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Karilan Primer (March 14, 2020)

Foreword

My introduction to tabletop roleplaying games was D&D 3.0, and the system’s style imprinted on my future roleplaying experiences. After that, I have tried several other systems, but none of them satisfied my need for variety of options as D&D 3.5 and Pathfinder RPG. Eventually I got tired of mechanical imperfections of the aforementioned systems and turned to GURPS. I have played many games, tried out various optional rules, magic systems, other aspects of the system, trying to find the “perfect options” that would satisfy me and my group. A very important part of tabletop roleplaying experience for me is the setting. I never used premade settings in D&D or Pathfinder, because I felt that if I insert something self-made into them, other players who might know the setting well might get mixed feelings about that. Thus, I always created my own settings of dubious quality. However, that was a good learning experience. Now I know exactly what I want from a setting and have a universal system without any constraints, so I finally can create a setting I will enjoy playing in (and, hopefully, other players will enjoy it as well). First, what I wanted to accomplish was the variety of options in all aspects. Some would call it bloat or kitchen sink, but I am a proponent of this so-called bloating. Since this is a D&D-like setting, almost any character concept from D&D or Pathfinder can be realized. This is why the setting has many different races, power sources, magical and martial traditions. Of course, I did not put all the races in the world, but a large number of them. The world itself is Earth-sized (1 world map hex = 250 miles), giving enough room for different nations with different histories, cultures, and opportunities for adventures. This helps making the setting persistent and able to support many different types of games, not only dungeon delving. Second, I wanted the setting to be internally consistent. One of the things I despised in D&D was the large amount of interesting lore that typically was only mentioned once and then never explored further or supported (mostly because only a few of the supplements were available on the SRD, creating a need for supplemental material that does not require any supplements other than the core books). In this setting, I tried to piece together the lore pieces I liked from the aforementioned systems and see how they would interact. I even had to look up the fan-made D&D meta-timeline. From the mechanical point of view, my desire for consistency forced me to standardize magical traditions so they would use the same framework. The base framework of GURPS is advantages/disadvantages, so most supernatural powers are based on advantages (mostly variants of Sorcery). I have intentionally omitted all optional rules or houserules regarding the playstyle, so the setting can be used both for realistic and cinematic games. Also, I intentionally never mention the TL of the setting – it can be played either as proper TL 3, TL 3 with TL 4 weapons and armor (like Dungeon Fantasy), or proper TL 4 with firearms, works well for any of the listed options. Of course, as a player, you really should not read this whole document – just read the short description of the relevant nation, general houserules, and everything else can be skipped or skimmed. Nation descriptions are short and vague to avoid overloading the players with unnecessary details and to provide room for your own inventions and creativity. Have to say, I really enjoyed creating the setting, hosting games in it, and playing in it, and I greatly appreciate all the support, feedback, and critique I got from my players and/or friends. I often find mistakes or inconsistencies or get a new idea, so the document is often updated.

Current State and Timeline of Karilan

Currently Karilan’s geopolitical situation is not stable. Orcish hordes assault neighboring states, invasion of arctic creatures from the Northern and Southern Reaches threatens the whole world, kingdoms conflict openly and subtly for ideological, religious, and economical reasons, elven paladins aggressively try to expunge the from the , dwarven drug cartels become too influential, unsettled Savage Lands make colonists compete with each other for resources and lands, mind flayers of Thoon abduct or slaughter settlements seemingly at random. While the world is more or less explores, there are still many mysterious places – the Underdark, the Savage Lands, sunken ruins of Aventus, desolated mishtai cities, contaminated jungles and bogs of Sitaril, hostile arctic lands, and more. All this provides many reasons for adventures of all types and scales, from dungeon delving to political intrigue and . The world’s history is summarized in the following table. It is not required for reading for players and GMs, and most of the player characters should not know too much about it. Only history scholars of Karilan know the following timeline. The common human people know that there was Aventus, the greatest human kingdom, and that it was flooded, and the survivors found all the current human nations, but they do not know much about the mishtai. Elves know of Seylaril, their ancient empire, but only the scholars know why it has collapsed. Dwarves know about Gurdolm and why it has collapsed, but know of Stat-Und only through legends.

Year Event ca. 16,000 BF The avatar of visits Seylaril elves and teaches them the ways of magic and war. ca. 11,500 BF The mountain dwarven calligraphists of Stat-Und develop the Und-Rask, the first magical runic alphabet. ca. 11,000 BF A fleet of mind flayers (also known as ) arrives from the outer space. colonists settle in expansive caverns under northern Stat-Und. Seylaril elven explorers traverse the north pole and reach Mishtafalon. First elven settlements are being built there. ca. 10,500 BF Mishtar, an empire of the mishtai, forms on the continent that will later be known as Mishtafalon. ca. 10,000 BF Seylaril enters its golden age, as their masters of arcane magic improve the quality of life greatly, research the other planes, and create powerful artifacts. They consider the mishtai and the primitive human islanders unworthy of their knowledge, and thus do not hold any diplomatic relations with them. ca. 9,500 BF Seylaril archmages combine their powers to open the Vast Gate – a gate that connects all the planes. The ritual goes poorly and attracts the Far Realm to the multiverse. With severe losses, the elves manage to destroy the gate, but the damage to their lands is irreparable. Accusations and revolts threw the elven realm into chaos. Internal strife overtakes the people, and in the end, the remnants of the vast empire were divided into five small kingdoms. - Elves of the northern Mishtafalon hills and deserts formed Indaril. In this realm lived the fire elves. - Coastal elves to the west of Indaril formed Kwataril, the realm of the water elves. - Elves of the former central Seylaril formed the Opharil, the realm of the wind elves. - Elves of the former southern Seylaril traveled southward through the Perdition and settled in the tropical forests of P’ktal. They began calling themselves the wood elves and their realm Sitaril. A relatively small group of elves led by mages fled to the depths of the Ethereal Plane. They called themselves the metal elves and their extraplanar realm Hwaril. ca. 9,000 BF Loose tribes of dwarves unite to fend off Ortimaze, a female ancient iron dragon that was terrorizing the lands. With the dragon fleeing south, the dwarves form the Clan Holds of Gurdolm. ca. 8,500 BF A neogi deathspider crashes south of the Perdition, a tall mountain chain that separated Seylaril from the rest of the continent. With no way to repair the ship, the neogi settle there and found P’ktal (“Temporary Home” – a rough translation from Neogi). ca. 8,000 BF A powerful earthquake ravages Stat-Und. The dwarves recover, but the earthquake opens up a way to the deeper underground caverns, where the Domains of the Mind Flayers already have settled. The same earthquake damaged the mind flayers too – several of the cities were flooded. The mishtai discover incarnum, the soul energy of every living thing, and harness its power. This will be known as the Tal Period on the mishtai history. ca. 7,800 BF A group of wind elves of Opharil fall to the demonic influence and incite a civil war. The war splits the realm into three groups. The first group (that later will be known as the high elves) waged war with the second group (that later will be known as the dark elves, or drow). The third small group fled into the deepest caverns and started to live in isolation (they will later be known as the rockseer elves). In the end, the high elves forced the drow to flee to the underground cave systems and found a new realm in the ruins of Opharil. This realm became known as Sifaril, or “free kingdom” in Wind Elven. ca. 7,500 BF Mishtar lands spread eastward and peaceful contact with island and coastal human kingdoms of Aventan is made. An exchange of knowledge occurs. Gurdolm dwarves are wracked with drought. A priest of Roknar the Tempter, the dwarven deity of lies and greed, claims that this is only the first of the cataclysms to come. A large group of dwarves leave the kingdom and settle deep underground, led by the priest (his name was lost to time), hoping to evade the oncoming cataclysms there. ca. 7,400 BF A neogi with metallic chitin is born in P’ktal. The ki’zid, neogi priests, interpret this as a good sign from above and claim that P’ktal was blessed by P’kk, the deity of tyranny. Political power consolidates in the claws of the ki’zid. ca. 6,100 BF The iron dragon Ortimaze terrorizes dwarven towns of Stat-Und. Ortimaze is later captured by the illithids and experimented upon. She becomes the first brainstealer dragon. ca. 5,250 BF Human pirates from various small island kingdoms raid the coastal settlements of Mishtar. Mishtar’s ruling elite does not tolerate this and instantly declares war on the islanders. After a swift and decisive victory, Mishtar enters its golden age. This will be known as the Sudarn Period of the mishtai history. ca. 5,200 BF Gurdolm lands are scoured by forest fires. Some suspect an elemental incursion, some blame the weather, some blame the followers of Roknar. ca. 5,150 BF Birm Hardshell, a dwarven adventurer born in Stat-Und, destroys the elder brain controlling the largest illithid city under the dwarven lands. Birm is memorialized as the greatest dwarven hero. ca. 4,300 BF Mishtar lands spread southward. The vast lands let the mishtai have enormous resources, but are difficult to control. They begin to experiment on their own kind and on the human slaves, attempting to reach the “purity of form”. The rilkan and the skarn are created as the result. Relations between Mishtar and Seylaril remnants are cold and distant, as both entities deem each other unworthy of contact. This will be known as the Segorn Period of the mishtai history. ca. 4,100 BF The illithids develop Qualithar, a mind-bending runic alphabet based on Qualith, the written language of their kind. ca. 3,900 BF Stavin Floatwood, a priest of Aventernus, the patron deity of one of the largest subjugated human island kingdoms, incites a rebellion and throws off the shackles of Mishtar. Island-dwelling humans unite and form the Aventian Dominion. ca. 3,800 BF Mishtar is thrown into an even deeper decline by internal strife. This will be known as the Geryn Period of the mishtai history. ca. 3,600 BF The mishtai disappear. Some records say that they have died out because of a plague engineered by the neogi who were preparing for a war with the elves, some claim that they have transcended into a new form of spiritual existence, and others say that the skarns – the mishtai experiment in achieving the “perfection of form” – destroyed them. In the northeastern parts of former Mishtar the skarns form their own kingdom – Eskartar (“Perfect Land” in Mishtai). ca. 2,800 BF The Aventian Dominion collapses, creating a plethora of small sovereign nations. These different remnants begin to vie for supremacy once again. Many pirate barons, sorcerer-lords, theocratic hierophants, fledgling emperors, and other leaders will rise and fall during this constant struggle with short periods of stability. Historical records of this period of human history are inaccurate. 500 BF Dream dwarven oracles of Gurdolm predict a great disaster, but most of the dwarves dismiss it as another ploy of the followers of Roknar. 438 BF Remnants of the Aventian Dominion are subjugated by Jor Avaluren, a high priest of Aventernus. The Kingdom of Aventus is created, ruled by the priestly elite of high lords. 321 BF Domains of the Mind Flayers are in disarray because of the Gith Rebellion on a remote world. A large group of illithids flees to the Far Realm and gets lost there. Multiple elder brains are slain by rebellious slaves and dwarven raiders from Stat-Und, throwing the Domains into a decline. 209 BF A dwarven adventurer from Stat-Und accidentally activates an emergency runic spell in Qualithar found in the ruins of a large illithid city, and causes a titanic explosion, destroying the already ruined city and causing multiple cave systems in the region to collapse. Nine tenths of Stat-Und’s population perishes in the disaster. 0 AF High lords of Aventus are slain and replaced by doppelgangers. The new high lords raise the taxes, exhausting the people. In the end, a priest of Aventernus found out the truth and with deific help causes a flood “to wipe the harmful influence off Aventus”. As a result, the capital and the adjacent lands were completely destroyed, leaving Aventus without any ruler (even though the former rulers were fake). Aventernus granted the priest and his followers ability to breathe water and saved them from the disaster. The continental people of Aventus start a long civil war. The flood also affects Kwataril, the realm of the water elves. Most of them perish, but a relatively small group is saved by the mages that transmuted the people into aquatic beings. The flood destroys many historical records in both Aventus, Eskartar, and Kwataril. 1 AF The dream dwarves of Gurdolm are blamed for causing all the recent disasters in the world and exiled from the realm. The exiles sail southward and meet the unfriendly human city-states at war with each other after the fall of Aventus. Some of them integrate into the city-states, but some of them are repressed and forced to live in isolation. 53 AF Druids of Sitaril and sorcerers of P’ktal engage in a covert war, spreading magically enhanced plagues into each other’s lands. In the end, the neogi of P’ktal are defeated and forced to abandon most of their lands, but the damage dealt to the wood elves is significant. 267 AF People of the former southwestern Aventus are distracted from the civil war and focus on defending against the numerous gnoll tribes of the local deserts and savannahs. Both factions weakened by constant battles, they become pacified and subjugated by a large group of sand giants. This event formed the nation of Meshnarz. 304 AF A family of black dragons subjugates multiple tribes of gripplis and lizardfolks in the western jungles of Mishtafalon. Yendarborax, a black dragon wyrm, proclaims himself the emperor of his new tyrannical nation of Malassiril. 308 AF The Fiery Transcension. A powerful fire elven psion Stoviril Lastcall achieves perfect mastery of mind and energy manipulation and transcends mortality, becoming a godmind, from that moment known as Pyroviril. A schism between the clergy of the elven pantheon and the worshippers of Pyroviril splits the country. The northern part remains faithful to their racial pantheon and rejects the worship of the godmind, and keeps being called Indaril. The southern parts split off and joins with the human remnants of Aventus, creating the nation of Viril-Aventus. 310 AF Maenad communities in the southern Taal-Do unite, forming the kingdom of Amrado. 320 AF Exiled dream dwarves and a large group of humans of former Aventus separate and form the kingdom of Kes. 345 AF Turin Bloomgarden, a powerful warlord, ends the civil war between the remnants of Aventus by force, and proclaims himself the king of New Aventus. 367 AF Followers of Roknar introduce dwarfbane, a magical plague tailored to affect only dwarves, into the water supply of multiple Gurdolm cities. In the aftermath, not only Gurdolm is in complete disarray, but the roknarites suffered great casualties from their own plague too. Gurdolm dwarves abandon the tainted land and settle in the northeastern Mishtafalon, uniting with the local mantids and form the Dual Kingdom of Kargan. 380 AF A large group of mind flayers leaves the Material Plane for the Astral Plane. The rest of the mind flayers begin to spread slowly across the underground reaches of the world. 421 AF With most of the dwarves absent from the mountains and forests of the former Gurdolm, an iron dragon Weximaze, a descendant of Ortimaze, the dragon that terrorized the lands in the distant past, takes over the fecund kobold tribes and proclaims himself a god-king. This regime will later be known as the Iron Theocracy. 433 AF tribes of the western Mishtafalon unite under the banner of high shaman Lodgar. The united tribes begin to call their territories Tumar. 627 AF The group of mind flayers that left for the Astral Plane in the past returns corrupted by an entity called Thoon. 632 AF The invasion from the icy lands begins. Hordes of white dragonspawn assault the lands from , and armies of ice paraelementals attack from the Southern Reaches, promising to freeze the whole world. Barely anyone knows that this is actually a ritual war for domination between two powers from the Paraelemental Plane of Ice – archomental Cryonax and Albrathanilar, the greatest of the white dragons. 640 AF Current year

