat create the Twelve Holy Houses and leave Terra. - The Gibborim create the races of mankind as slaves. - The Gibborim create the new gods, Ashur, Dagon, Lamashtu, Arishkagal, Pazuzu, Moloch, and Bes. - The Gibborim and mankind are punished, knowledge is taken from them and they are split. - Xisuthros sinks to the sea and the Cyclopes migrate to Xen’drik. Humans remain in the coastal region. - Ten thousand years pass; the Pharaohs of Anhutep, The Priest-Kings of the Fang, the Dragonlords of the North, and the Human-Elven Alliance form as empires. - The Great War is waged between Anhutep and the Human-Elven Alliance. - The Dragonlords of the North join the great war and invade Argonnessen. - Warforged are created and crush the Anhutepi navy. - Anhutep unleashes Arishkagal, Lamashtu, and Moloch upon the world, causing magic in Xen’Drik to disappear. - The Priest-Kings of the Fang lose control of , who raze their cities. Lizardfolk join in the rebellion and take over the continent. - Mankind rediscovers the Old Gods and returns Arishkagal, Lamashtu, and Moloch to their own reality. - A thousand years pass, leading to the current day. 27

On Creation

In the beginning, there was Aether eternal. Though infinite, it was fractured into four regions. Hot, dry, cold, and wet. Where these regions met were born the Elder Elements. Where it was hot and dry, Fire Λ - where it was hot and wet, Air Λ - where it was cold and dry, Earth V - where it was cold and wet, Water V. These elements, though united by Aether, were separate, so the three Younger Elements were born so that the Elder Elements may be bound together as new forms. The three Younger Elements took the forms of Mercury, the quality of metal – Salt, the quality of solidity – and Sulphur, the quality of combustibility. When the Elder and Younger Elements met, they formed the Twelve Agents. When met with Sulphur, Salt, and Mercury, fire made Wood, Ash, and Steel – Water made Steam, Ice, and Oil – Earth made Magma, Minerals, and Metal – and Air made Lightning, Smoke, and Wind. These Twelve Agents, along with the Elder and Younger Elements, met in the centre of existence, and at this conflux formed Apsu. Apsu saw that the elements were married to create life, so he too decided he must be married. From the same primordial waters that birthed him in the centre of the universe, he created Tiamat to be his wife. For a time existence was calm; Apsu and Tiamat spent countless epochs studying the Elder and Younger Elements, as well as the Twelve Agents, thus creating Alchemy. They grew wise in their knowledge and realized it was time to pass on these secrets, so they had seven children: Ninurta, Marduk, Nergal, Utu, Ishtar, Nabu, and Sin. Apsu and Tiamat taught their children everything they knew about alchemy until it was time for them also to create. Each child made a planet which was ruled over by one of the Elder Elements; Ninurta made Saturn, of Earth, Marduk made Jupiter, of Air, Nergal made Mars, of Fire, Utu made Sol, of Fire, Ishtar made Venus, of Air, Nabu made Mercury, of Earth, and Sin made Luna, of Water. These planets were in a state of chaos so Apsu and Tiamat made a planet that would hold power over the others. Terra was created from the Elements and Agents, and all other planets revolved around it. Terra was the most beautiful of all the planets, but even in their infinite wisdom, Apsu and Tiamat left it empty. Their children saw it a fitting tribute to each gift a metal unto Terra. Ninurta gave

Lead♄ from Saturn, Marduk gave Tin ♃ from Jupiter, Nergal gave Iron ♂ from Mars, Utu gave

Gold ☉ from Sol, Ishtar gave Copper ♀ from Venus, Nabu gave Mercury, called Quicksilver by the common man ☿ from its namesake planet, and Sin gave Silver ☽ from Luna. 28

Life on Terra at this time was turbulent. The Twelve Agents fought, claiming land, sea, and air for their own. Soon, the Elements saw that order was needed and claimed their dominion on Terra. First, Air claimed one quarter of Terra. There, in its infancy, Terra grew bright flowers and grass. Second, Fire claimed a quarter. There, in its youth, crops grew and thrived, and the world rippled with heat. Third, Earth claimed a quarter. There, in adulthood, the crops grew ready to harvest and the leaves changed. Last, Water claimed a quarter. There, in seniority, snow fell and plants withered and slept. Once order came, the Elements saw Terra ready for Life. Each spilled their ichorous life force together to form the Four Humours. Air created Blood – the quality of sanguine. Fire created Yellow Bile – the quality of choleric. Earth created Black Bile – the quality of melancholic. Water created Phlegm – the quality of phlegmatic. Blood, Yellow and Black Bile, and Phlegm all mixed together to create all living things on Terra. After seeing that life flourished, Apsu and Tiamat grew weary. They wished to rest, so they created a home in the stars. As the stars spun around Terra, they realized that they would soon grew weary of this home as well. With this in mind, they created Twelve Holy Houses, so that every 28 days, they could visit a different house and never grow tired. Each House was made of one of the Elder Elements. Air made The Twins ♊, The Scales ♎, The Water-Bearer♒, Fire made The Ram ♈, The Lion ♌, The Archer ♐, Earth made The Bull ♉, The Maiden ♍, The Sea=Goat ♑, and Water made The Crab ♋, The Scorpion ♏, The Fish ♓. As Apsu and Tiamat traveled the stars, they left life on Terra to fend for itself without guidance, their own children busy with tending to their own planets. The creatures that Apsu and Tiamat left behind were known as the Gibborim, or Nephilim to the common man, and they were as man but towering and powerful. A year to us, was a but a single day to them. These giants spread across the land and learned the secrets of alchemy. The Nephilim were proud and lazy however, they did not want to work for themselves, so they created the races of man in their own image, to act as slaves. After creating man, the Nephilim saw that they were perfect and that they were to use the powers of Alchemy to create their own gods, but their control of power was weak; from their experiments came not only deific beings, but also awesome demons, intent on unraveling the creations of the universe. The gods they had made were Ashur, Dagon, Arishkagal, Lamashtu, Pazuzu, Moloch, and Bes. The demons they created were born from ten angels, Kether, Chokmah, Binah, Chesed, Geburah, Tiphereth, Netzach, Hod, Yesod, and Malkuth. The Nephilim were unskilled in Alchemy, so the angels grew into evil spirits, split into two halves of order and chaos. Those evil and 29 ordered were Satan, Beelzebub, Lucifer, Astaroth, Asmodeus, Belphegor, Baal, Adrammelech, Lilith, and Naamah, those evil and chaotic were Thamiel, Chaigidel, Sathariel, Gamchicoth, Golachab, Thagirion, Harab Serapel, Samael, Gamaliel, and Nehemoth. Ashur was the lord of animals, nature, and hunting. Dagon the lord of water, magic, and secrets. Arishkagal the lord of evil, demons, and suffering. Lamashtu, the lady of monsters, theft, and pregnancy. Pazuzu, the lord of the wind, winged creatures, and children. Moloch the lord of sacrifice, kingship, and shepherds. Bes the lord of Dwarves, the hearth, and craftsmanship. Of angels, Kether symbolized unity; Thamiel and Satan, duality. Chokmah symbolized wisdom; Chaigidel and Beelzebub, confusion. Binah symbolized understanding; Sathariel and Lucifer, concealment. Chesed symbolized kindness; Gamchicoth and Astaroth, devourment. Geburah symbolized severity; Golachab and Asmodeus, conflagration. Tiphereth symbolized beauty; Thagirion and Belphegor, grief. Netzach symbolized eternity; Harab Serapel and Baal, rot. Hod symbolized splendour; Samael and Adrammelech, desolation. Yesod symbolized foundation; Gamaliel and Lilith, pollution. Malkuth symbolized kingship; Nehemoth and Naamah, whispers. Apsu and Tiamat saw that the Nephilim had made their own gods as well as man and they were greatly angered by this. As punishment for their hubris, the living races of Terra had their knowledge stricken from them. No longer did they understand the Alchemic laws of the universe – as well, they were split into tribes of race and had their tongues cursed. The great palace of the giants, a city named Xisuthros, sank to the ocean. In its place, a sea of black oil arose. As they sank, the Nephilim made pacts with their gods so that those in Xisuthros would live forever. Now lost beneath the waves, the city still stands, its inhabitants immortal, wandering the watery halls until the end of time. Those giants that escaped the sinking of Xisuthros traveled south to the great desert. The gods saw this and demanded payment for their lives. Each giant gave an eye, birthing the race of Cyclopes. The gods Arishkagal, Lamashtu, and Moloch were banished by Absu to a frightening prison realm, Zalmoxis; a burning land of fire that lies deep beneath the surface of Terra. Between Terra and Zalmoxis is the Great Below, a world of dark caverns filled with strange beasts meant to keep man away from Zalmoxis, as well as keep the demons trapped within. For a time after this, there was darkness – ten thousand years of unknowing – then the living races of Terra learned from their punishment and worked towards regaining their lost knowledge – the secrets of Alchemy. Still dazed from their divine punishment, many of their discoveries were fruitless, though through failure, they determined what could and could not be. Truth through untruth. In the 30 north, the long-lived Jotun-born grew a weakness of the mind. No longer were they powerful sorcerers, but rather, degenerate brutes, scions of destruction. The wisest amongst them retreated deep underground and high atop mountains where they entered a primordial hibernation, while the younger became warlike giants, roaming Nordland in search of men to kill. The men of Nordland as a result grew powerful in their wars with the giants, but weak of the mind; those born of the Nephilim expanded their minds through alchemy and the stars. By studying the Twelve Holy Houses, they learned of the Twelve Steps of the Great Work, for Twelve is a divine number, the number of the Twelve Agents. It is the product of the Four Elder Elements and the Three Younger Elements. Like Twelve is Seven, as it is the sum of the Four Elder Elements and Three Younger Elements. Seven is the number of Children and their planets, as is it the number of metals granted to Terra. Hold well these numbers for they are the keys to Alchemy.

On History

These are the researches of Hermaeus Trismegistus, which he publishes in the hope of thereby preserving from decay the remembrance of what men have done, and of preventing the great and wonderful actions of Man from losing their due need of glory. According to Karnath’s best informed history, great empires arose during the years of darkness. In the deserts of Xen’Drik, the Cyclopes Pharaohs of Anhutep. In the jungles of Argonnessen, The Priest-Kings of the Fang, masters of Dragons. On Khorvaire and in Aerenal the Human-Elven alliance. And in the frozen north of Nordland, the Dragon Lords, hunters of the primordial wyrms. The Dominion of the Pharaohs of Anhutep was a massive slave empire occupying all of Xen’Drik, from the Anhutepi Desert to the wastes of Tyr. Ruled by the horrible Cyclopes, they enslaved man and mul to build their massive pyramids and monuments. When the Human-Elven alliance created the Warforged, living automatons sent to end the Great War, the Cyclopean kings grew paranoid and began to research methods into immortality; it was this quest for unlimited power that created the arcane backlash that ended their empire. As their rituals grew more powerful, they made contact with the gods Arishkagal, Lamashtu, and Moloch within Zalmoxis. Soon, these gods tricked the power-mad pharaohs and their viziers to conduct a profane ritual; a sacrifice of slaves which unleashed hellfury upon the land of Tyr, taking magic away from all of Xen’drik. In a cruel twist of fate, the Pharaohs were granted immortality, though at the cost of their minds. They have since walked as mindless dead, 31 knowing only that they once ruled a great desert kingdom. To their east in Tyr, the vacuum of power allowed city-states to rise in power. With the loss of magic across the continent, those few that could command arcane arts quickly took control, being seen by the oppressed slave-people of Tyr as living gods. The Priest-Kings of the Fang were once the largest empire on the planet, reaching as far from their home in Argonnessen as the leathery wings of their dragons could take them. The great serpentine beasts were both worshiped and enslaved by the Priest-Kings, who used them in massive military campaigns against Anhutep. Powerful warlocks, they created the lizardfolk as a servitor race in the mocking image of their dragon masters, who were used to build tremendous temples. During the Great War, they fought both the men of Nordland as well as Anhutep, causing much destruction in Tyr. With the Fall of Xen’Drik, however, the magical bonds over the dragons broke, and the venomous retaliation brought much of the Priest-King’s empire to ruin. Their capital of Tser Kaen was eaten up by the massive jungle in which it sat, dooming the most powerful Priest-Kings to an eternity of torment as they became trapped within subterranean labyrinths deep below the surface. The Dragon Lords of the North were powerful barbarians from the Nordland who were bitter enemies of the Priest-Kings. While the Priest-Kings sought to enslave the dragons, the Dragon Lords were obsessed with their destruction, building armour from their scales and fashioning their bones into fierce weapons. During the Great War, Nordic longships sailed south to battle the dragons of Argonnessen. While they claimed many scaly lives, they were ultimately defeated when the return of the old Gods caused the dragons to break free. Following defeat, the tribes splintered into squabbling factions, with the ethnic minority of the Salon migrating to the west into Morozov and the swamps of Salo. In Khorvaire, various races of man thrived for generations; Elves, Dwarves, Humans, and Goblinoids all claimed land for themselves. Though they sometimes waged war amongst themselves, the Great War called for an end to these hostilities; men of Karnath and Constadt joined with the enigmatic Elves of Aerenal and the Dwarves of Mror to defend their shores against slave armies of Anhutep. In the last years of the war, this alliance created Alchemic automatons, the Warforged, built of steel and wood filled with the four Humours. These soldiers decimated the fleets and port-towns of the Sea of Xisuthros before returning north to the Mror Holds where they settled. These smashed fleets, cut off from their Anhutepi masters soon fell to piracy like their ancestors, the men of Xisuthros. The 32 fabled city of towers, Sharn, stayed out of the war, instead performing the role of a trading-hub between Karnath and Constadt. As the Warforged marched forward, Anhutep grew worried; the most powerful pharaohs and their priests sought a plan to bolster their forces and grant them infinite power. Through dark rituals, they discovered the ancient god Arishkagal, long forgotten by man. With his sister Lamashtu, and brother Moloch, they tricked the most powerful sorcerers in Anhutep to open a yawning portal into their prison-reality. This caused a catastrophic event the likes of which had not been seen since the knowledge of Alchemy was taken from mankind by the Old Gods. Demons poured fourth into the world, snuffing out the spark of Alchemy within Xen’Drik and turning much of it nto a wasteland. For one-thousand years, the world knew fire and pain before man rediscovered the Old Gods. Their faith bolstered by the Children of Apsu and Tiamat, as well as the younger gods who returned to Terra, new kingdoms arose to drive the demons back through the dark portal through which they came. After this came a renaissance; man rekindled their faith and with divine help, began to rediscover the secrets of Alchemy, granting them magical prowess they had not known for many generations. The Human-Elven alliance became masters of alchemy, harnessing its powers to create wonderful airships and railsystems powered by bound elements. Mercenaries of the Great War in the Sea of Xisuthros, as well as the descendants of the Anhutep navy turned to piracy, raiding all along the coasts of the Thunder Sea even into the Dragonreach. Anhutep remained a nation built on the backs of slaves, though its undead cyclopean masters became crippled by insanity, unable to unite and rebuild their empire. The land of Tyr struggled afterwards, falling into a collection of city-states, led by false prophets who kept much of the tyrannical qualities of the pharaohs before them. With the defeat of the Priest-Kings of the Fang, lizardfolk and their pet dinosaurs as well as the mighty dragons retook the jungle continent of Argonnessen, leaving only the reclusive cannibal halfling tribes of Talenta alive. The barbarians of the north stayed broken, becoming more hostile to one another, now led by individual thanes, each with their own agendas. In the Banewood Veil settled the Morozov family of vampires, while to the south in Salo, a cabal of warlocks took control of the nation which quickly descended into poverty and madness. In the far south, below Xen’Drik in the fields of Everice, a curious transformation took place; a race of man who bred with giants, not seen since the loss of the secrets of Alchemy awoke from under the ice and began stalking the steppes. These titanic men have made little contact with civilization, tending to hunt the mammoths that roam upon the Everice. 33

On the Elements

Air Λ – Air is Hot and Wet. Its humour is Blood, its temperament Sanguine. As the world is in its infancy in spring, so to does Air represent the infancy of Man. Fire Λ – Fire is Hot and Dry. Its humour is Yellow Bile, its temperament choleric. It holds strength in the summer, as well as the youth of Man. Earth V – Earth is Cold and Dry. Its humour is Black Bile, its temperament melancholic. It is the element of winter, and lords over the adult life. Water V – Water is Cold and Wet. Its humour is Phlegm, its temperament phlegmatic. It signals death; of crops in the winter, of life in man. Salt – Salt grants solidity to elements. To man, it forms the Body. Sulphur – Sulphur grants combustibility to elements. To man, the Spirit. Mercury – Mercury grants the quality of metal to elements. To man, the Mind.

Salt Sulphur Mercury Air Smoke Lightning Wind Fire Ash Wood Steel Earth Mineral Magma Metal Water Ice Steam Oil

There are those who may postulate as to the composition of the elements. They are formed in a space of three dimensions, of congruent regular faces of polygons; that is the three, four, and five sided forms. There are five forms of this criteria. To Earth, we assign the cubical form; for Earth is the most immovable of the five, and that which has the most stable bases must of necessity be of such a nature. We assign the smallest body to fire, and the greatest to water, and the intermediate in size to air; again we assign the acutest body to fire, and the next in acuteness to air, and the third to water. Of all these elements, that which has the fewest bases must necessarily be the most moveable, for it must be the acutest and most penetrating in every way, and also the lightest as being composed of the smallest number of similar particles: and the second body has similar properties in a second degree, and the third body in the third degree. Let it be agreed, then, both according to strict reason and according to probability, that the pyramid is the solid which is the original element and seed of Fire; and let us assign the element which was next in the order of generation to Air, and the third to Water. We must 34 imagine all these to be so small that no single particle of any of the four kinds is seen by us on account of their smallness; but when many of them are collected together their aggregates are seen. Of the fifth form, we assign the Aether, for it is used by Absu to arrange the constellations on the whole of heaven.

On the Stars

Air Fire Earth Water ♎ The Scales ♌ The Lion ♑ The Sea-Goat ♏ The Scorpion ♒ The Water-Bearer ♈ The Ram ♉ The Bull ♋ The Crab ♊ The Twins ♐ The Archer ♍ The Maiden ♓ The Fish

From Terra can be seen seven planets, it should be noted that Jupiter and Venus are pure, Saturn and Mars malicious, the Sun and Moon in a mean, and Mercury good with good and evil with evil.

Saturn is Cold and Dry. It is melancholic and masculine. It is slow in motion, crossing the sky in thirty years. It governs lead, the right ear, the bladder, and has dominion over palsy, ague, consumption, gout, leprosy, and cancers. It shares the sky with two houses, The Sea Goat and The Water Bearer. Saturn 35 rules the first day of the week, and the first hour of that day, making these times suitable for matters pertaining to life, building, doctrine, and mutation. Jupiter is Hot and Wet. It is sanguine, and masculine, a friend to nature and mankind. Its course of the sky is twelve years, so it is truly blessed. It governs tin, the liver, the lungs, the ribs, the midriff, blood and seed, cramps, headaches, heart burning, and other diseases of the rising blood. In the sky, The Archer and The Fish give it honour. Jupiter rules the sixth day, and the first hour of that day, making these times suitable for matters of honour, things desired, riches, and apparel. Mars is Hot and Dry. It is choleric and masculine, of evil and the night, though of a lesser misfortune. It completes is course of the sky in two years. It governs iron, the left ear, the gall, the testes, pestilence, ringworm, rottenness, untimely deliverance, the breaking of veins, and diseases of choler. In the sky, The Ram and The Scorpion are its partners. Mars rules the fourth day, and the first hour of that day, making it suitable to matters of war, prison, matrimony, and the enemy. Sol is Hot and Dry. It is masculine and of the day – a sign of good fortune. It is quick, passing across the sky in three hundred and sixty-five days. It governs holy gold, the brain, marrow, sinews, the right eye of man, and the left eye of women, pains of the mouth, and all hot, dry disease not from choler. The Lion is the only house of Sol. It rules the second day, and the first hour of that day, making it suitable to matters of hope, lucre, fortune, and heirdom. Venus is Cold and Wet. It is phlegmatic, feminine, and fortunate. Its haste in the sky is equal to that of Sol – one year. It governs copper, the loins, kidneys, buttocks, flanks, and maladies of the cold, diseases of the heart and liver and stomach, and the privities of women. It has two mansions, The Bull and the Scales. Venus rules the final day, and the first hour of that day, making it suitable to acts of friend and fellowship, love, and that which is strange to you. The nature of Mercury is common and convertible, masculine with masculine, feminine with feminine. Hot with hot, and cold with cold. It too, is swift, traveling the sky in the time approximate to a year. It governs quicksilver, the tongue, memory, cogitation, hands and thighs, frenzy, madness, cough, rheum, and the abundance of spittle. Both The Twins and The Maiden are its houses. Mercury rules the fifth day and the first hour of that day, making these times suitable for acts of loss, debt, and fear. Luna, the Moon, is Cold and Moist, feminine and nocturnal. All virtue of the planets travel to through Luna. It is the swiftest of motion, passing in twenty-eight days. It governs silver, the brain, the left eye of man, and the right eye of women, the stomach, palsy and writhing, displaying of members, 36 and obstruction of sinews. Luna has only one manse, The Crab. Luna rules the third day and the first hour of that day, making these times suitable for dreams, merchandise, theft, and abundance of estate.