Amrado Cedali Realm of the Crystalcrafters Forest Kingdom of the Raptorans

Capital: Karadin. Capital: Glithiviel. Major Races: Maenads, . Major Races: Raptorans, gnomes. Major Religions: Pladiru, Obad-Hai. Major Religions: Raptoran and gnome Languages: Draconic, , Maenad, Terran. pantheons. Culture Groups: Amrado. Languages: Tuilvilanuue, Gnome. Culture Groups: Raptoran, Gnome. The maenads lived in the southern parts of Taal-Do along the shores since the ancient times. Cedali is a large kingdom in the southern They were fishers and pearl gatherers, living Mishtafalon. Its territories contain lush forests, mostly peaceful lives in their small villages. With fertile plans, mineral-rich hills, and broad rivers. their growing population, they had to spread away Raptoran legends say that the hills of from the coast and start practicing farming and Cedali once were tall mountains, where the hunting. Eventually, the communities united and raptorans were dwelling, but now they have to live formed the kingdom of Amrado. in the forests instead of the cliffs. Tall spiraling Aside from the maenads, in separate buildings of wood blend into the surroundings, communities, live many racial minorities, such as and rope bridges are barely visible from the bases the halflings. of the trees. Gnomes, who are the most populous The most famous landmark of Amrado is minority in Cedali, live in separate hill the Glittering Chasm – a deep chasm with a portal communities. to the Quasielemental Plane of Mineral at the Cedali is currently fighting off an orcish bottom. Maenad artisans fashion all sorts of goods invasion from the west and a much more from crystals and gems found in the Glittering dangerous invasion of elemental beings of the Chasm – from jewelry to weapons and even Southern Reaches. armor. Centaurs of Haa-Donai have little interest Raptorans are wary of strangers, unless in such wares, but these crystalline items fetch they prove that they are allies, and not enemies. high prices in Kes, New Aventus, and beyond. Raptoran history has one important This endeavor is currently treading on thin moment – in the ancient past they formed a pact ice, as more and more furious elemental creatures with the lords of the Elemental Plane of Air to emerge from the portal at the bottom of the gain the ability to fly in exchange for help in case Glittering Chasm, seeking to spread their of emergency. To this day, every raptoran must influence further. Agents from other countries, first undergo a trial called the Walk of the Four jealous of this wealth, try to sabotage crystal and Winds before gaining the ability to fly. This trial gem mining operations of the maenads. Moreover, varies, but involves traveling and dangers, and the newest addition to these troubles is the before it is completed, the wings are useless for invasion from the Southern Reaches that is being the raptoran. barely held off by fierce warriors of Amrado. Moreover, the raptorans and the gnomes Should this first line of defense fall, the other use Thuli-Vantu, a magical runic alphabet. nations, such as Haa-Donai and Kes will be in Not even the natives themselves know danger of the invasion from the south. Despite what secrets their vast lands hold, and this makes this, they refuse to send any military help. the region attractive for explorers and adventures.

Eskartar Goliath Holds Successors of the Mishtai Tribes of the Mountain Dwellers

Capital: Nor. Capital: None. Major Races: Skarns. Major Races: Goliaths. Major Religions: Monolith, Oracle, Pladiru. Major Religions: Goliath pantheon. Languages: Mishtai. Languages: Gol-Kaa. Culture Groups: Skarn. Culture Groups: Goliath.

When the mishtai mysteriously Goliath Holds lay in the largest mountain disappeared, they have left their creations, cluster of Taal-Do. There, numerous different attempts at achieving “perfection of form”, the tribes of goliaths, brutish humanoid highlanders, rilkans and the skarns. The rilkans, known for live in peace with nature. their wanderlust, spread across the world, and the Goliaths are mostly goat herders, hunters skarns settled where the former mishtai capital and gatherers, having no way to farm in the was. mountains. Their villages are temporary, as their The skarns have a strictly ordered society, population migrates with the changing seasons. ruled by a representative senate. They have two Goliaths are hospitable and generous passions – architecture and incarnum. Their large towards the outsiders, if they pose no threat, but cities bustle with tall buildings, archways in the should they find a hostile intruder, they will sky, aqueducts, amphitheaters, statues, and other assault him using their native terrain advantage. architectural marvels. The use of incarnum, the Goliaths occasionally trade with the soul energy that shaped them into being, is in high centaurs and other races of Haa-Donai and the regard in Eskartar. The skarns believe that they Iron Theocracy. The Thoon Lands to the east pose have almost attained “perfection of form” without a great threat to them, as the corrupted illithids are any help from the deities—only from incarnum. always looking for slaves, subjects for their Hence, skarns honor incarnum before any god. experiments, and the mysterious quintessence. This is not to say, though, that skarn are The illithids of the underground lands also pose a irreligious. threat to the goliaths, but they are less active than Skarns do not get along well with the their Thoon relatives. other, deeming the other races to be inferior. They Goliath Holds not only have ruins of the want to reclaim the lands of the mishtai, stop the ancient illithid civilization, but also the ruins of inferior races from desecrating the ruins of their Stat-Und, the lost dwarven kingdom, the main part creators, and rebuild the glory of Mishtar. of which should be somewhere to the south of the While there are many skarn adventurers in Thoon Lands. From these ruins, the goliaths the lands beyond Eskartar, there are not many learned Und-Rask, the first magical runic alphabet foreign adventurers in Eskartar, as the senate of the lost dwarves. forbids the exploration of the mishtai ruins for Goliath Holds attract adventurers not only unapproved explorer groups. Still, some outsiders because of the ancient ruins, but also because of venture there, risking attracting the wrath of the the various dragons that lair the mountains, and skarns on themselves. the knowledge of Und-Rask, that sees occasional Since the skarns also often vie for power use in other nations of the world thanks to the and status in their ordered society, they often seek adventurers bringing the knowledge there. Goliath help of an outsider in these endeavors. shamans and druids also have a lot to teach to the races.

Haa-Donai Indaril Centaur Lands Kingdom of the Fire Elves

Capital: None. Capital: Inda. Major Races: Centaurs, darfellan. Major Races: Fire elves. Major Religions: Skerrit, the Whale Mother. Major Religions: Elven pantheon. Languages: Sylvan, Darfellan. Languages: Panelven, Fire Elven. Culture Groups: Haa-Donai. Culture Groups: Fire Elven.