The seven metals given to Terra by the Gods are also said to have strange powers dictated by the stars; each God was a master of a school of magic, and portions of their essences remained within the metals they granted. This infused them with powers of defense against the magic each God was most skilled with. Lead protects against abjuration, tin against evocation, iron against necromancy, gold against illusion, copper against enchantment, quicksilver against conjuration, and silver against transmutation.

The Hours of the Planets 37

Terra 38

Of the races of man, there are many; the pages herein, as recorded by Francis the Boar, detail these races, their beliefs and practices, so that the traveler may act amongst them without taboo.

Constadti Among the races of Humans, the Constadti are among the most numerous and widespread; settling across all of Khorvaire from the Vedykar Plains along the River Karn to Sharn and south of Elewen in their own lands as well as across the Sea of Xisuthros into Stormreach. Their tongue is common across Terra, though they also speak the tongue of those around them, typically Elven or Dwarven. Of life created by the Nephilim, they were not the first, but they were the most adventurous at heart, consumed by a lust for discovery. They typically have light eyes, dark hair, and are of an average build. Grooming practices vary from tribe to tribe, though it is common amongst all people to place great importance upon their hair. Men keep their faces devoid of whiskers until they reach a venerable age, while women undergo various processes ranging from mundane to Alchemic in nature to remove all hair from their body below the crown of their skull. Families are formed early, usually when the age of sexual maturity is reached. Young families begin their own households until their parents grow old, at which point the eldest child takes them in if able; it is seen as a mark of prestige to have the parents and even grandparents of both the husband and wife under one roof. These elders are often left to aid in education of the children. The Constadti are firm believers of the True Gods, they are pure of heart and devout. Their skills in Alchemy are powerful, capable of binding elementals to their will. There are groups, perverted in the mind who worship the Angels and Demons of the Nephilim, though they are rare and secretive, for they are persecuted for their blasphemy. Of vocation, there is little that can not be perfected by the men of Constadt, be it the pursuit of peasants in fishing and farming, or noble arts of mercantile, theology, and military leadership. A cosmopolitan people, they absorb teachings from others and adapt them for their own use. This is a common occurrence, as they are not an inherently war-like race, but rather a race of traders, explorers, and diplomats. 39

Xisuthrites The descendants of the lost men of Xisuthros occupy much of the same land their progenitors did, that is the lands within and around the Sea of Xisuthros. They settle on the shores of northern Xen’drik in Stormreach and southern lands in Khorvaire, from Constadt to Sharn, and small villages amongst the swamps of Q’barra. They speak the tongues of Constadt and Tyr, but there is another language amongst them; a lost language known to their ancestors. In it’s pure form, it is known only to the gods, but broken fragments exist in the Pirate’s Cant; a thieving language made of slang and double-speak of other tongues. In appearance they are olive-skinned, coloured by the sun, with dark, often curly hair. They wear their hair long regardless of gender, and are barbarically adverse to shaving. The females are known to braid their hair in intricate patterns, indicative of social status, romantic availability, and clan. Although the basic messages conveyed by the braids are known to all, it is the women alone who understand the full grammar and syntax hidden behind each twist and weave of hair. It is common for families to form not on the basis of some notion of love or attraction, but rather business. This is conducted by the suitor and the bride’s father while the bridge is still as young as nine to ten years of age. The man is older, nearing twenty or even thirty, so that they have had time to accrue wealth and prestige within the community, enough to support wife and children. As a broken people, they form strong bonds with those they travel with, and they are willing to work alongside any who promise good coin, or more preferably gems, worn upon necklaces to show their wealth. It is often the men who seek occupation, though many have fallen to piracy. Those who have settled in more civilized lands serve as seers and philosophers, owing to their spirituality as well as skilled navigators, having mastered the skies and stars thanks to the child-tales which tell the legends of the figure-shapes seen in the night sky. Like those of Constadt, they worship the children of Absu, namely Ishtar and Sin, though they also believe in the Younger God, Dagon. Their temples and shrines are few, with many preferring to offer their solemnities in the form of written prayers sent to the sea in coloured glass bottles. They are said not to be heard by the gods until another man finds the bottle and reads the prayer aloud. 40

Tyrians (Of Man and Mul) The Tyrians are a people of Xen’drik, those who live east of the Forest Ridge and the Ringing Moutnains. Separated from their kinsman are also the Tyrian slaves who made the forced exodus along the Great Salt Road into Anhutep where they still live now in bondage. The mul, human-dwarven half- breeds, and humans live as brothers within the lands of Tyr and their customs are one and the same. Their language is guttural, having been birthed from a Dwarven antecedent and sounds heavily of phlegm. Their skin is that of oiled bronze, and they are a hairless people. I have heard from men that it came from their days as slaves when their masters would shave them, from others that it is done to keep them cool while toiling under the sun. For the mul, it is not a choice, but a defect of birth, a cruel twist of fate considering the importance given to the maintenance of one’s beard in Dwarven culture. Breeding is done strictly for procreation; love is an unheard of concept amongst the grim people of Tyr. Once a mate is chosen and the child born, it is not uncommon for the parents to ever knowingly see the child again, or even each other, barring accidental run-ins. Children are raised by institutions put in place by the city-state, their favoured form of community. Children are educated based on their skills, being assigned as apprentices to various tradesmen. In olden days, Tyrians, by force of law, had to worship the gods Arishkagal, Moloch, and Lamashtu, as well as their mortal conduits, the pharaohs. Since the fall of Anhutep, the sorcererous kings of the city- states now hold the position of deities. Those few with powers of the arcane and divine, and knowledge of Alchemy control every aspect of the superstitious Tyrian’s lives. A minority within the people of Tyr are the Half-Giants, whose origin is as barbaric as one could guess. Despite this, they are a calm and gentle folk, once tortured with labour, now living on the fringes of Tyrian society, hoping to find peace. They are simple of mind and often emulate those around them making them similar to the men and mul of Tyr but in a way, they are free, unable to comprehend the gravity of their oppressed existence. 41

Zulu The Zulu are a people of nigh-black skin whose tribes inhabit the large savannahs and jungles west of the Ringing Mountains, east of the Rocks of the Kings, and north of the Great Road of Salt. There languages are many, though seem to stem from a mutual parent, and are largely intelligible by other tribes. It is comprised of a series of clicks and ululations, not unlike a symphony of beast and insect. Their tight, curled hair is often kept extremely short, if not bald among men, and short, perhaps a finger’s length among women, while body hair, when it grows which itself is rare, is quickly removed. They have little in the ways of dress, mostly the hides of beast. The acquisition of these hides is seen as ritual; the male provides for himself and his family; but it is not the quantity of different hides one has, but rather the animal they came from which determines status. It seems that plain, solid colours, such as those from a panther, are for the common man, stripes, as those from a Zulu Horse, as well as spots, as those from a leopard, are both respected, and it is scales that is reserved for the higher echelons of society. Their worship of spirits is pagan, being led by a medicine-man, though I have observed a curiosity in their beliefs. Their chief gods (numbered five out of hundreds) are known by the following names, Unkulunkulu, Amatongo, Izinyanga, Zokubula, and Utikxo. They are gods of the Sun, Dirt, Rivers, Wind, and Beasts. It is my belief that they are not as godless as they seem, but rather worship barbaric incarnations of Utu, Ninurta, Nabu, Pazuzu, and Ashur. There are medicines amongst the Zulu that neither even chief nor medicine-man can wield; in their tongue, known as Abatakati, witchcraft in the language of Constadt. What can be considered abatakati is vast and wont to change based on the whims of the medicine-man, but the superstitious Zulu people make a point of knowing these taboos, lest they be exiled or worse for committing them. Execution is handled by conflagration; poisonous nettles are thrown into the blaze which seem to inflict biting pain against the transgressor. Surprisingly, they are friendly to visitors, offering much in the way of hospitality. It is seen as favorable to grant gifts to strangers, and even the children delight sharing stories with those they meet. 42

Nords The hardy men of the North, the Nords, are tall and broad with fair skin, eyes, and hair. Their lands are vast, occupying most of the northern continent, apart from the land held by the Jotun-born or their Salon cousins. Their language is brutish, sounding as though they speak with wooden blocks in their mouth, yet it retains a quality of song, important as their histories are passed down through epic sagum, sung during their festivals and feasts. Their dress is plain and drab in colour, with male and female wearing similar garments. These are long tunics reaching the knees, cinched at the waist, accompanied by a pair of fur-lined boots. There are small variations in the style of these tunics, with women often adding an apron, and opening their bosoms to the air, while men sew rings down the front of the tunic. These rings are given to men by their chiefs as gifts in return for service, often during large feasts, where strong men pledge themselves to the chief in hopes of being sent to wage war in his name. Families are large and complex, organized by mother. These loose women take any man she fancies, having broods from multiple fathers, though these children take on their fathers name, no doubt to prevent rampant co-sanguination. These children require little in the way of education; the writing system of Nords is primitive and used only for ceremony and pagan forms of magick. Instead, they are raised to work alongside their fathers as soon as they are able. As seen in The Collected Folklore of All Peoples, the religious beliefs of the Nords are absurd; their gods are ancient Nephilim, the progenitors of their greatest foe, the Jotun-born. Shrines are built far from settlement, be it in deep cave or high atop mountains; once a year, festivals will be held at these shrines with the entire community making the journey. These festivals are held with the changing of the seasons, not unlike our own. They believe that life is fleeting; that a greater foe may best them at any time, so they live a life of revelry at night, followed by grim days. They believe that to die in battle is a high honour, praise to their chief, and songs are sung of ancient heroes who gave their life in combat. 43