Haa-Donai is a wild land populated by The ancient elven empire of Seylaril was nomadic tribes of centaurs, coastal darfellans, and spilt into five nations after a magical cataclysm other races. They all are separate tribes that unite the elven arcanists have caused. The fire elves of only in the face of a great external danger. the northern Mishtafalon found their kingdom of The tribes may differ significantly from Indaril. each other. For example, the Fasthoof tribe is a When a powerful fire elven psion Stoviril tribe that holds archers in the greater respect, Lastcall achieved perfect mastery of mind and while the Bloodmane tribe practices the ancient energy manipulation and transcended mortality, blood magic and performs sacrifices to summon becoming the godmind Pyroviril in the event that demons. Despite some corrupted practices, all will be known as the Fiery Transcension, the tribes live in harmony with nature, and will shun nation of Indaril was split in half. While the anyone harming it. northern part remained faithful to their racial Many tribes are friendly to the outsiders, pantheon and rejected the worship of the godmind, and almost all the tribes welcome merchants, the southern parts broke away and joined with the because the nomadic lifestyle makes it difficult to human remnants of Aventus, creating the nation of produce metal wares and many other things. Viril-Aventus. The tribes of Haa-Donai are generally Indaril is known for its devout priesthood friendly towards Amrado to the south and the of the elven pantheon, for its distrust for psionics various goliath tribes to the east, and the Iron after the Fiery Transcension, and for its School of Theocracy to the north, but they experience Spectral Magic that divides magic types by color. frequent raids from the underground illithids and Indaril smiths are famous for their their corrupted relatives from the Thoon Lands. invention of glassteel – a material hard as steel, Haa-Donai is attractive to adventurers but translucent as glass. It is resistant to corrosion because of the dwarven ruins of ancient Gurdolm and is esthetically pleasant. and the mysterious ruins of the mind flayers that Indaril has three primary concerns. First, hold not only magical wonders, but also pieces of the dwarves of Kargan are being excessively alien technology. Some tribes ask the adventurers persistent with their attempts at mining and for help against the illithid raids, some ask to desecrating the elven mountains. Second, Indaril retrieve captured slaves that are held underground. king is concerned with the godmind worship In addition, the most notorious reason to spreading into his lands. To prevent this, he sends go adventure in Haa-Donai is to slay a dragon, spies to the south to find out plans of spreading since Haa-Donai has multiple biomes and free the godmind faith. Third and most important, the lands and game for of many kinds to northern border of Indaril became a vast live, hunt, and prosper. The gear of slain battlefield. The invasion of white dragonspawn dragonslayers is of use for the centaurs. and other vile creatures from the Northern Reaches is threatening the world, and Indaril is taking the main blow.

Iron Theocracy, The Kargan Land of the Dragon Cult Dual Kingdom

Capital: Mazegone. Capital: Kargolm. Major Races: Kobolds. Major Races: Dwarves, mantids. Major Religions: Dragon worship. Major Religions: Dwarven pantheon. Languages: Draconic. Languages: Gurdolm, Mantid. Culture Groups: Kobold. Culture Groups: Kargan.

With most of the dwarves absent from the Gurdolm was once a powerful dwarven mountains and forests of the former Gurdolm after nation, but it fell victim to multiple cataclysms, the introduction of a plague called dwarfbane to and the last one – the introduction of a plague the local waters, an iron dragon Weximaze, a called dwarfbane to the local waters – forced the descendant of Ortimaze, the dragon that terrorized survivors to migrate to the northeastern the lands in the distant past, took over the fecund Mishtafalon, abandoning their native lands. kobold tribes and proclaimed himself a god-king. There they have found harsh lands that This regime became known as the Iron Theocracy. were nonetheless fit to live in. The lands were The kobolds live mostly underground and mostly populated by mantids, a race of mantis-like use ruined dwarven cities and mines to gather vast humanoids. Weakened dwarves had no choice but resources. The surface has numerous huge dragon to cooperate with the mantids to found the Dual idols that serve as places of worship of Weximaze. Kingdom of Kargan. Naturally, the dragon does not grant spells to the Dwarves and mantids live in separate worshippers, and the worshippers are aware of communities, but have equal rights. The kingdom this, but they believe that they will be able to is ruled by two kings, one is a dwarf, and one is a elevate their dragon patron to a divine status given mantid. enough time and effort. The Elementalist Guild teaches elemental Possessing a large amount of resources, the magic to anyone who has talent and money, and kobolds have had time to improve their artisanship Kargan elementalists are well known throughout in their relative safety. Contrary to the popular the world. While most dwarves have affinity for belief, the kobolds of the Iron Theocracy do not fire and earth, the mantids show their affinity for attack people on sight, but actually actively air and water magic. engage in trade, and are friendly, if their visitors Kargan is neighboring the fire elven nation have something to offer. of Indaril, and the relations are neutral at best, The Iron Theocracy is separated from the because of the dwarves’ intention to mine the Northern Reaches, but still falls victim to mountains of Indaril. The elves consider the occasional raids by white dragons and other flyers dwarven way of mining as desecration of the from there. nature. Not all the dwarves left these lands in the Kargan is connected to the Northern past. Some followers of Roknar that survived the Reaches via a single mountain pass – the Snow plague they have engineered themselves are not Pass. This pass is a crucial strategic chokepoint, content with the kobolds taking over the cities the and the fortifications there are under constant roknarites consider theirs. They make precision attacks of white dragonspawn and other monsters raids and attacks from the depths, trying to force of the north. A fortress is being constructed, but the kobolds out of the ruins. there is a big chance that the northern monsters will overrun the pass until the fortress is complete.

Kes Kwataril Oracle-Guided Kingdom Undersea Holds of the Aquatic Elves

Capital: Kwata. Capital: Keslan. Major Races: Aquatic elves. Major Races: Humans, dream dwarves. Major Religions: Deep Sashelas. Major Religions: Aventernus, Oracle. Languages: Panelven, Water Elven. Languages: Aventian, Gurdolm, Kerin. Culture Groups: Water Elven. Culture Groups: Aventus, Gurdolm.

The ancient elven empire of Seylaril was When the dream dwarves were exiled from spilt into five nations after a magical cataclysm Gurdolm, they traveled south and found various the elven arcanists have caused. Water elves human city-states in a state of a lasting civil war. settled on the shores of the northern Mishtafalon Some dream dwarves were driven away, some and the Northern Reaches. integrated themselves into the city-states, but the Kwataril did not exist in this state for long, northern city-states saw the dwarven oracles as because a cataclysmic flood caused by a priest valuable councilors and diviners. The oracles from Aventernus with the help of his deific patron predicted another great disaster, unless the war submerged and ruined most of the lands of ends, and united the warring city-states. Kwataril. During this event, the elven transmuters The kingdom of Kes that was found have managed to save some of the people by afterwards is not an actual kingdom, as it is ruled transforming them into aquatic elves. Thus, the by the Council of Kings, where all former city- water elves became known as the aquatic elves. states are represented, and is guided by the They were not alone in the depths. They Oracular Council, formed exclusively out of the have encountered savage and numerous sahuagins, dream dwarven oracles. mysterious ixitxachitl, approachable locathah, As time flew by, most of the cities of Kes tritons, and many other undersea races. became two-tiered in structure – humans lived The absence of fire made it difficult for the aboveground, while the dwarves dwelled below. aquatic elves to get their webbed hands onto metal The dream dwarves of Kes became known equipment; this forced them to develop magical worldwide for their unique art of dreamweaving. means of smelting and forging. These so-called Dreamweavers can send specific dreams to the metalshapers need no tools – they can command minds of their customers, or capture dreams in the metal to take on a shape they desire. peculiar glowing stones, so that they can be re- The underwater lands of Kwataril have experienced later. Many think that such dreams enormous quantities of mithril – a metal prized for carry prophetic visions, and travel long distances its durability and lightness. The aquatic elven just to visit a dreamweaver. merchants often sell mithril items or ingots to the Not long ago a problem arose in Kes – a surface dwellers. new drug called pleasant sleep. This herb induces Kwataril rarely sees surface dwellers in its addictive ecstatic dreams in consumers, but the lands for obvious reasons, so every outsider from more addicted the consumer becomes, the bigger the surface quickly attracts attention of the elves. is the chance that he will experience a maddening They may seem to be annoying with their constant nightmare instead. Shady dwarven dreamweavers questions and inquiries. The aquatic elves that sell these captured nightmares presenting sometimes need help of the surface dwellers to them as prophetic visions, are very illusive. deliver them something from the surface. Malassiril Meshnarz Black Dragon Empire Lands of the Sand Giants

Capital: Yendarthai. Capital: Mash-Eck. Major Races: lizardfolk, grippli. Major Races: sand giants, gnolls, humans, Major Religions: Dragon pantheon. ichtyids. Languages: Draconic, Grippli. Major Religions: Giant pantheon. Culture Groups: Malassiril. Languages: Aventian, Giant, Gnoll, Meshi. Culture Groups: Meshnarz. When the mysterious mishtai disappeared and left their vast nation with no rulers, a family After the fall of Aventus, its people started of black dragons subjugated multiple tribes of a lasting civil war. Two years after the start of the gripplis and lizardfolk in the western jungles of war, the people of the former southwestern Mishtafalon. Yendarborax, a black dragon wyrm, Aventus became distracted from the civil war and proclaimed himself the emperor of his new focused on defending against the numerous gnoll tyrannical nation of Malassiril. His mate Yalastix tribes of the local deserts and savannahs. Both and their numerous descendants rule the various factions weakened by constant battles, they regions of the land. became pacified and subjugated by a large group Jungles and hot swamps of Malassiril of sand giants. This event formed the nation of contain many mishtai ruins, some of which are Meshnarz. still in a good condition. This fact makes Sand giants live in stable communities in Malassiril a tempting destination for adventurers, the desert, with their lives revolving around whose thirst for wealth and ancient artifacts is not ordered discipline. Their carefully organized inhibited by the dangerous environment and settlements are often built into the side of a mesa inhabitants. or in another defensible position. After the From these ruins, the local grippli, a race subjugation of gnolls, humans, and some other of small froglike humanoids, gathered some lore minor races, more towns were built everywhere, that allowed them to tap incarnum. This made but more densely on the coasts. A sand giant totemism popular within the grippli tribes. overseer dispatched by the high chief, ruler of the The lizardfolk live in separate whole country, controls every non-giant communities and gain wealth for their draconic settlement. Gnolls are the most numerous non- overlords by raiding villages and towns of giant race, but they have equal rights with the Eskartar, and pillaging the mishtai ruins. humans, coastal ichtyids, and other minorities. Yendarborax, who still holds the throne, is Since the neighboring countries do not nearing his death from old age, his powers are practice slavery, Meshnarz became a hub of slave weakening. His cunning descendants are plotting trade in its region of the world. The lack of to end his rule prematurely. The emperor, significant presence of the actual giants in the probably suspecting this, started dispatching “small” races’ communities made several explorers and adventures to recover lost lore and rebellious groups appear. These rebels try to free artifacts of the mishtai, hoping to find a way to the slaves, instill further uprisings, and depose the extend his life and hence the rule. This giant overlords. What hinders them is that these desperation even made his research the dark arts groups do not get along with each other as well, of necromancy in secret to transform himself into and instead of focusing their efforts on a dracolich, if everything else fails. overthrowing the sand giants, they get distracted by not letting the other groups gain power.

New Aventus P’ktal Kingdom Reformed Temporary Home

Capital: P’kk’kass Capital: Ventupolis. Major Races: Neogi. Major Races: Humans. Major Religions: Neogi pantheon. Major Religions: Aventernus. Languages: Neogi. Languages: Aventian, Kerin, Sativi, Tuilan. Culture Groups: Neogi. Culture Groups: Aventus.