Salon During the Great War, the Salon, an ethnic minority amongst the Nords migrated west and south into the forests and swamps of the Northern Continent. They lack the muscled frames of their Nordic cousins as well as their fighting spirit. The have dark features and a grim countenance, which is reflected in their speech; it is similar to the tongue of Nords, though more somber and rounded in enunciation. Their dress is simple, with focus on the function rather than form. They have little in the way of social ritual, their lives regimented with work. It is difficult to say what the man of Salo may be like were it not for the oppressive regime which rules over them, but one may look to the forests of Morozov where more freedom is exhibited than to the south in the Salon Swamps. In Morozov, women take the role of attracting a mate through their skills in seamstry, making a garment that consists of a bodice and skirt, or perhaps pinafore, a low-cut, puff-sleeved blouse, and apron. Perhaps surprisingly, these people place a great importance upon the education of the young, sending them to large state-run academae. Here they are taught a variety of subjects and placed into advanced courses that eventually lead to their vocational placement. Children may find it difficult to connect with their families after education, as they are often sent to outlying communities to work. There is little time in the Salon day for matters of spiritual enlightenment, though they may wish it. Many forms of worship are outlawed by the ruling class, a cabal of mages, and the citizens gladly turn coat on their brethren to report such acts of blasphemy. This is also the case amongst those residing in Morozov, as the Salon there live in fear of the enigmatic Morozov family, rumoured by the superstitious people to be upyr, the living dead in our tongue. It is a testament to the nature of the Salon people that regardless position, they are drawn towards such a lifestyle of toil and misery, with no attempt to better themselves. May Apsu find mercy upon them. 44

Lizardfolk Thousands of years ago, those who dwelt in Argonnessen created the Lizardfolk race as a mockery aimed at the great dragons. They possesses a similar structure to man, that is, they walk up-right on two legs, have two arms and a head attached to a vertical torso. The rest of their form is draconic in nature, with their skin composed of hard scales which vary in colour from greens, blues, and reds, to various metallic colours. From the end of their snout to the tip of their tail, they are some eight feet in length, with the tail composing one-quarter of that length. During the Great War, they reclaimed the continent of Argonnessen, but a select few also made their way across the oceans to find themselves in the swamps of Q’barra. The following information is collected in majority from the Q’barren strain of Lizardfolk, though one can assume their relatives in Argonnessen are similar. Children are born in broods after a lengthy gestation period. During this time, their eggs are vulnerable to predator, so when they finally hatch, they are coddled by the tribe. The young are put first in all respects, with the tribe dictating their entire lives based on the needs of the growing generation. The Lizardfolk adorn themselves in small fetishes, bones and teeth being among the most common. They are also known to fashion weapons out of these material. These tooth-spiked bone clubs have holes drilled in at particular intervals causing a high-pitched whistle when swung. These sounds differ from tribe to tribe making them a secondary method of identification to well-trained ears. Although the spiritual practices of Argonnessen Lizardfolk are unknown, those in Q’barra have discovered our gods, notably Pazuzu and Lamashtu. They believe that Lamashtu and Pazuzu are in constant conflict over children; Lamashtu watching over them in pregnancy and wishing to keep them forever, Pazuzu rescuing them and aiding in their upbringing. The shrines to these gods are queer; small stone statues erected by shamans in front of which offerings are burnt. While certainly not a friendly people, they are willing to entertain meetings between men of the west as long as they are not seen to be a threat to their territory or their young. Any aggression is quickly met with brutal warfare. It is rare for Lizardfolk to travel beyond their swamps, though it is not unheard of; they do possess a curiosity of the world around them and occasionally, a lone traveler will leave the tribe in search of knowledge to bring back to his kin. 45

Underhill Friends of man, the halflings who call themselves Underhill are a cheery and rotund people. They live primarily in Karnath in the hilled areas of the Vedykar plains, from where they derive their name. In speech, they speak the tongue of Man, though they learn language quickly and most speak Dwarven and Elven along with multitudes of regional dialects. Standing approximately half the height of man, three feet, they tend to weigh near as much as they are a people who take great joy in eating. Most of their social functions are structured around meals of which they have many, all serving different purposes. The rules they have regarding these meals are numerous, the majority of them focused on etiquette; that is, how specifically the meal is to be eaten, in addition to topics of conversation which may be pursued at each meal. I have learned that brunch is favorable for wedding proposals and announcements, while the two-o-the-clock tea is reserved for funerary matters. Many of them take to agricultural pursuits, farming and fishing mostly with children working alongside their parents as assistance. The rest of a child’s day is spent in leisure; a common sight is bands of children chasing butterflies and other bugs, picking flowers, and climbing trees. It is during these years of care-free play that most halflings begin to fall in love. Familial bonds are formed quite early in life, though courtship does not occur until later when the age of maturity is reached; after marriage, they are expected to bear fruit in large numbers. This is done in part due to their predilection to company, but also because Underhill Halflings are known to become overwhelmed with wanderlust, leaving their communities in search of ‘adventure.’ While not known for their skill in Alchemy, the Halflings remain a pious people, praying to Ninurta above all, as well as Ashur and occasionally Bes amongst those close to the Dwarven communities. These gods are often named during their feasts, though such praise is secondary to the primary function which is social in nature. It is with great regret that your humble author has to leave these people to study the other inhabitants of Terra; it is truly a joy to be amongst those halflings known as the Underhill. 46

Talenta There exist another race of halflings that live isolated off the north-west coast of Argonnessen, east of Aerenal known as the Talenta. They are a brutal people but xenophobic. They speak a tongue unique to them, consisting of a series of ‘yips’ though Elves from Aerenal claim to have made contact with the Talenta, suggesting they may also speak rudimentary Elven. The population of a clan numbers between thirty and seventy-five, sometimes reaching one-hundred in number, and they hunt and forage in an area usually twenty to thirty square miles. Fish are their preferred meal, but during times of strife, they have been documented committing cannibalism. It is accepted that there are tribes who engage exclusively in the abhorrent act, seeing races other than their own as a delicacy. They are wiry in frame in contrast to the Underhill and sport straight hair, often dyed with bleaches to instill fear in their enemies. They wear little, but their bodies are adorned with ritual scars which they acquire throughout their life to commemorate various accomplishments. When in battle, they wear armour of a splinted style, made of bone lashed together topped with helms carved from the caps of skulls. Little is known of the structure of family or society as a whole, other than they are ruled by chiefs; likely the most ruthless amongst them. Choice prey is brought before the chief who then distributes the meat accordingly. What little trade is done between members of a tribe, or between different tribes, seems to use bright scales as a currency, likely harvested from the saurian inhabitants of Argonnessen. While the chieftain controls most matters of Talenta society, it is the strongest warrior who leads them in spiritual observances. Upon returning from an engagement, the halfling who best conducted them- self in battle begins a fire dance. The warriors who fought with them are next to join in, then the village folk to stayed behind. The dance involves many leaps over the fire as well as the twirling of torches, and ends with a meal. In the case of the meal consisting of intelligent prey, they will be cooked alive during the dance with the dance-leader presenting the first strip of flesh to the chieftan, who declines it, offering back to the dance-leader. The dance-leader consumes the flesh, followed by the chieftan making a cut of his choice. When the chieftan has finished, the other participants are then welcome to feast as they please.

47

Kalashtar The Kalashtar are a curious race; it is believed that they were once humans who bred with some no- longer known people. They have no fixed homeland, tending to live Sharn and some areas of Karnath, thought it has been suggested by R- Carter, head theologian of the Third House that they originate in the hell-blasted wasteland of Quor. This theory is posited by the dead language Quori, which makes scant reference to a people similar in physiology to the Kalshtar. They are taller and thinner than man, and while similar in pigment, contain more grey in their hair and skin. They are aloof-and quiet, preferring to communicate telepathically. Their forms of dress and grooming take on the qualities of those around them and it is currently unknown whether or not they have a traditional culture unique to their race. The courtship process of Kalashtar is difficult to penetrate, as when they breed with other Kalashtar, it is done entirely through telepathy. They have also been known to breed with Humans and Elves (producing non-Kalashtar offspring), though in these cases it is often the non-Kalashtar who takes on the role of courter. Offspring are treated no differently than humans within the wider community, but Kalashtar children are closely educated by their parents so that they may reign in their natural psychic talents. The children are also instructed in the Kalashtar art of dream-speech, the strange ability to enter a sleep-like trance and communicate with each other through their dreams. Many humans can remember seeing strange children periodically appear in their dreams, which is now explained to originate from Kalashtar children who have yet to control their abilities. The Kalashtar are among the most ardent followers of the god Sin; they ask her to keep their thoughts hidden and themselves safe from harm. This perhaps ties in to the idea of their origin from Quor, suggesting they were forced and now seek divine protection. It is not known what happens to a Kalashtar when they are ready to die, usually around two-hundred years of age, but they undergo a private rite that involves an increasing amount of sleep, likely involving them spending more time in the dream-realms. The specifics of this are a closely guarded secret of the Kalashtar, and likely contain details regarding their origin. 48

Greenskins The Goblinoids, more commonly referred to as ‘greenskins’ is the collective term for all the races of goblin-man, that is, Orcs, Bugbears, Ogres, Goblins, and Hobgoblins. It is not known what horrible accident befell them during their creation by the Nephilim, but they have been eternally perverted and left a barbaric, degenerate race of monsters. In Khorvaire, they live primarily in the Darguun region, though thanks to the subterranean networks of the Great Below, they, mainly goblins, have been found inhabiting all parts of the world. As their name suggests, their skin takes a green hue, not unlike olives plucked from the shores of the Sea of Xisuthros; this is excepted in the case of those living within the Great Below, who take on a greyer tone to their skin. Their hair is black and worn in many styles. There are those amongst the Greenskins who ceremonially shave their heads, others who wear elaborate top-knots. Tattoos, scarification, piercing, and other forms of self-mutilation are all common even from a young age. The Greenskins see these as symbols of strength, showing their ability to withstand pain. It is believed this is sometimes used as a secondary method of attracting a mate, as Goblinoid mating rituals are brutal and violent, and it is not uncommon for one or even both parents to perish during the act, the male often during lovemaking, the female during birth. Politically, Greenskins favour a system of governance dictated purely by strength. The largest and strongest warrior has full control of his people and deridement is met with swift punishment. There are times when a sly or cunning leader may take charge of a tribe, and while not physically powerful, as long as he is able to consistently provide his people with carnage, they tolerate their lessened stature. Alliances between individual tribes are not unheard of, but they are uncommon. It is believed that there are peaceful tribes of Greenskins, nestled safely away in high mountain-tops, though no missionary or collector of tales has returned from such an expedition alive to confirm this belief. In matters of religion, Greenskins are thankfully men of faith, worshiping a god as honorable as the awe-inspiring Marduk, though they have also been known to pray to the vile queen Lamashtu. There are those who believe that given the Greenskin’s reverence of Marduk, they may yet be saved by slowly introducing them to the faiths of his siblings, and in the process, enlightening them. It is the author’s humble opinion that this is an exercise in futility and the green menace could never understand such higher principals of theology and Alchemy. 49