In ancient past, a neogi deathspider Aventus was the greatest human nation of crashed south of the Perdition, a tall mountain old, but it collapsed due to a combination of chain that separated Seylaril from the rest of the subterfuge, treachery, divine punishment, and continent. With no way to repair the vessel, the natural cataclysms. Most of the former Aventus neogi settled there and found P’ktal (“Temporary lands are now flooded, and the survivors gave rise Home” – a rough translation from Neogi). to new human nations after a long civil war. The Due to some auspicious births, the neogi largest and strongest nation formed was New believe their nation to be blessed by the gods, and, Aventus. unlike on other neogi worlds, the ki’zid, the neogi New Aventus abolished theocratic ways of priests, became the rulers. its predecessor and became a common monarchy. P’ktal is based on two concepts – trade and From the Aventus of ancient times, it carried over slavery, and the concepts often overlap. The neogi a ban of slavery, since Aventus was under mishtai get their chitinous hands on every exotic ware and yoke for a long time. every kind of slave, so P’ktal is a tempting Now New Aventus is a wealthy nation, destination for merchants looking for rare wares, having access to major marine trade routes. Its and for slavers. Common outsiders that have metropolitan capital has visitors and merchants something to offer are tolerated, but they should from most other nations. One can find people of be careful lest they be kidnapped and enslaved. all races here, but the mishtai descendants, who a Almost every neogi has an umber hulk shunned there. slave. These brutes serve simultaneously for New Aventus is famous for its powerful tunneling, transportation, and protection. fleet, and their Academy of Arcane Arts and the The neogi mostly live underground, but island Monastery of the Sublime Way. Their cadre they do have several surface settlements, some of of elite pegasus knights is admired by the which serve as trade hubs for trade with surface- commoners and feared by the brigands and dwelling races. enemies of the nation. P’ktal is also known for their biomancers. While many consider this nation to be one These wizards are able to manipulate living things of the safest places in the world, it is actually not to create toxins, plagues, modify creatures, and quite calm. Dealers of pleasant sleep from Kes create hybrids. Very often they look for exotic recently have found new buyers in the people of ingredients required for their experiments, and New Aventus, slave raids from Meshnarz become they also may recruit outsiders for this job. The more frequent with time, and there are rumors that biomancers are preparing for the next stage of the invaders from the Southern Reaches plan to their war against the wood elven druids, and this freeze the sea to create an ice bridge to the time they are very sure in their victory. mainland. Some ruins of the old Aventus are still available for exploration. The most notorious ruins are submerged and difficult to reach, but are said to contain vast treasures.

Sifaril Sitaril Free Kingdom Disease-Ravaged Wood Elven Lands

Capital: Opha. Capital: Sita. Major Races: Wind elves. Major Races: Wood elves. Major Religions: Elven pantheon, the Shining Major Religions: Elven pantheon. One, Solt. Languages: Panelven, Wood Elven. Languages: Panelven, Wind Elven. Culture Groups: Wood Elven. Culture Groups: Wind Elven. The ancient elven empire of Seylaril was The ancient elven empire of Seylaril was spilt into five nations after a magical cataclysm spilt into five nations after a magical cataclysm the elven arcanists have caused. Wood elves fled the elven arcanists have caused. Opharil, the realm southward, through Perdition, a tall mountain of the wind elves, did not last long, because a chain, and settled in the warm forests, founding turbulence in the elven pantheon and demonic Sitaril. influence caused a civil war that ended in the exile They were not alone in these lands, they of large groups of elves underground, where they had numerous encounters with the hostile neogi of slowly turned into beings now known as drow. P’ktal, and in the end these encounters grew into a Sifaril, the Free [from demonic influence] covert war between the wood elven druids and the Kingdom, still stands, ever vigilant against the neogi. Both sides magically engineered various drow of the depths. plagues and poisons and tried to spread them in Sifaril is known for its isolationism – it is the enemy lands. Eventually, the neogi have lost separated geographically from the rest of the this war, and allowed Sitaril to expand their lands. continent by Perdition – a tall mountain chain. Sitaril is relatively isolated by the almost The wind elves of Sifaril still maintain relations impassable Perdition chain in the north, and the with the other elven nations and conduct marine neogi lands in the south, and this fact limits the trade. wood elven access to trade routes. Sifaril is famous for its arcanists. There are While wood elves try to live in harmony two primary magic academies in the nation – the with nature, their actions have caused severe Tower of Arcana, and the Planoversum. Both damage. Even now, one can encounter pools of academies accept neophyte mages and help them poison, fungi with dormant plague spores, sentient reveal their potential. The Planoversum has the and mindless oozes, and mutated plants and largest library of planar lore in the whole world. animals in these lands. Wind elves venerate not only their racial Nature-loving adventurers seek these lands pantheon, but also other righteous deities, such as to reverse the pollution. Adventurers in search of the Shining One, Solt, and others. Sifaril is treasure or power travel to Sitaril to explore probably the nation with the highest number of abandoned and ruined settlements of the neogi paladins and other holy warriors in the world, and that are said to contain alien magic and being righteous and vigilant against demonic technology. The wood elves themselves are corruption is a good way to earn trust of a wind preparing for the next stage of the war, because . the scouts tell about vast underground chambers Adventurers travel to Sifaril to explore the made by neogi and their umber hulk slaves under ancient ruins of Seylaril, empire of the elder elves. the elven lands. These chambers may very well Many of them contain powerful artifacts and used to collapse the ground beneath the Sitaril arcane secrets. Wind elves also appreciate cities. adventurers who help them in their struggle against the drow.

Tumar Viril-Aventus Orcish Holds Land of Godmind Worship

Capital: Tumar-Atork. Capital: Tulapril. Major Races: . Major Races: Fire elves, humans. Major Religions: Orc pantheon. Major Religions: Pyroviril. Languages: Orcish. Languages: Aventian, Fire Elven, Kerin, Satran, Culture Groups: Orc. Tuilan. Culture Groups: Viril-Aventus. Numerous tribes of orcs arose in the forest, steppes, and deserts of southwestern Mishtafalon When a powerful fire elven psion Stoviril after the disappearance of the mishtai. These Lastcall achieved perfect mastery of mind and barbaric peoples were content with fighting each energy manipulation and transcended mortality, other for dominance for centuries, until the chief becoming the godmind Pyroviril in the event that Gremzy Waterblood united them via superior will be known as the Fiery Transcension, the power. Gremzy possessed magical control over nation of Indaril was split in half. While the water, the fact that helped the desert-dwelling northern part remained faithful to their racial orcs. pantheon and rejected the worship of the godmind, The rule of this chief was short, and after the southern parts broke away and joined with the his death, some orcs began to be born with human remnants of Aventus, creating the nation of magical powers of water control. These water Viril-Aventus. mages claimed to be of Waterblood bloodline. The Viril-Aventus is a land of duality. Its most powerful water mage held the high chief territories contain ruins of two ancient status, and this status could be contested in a civilizations – Mishtar and Seylaril. Two main magic duel anytime. races – fire elves and humans – inhabit it. Despite The orcs’ fecundity and the relative lack of the clerical conflict that made this theocratic arable lands forced them to expand outwards. nation possible, any non-godmind faiths are First, they assaulted P’ktal, but were easily and tolerated, if their clergy is not opposed to the brutally repelled by the neogi and their umber worship of godminds. hulk slaves. After that, the orc hordes attempted People of Viril-Aventus appreciate the an attack on Malassiril, but were thwarted by the potential of all creatures, and because of this, there might of black dragons. At last, they started a war are many monasteries, academies, and universities with Cedali, the raptoran kingdom, and this war of all kinds in this nation. This freedom of self- lasts for 8 decades already and its end is not perfection, development, and research attracted anywhere in sight. several illumian cabals to this land. The invasion of icy creatures from the Adventurers thrive in Viril-Aventus. Southern Reaches made the orcs split their Illumian cabals send adventurers to recover attention, and devote whole armies to fighting the ancient relics, lost lore; the church of Pyroviril new menace. Orcish water mages are a very needs people to find spies from Indaril; the important asset in this war. The orcs are worn academies conduct dangerous research. Many down by the endless wars, and discontent with the adventurers begin their career there, and then Waterblood rulers is quite obvious. travel to other lands. Many an adventurer has perished from an The nation has strained relations with its orcish axe, a blast of ice from a paraelemental, or neighbors. Indaril wants to reclaim its lands and a different hazard while navigating these hostile end the heresy of Pyroviril, Eskartar considers the lands in hope of unearthing an ancient mishtai desecration of the mishtai ruins blasphemous. artifact.

Other territories Aside from the nations described above, the world has other territories, mostly hostile towards the common folk. Northern Reaches: These are the northern glacial lands, eternally covered in ice and snow. From there began an invasion that threatens every nation in the world. A horde of white dragonspawn, white dragons and other malicious entities attack everyone in sight, trying to conquer as much land as possible in their zealous drive to go south. They are the followers of Albrathanilar, the greatest of the white dragons. Savage Lands: Most of the Und-Do continent is covered in wild lands of different biomes that are not settled by the civilized races. This is where the ancient dwarven kingdom of Stat-Und was situated, and where it fell due to a cataclysmic accident. There, among the dwarven ruins, dwell dragons, giants, and other monsters. This land is difficult to reach, but it promises riches to the daring explorers. Southern Reaches: These are the southern glacial lands, eternally covered in ice and snow. From there began an invasion that threatens every nation in the world. Armies of ice paraelementals, frost giants, and other icy creatures attack everyone in sight, trying to conquer as much land as possible in their zealous drive to go north. They are the followers of Cryonax, the ice archomental. Thoon Lands: A group of mind flayers departed this world in the past and traveled to the Astral Plane. From there it ended up in the Far Realm, a plane of madness and chaos, from where barely anybody returns. Despite this, they have returned drastically changed and with new knowledge of construct crafting and selective breeding. They now speak reverently of a being/deity/philosophy known to them as Thoon. The mind flayers of Thoon claim to be able to commune with this presence from the Far Realm, as well as receive instructions from it. So far those “instructions” haven’t demonstrated any long-term purpose. The mind flayers of Thoon traverse the lands gathering a mysterious substance they call quintessence from captured creatures and rare materials. These lands are hostile to any creature, even to normal mind flayers.

The Underdark Below the surface of Karilan exist systems of vast underground caves and tunnels, interconnected with each other. They are populated by mostly hostile creatures, such as the illithids, drow, duergar, and others. The Underdark has as much history and treasure as the surface world, if not more. Tunnels in the Underdark extend for miles, some ballooning into caverns thousands of feet across, only to shrink to spaces too narrow for a halfling to squeeze through. The largest cavern halls are often representations of the surface in miniature, with hills, valleys, underground rivers, and lakes. Most races native to this realm make use of the walls and ceilings of their caverns, accessing the higher levels via natural or magical flight or levitation, or even wall-crawling mounts such as giant spiders and certain breeds of lizards. The Underdark is divided into three levels. The upper Underdark (Upperdark) is close to the surface, and its residents have considerable interaction with surface races. The inhabitants of the middle Underdark (Middledark) tend to see surface races as potential slaves. The lower Underdark (Lowerdark) is an incredibly strange place filled with alien societies and bizarre cultures hostile to those unlike them. The Underdark includes drow cavern-cities, sunken aboleth strongholds, surviving colonies of mind flayers, and wondrous vistas shrouded in everlasting darkness. The locales described here do not represent an exhaustive list of the Underdark realms. Uncounted hundreds - perhaps even thousands - of deeply buried caverns and lightless cities exist beneath Karilan, and many surface-world dungeons seem to connect to murky depths from which all sorts of horrors can spew forth. Consider the places discussed in this chapter to be the ones that knowledgeable surface folk know of, and a sampling of the types of places that deep- delving heroes might explore.

The Upperdark Major Races: Underfolk, varkha, imago, deep halflings, derro, troglodytes, avolakias, dromites, scorpiorcs. Languages: Undercommon, Varkha, Imago, Orc, Draconic, Halfling. Culture Groups: Amaro, Deep Halfling, Dromite, Imago, Scorpiorc, Troglodyte, Underfolk.

The Upperdark extends from the surface to a depth of about 3 miles. Varied races inhabit this region, including troglodytes, varkha, dromites, derro, scorpiorcs, deep halflings, some orcs and dwarves that prefer to stay away from the surface. Scouts from deeper races often venture into the Upperdark in order to trade with (or prey on) the races native to this area. The Upperdark’s main import from the surface is slaves. Slavers from cities in the Upperdark make frequent forays into the light to capture new slaves for use as either labor or food. They also trade for textiles, grains, fruit, and weapons. Their exports include raw ore, refined metals, gems, and native Underdark plants. Travel in the Upperdark is relatively easy. Multiple paths to a single point usually exist, thanks to millennia of natural processes, volcanic activity, burrowing creatures, and various races cutting trails through the rock. In most places the surrounding earth is composed of rock, but near the surface, tunnels can be hewn out of tightly packed dirt. Amaro Sea: Taking the underground space below the border regions of Eskartar and Viril-Aventus, the Amaro Sea is home to many tribes of the varkhas – a subrace of amphibious lizardfolk. “Amaro” means “home” in the Varkha language. Those who know about the existence of the varkhas also know that their sea is a source of noqual – a pale green, magic-resistant crystal that can be forged like iron. This material can only be found in the Amaro Sea or in the hands of troglodytes or drow that raid the varkha tribes for it. Damafach City-Hive: Below the eastern Tumar lies a hidden city-hive of dromites that boasts a population of more than ten thousands. These psionically gifted creatures have sealed off all physical entrances to their city-hive and rely on permanent psionic portals to leave or enter Damafach. The orcs of Tumar are aware of the dromites that live below, but think of them more as of pests (hence the derogatory term “bugman”). The dromites rarely contact with the orcs, but occasionally send out to Cedali. Several smaller city-hives, not fully isolated from the other caverns, can be found below Tumar. Pestered by the troglodytes, these smaller hives are always in need of support. Caverns of Filth: Below Viril-Aventus lies a series of caverns inhabited by troglodytes and avolakias. Both of these races are known for their repulsive smell. The sages believe that the avolakias did not originate in the Upperdark, but are migrants from the Lowerdark, where most such repugnant aberrations lurk. The troglodytes fear these worm-shaped necromancers and prefer to live closer to the Amaro Sea, where they can prey on the varkhas with no risk of being turned into zombies. The avolakias, however, are more focused on infiltrating the societies of Viril-Aventus and the Middledark drow cities with the help of their innate magical abilities. Domain of Tabarnataa: In the cave systems below Malassiril lives Tabarnataa, a hex dragon. A master of necromancy and mind control, he is feared even by the black dragons of Malassiril. These dragons frequently send their minions with gifts to the caverns below, hoping that Tabarnataa would curse their rivals or help in other ways. However, most of these minions are either slaughtered or turned into mummies that protect the domain from intruders. Tabarnataa has perfected his necromantic arts to such degree that he is able to mummify even other dragons. Imago Hives: The Upperdark region that spans from the caves below Sifaril to the northern P’ktal is dominated by the imago – an industrious, no-nonsense race of insectile humanoids. These creatures work hard to make their home hives prosper, digging new tunnels, producing trade goods, fighting the invaders, working for other races to bring money back to the hives. The hives are not allied to each other, but in times of great danger (such as the internal strife between the elves in the ancient past) they are easy to unite. Drow that live below the imago hives value these creatures as slaves. Aside from the drow, the hives are also pestered by paladins from Sifaril for the lack of active measures against the drow, and by the neogi that are encroaching on their lands. Kamatolli: Below Kargan lies Kamatolli, a small city of deep halflings. Kamatollians are fond of masonry and jewelry. This makes them great trade partners with the dwarves of Kargan. The deep halflings are not very interested in the surface world; their natural curiosity drives them to go deeper instead. Having contacts both with the deeper realms and with Kargan, Kamatolli became a trade center where exotic goods of the Underdark can be found. Sanramar: Below the border of Cedali and Tumar lies Sanramar, a city of strange creatures called scorpiorcs. These amalgamations of orcs and scorpions were created about a thousand years ago by a raptoran druid obsessed with magical crossbreeding of humanoids and arthropods. Scorpiorcs were his most successful creations, but his other half-arthropod creation still can be found roaming the Underdark (koasps, antolds, etc.) The scorpiorcs are shunned by the surface orcs, but are not considered to be abominations by other Underdark dwellers. Sanramarian scorpiorcs are known to practice blood magic – their favorite summoned monsters are earth demons that can camouflage themselves as mundane rocks to infiltrate other settlements. Despite these vile practices, the scorpiorcs are valuable trade partners of Damafach, because the caves around Sanramar are home to some endemic varieties of fungi that can be used as food, building materials, and alchemical ingredients. The Mad City: Below the border of Meshnarz and New Aventus lies a mysterious, mostly empty city. Many groups of derros live there, conducting vile experiments on the captives brought from the surface. The city is mostly in ruins, but its size implies that it could house more than ten thousands of derros. The sages believe the Mad City to be the original home of the derros, but what happened to cause their racial insanity is unknown. The answer probably lies within the ruins of the Mad City, but few dare to descend into this place even when tempted by treasures. Underfolk Clanhomes: Below the coastal regions of Kes, New Aventus, and Kargan, can be found primitive people that mostly just want to be left alone. The underfolk are thought to be the descendants of the ancient Aventians that fled to the Upperdark to survive the flood. The geographical position of their clanhomes and their oral folklore seem to agree with that. These clans rarely have more than one hundred members, but some “cities” with populations of one thousand or more exist. The surface dwellers are often interested in the underfolk because of the ancient Aventian artifacts and lore that they might possess, but the underfolk themselves do not part lightly with their heritage.

The Middledark Major Races: Drow, duergars, deep dwarves, diopsids, svirfneblins, yuan-ti, mind flayers, desmodu. Languages: Drow, Undercommon, Qualith, Gurdolm, Stat-Und, Abyssal, Gnomish, Yuan-ti, Draconic, Diopsid, Desmodu, Dark One. Culture Groups: Drow, Duergar, Deep Dwarf, Diopsid, Svirfneblin, Mind Flayer, Yuan-Yi, Desmodu.

The Middledark lies between 3 and 10 miles beneath the surface of Karilan. Most larger cities of drow and duergar are in the Middledark. Other inhabitants include grimlocks, yuan-ti, mind flayers, deep dwarves, svirfneblins, dark ones, myconids, desmodus, and kuo-toas. Settled communities in the Middledark commonly send trade caravans and raiding parties to the surface, or at least up to Upperdark trading centers (such as Kamatolli). Visitors from the surface are rare and tend to be viewed as potential slaves or food. Caravan travel brings mostly luxuries; staples must be grown locally. Travel in the Middledark can be difficult. In many cases, it’s simply not possible to go from one place to another because no caves or tunnels lead in the right direction. To overcome this drawback, many of the races that dwell at this depth are prolific portal builders and tunnelers. Baphomet’s Demesne: A large, labyrinthine tunnels in the depths beneath Meshnarz houses minotaurs corrupted by their patron demon lord Baphomet. These so-called baphitaurs are even more barbaric and aggressive than their normal kin, hunting down anyone who gets lost in their labyrinths and sacrificing them to Baphomet. Fanarril: The civil war in Opharil, the realm of the wind elves, has split the elves into three factions. One of the factions fled into the Underdark and later became known as the drow. These dark elves first founded a city in the Middledark below what now is Sifaril, but soon fell apart into many smaller factions due to internal conflicts. Still, the most populated drow city-state Fanarril lies below Sifaril, but there are other city-states all across the Middledark. The drow hate the outsiders as much as they hate each other. Slavery, demon worshipping, cruelty, torture, matriarchy, poisonmaking and alchemy are what the drow are known for. Not many know about the existence of the szarkai – albino drow. Those work as spies and saboteurs among their surface kin. Fungal Caverns of the Desmodu: Beneath Sitaril lies a series of large caverns festooned with stalactites and stalagmites. The ceiling is used by the desmodu – large bat-like creatures – as a place to carve their dwellings in. The cave floor is home to the myconids. Both of the races are friendly to each other and cooperate both for agriculture and defense against the drow. These caves are invaluable for the alchemists, as they contain fungi and crystals that cannot be found anywhere else. Glittering Town: The Glittering Town is a town of the svirfneblins located below Cedali. Despite its name, the town is difficult to find in the darkness of the Middledark, being hidden by several layers of illusions. However, those who manage to find the Glittering Town and do not have any foul intentions can be sure to find welcoming people upon entering. The svirfneblins of the Glittering Town like outsiders that bring news from all over the world to the point of being obnoxious. This place is considered a friendly oasis in the Middledark, where one can rest, replenish supplies, find information, and sell loot. Guret: When a surface dweller thinks about the dwarves of the Underdark, he probably thinks about the duergars. However, the duergars are not the only dwarves that live there. The deep dwarves live in the Middledark, and some even settle in the Lowerdark. These small communities very rarely contact the surface, usually relying on the intermediaries when trading. Deep dwarves speak Stat-Und (the deep dwarves themselves call it Dwarven), the language of the long gone mountain dwarves. This fact makes some sages believe that the deep dwarves are the survivors of the cataclysm that destroyed Stat-Und, however, the deep dwarves do not know about Stat-Und, do not remember it, and it is not mentioned in their historical records. Guret is the most well known deep dwarf settlement. It conducts trade with Kargan above itself through Kamatollian deep halflings. Roknarbrut: “Roknarbrut” means “Roknar’s Anvil” in Gurdolm. It is the largest city of the duergars situated below the Iron Theocracy. The duergard of Roknarbrut are not interested in the surface world, but they gladly capture surface-dwellers that come into their realm and use them as toiling slaves. The duergars are known to mine deep crystal – a psionically-resonant material that is quite rare on the surface (only found in Amrado). Kuo-toas that live in underground lakes around Roknarbrut are their main enemies. The kuo- toas consider the duergars’ existence to be blasphemous, but the duergars are having a hard time exterminating the threat. Skassia: Skassia is the realm of the yuan-ti that sprawls below Eskartar and Malassiril. The yuan-ti are the descendants of the ancient Aventians that had their bloodlines tainted with snake blood. After the fall of Aventus, the surviving yuan-ti fled to the hot jungles of Malassiril. However, they were displaced from there by the black dragons and to this day live in the Underdark, where they are considered a major power on par with the drow, duergars, and mind flayers. The Skassians venerate Merrshualk, their patron deity with blood sacrifices. These psionic serpentfolk try to spread their influence via sabotage and subterfuge all across the Middledark (the Domain of Tabarnataa prevents them from reaching the surface easily). They often employ agents with the least amount of snake blood in their veins (they are called “extaminaar”) when conducting clandestine operations in other realms. Taliqua: Below northern Haa-Donai lies Taliqua, a medium-sized city of the mind flayers. However, these mind flayers are shunned by their own kin, because they are ruled not by an elder brain, but by Litakumaze, a brainstealer dragon descended from Ortimaze that has terrorized the surface thousands of years ago. The main problem of the mind flayers of Taliqua is reproduction, because they lack an elder brain that produces the tadpoles. This made the Taliquans adopt a more militaristic lifestyle – they take tadpoles from other mind flayer cities by force. Tz’kkl: Tz’kkl is the largest city of the diopsids, beetle-like humanoids that live all over the Middledark. Tz’kkl is located beneath Cedali and is a trading hub of that region of the Middledark. The stone towers built into the walls of the vast caverns serve even as a tourist attraction. The diopsids of Tz’kkl have a relatively easy access to metal wares (they lack the technical ability to manufacture such goods) thanks to the merchants from other races, but they do not like sharing them with other diopsids. Mercenaries from Tz’kkl can be found serving various factions all over the Underdark.