Mountain Dwarves Of Dwarves, there are two races; the swamp-dwelling Q’barren and those known as the Mountain Dwarves, in their tongue Dvore. The Dvore can be found throughout Nordland, as well as the Blackcap Mountains in Constadt, and in the majority in the Mror Holds, named for an ancient Dwarven hero. Their language is simple, designed to convey ideas concisely and with little prose. The result is a harsh way of speech that is as terrible to hear as one would expect. Rules on how to wear one’s hair in Dwarven society is highly regimented; beards, which range in colour from soot-black to rust-red, are worn by all men, and to lose one’s beard is considered a grave offense upon one’s clan. Females follow in this tradition, though unable to grow beards, the rules then apply to their sideburns. Both male and female take great pride braiding their facial hair in according to the clan’s traditional styles. Inheritance of rulership, be it clan or household, is passed by way of son with the youngest male taking precedence over the eldest female. It is common for the first son to be given the Clan Name, the given name of the founder of the clan. Following of rule, it is common for the Patriarch of a clan to simply be referred to by his number; in example CDLXXXVI in the case of Patriarch Uri the Four-Hundreth-and-Eighty-Sixth of his Name. Records of kinship are well-kept, being inscribed into stone by an Oath-Keeper, a spiritual leader of sorts, which allows the clan to trace lineage with ease. Dvore treat all matters as if they were a business transaction, making them shrewd traders and craftsman, and as such, poor lovers. Matrimony negotiations have been known to last near as long as marriages themselves as mothers barter on behalf of their sons and daughters. The Dwarf’s ability to work stone, gem, and metal is legendary, having long ago unlocked Alchemical secrets of the Cold and Dry. Much of their culture is focused on these materials, and as a result they build their towns at the base of mountains where they can mine the depths. The Patriarch will carve a castle into the mountainside near the peak so that he may survey his lands with ease. While Nordic Dwarves worship the pagan Surtr and Grond, Dvore give praise to Bes, who takes the Dwarven form, but they also have small shrines to Marduk and Ninurta. These shrines take the form of magnificent statues carved of gem-encrusted stones where pious Dvore leave portions of their craft, be it blades or rings. 50

Q’barren Dwarves In the swamps of Q’barra, there is a strange anomaly; the Q’barren Dwarves. They settled some time before the Great War possibly displacing a population of Xisuthrites, from where their dialect originates. The infusion of the old Xisuthrite speech into Dwarven makes it rather unintelligible to speakers of the Dwarven language, but more importantly, it serves as one of the few resources left to study the ancient tongue of Xisuthros. Q’barren wishing to leave their ancestral home often go south to the Ruinous Ports where they seem to get along well with most. The Q’barren and skinnier than their Dvore cousins, appearing similar in build to man, though maintaining a Dwarf’s short stature, not unlike a Mul. Their skin is ruddy and they lack the beards of the Mountain Dwarves. Raised in swampland, they make excellent wilderness guides, as well as sailors due to their low centre of gravity. They rarely pursue metal and gemcraft, but rather artistic pursuits, many of them being accomplished singers, dancers, and fiddlers. This predilection to the arts is extremely evident in the evening times when entire communities meet in a central hall to dance and eat merrily until the wee hours of the morning, trading songs, jokes, and tales. This suggests an abundance of oral history waiting to be recorded. They dislike the Lizardfolk who also inhabit the Q’barren Peninsula, though they tolerate each other as long as territorial boundaries are not infringed. Other than this, they are an open people, despite their isolation, and gladly take in travelers and share hospitality with them. It has been noticed, however, that certain songs, when in the presence of strangers, are forbidden to be sung, with performers being hushed upon the realization of which tale they are recounting. There have been theories put fourth as to the reasoning behind this, though I believe, on account of a strange idol to Dagon that I chanced to come across in my travels, that the forbidden tales are religious in nature; detailing their worship of Dagon and perhaps strange pagan gods alongside Bes who they seem to offer service to as their Dvore brethren. 51

Warforged At the Great War’s end, the newly-retired Warforged made a great exodus back to the Mror Holds where they were created. During this journey, they experienced thanklessness from many of the villages they passed through, citizens thinking that because the war was over, the Warforged should be dismantled. The townsfolk believed they would be punished like the Nephilim before them for the creation of life through the Humours. While true that the Warforged are similar in this manner to man, they are more akin to the homonculus, a valued tool of Alchemists, and the Gods look upon them favourably. The Warforged are built entirely of metal, steel, wood, and stone; they are large, larger in frame than man, but socially stunted. Their communities are unique, as they have not been formed naturally; they have no societal norms to call their own. They form pods based on their original profession, numbering anywhere from tens to thousands. These pods initially worked on whatever task they were designed for, but as communities grew wealthy, some would combine in a marriage of trade convenience. There is no marriage amongst the Warforged, nor is there breeding rituals or child-bearing, but they do have ceremony for funerary matters. When a Warforged is killed, his community removes two components; the glass orb that rests in their chest that contains the Humours, as well as their ghulra, the mark of life that is inscribed upon their head (usually on the fore-head or at the base of the neck). The orb and the ghulra are moved into a housing facility where the orb is displayed on a shelf with others, and the ghulra placed in-front of it as a mark of identification. Contemplative Warforged will often walk these halls as a form of meditation. Crafted by Elven mages at the end of the Great War, the orb of spirit within each Warforged does not always contain an equal amount of each Humour, leaving certain Warforged stronger of one temperament. This is the basis of Warforged ‘personality;’ in their base-state, or in a Warforged with an equal amount of Humours (which is quite rare), they are a drab race incapable of merriment or sorrow. In the rest, personality is formed much in the same way of man, taking the personalities of melancholy, choleric, sanguine, and phlegmatic.

52

Aerenal Elves The race of Elves originate from the Isle of Aerenal where they still reside to this day. They are the oldest of the Young Races and their traditions are deep-rooted in this ancient lineage. Like the Elves of Elewen, they are tall and lithe, possessing an alien beauty, and are known for their pointed ears. They are darker in complexion than the Elves we are used to on Khorvaire, and have a strange form of dress, composed almost entirely of fibres woven from root, accented by wooden plates. The Elven language which they speak is said to be purer than that spoken on the continent, but the two seem to be mutually intelligible. The philosophies of life and death are important to the Aereni, and much of their life is spent in reverence for the dead. They have perfected the art of embalming, with many practicing the ancient art within cities on Khorvaire. When an Elf is being prepared for burial, two chronicles of their life are written by the Chronicler of Souls, a respected profession; one is is put in to the tomb with them and the other is sent to the Great Library of Shae Mordai. The tombs they are put in are a complex series of catacombs that stretch deep beneath the cities of Aerenal, and some even say connect to the Great Below. The people of Aerenal are organized by non-familial lines. These lines are descended from the children of the prophet Aeren, and are composed not of families, but rather many different families bound together by common history and lead by one noble family. The membership to noble houses is not hereditary, but rather granted to those who have proven themselves. Aereni nobles do not breed among their house, but rather spread their spirit throughout the community by having children with non- nobles. The Aereni are one of the few races of man who have mastered the dread art of necromancy, using it to keep their most revered heroes alive as members of the Undying Council. This council serves as a religious authority, leading the Aereni in worship of Nergal and Ashur from their temple in Shae Mordai. The civic authority of Aerenal falls upon the Sibling Kings, a brother and sister pair that rules from the capital in Shae Cairdal. 53

Elewish (A culture of both Elf and Lycan) Living within the lush forest of Elewen are the married communities of Elves and Shifters. The origin of the shifter is debated; some believe them to be the off-shoot of a man who was cursed by the gods, other think them to be alchemic mutations. No two are exactly the same physically, though their culture remains constant throughout. It is also uncertain who came to Elewen first between the Elves and Shifters, leading some to believe that the Elves created the Shifters through some unchecked experiment of alchemy. The spirits of nature, that is, plant, animal, and elemental is held in reverence above all. Livestock and vegetables are lovingly cultivated by Green-Singers, are druidic farmer of sorts who uses strange rites to bend the rain and wind to their will. The harvesting of food is also highly ritualized, with the cropping of plant and slaughter of beast becoming a community event symbolizing the coming of death to provide life for others. Clothing among the Elewish is simple and practical with little in the way of ornamentation. It is not uncommon, however, to be dressed in flowing tattoos along one’s arms and face. Hair is wild, rarely being cut or even combed, and the Elven men exhibit a unique ability amongst their race to grow beards. Also of cultural importance is the rite of adulthood; it differs from community to community, but there are several constant factors, mainly the use of a Shaman to initiate a sequence of dreams in the participant that lead them in the rite. The practice is slightly different when performed by a Shifter, as it begins with the development of their lycanthropic curse. Between the ages of ten and fifteen, a Shifter undergoes a painful change where the animalism within them grows to uncontrollable levels. They spend somewhere between two and four weeks in the wilderness fending for themselves, honing control of their abilities. In rare cases, a shifter spends an extended period of time performing this ritual; these Shifters are considered unhinged and dangerous when they return to their communities. While no hostilities are extended towards them, they are often viewed with an air of ominous portent. While it is common for the Elves to travel within Khorvaire and settle in areas such as Karnath, Constadt, and Sharn, the Shifters are much more likely to remain within Elewen. Outside of their own lands, they are shunned and feared by men, making them targets of local superstitions. Despite this, they are accepted, and commonly referred to as ‘skinwalkers’ amongst the pirates of the Ruinous Ports as well as a small number of Underhill Halfling communities within Karnath. 54

INTRODUCTION TO NATIONS UNDER CONSTRUCTION

Nation: Salo Alignment: LE, LN Capital: Corvus (100,000) Notable Settlements: () Ruler: The Council of Six Government: Cabalistic Oligarchy Languages: Salon, Nordic History: 55

Nation: Nordland Alignment: CG, CN Capital: TEST () Notable Settlements: () Ruler: Various Thanes Government: Tribal Thaneships Languages: Nordic History: 56

Nation: Morozov Alignment: LE Capital: () Notable Settlements: () Ruler: Count Dragomir Morozov IV Government: Vampiric Monarchy Languages: Salon History: 57

Nation: Argonnessen Alignment: CN, CE Capital: Slarr (8,000) Notable Settlements: () Ruler: Praxis the Elder, Slan Government: Draconic Theocracy Languages: Lizardfolk History: 58

Nation: Talenta Alignment: CE, CN Capital: () Notable Settlements: () Ruler: Elder Shaman Berek Government: Tribal Council Languages: Talenta, Elven History: 59