The Lowerdark Major Races: Aboleths, beholders, earth dwarves, xulgaths, greathorn minotaurs, cave trolls. Languages: Undercommon, Aboleth, Beholder, Terran, Draconic, Giant. Culture Groups: Cave Troll, Earth Dwarf, Xulgath, Greathorn Minotaur.

No place on Karilan is as strange and dangerous as the Lowerdark. This level of the Underdark extends from 10 miles below the surfaceto unfathomable depths and features a degree of strangeness that would drive some surface dwellers insane. Few upperworlders ever descend to the Lowerdark, and few of the Lowerdark’s denizens want anything to do with the surface world. Some of the creatures in the Lowerdark - intelligent or otherwise - aren’t even aware of a surface world; others have heard of it but consider it a mythical place. Interspecies and intraspecies strife is the rule in the Underdark. Resources are minimal, and weakness invites extermination. Nothing here is normal or simple. Travel in the Lowerdark is arduous at best. The term Lower Underdark actually refers to many places, since the great domains of the Underdark possess fewer and fewer interconnections the deeper one delves. Only about a third of the lowest sections of the Underdark actually connect to each other. The rest of the Lowerdark consists of isolated pockets of space reachable only from the Middledark, by water, or by transportation magic. Typically only one route exists to any given point, and that is what must be used unless the traveler plans to dig one. Though time consuming and cumbersome, many adventurers find it expedient to do just that, so they keep the necessary magic items and spells handy to make their own tunnels as needed. Needless to say, the Lowerdark is the least explored place on Karilan. Twisted Ocean: Deep in the Underdark lies an ocean that rivals the surface oceans in size, spanning the entire Aventan. In its waters dwell horrors, such as aboleths and lantern sea serpents. It is said that there are immense underwater cities with mind-warping architecture created by the aboleths down there, full of their skum servants. On the few islands live creatures that venerate the aquatic horrors as gods, building immense statues in their liking. Barely anyone knows what sorts of wonders this place contains. Tombur: Deep beneath Malassiril exists a vast vault that contains a vast forest of giant mushrooms. Among these mushrooms live xulgaths – psychically awakened troglodytes. Their tribes are constantly warring against tribes of greathorn minotaurs and cave trolls. The cavervn is also notable for having thin interplanar boundaries – summoning spells are much easier to perform there, and portals to random planes of existence open there regularly, bringing in outsiders, elementals, and extraplanar artifacts. Flux slime is commonplace in Tombur. In the middle of the mushroom forest stands a black pyramid with no apparent entrance. Few adventurers who have returned from Tombur brought in copies of writings from the walls of the pyramid. Sages identified the language of the spell weavers in these writings. Starry Pool: A vault that is isolated from the rest of the Lowerdark exists beneath the Savage Lands. There, the ceiling is made of unknown substance that resembles a surface of a pond that reflects the starry sky, disturbed by occasional ripples. Beneath this Starry Pool coexist two strange races – the dvati and the leShays. Small settlements of the dvati – beings with a soul so strong that it requires two bodies – are scattered around the vault, and a very small enclave of the leShays isolates itself from the dvati by a magical dome of force. The leShays are both venerated by the dvati for their power and pitied by them for their loneliness. They claim to come from the Starry Pool, but they do not wish to explain the nature of this phenomenon. This topic of the Pool’s nature is taboo among the dvati because of that, although the dvati stargazers and oracles are drawn by the constellations. The few explorers that returned from this vault say that the constellations are different from the ones in Karilan’s sky. Halls of Eyes: Deep beneath Haa-Donai lies a complex system of tunnels. These tunnels are inhabited not only by the beholders, but also by the earth dwarves. These dwarves are infused with elemental earth, speak Terran, and have heard about the surface world only in legends. Their life consists of digging, avoiding sickstone, and battling against the beholders that stalk these tunnels. The dwarves are unsettled by the recent revelations – they breached a vault that they believe to be either another, even deeper layer of the Underdark, or a giant portal to the Paraelemental Plane of Magma. Ancient evils that are depicted or described on the tunnel walls in Beholder language are a source of worry as well.

Cosmology The setting has the standard D&D/ cosmology, but with the addition of the Far Realm and the Plane of Shadow that were introduced after the Planescape setting, and the removal of Phlogiston. Common planar traits and their descriptions can be found here, but many of the planes deserve a more detailed approach that is outside the scope of the primer. The Ethereal Plane The Ethereal Plane is a misty, fog-bound dimension that is coexistent with the Material Plane and often other planes as well. Travelers within the Ethereal Plane describe the plane as a collection of swirling mists and colorful fogs. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy. Ethereal denizens watch the Material Plane as though viewing it through distorted and frosted glass (treat this as a straightforward -4 to spot objects at any range, and -8 to resolve fine details). This is a feature of the plane itself; there is no need to purchase it as an ability. While it is possible to see into the Material Plane from the Ethereal Plane, the Ethereal Plane is usually invisible to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa. A traveler on the Ethereal Plane is invisible, incorporeal, and utterly silent to someone on the Material Plane. An ethereal creature that can materialize temporarily to manipulate objects on the Material Plane, like a ghost, must possess the following ability package: Etherealness [177]: Insubstantiality (Accessibility, Not on the Ethereal Plane, -10%; Always On, -50%; Can Carry Objects, Heavy Encumbrance, +100%) [112] + Jumper (Planar; Accessibility, Only on the Ethereal Plane and planes that border it, -5%; Limited Access, Ethereal, -20%; Magical, -10%) [65]. If the creature has any abilities that have the Affects Substantial, +40% enhancement, then apply the Affects Substantial, +100% enhancement to Insubstantiality, increasing the advantage’s cost to 192 points and the whole package’s cost to 257 points. Note that Insubstantiality is not a magical ability - it will work in a no-mana zone, it cannot be dispelled, etc. Jumper, on the other hand, is a magical ability and disabling it can prevent the creature from materializing or returning to the Ethereal Plane. A creature with Jumper (p. B64) can plane shift to the Ethereal Plane. See Invisible (p. B83) gets a new specialty – Ethereal. A character with See Invisible (Ethereal) can see ethereal creatures regardless of the power source that grants the etherealness.

The Ethereal Plane is divided into two sections: the Border Ethereal, which overlaps the material world; and the inner Deep Ethereal, which is a distinct place, with abstract geography and unique denizens. To enter the Deep Ethereal from the Border Ethereal or return to the Border Ethereal from the Deep Ethereal, a character must use a new technique – Ethereal Crossing. You cannot plane shift directly to the Deep Ethereal, even if you do it from the Border Ethereal.

Ethereal Crossing Hard Default: Meditation-6; cannot exceed Meditation skill. A roll vs. Ethereal Crossing allows you to enter the Deep Ethereal from the Border Ethereal. If you concentrate for one minute (the shortest possible time), your Ethereal Crossing roll is at -5; taking extra time (p. B346) gives bonuses that can compensate for this. You have an additional penalty equal to twice your encumbrance level (e.g., Heavy encumbrance gives -6). Successful or not, the attempt costs 1 FP.

Calendar The year has 12 months, 28 days each. Each season is split into three months – early, mid, and late. Thus, the first month of winter is called Early Winter, the second month of summer is called Mid Summer, and so on. The days of the week are also numbered: the first day, the second day, and so on. Most nations count years from the flood that destroyed Aventus.

Races, Subraces, and Ethnicities of Karilan The following list of races and ethnicities is by no means complete. It only contains the most common races that have racial templates cheap enough to be used for player characters. That is why you will not see mind flayers here, for example, or rare minor races, like rockseer elves. All templates that are inspired by Dungeons & Dragons sourcebooks have references, so you can read up more about them in the books. Note that the templates represent the typical, pureblooded representative of the race with more or less fully developed racial abilities. A player should feel free to come up with his own racial templates to represent, for example, a fire elf with a high elf in his ancestry, or a human with some dwarven blood, but approve them with the GM. If a racial template includes supernatural abilities, those can be omitted, limited, or enhanced to represent the character not unlocking his racial abilities to their full potential or enhancing them through training. However, some signature abilities would be inappropriate to omit (for example, a maenad without the ability to use wail will not feel like a maenad at all). Races marked with as asterisk (*) are suitable for campaigns predominantly set in the Underdark.