Nation: Tyr Alignment: N Capital: Tyr (15,000) Notable Settlements: Urik (30,000), Raam (40,000), Draj (15.000), Nibenay (25,000), Gulg (12,000), Balic (28,000) Ruler: Kalak (Tyr), Hamanu (Urik), Abalach-re (Raam), Tectuktitlay (Draj), Nibenay (Nibenay), Lalali-Puy (Gulg), Andropinis (Balic) Government: Independant Sorcerer-Kings Languages: Tyrian, Giant History: 60

Nation: Anhutep Alignment: LE, NE Capital: Uryzmaeg (27,000) Notable Settlements: () Ruler: Government: Pharaonic Dictatorships Languages: Giant, Tyrian History: 61

Nation: Xendrik Jungleland Alignment: N, CN Capital: () Notable Settlements: () Ruler: Government: Languages: History: 62

Nation: Aerenal Alignment: LG, LN Capital: Shae Cairdal () Notable Settlements: Shae Mordai () Ruler: The Sibling Kings ( & ) Government: Undead Council & Dual Monarchy Languages: Elven History: 63

Nation: Karnath Alignment: NG Capital: Korth (65,000) Notable Settlements: Karrlakton (50,000), Rekkenmark (14,800), Atur (9,000) Ruler: King Kaius III Government: Feudal Monarchy Languages: Common, Halfling, Elven, Dwarven History: 64

Nation: Constadt Alignment: LG, NG Capital: Wroat (80,000) Notable Settlements: Xandrar (32,000), Starilaskur (7,000) Ruler: King Boranel, Constadt Commerce Authority Government: Banker-Controlled Monarchy Languages: Common, Halfling, Elven, Dwarven History: 65

Nation: Quor Alignment: N Capital: Ulthar (46,000) Notable Settlements: Illarnek (37,000), Hlanith (8,000), Dylath-Leen (24,000), Celephais (39,000) Ruler: High Priest Atal, The Dreaming Monarch Kuranes Government: Libertarian Monarchy Languages: Quor History: 66

Nation: Darguun Alignment: CE, CN Capital: Rhukaan Draal (52,400) Notable Settlements: Volaar Draal (8,300), Wyvernskull (1,110) Ruler: Haruuc Ghaal’dar Government: Martial Tribalism Languages: Goblin History: 67

Nation: Q’barra Swamps Alignment: NG, N Capital: Adderport (5,400) [Q’barren Dwarves] and Ka’rhashan (10,600) [Lizardfolk] Notable Settlements: Newthrone (3,260), Wyrmwatch (452) Haka’torvhak (4,600) Ruler: Governor Drogo Otar (Q’barren Dwarves) and Rhashaak (Lizardfolk) Government: Tribal (Lizardfolk) Elected Governance (Q’barren Dwarves) Languages: Q’barren, Dwarven, Lizardfolk History: 68

Nation: Elewen Alignment: CG Capital: Greenheart (1,260) Notable Settlements: Varna (8,000) Ruler: ArchDruid Teutomatus Government: Druidic Council Languages: Elven, Common History: 69

Nation: Mror Holds Alignment: LG, NG Capital: Krona Peak (14,200) Notable Settlements: Korunda Gate (19,500) Ruler: Head Councilman Torlan Mroranon Government: Economic Council Languages: Dwarven, Common History: 70

Nation: Sharn Alignment: LG Capital: Sharn (212,000) Notable Settlements: N/A Ruler: Lord Mayor Cathan ir’Demell Government: City Council controlled Mayorship Languages: Common, Elven, Dwarven, History: 71

Nation: Ruinous Ports Alignment: CN, CE Capital: Port Peril (43,200) Notable Settlements: Drenchport (9,600), Hell Harbor (8,900), Quent (12,500) Ruler: Kerdak Bonefist Government: Pirate Council Languages: Common History: 72

Sample NPC Names

Constatdi Nordic Tyrian d20 Male Female Male Female Male Female 1 Achard Beatrice Arnulf Ada Akalam Amata 2 Adhemar Bertha Bandyuk Brunhilde Amar Arakhne 3 Alberic Catherine Borgo Darya Balath Ashu 4 Benedict Celia Drogo Dragoslava Eannatu Banu 5 Berengar Clothild Egbert Edda Ekur Elissa 6 Bernard Constance Einhard Elena Ishme En-Hedu 7 Eliand Eleanor Fardulf Fjotra Kudur Gemeti 8 Godfrey Eschiva Gleb Helga Kuri Huldu 9 Gregory Eva Guntbald Hildegard Laqip Io 10 Hugh Frisia Hardrad Leoda Lykaon Kassandre 11 Isaac Helen Ivor Lorelei Lysander Kasaqa 12 Joseph Jocelyn Jarnskeggi Ludmila Mabug Makeda 13 Lothair Lucia Kagan Marya Naram Nausicaa 14 Martin Maria Nordbert Nadezhda Nammu Ninbanda 15 Odo Matilda Otgar Olga Nutesh Phaia 16 Randulph Oda Radomir Rolanda Rimush Shub-ad 17 Reynald Roberta Sigimund Solvig Sarkon Syrinx 18 Thomas Sibylla Sjold Thjodhild Tattan Telema 19 Thoros Theodora Unroch Vera Uppulu Thea 20 Welan Yvette Worad Yulia Warad Zarine 73

Elven Xisuthrite Dwarven d20 Male Female Male Female Male Female 1 Adriantuan Aderyn Alexandros Alexandra Aivars Abele 2 Amathaon Anwen Andreas Arcadia Andris Anita 3 Anoth Boudica Asdrubael Ariade Artjom Anna 4 Beothach Branwen Caliban Atilia Balod Dace 5 Casticus Bryn Cyrus Cassandaria Berzi Dagnija 6 Catuvol Ceinwyn Drako Caterina Edgars Elita 7 Cavarin Darunya Galen Corinna Genadij Ilona 8 Correus Eilwen Haggith Davidia Ivars Ilze 9 Eogan Eirwen Krystof Decia Janis Inese 10 Fiad Essyllt Linos Dionne Juris Inga 11 Follomon Gwen Lykos Hagne Kalnin Iveta 12 Illand Morwen Lysander Helena Kiril Kristine 13 Inloth Nerys Magos Hypatia Maris Larisa 14 Liscus Rhiannon Markos Lucretia Martinsh Liga 15 Lucterius Shalheria Ramose Melissa Oskar Marija 16 Mabon Shanyra Percius Octavne Ozol Marta 17 Teutoman Slania Seth Rhoda Peteris Saule 18 Valetian Tegwen Straton Sophia Valdis Solveiga 19 Vertial Teleri Tiber Valeria Viktor Valda 20 Voccio Verlea Tycho Volusia Voldemar Zoja 74

Halfling Salon Zulu d20 Male Female Male Female Male Female 1 Bodo Angelica Adalwolf Adriana Bahlum Achuana 2 Borgo Belladonna Alfons Agnes Cacao Dahia 3 Bungo Camellia Allard Aleida Cheti Kahina 4 Drogo Cora Bartolomeus Alma Cu Ix Kasaqa 5 Fastolph Daisy Bastian Anika Dakka Khu 6 Ferdinard Dora Casper Beatrix Djau Makeda 7 Halfred Esmeralda Coenraad Carola Ezana Medhu 8 Hamfast Estella Dirk Elbe Horwedja Merenre 9 Hugo Gerda Erwin Else Ipi Micay 10 Lotho Hanna Fritz Greet Iteti Nansela 11 Madoc Hilda Gerolf Irma Kan Neshi 12 Marroc Jessamine Gustaav Ivonne Manco Ocllo 13 Merimac Lily Hendrik Jacomina Pahuac Otli 14 Mungo Lobelia Hubrecht Jetta Popocoa Ozcollo 15 Odovacar Marigold Ignaeus Josephine Shabaka Palta 16 Reginard Myrtle Jasper Lara Snefru Purutu 17 Rorimac Primrose Johan Lia Tizoc Quehuar 18 Rudigar Prisca Joris Liselotte Uchu Takahame 19 Rufus Rowan Pieter Marja Wakare Xoc 20 Tolman Ruby Willem Rebekka Yax Kuk Mo Zac-Kuk 75

The Collected Folklore of All Peoples A work-in-progress, being collected by Francis the Boar, on his travels in the name of spreading the word of Hermeus Trismegistus. UNDER CONSTRUCTION Bakbak Sunwalker Lembas choosing land by throwing a stone jotuns

Three brothers who became lost while on a hunting trip and found a strange house with red smoke emanating from its roof. When they visited the house they found its owner gone, but one of the house posts was a living woman with her legs rooted into the floor, and she warned them about the frightful owner of the house who was named Baxbaxwalanuksiwe (ba-ba-waluk-siwuh). He was a man-eating giant with three terrible man-eating birds for his companions Gwaxwgwakwalanuksiwe’ (Ga-ga-waluk-siwuh) the man eating raven Galuxwadzuwus (Galuh-wad-zus) the Crooked Beak of Heaven Huxhukw (Huh-hak) the crane who cracks the skulls of men to suck out their brains The brothers lured BB into a pit and threw hot stones on top of him until he died. With the death of the giant, they ate his cooked flesh and gained the mystical power of sight.

There was a young Elven boy named Lembas who lived on the edge of a large forest. His father was a huntsman, and when he left early in the morning he told Lembas "Don't go in to the dark woods my son, there are powerful beasts and you are not strong like I am." So Lembas did his chores around the house but he looked to the dark woods. His mother saw him looking to the dark wood and told him, "Don't go in to the dark woods my son, you may get hungry and you can not identify which berries are poison and which are not like I can." So Lembas attended to his studies but he was distracted by the dark woods. His grandmother saw him looking to the dark wood and told him, "Don't go in to the dark woods my grandson, there are strange magiks and witches who may curse you, and you can not charm them away like I can." So Lembas played in the yard, but still, he looked at the dark woods. His grandfather stood next to him at the edge of the woods and said "Lembas, my grandson, when I was 76 young, I journeyed into the dark woods. There I met a man clad in green. I traded food and tales with him, and when he left, he gave me a powerful bow carved of great horn. I would like you to have it Lembas." So Lembas took the bow carved of great horn and entered the dark woods. He saw powerful beasts whom he hid from. He found many berries which he did not eat. He passed by a witch's coven which walked around. Soon though, he grew tired and hungry and lost. It was then that a man clad in green approached him. Lembas asked the man if he knew the way home to which the man replied "You have neither tale nor food to trade with me. But I see that you have a mighty bow in your possession. We shall compete; whoever can shoot an arrow farther will win. If you win, I will give you the secrets of the forest. If I win, you must give me your bow." This was agreeable to Lembas, so the two strung their bows. The green-clad man shot an arrow ten leagues and ten leagues farther than that. "Hah! Surely you can not best my shot!" Lembas pulled the drawstring back, but he was young and not yet strong. Barely pulling the drawstring back halfway, he let go. The arrow wobbled through the air before striking a swallow who flew in the path of the arrow. The swallow, it's breast pierced, survived and kept flying. The green-clad man announced that he had won. "My arrow flew ten leagues and ten leagues farther than that. Yours went naught but a stones throw before striking a bird!" But Lembas responded to the man "I may have struck a bird, but my arrow yet flies, and so shall it, as the swallow never touches the land." The green-clad man saw that he had been beat and gave Lembas the secret of the forest - a bread called wanderloaf, which would fill a man's stomach for a tenday and give him the sight and speech of the woods. Lembas ate the bread and knew every path the dark woods held. He went home to his mother and father and grandmother and grandfather where he told them his tale. He also taught them the recipe for the bread which was passed to all Elves, making them masters of the woods.