Humans All humans originate from the ancient nation of Aventus that was made up from the various islanders and coast dwellers of Aventan. When Aventus was flooded, most of the isles and many coastal cities became submerged, reducing the human population and separating them into warring city-states. The following ethnicities are the most prominent; all of them, except for the underfolk, are identical in mechanical terms. High Aventians: This was the most common ethnicity in the times of the ancient Aventus. These people live on the central islands, closer to the capital. High Aventians usually are tall, have brown hair, green or brown eyes, and light skin with barely noticeable blue tinge. Nowadays, they can be found everywhere – from Meshnarz to Viril-Aventus and beyond. Kerins: Kerins once were a barbaric people of the eastern Aventus, but were subjugated and forced to civilize. Humans of this ethnicity usually have blond hair, blue or green eyes, and light skin. After the fall of Aventus, Kerins spread out and now can be encountered in New Aventus, Kes, and Viril-Aventus. Meshi: Meshi lived in the southern mainland Aventus and take their name from the Mesh desert. These formerly nomadic people typically have naturally tan skin, dark wavy hair, and brown eyes. Nowadays, they mostly live in Meshnarz. Sativi: In the past, these highlanders populated the mountains of the southeastern Aventan. Now these expert herders and hunters can be found predominantly in New Aventus. Sativi usually are shorter, but stockier than the other ethnicities, have green or brown eyes and short dark hair. Satrans: Satrans were human peoples living not in the ancient Aventus, but in the jungles of the eastern Mishtar. Satrans usually are tall, have dark skin, eyes, and curly black hair. These wise, but sometimes brutal people now are found in the jungles of Viril-Aventus and northern Cedali. Tuilan: Tuilans lived in the western Aventus, bordering both the elven nations and Mishtar. This proximity to the foreign cultures made them adept merchants and diplomats. Tuilans prefer civilization and comfort of cities to the wilderness. Some say this preference exists due to their ancestors warring against the Satrans. Tuilans usually have green, brown, or black eyes, and light or tan skin. Their hair naturally is straight and brown, but Tuilans of both sexes have a long tradition of dying and styling their hair. Underfolk: The underfolk are thought to be the descendants of the ancient Aventians that fled to the Upperdark to survive the flood. The geographical position of their clanhomes and their oral folklore seem to agree with that. Underfolk are a simple, clannish people dedicated to their homes and the safety of their race. Because of the multitude of evil and predatory races and creatures in the caves and tunnels they call home, underfolk have become quick, stealthy, and survival-oriented. Although rather primitive and rustic when it comes to technology, underfolk make up for this lack with a superior knowledge of how to survive beneath ground, although even they avoid the deepest depths of the subterranean realms. *UNDERFOLK [26] (, page 108) Advantages: Chameleon 2 (Dynamic, +40%; Extended, Infravision, +20%) [16]; Infravision [10]. Features: Night Vision 5 [0].

Elves The elves have originated in the northern Aril and then spread out to the south and to the other continents. The ancient elves had a caste-based society, but the original names and purposes of the castes are lost. After the fall of Seylaril, the ancient elven nation, the elves have split into five nations, based on the caste. Each of the castes had multiple subraces, some do not exist anymore, and some new ones have formed with the passage of time. Fire Elves: Fire elves are found predominantly in their nation of Indaril and the nation of Viril- Aventus. This category of elves encompasses three different subraces. Formerly nomadic desert elves lived in the deserts and steppes of Indaril. They have yellowish skin and dark straight hair, and their bodies are resistant to the desert heat. Adapted to arid environments, they are tolerant to the lack of food, water, and protection from the sun. The fire elves are relatively few in numbers. They are talented magicians and psions, and their bodies are resistant to fire. Being attuned to the element of fire, they take damage when submerged in water. However, this does not prevent them from drinking and bathing (although quickly) without harming themselves. Fire elves have reddish skin and fiery red hair. The painted elves lived in petrified forests of Indaril, but since then have spread out further and now live even in the southern Viril- Aventus. These light-skinned elves paint their skin with pigments derived from minerals. Their eyes tend to have exotic colors, like purple, cyan, or yellow. The painted elves are renowned stargazers and astrologers, having adapted completely to live under starlight. DESERT ELF [35] (, page 11) Attributes: ST-1 [-10]; DX+1 [20]. Advantages: Extended Lifespan 3 [6]; Less Sleep 4 [8]; Night Vision 5 [5]; Reduced Consumption 2 [4]; Temperature Tolerance 2 (Hot) [2]. Features: Trance instead of sleep.

FIRE ELF [20] (Unearthed Arcana, page 17) Attributes: IQ+1 [20]; HT-1 [-10]. Secondary Characteristics: Per +1 [5]. Advantages: DR 5 (Limited, Fire, -40%; Tough Skin, -40%) [5]; Extended Lifespan 3 [6]; Less Sleep 4 [8]; Night Vision 5 [5]; Temperature Tolerance 1 (Hot) [1]. Disadvantages: Weakness (Water; 1d per 5 minutes) [-20]. Features: Trance instead of sleep.

PAINTED ELF [33] (Sandstorm, page 43) Attributes: DX+1 [20]; IQ-1 [-20]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Less Sleep 4 [8]; Night Vision 9 [9]; Telescopic Vision 2 (No Targeting, - 60%) [4]; Temperature Tolerance 1 (Hot) [1]. Features: Trance instead of sleep.

Water Elves: Water elves always were a singular subrace, now known as the aquatic elves. They dwell in their underwater realm of Kwataril, but can be seen in isolated underwater settlements in other parts of the ocean. AQUATIC ELF [57] (, page 103) Attributes: DX+1 [20]; IQ-1 [-20]. Secondary Characteristics: Per +1 [5]. Advantages: Amphibious [10]; Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 8 [8]; Pressure Support 2 [10]; Speak Underwater [5]. Features: Doesn’t Breathe (Gills); Trance instead of sleep.

Wind Elves: Wind elves can be encountered in their isolated nation of Sifaril and occasionally in other lands. This category of elves encompasses the largest number of subraces. High elves, the most numerous elves in the world, are talented archers and magicians. They are short, have light skin, dark hair, and deep green eyes. Gray elves have a reputation for being aloof and arrogant (even by elven standards). They certainly are more reclusive than high elves, living in isolated mountain citadels and allowing entry only to a select few outsiders. They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple. Their minds are strong, but bodies are weak and frail. Drow, also known as the dark elves, are a subrace of underground dwelling elves with black skin and white hair. They have a reputation for being evil, callous, and depraved, and this reputation is well deserved. Snow elves live almost exclusively in Sifaril. Their snow white skin and bluish hair make them stand out in the crowds of more common elves. Their skin is so attuned to the cold, that the outer level is crystallized. Even a strong handshake can make this sensitive layer flake off, causing pain. Arctic elves live even further to the north, living a nomadic life in the Northern Reaches and the northern parts of Sifaril. They have light skin and white hair, and their bodies are resistant to arctic cold. The arctic elves require more energy to support their bodies in such environments, so they require more time in trace than all other elves. Technically, the mythical rockseer elves also are considered to be wind elves, but their existence is not confirmed. HIGH ELF [39] (Player’s Handbook, page 15) Attributes: ST-1 [-10]; DX+1 [20]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]. Features: Trance instead of sleep.

GRAY ELF [34] (Monster Manual, page 104) Attributes: ST-2 [-20]; DX+1 [20]; IQ+1 [20]; HT-1 [-10]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]. Disadvantages: Slow Healing 1 [-5]. Features: Trance instead of sleep.

*DROW (DARK ELF) [53] (Monster Manual, page 103) Attributes: ST-1 [-10]; DX+1 [20]. Secondary Characteristics: Will +1 [5]; Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision [10]; Less Sleep 4 [8]; Magic Resistance 1 (Improved, +150%) [5]. Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [3]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1]. Disadvantages: Callous [-5]. Features: Night Vision 5 (-5 is the default level); Trance instead of sleep.

SNOW ELF [30] (, page 34) Attributes: HT+1 [10]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]; Temperature Tolerance 1 (Cold) [1]. Disadvantages: Low Pain Threshold [-10]. Features: Trance instead of sleep.

ARCTIC ELF [30] (Unearthed Arcana, page 9) Attributes: ST-1 [-10]; DX+1 [20]. Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 1 [2]; Night Vision 5 [5]; Temperature Tolerance (Cold) [2]. Features: Trance instead of sleep.

Wood Elves: Wood elves live in the southern Aril in their forest cities. There are three subraces. Wood elves are short, have bronze skin and ears longer than the other elves. They are adept archers and druids. Wild elves are fierce warriors. They are taller than the wood elves, but shorter than humans are, and their hair has a green tinge. Their ears are slightly asymmetrical, allowing the elves to locate the sound source by hearing alone. Jungle elves are the ones living in the ruins of neogi cities. They have greenish skin and long black hair. Jungle elves are known for their expertise with poison and the high-tech devices found in the neogi ruins. Living in the jungles full of poisonous flora and fauna made them resistible to respiratory contaminants. WILD ELF [33] (Monster Manual, page 104) Advantages: Acute Hearing 2 [4]; Extended Lifespan 3 [6]; Less Sleep 4 [8]; Night Vision 5 [5]; Precise Hearing (Biological (Passive), -5%) [10]. Features: Trance instead of sleep.

WOOD ELF [34] (Monster Manual, page 104) Attributes: ST-1 [-10]; DX+1 [20]. Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 3 [6]; Less Sleep 4 [8]; Night Vision 5 [5]. Features: Trance instead of sleep.

JUNGLE ELF [34] (Unearthed Arcana, page 14) Attributes: ST-1 [-10]; DX+1 [20]. Advantages: Extended Lifespan 3 [6]; Filter Lungs [5]; Less Sleep 4 [8]; Night Vision 5 [5]. Features: Trance instead of sleep.

Dwarves The dwarven originated somewhere in the Underdark, but emerged in the ancient times in two main points on the surface of the world – the northern Taal-Do and the western Und-Do. The mountain dwarves of Und-Do do not exist anymore; they were wiped off the face of the world by cataclysms and invaders. The dwarves of Taal-Do formed a great nation of Gurdolm that withstood multiple cataclysms, but in the end still fell apart with its population fleeing to other lands. The most common dwarves are hill dwarves. These industrious short humanoids are known for their masterful smiths, masons, and brewers. Nowadays they live predominantly in Kargan, but can also be encountered in other lands. Dream dwarves claim to be able to commune with the earth itself to gain prophetic insight. They often eschew beards, but braid their hair. They have bronze skin and black eyes. Dream dwarves live in Kes and New Aventus. Duergars, also known as gray dwarves, follow Roknar, the dwarven deity of deceit and temptation. Gurdolm fell due to their machinations, but the fall dealt significant damage to the duergars as well. Nowadays they live in the underground realms beneath the Iron Theocracy. Deep dwarves live in the Middledark, and some even settle in the Lowerdark. These small communities very rarely contact the surface, usually relying on the deep halflings when trading. Deep dwarves speak Stat-Und (the deep dwarves themselves call it Dwarven), the language of the long gone mountain dwarves. This fact makes some sages believe that the deep dwarves are the survivors of the cataclysm that destroyed Stat-Und, however, the deep dwarves do not know about Stat-Und, do not remember it, and it is not mentioned in their historical records. Earth dwarves live in the Halls of Eyes, deep in the Lowerdark. They speak Terran. Earth dwarves are insightful and thoughtful. They believe in self-reliance and in benefitting from their own efforts. *HILL DWARF [20] (Player’s Handbook, page 14) Attributes: ST-2 [-20]; HT+1 [10]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+3) [5]. Disadvantages: Stubbornness [-5]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. Knowing Your Own Strength [28] Remove Lifting ST+2 [6] with Lifting ST+2 [14]