There was yet another race of Nephilim, those of the northern wastes, who escaped the sinking of Xisuthros and the journey to the deserts of Xen’drik. They were known in their tongue as the Jotun. The legends of the northern barbarians tell of the eldest Jotun, icy Thrym, Donar the Thunderer, the volcanic Surtr, and Grond the Mighty who were the sons of Ymir. The four sons created a child, Skoll, a great Worg. Skoll was wild and could devour the sun and moon, so they hunted it for eight days and eight nights until they cornered him between the earth and sky, between frost and fire. Skoll allowed itself to be fettered only if it could bring it’s own children into the world. It did this by forming wolves out of the frost on his breath. After Skoll, the four sons created the hardy men of Nordland; Thrym 77 gathered the Humours and trapped them within clay. Donar smashed the clay against the mountains of Grond and heated them in the furnace of Surtr. Though pagan, this strange account may explain why the men of Nordland are different than the rest of man, who are of pure stock, born by Nephilim. 78

Bestiary

Beholder 78 Carrion Crawler 79 Displacer Beast 80 Kuo-toa 81 Mind Flayer 82 Mycenoid 84 Red 86 Blue Slaad 86 Green Slaad 87 Grey Slaad 87 Black Slaad 88 79

Beholder

Lesser Beholder Beholder CR 6 13 HD 6d8+18 (45 HP) 11d8+44 (93 HP) Type Aberration Aberration Initiative +6 +6 Speed 20 feet fly 20 feet fly AC 19 T12 FF17 26 F11 FF24 BAB/CMB +4/+4 +8/+12 Attack Bite -2 (1d6-1) Eye Rays +6 vs touch Bite +2 (2d4) Eye Rays +9 vs touch Full Attack Special Attacks Eye Rays, Stunning Gaze Eye Rays Special Qualities All-Around Vision, Darkvision 60, flight All-Around Vision, Antimagic Cone, Darkvision, Flight Saves F+5 R+4 W+9 F+9 R+5 W+11 Abilities S8 D14 C16 I15 W15 Ch13 S10 D14 C18 I17 W15 Ch15 Skills Hide +11, Knowledge Arcane +11, Stealth +12, Knowledge Arcana +17, Perception +17, Perception +22 Feats Alertness, Flyby Attack, Improved Alertness, Flyby Attack, Great Fortitude, Initiative, Iron Will Improved Initiative, Iron Will Environment Cold Hills, Underground Cold Hills, Underground

Eye Rays (Su): (Lesser) Cast as 8th level caster. Range 100, DC 14. Sleep: As per the spell, but affects one creature with any number of HD. Inflict Moderate Wounds: As per the spell, 2d8+8, Will half. Dispel Magic: As per the spell, using targeted; check is 1d20+8. Scorching Ray: as per the spell, 4d6, no save. Paralysis: Must succeed on Fort or paralyzed for 2d10 minutes. Exhaustion: As per spell Ray of Exhaustion. Stunning Gaze (Su): Stun for 1 round, 30ft. Will DC 14 negates.

Eye Rays (Su): (Greater) Cast as 13th level caster. Range 150, DC 17. Charm Monster: As per the spell. Charm Person: As per the spell. Disintegrate: Fortitude or 26d6. Fear: As per spell but targets one creature, will negates. Finger of Death: Fort or slain, save =3d6+13. Flesh to Stone: As per spell, fort negates. Inflict Moderate Wounds: 2d8+10, will half. Sleep: Targets 1 creature with any HD, will negates. Slow: Targets 1 creature, will negates. Telekinesis: can move objects up to 325 pounds, will negates. Antimagic Cone (Su): Central eye acts as 150 ft range antimagic field (13th level cast) in cone shape. This negates all magical and supernatural, including the beholder’s rays. Once per turn, they may choose to activate or deactivate by opening/closing eye. 80

Carrion Crawler

Carrion Crawler CR 4 HD 3d8+6 (19 HP) Type Aberration Initiative +2 Speed 30 feet, 15 feet climb AC 17 T11 FF15 BAB/CMB +2/+8 Attack Tentacle +3 (paralysis) Bite -2 (1d4+1) Full Attack 8 tentacles +3 (paralysis), bite -2 (1d4+1) Special Attacks Paralysis Special Qualities Darkvision 60, scent Saves F+3 R+3 W+5 Abilities S14 D15 C14 I1 W15 Ch6 Skills Climb +12, Perception +6 Feats Alertness, Combat Reflexes, Track Environment Undergrown

Parlysis (Ex): Those hit by a carrion crawler’s tentacle attack must succeed on a DC 13 fortitude save or be paralyzed for 2d4 rounds. 81

Displacer Beast

Displacer Beast Displacer Beast Pack Lord CR 4 12 HD 6d10+18 (51 HP) 18d10+192 (283 HP) Type Magical Beast Magical Beast Initiative +2 +1 Speed 40 feet 40 feet AC 16 T11 FF14 17 T9 FF16 BAB/CMB +6/+14 +18/+34 Attack Tentacle +9 (1d6+4) Tentacle +25 (1d8+8) Full Attack 2 tentacles +9 (1d6+4), Bite +4 (1d8+2) 2 tentacles +25 (1d8+8), Bite +19 (2d6+4) Special Attacks - - Special Qualities Darkvision 60, displacement, low-light Darkvision 60, displacement, low-light vision, resistance to ranged attacks vision, resistance to ranged attacks Saves F+8 R+7 W+3 F+16 R+14 W+9 Abilities S18 D15 C16 I5 W12 Ch8 S26 D13 C20 I5 W12 Ch8 Skills Stealth +10, Perception +7 Stealth +11, Perception +10 Feats Alertness, Dodge, Stealthy Alertness, Combat Reflexes, Dodge, Iron Will, Lightning Reflexes, Toughness, Weapon Focus (tentacle) Environment Temperate Hills Temperate Hills

Displacement (Su): A light-bending glamer continually surrounds a displacer beast, making it difficult to surmise the creature’s true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast by some means other than sight. A true seeing effectr allows the user to see the beast’s position, but see invisibility has no effect. Resistance to Ranged Attacks (Su): A displacer beast has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks). 82

Kuo-toa

Kuo-toa CR 2 HD 2d8+2 (11 HP) Type Monstrous Humanoid (Aquatic) Initiative +0 Speed 20 feet, swim 50 feet AC 16 T10 FF16 BAB/CMB +2/+3 Attack Shortspear +3 (1d6+1), Bite +3 (1d4+1) Full Attack Shortspear +3 (1d6+2), bite -2 (1d4) Special Attacks Lightning Bolt, Pincer Staff Special Qualities Adhesive, amphibious, immunity to poison and paralysis, keen sight, light blindness, resistance to electricity 10, slippery Saves F+3 R+3 W+5 Abilities S13 D10 C13 I13 W14 Ch8 Skills Craft or Knowledge (Any One) +4, Escape Artist +8, Perception +8, Stealth +3, Swim +9 Feats Alertness, Great Fortitude Environment Aquatic

Lightning Bolt (Su): Two or more kuo-toa clerics operating together can generate a stroke of lightning every 1d4 rounds. The lightning bolt deals 1d6 points of electricity per cleric, but a reflex save (DC13+number of clerics) halves the damage. Pincer Staff (-): Many kuo-toa wield this large exotic weapon. A pincer staff deals 1d10 bludgeoning and has a 20, x2 critical. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that his an opponent of at least small but no larger than large can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder wins the grapple check, the staff establishes a hold and grabs the opponent, dealing 1d10 damage each round that the hold is maintained. Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper. Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed on a DC 14 reflex save or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grasp. Amphibious (Ex): Kuo-toa can survive indefinitely on land. Keen Sight (Ex): Kuo-toa can spot a moving object or creature even if invisible or ethereal. Light Blindness (Ex): Abrupt exposure to light blinds kuo-toas for 1 round. On subsequent rounds, they are dazzled. Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult ot grapple or snare. Webs, magical or otherwise, don’t affect kuo-toas, and they can wriggle free from most other forms of confinement. 83

Mindflayer

Mind Flayer Mind Flayer Sorcerer CR 8 17 HD 8d8+8 (44 HP) 8d8+24 plus 9d4+27 (109 HP) Type Aberration (Medium) Aberration (Large) Initiative +6 +8 Speed 30 feet 30 feet AC 15 T12 FF13 24 T16 FF20 (+1 Mithril Chain Shirt, +2 Ring of Protection) BAB/CMB +6/+8 +10/+10 Attack Tentacle +8 (1d4+1) Tentacle +15 (1d4) Full Attack 4 tentacles +8 (1d4+1) 4 tentacles +15 (1d4) Special Attacks Mind Blast, Psionics, Grab, Extract Mind Blast, Psionics, Grab, Extract Special Qualities SR 25, telepathy 100ft. SR 34, telepathy 100ft Saves F+3 R+4 W+9 F+8 R+9 W+16 Abilities S12 D14 C12 I19 W17 Ch17 S10 D18 C16 I18 W18 Ch24 Skills Bluff +11, Diplomacy +7, Intimidate +9, Bluff +14, Craft Alchemy +13, Knowledge (Any) +12, Perception +11, Diplomacy +11, Intimidate +21, Sense Motive +7, Stealth +10 Knowledge (Any) +20, Perception +13, Spellcraft +13, Stealth +11 Feats Combat Casting, Improved Initiative, Alertness, Combat Casting, Dodge, Weapon Finesse Improved Initiative, Weapon Finesse, Weapon Focus Tentacle Environment Underground Underground

Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 17 Will save or be stunned for 3d4 rounds. Mindflayers often hunt using this power and then drag off one or two of their stunned victims to feed upon. The save DC is charisma-based. This ability is the equivalent of a 4th-level spell. Psionics (Sp): At Will – charm monster (DC 17), detect thoughts (DC 15), levitate, plane shift, suggestion (DC 16). Effective caster level 8th. The save DCs are charisma-based. Improved Grab (Ex): To use this ability, a mindflayer must hit a small, medium, or large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds, it establishes a hold and attaches the tentacle to the opponent’s head. A mindflayer can grab a huge or larger creature, but only if it can somehow reach the foe’s head. If a mindflayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles 84 with a single grapple check. The opponent can escape with a single successful CMB vs the mindflayer’s CMD+2 for every tentacle attached at the beginning of the opponent’s turn. Extract (Ex): A mindflayer that begins its turn with all four tentacles attached and that makes a successful CMB check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads such as ettins and hydras.

Spells (8/8/8/5) DC 17+ spell level. 1St – chill touch, mage armour, magic missile, ray of enfeeblement, shocking grasp. 2nd – minor image, resist energy, see invisibility, touch of idiocy. 3Rd – fly, haste, ray of exhaustion. 4Th – greater invisibility, stoneskin. 85

Mycenoids

Myconid Guard Myconid Circle Leader Myconid Sovereign CR 4 6 7 HD 4d8+8 (26 HP) 5d8+15 (37 HP) 6d8+21 (48 HP) Type Plant (Medium) Plant (Large) Plant (Large) Initiative +1 +1 +1 Speed 20 feet 20 feet 20 feet AC 12 T11 FF11 12 T11 FF11 12 T11 FF11 BAB/CMB +3/+5 +3/+7 +3/+7 Attack Slam +5 (1d6+2), Spore +5 Slam +5 (1d8+3), Spore +6 Slam +7 (1d8+4), Spore +8 ranged touch (DC 14) ranged touch (DC 15) ranged touch (DC 15) Full Attack Special Spores (up to Pacification) Spores (up to Hallucination) Spores (All) Attacks Special Immune: Poison, sleep, Immune: Poison, sleep, Immune: Poison, sleep, Qualities paralysis, stun, crit, mind paralysis, stun, crit, mind paralysis, stun, crit, mind Saves F+6 R+2 W+3 F+7 R+2 W+4 F+8 R+3 W+5 Abilities S14 D12 C15 I11 W15 S16 D12 C17 I11 W16 S18 D12 C17 I12 W17 Ch14 Ch15 Ch17 Skills Craft +4, Stealth +4, Craft +4, Diplomacy +4, Craft +5, Diplomacy +5, Intimidate +6, Knowledge Intimidate +6, Stealth +4, Intimidate +8, Knowledge Nature +4, Perception +8, Knowledge Nature +4, Nature +5, Perception +9, Sense Motive +6, Profession Farmer +8, Stealth +4, Profession Profession Farmer +4 Perception +9, Sense Farmer +8, Profession Motive +8 Herbalist +7, Sense Motive +8 Feats Alertness Alertness, Weapon Focus Alertness, Weapon Focus (Spores) (Spores), Toughness, Brew Potion Environment Underground Underground Underground

Spores (Ex): Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread. Reproduction: These spores eventually germinate into new infant myconids. They are released as a 20- foot spread and have no detrimental effects on nonmyconids. Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw (DC varies; see individual descriptions) negates the effect, but it is harmless. Rapport lasts for 30 to 60 minuteswith outsiders, but 86 for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40 foot ray. Regardless of the release area, the communication range is 120 feet once rapport is established. Pacification: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw (DC varies; see individual descriptions) or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take partial actions that don’t involve attacking. This is a mind- affecting compulsion effect. Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw (DC varies; see individual descriptions) or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour Animation: Only the myconid sovereign has access to these spores. When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks, a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust. 87

Slaad

Red Slaad Blue Slaad CR 7 8 HD 7d8+21 (52 HP) 8d8+32 (68 HP) Type Outsider (Large) Outsider (Large) Initiative +2 +2 Speed 30 feet 30 feet AC 19 T11 FF17 AC 20 T11 FF18 BAB/CMB +7/+16 +8/+18 Attack Bite +11 (2d8+5) Claw +13 (2d6+6) Full Attack Bite +11 (2d8+5), 2 Claws +9 4 Claws +13 (2d6+6), bite +11 (1d4+2+implant) (2d8+3+disease) Special Attacks Pounce, Implant, Stunning Croak, Slaad Fever, Summon Slaad Summon Slaad Special Qualities Darkvision 60, Fast Healing 5, Immunity Darkvision 60, Fast Healing 5, Immunity to Sonic, Resist 5 Acid, Cold, Elect, Fire to Sonic, Resist 5 Acid, Cold, Elect, Fire Saves F+8, R+7, W+3 F+10, R+8, W+4 Abilities S21 D15 C17 I6 W6 Ch8 S23 D15 C19 I6 W6 Ch10 Skills Climb +15, Stealth +12, Acrobatics +15, Acrobatics +17, Stealth +13, Perception Perception +8 +9 Feats Dodge, Mobility, Multiattack Dodge, Mobility, Multiattack Environment Limbo Limbo 88

Green Slaad Grey Slaad CR 9 10 HD 9d8+36 (76 HP) 10d8+50 (95 HP) DR 10/Lawful Type Outsider (Large) Outsider (Medium) Initiative +5 +7 Speed 30 feet 30 feet AC 23 T10 FF22 24 T13 FF21 BAB/CMB +9/+19 +10/+14 Attack Claw +14 (1d6+6) Claw +15 (2d4+4) Full Attack 2 Claws +14 (1d6+6), bite +12 (2d8+3) 2 Claw +15 (2d4+4), Bite +12 (2d8+2) Special Attacks Summon Slaad Summon Slaad Special Qualities Change Shape, Darkvision 60, Fast Heal Change Shape, Darkvision 60, Fast Heal 5, Immunity to Sonic, Resist 5 Acid, 5, Immunity to Sonic, Resist 5 Acid, Cold, Elect, Fire Cold, Elect, Fire Saves F+10, R+7, W+6 F+12, R+10, W+9 Abilities S23 D13 C19 I10 W10 Ch12 S19 D17 C21 I14 W14 Ch14 Skills Acrobatics +18, Stealth +13, Perception Acrobatics +17, Stealth +16, Knowledge +12 Arcane +15, Spellcraft +17 Feats Cleave, Improved Initiative, Multiattack, Multiattack, Improved Initiative, Power Attack Weapon Focus (Claw), Item Creation Feat (Any 1) Environment Limbo Limbo 89

Death Slaad CR 13 HD 15d8+75 (142 HP) DR10/lawful Type Outsider (Medium) Initiative +10 Speed 30 feet AC 28 T16 FF22 BAB/CMB +15/+20 Attack Claw +20 (3d6+6+stun) Full Attack 2 Claws +20 (3d6+6+stun), bite +18 (2d10+2) Special Attacks Stun, summon Slaad Special Qualities Change Shape, Darkvision 60, Fast Heal 5, Immunity to Sonic, Resist 5 Acid, Cold, Elect, Fire, Telepathy 100ft Saves F+14 R+15 W+13 Abilities S21 D23 C21 I18 W18 Ch18 Skills Acrobatics +18, Escape Artist +24, Intimidate +22, Knowledge (Any 2) +22, Stealth +24, Perception +22 Feats Cleave, Great Cleave, Improved Initiative, Power Attack, Improved Sunder, Multiattack Environment Limbo

Red Slaad: Weakest, often trying to escape their stronger brethren. Blue Slaad: Brutish warriors, value only strength and power. Green Slaad: Wizards, once they become powerful enough, they become greys. Grey Slaad: 100 year old arcane masters. Death Slaad: Greys that underwent strange ritual. Most powerful.

Pounce (Ex): A red slaad can make a full attack and charge Implant (Ex): On claw hit, can inject an egg pellet into the opponent’s body. DC 16 Fort to avoid. If unconscious or otherwise helpless, no save. Egg gestates for 1 week before hatching into a blue slaad that eats its way out, killing the host. 24 hours before fully mature, the victim falls ill (-10 to all ability scores, minimum 1). Remove Disease or DC25 Heal removes. Each failed heal deals 1d4 damage to the patient. If the host is an arcane caster, it hatches into a green. Stunning Croak (Su): Red slaad only. DC 16 fort or stunned for 1d3 rounds. 90

Summon Slaad (Sp): Red Slaad can summon another Red Slaad (40%) Blue Slaad can summon another Blue Slaad (40%) Green Slaad can summon another Green Slaad (40%) Grey Slaad can summon 1-2 Reds or 1 Blue (60%) or 1 Green (40%) Death Slaad can summon 1-2 Reds or Blues (60%) or 1-2 Green (40%) Slaad Fever (Su): Disease – bite. Fort DC 18, incubation period 1 day. Damage: 1d3 dex, 1d3 cha. A humanoid reduced to 0 Cha transforms into a red slaad. It retains none of its abilities, etc and is fully treated as red slaad. If arcane spellcaster, transforms instead into Green Slaad. Change Shape (Su): Green, Grey, or Death: can assume any medium or large humanoid form as a standard action. In humanoid form, cannot use natural weapons. Cannot be dispelled. Stun (Ex): 3/day on natural attack. DC 21 Fort or stunned for 1 round in addition to damage.

Blue Spells: At will: hold person (DC13), passwall, telekinesis (DC15); 1/day: chaos hammer (DC14) Green Spells: At will: chaos hammer (DC 15), detect magic, detect thoughts (DC 13), fear (DC 15), protection from law, see invisibility, shatter (DC 13); 3/day: dispel law (DC 16), deeper darkness, fireball (DC 14)

Grey Spells: At will: chaos hammer (DC 16), deeper darkness, detect magic, identify, invisibility, lightning bolt (DC 15), magic circle against law, see invisibility, shatter (DC 14); 3/day—animate objects, dispel law (DC 17), fly; 1/day: power word stun.

Death Spells: At Will: animate objects, chaos hammer (DC18), deeper darkness, detect magic, dispel law (DC19), fear (DC18), finger of death (DC21), fireball (DC17), fly, identify, invisibility, magic circle against law, see invisibility, shatter (DC16); 3/day: circle of death (DC20), cloak of chaos (DC22), word of chaos (DC21) 1/day: implosion (DC23), power word blind 91 92 93

Level 1 2 3 4 5 6 7 8 9 Spell Penetration: 1d20+CL Known Dispel Magic: 1d20+CL vs DC 11+CL Concentration: 1d20+CL+Ability Per Day Modifier Bonus Spell DCs: 10+ Spell Level + Ability Modifier DC

Lvl Name Range Duration Save SR Effect 94

Lvl Name Range Duration Save SR Effect