*DREAM DWARF [3] (, page 88) Attributes: ST-2 [-20]; DX-1 [-20]; HT+1 [10]. Secondary Characteristics: SM -1; HP+2 [4]; FP +1 [3]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; See Invisible (Magic; Magical, -10%) [14]. Disadvantages: Stubbornness [-5]. Perks: Sure-Footed (Uneven) [1]; Can sense depth underground [1]. Knowing Your Own Strength [11] Remove Lifting ST+2 [6] with Lifting ST+2 [14]

*DUERGAR (GRAY DWARF) [56] (Expanded , page 8) Attributes: ST-2 [-20]; HT+1 [10]. Secondary Characteristics: SM -1; HP+2 [4]; Will +1 [5]; FP +1 [3]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Immunity to Paralysis [10]; Immunity to Phantasms** [5]; Immunity to Poison [15]; Infravision [10]; Lifting ST+2 [6]; Photorefraction 1 (GURPS Psionic Powers, p. 36) [5]; Silence 1 [5]. Disadvantages: Stubbornness [-5]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. Racial Skills: Photorefraction (H) IQ-2 [1]. Features: Night Vision 5 [0]. ** Phantasms include advantages with the Glamour limitation, Illusions with the Mental enhancement, hallucinations, Phantom, Mirror, Mirror, and Phantom Killer spells, Invisibility Art, and similar mental abilities, such as Mind Clouding (GURPS Psionic Powers, p. 66). Knowing Your Own Strength [64] Remove Lifting ST+2 [6] with Lifting ST+2 [14]

*DEEP DWARF [28] (Monster Manual, page 92) Attributes: ST-2 [-20]; HT+1 [10]. Secondary Characteristics: SM -1; HP+2 [4]; Will +2 [10]; FP +1 [3]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Resistant to Poison (+8) [8]. Disadvantages: Stubbornness [-5]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. Features: Night Vision 5 [0]. Knowing Your Own Strength [36] Remove Lifting ST+2 [6] with Lifting ST+2 [14]

*EARTH DWARF [0] (Unearthed Arcana, page 16) Attributes: ST-1 [-10]; DX-1 [-20]; HT+1 [10]. Secondary Characteristics: SM -1; HP+2 [4]; FP +1 [3]; Basic Move -1 [-5]. Advantages: Extended Lifespan 2 [4]; Infravision [10]; Lifting ST+2 [6]; Regeneration (Regular) [25]; Resistant to Poison (+3) [5]. Disadvantages: Stubbornness [-5]; Vulnerability (Wind- and air-based attacks, x2) [-30]. Perks: Alcohol Tolerance [1]; Sure-Footed (Uneven) [1]; Can sense depth underground [1]. Knowing Your Own Strength [12] Remove Lifting ST+2 [6] with Lifting ST+2 [14]

Other Azurins: Azurins can be considered a human subrace. Azurins can be born to normal human parents in areas infused with incarnum. Azurins look like humans of their parent ethnicity with the exception of their eyes – they sclera have a sky-blue sheen. These short-lived people typically are travelers, not settling anywhere for a long time. AZURIN [-10] (Magic of Incarnum, page 7) Disadvantages: Short Lifespan 1 [-10].

Bugbears: The biggest and strongest of the goblinoids, bugbears are more aggressive than their smaller relatives. They live by hunting any creature weaker than themselves. The bugbear’s nose is the cause of its name, though the creature is not related to bears. A bugbear’s hands are far more dexterous than a bear’s paws, however, and its claws are too small to make effective weapons. Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant. Bugbears prefer to dwell in temperate, mountainous regions with many caves, living in small tribal units. A single bugbear, usually the biggest and meanest, leads each tribe. A tribe has as many young as it has adults. Children do not join the adults in the hunt, but they will fight to protect themselves or their lairs. Bugbears have only two genuine goals in life: food and treasure. Prey and intruders are considered a valuable source of both. These extremely greedy creatures prize anything shiny, including arms and armor. They never miss an opportunity to increase their hoards through theft, plunder, and ambush. On rare occasions they parley with other beings if they believe something can be gained, but they are not skilled negotiators, losing their patience quickly if such encounters run overlong. They are sometimes found commanding goblins and hobgoblins, whom they bully mercilessly. Bugbears survive primarily by hunting, and they eat whatever they can bring down. Any creature is a legitimate source of food, including monsters and even their own smaller kin. When game is scarce, bugbears turn to raiding and ambush to fill their stewpots. BUGBEAR [49] (Monster Manual, page 29) Attributes: ST+2 [20]; HT+1 [10]. Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Silence 1 [5]. Perks: Fur [1]. Knowing Your Own Strength [39] Replace ST+2 [20] with ST+1 [10]

Centaurs: Far stronger and faster than other humanoid races, centaurs rule huge swathes of the wild. Centaurs inhabit the plains and forests in tribes of varying size. Even though they build permanent shelters and live in one place for many years at a time, centaurs roam from their homes on a regular basis, ranging over great distances in relatively short amounts of time. Centaurs regard such excursions as essentia to understanding the world around their homes, and they greatly enjoy such activity for its own sake. Although their crafts have not reached the level of some of the humanoid races, it is only because centaurs prefer to venture from their homes often rather than to stay in one place and ply a single trade. CENTAUR [73] (Monster Manual, page 32) Attributes: ST+8 (Size Modifier, -10%) [72]; IQ-1 [-20]; HT+2 [20]. Secondary Characteristics: SM +1 (2 hexes); Per +1 [5]. Advantages: Enhanced Move 1 (Running) [20]; Extended Lifespan 1 [2]; Extra Legs (Four Legs) [5]; Fearlessness 1 [2]; Hooves [3]. Disadvantages: Arm ST-8 (Size Modifier, -10%) [-36]. Knowing Your Own Strength [85] Replace ST+8 (Size Modifier, -10%) [72] with ST+8 [80] Replace Arm ST-8 (Size Modifier, -10%) [-36] with Arm ST-8 [-40] Add HP+4 [8]

Darfellans: The darfellans were once a peaceful race of hunter-gatherers who lived among the surf and sea stacks of forbidding coastlines. Then the sahuagin discovered them, beginning a century-long struggle that almost ended in the extinction of the darfellan race. The remaining darfellans are brooding wanderers who crave the chance to exact a final measure of vengeance against the sahuagin who wiped out their kin. A typical darfellan has a hulking, muscular build with a broad back, powerful arms, and a wide neck and head. A darfellan’s most striking feature is his or her jet-black skin, glossy and hairless, broken by varied white markings. The size, shape, and location of the white areas distinguish family groups and quickly identify an individual’s heritage to other darfellans and those who know how to read darfellan markings. Occasionally individuals are born who are entirely black or, much more rarely, wholly white. Such births are always seen as portentous, and the children are destined to hold positions of importance among the people—whether they are so inclined or not. The appearance of an entirely white darfellan is taken as a sign of great events, and the people’s history is filled with stories of the upheavals that followed such births. DARFELLAN [38] (, page 37) Attributes: ST+2 [20]; DX-1 [-20]. Advantages: Amphibious [10]; Breath-Holding 4 [8]; Pressure Support 1 [5]; Sharp Teeth [1]; Sonar (Reduced Range, 1/10, -30%) [14].

Diopsid: Diopsids are a race of humanoid stalk-eyed beetles native to the Underdark, Their rear-most limbs are used as legs on which they walk upright, whilst their upper pairs of limbs are used as arms; the topmost pair is large and strongly developed, used for heavy labor, whilst the lower pair is slighter and weaker. The diopsids possess a pair of eyestalks that jut out horizontally from their heads, each caped with a large, round, bulbous eye, blood red in color and multifaceted. These stalks are immobile, and diopsids see a wide gap between the two as an indicator of strength, power, and beauty. Diopsids occupy large, sprawling caverns deep beneath the earth where they carve settlements into the walls and floors of their domains. Diopsids have a deep love of metal weapons and other objects, but they lack the technical ability to manufacture such goods. Thus, they work as mercenaries, laborers, hunters, and scouts for other races. To the folk of the Underdark, diopsids are simple but dangerous barbarians best dealt with via a mercenary contract rather than open engagement. Tough, strong, and skilled with a variety of weapons, diopsids make terrifying opponents and valued allies. Diopsids work with almost anyone who meets their asking price, and they are quite willing to push aside an ally to work with a new paymaster. Diopsids are opportunistic and somewhat greedy, particularly when it comes to metal weapons, tools, and armor. They take care to protect their reputation as mercenaries. Diopsids are stolid, dependable, and somewhat dull. A diopsid tends to think over a problem first and act later. They find other races endlessly fascinating, especially humanoid surface dwellers, and they sometimes prove annoying with their endless questions and conjectures. When it comes to metal weapons and tools, a diopsid becomes a frenetic, energized explorer. It might turn a weapon over in its hands, stroke its length, and test it on a handy rock or giant mushroom. Diopsids possess a simple set of beliefs that surface dwellers find simplistic and amusing. Diopsids worship the goddess Diophia, the patron of diopsids, their creator, and their guardian. Diopsids see the realms above as a terrible place of fearful ordeals, dangerous monsters, and horrific peril. The air moves and slashes, the ground slopes high into unimaginable reaches of the ether, and torrents of endless water batter the earth in an endless assault. A diopsid who ventures to the surface is regarded as a mighty hero, one worthy of the highest praises. Because of this belief, diopsids tend to regard humans, elves, and other travelers from the surface with something close to pity. Diopsids see them as lost souls cast out of the comforting grasp of the earth and forced to survive in a deadly, alien land. The diopsid native language consists of an intricate code of light flashes generated by luminescent glands situated on their bodies. This language uses the intensity of the light, the speed and length of individual flashes, and similar cues to form words. The diopsid language has no system of writing, a critical handicap that prevents diopsids from developing any advanced technologies. A diopsid is capable of speaking and understanding Common and other spoken languages. A diopsid's voice is usually dry, hollow, and punctuated with clicks of its mandibles. Diopsids lack names they can communicate in languages such as Common. The patterns of flashes they use have no analog. Thus, diopsids usually allow others to pick nicknames for them. Diopsids embrace new names and drop old ones with ease. They see such monikers as devices of communication devised by and for their trading partners and employers. They care little for their nicknames and rarely grow attached to them. *DIOPSID [58] (Dragon Compendium, page 10) Attributes: DX-1 [-20]; IQ-1 [-20]; HT+1 [10]. Advantages: Detect (Light; Analyzing, +100%; Reflexive, +40%) [24]; DR 1 [5]; Doesn’t Sleep [20]; Extra Arms 2 (Weak, 1/2 ST, -25%) [15]; Flight (Gliding, -50%; Small Wings, -10%) [16]; Infravision [10]; Signals (Blinker) [15]. Disadvantages: Dyslexia [-10]; Short Lifespan 1 [-10]. Perks: Illumination [1].

Dromites: Dromites might be mistaken for halfl ings at a distance, due to their diminutive stature. However, closer scrutiny reveals dromites to have hardened, chitin-encrusted skin, compound eyes like those of an insect, and two small antennae protruding from their brows. Called “bugmen” by the ignorant, dromites share far more traits with humans than they do with insects. One major difference between dromites and most other races is their androgynous physiology. Aside from their Grand Queen (female) and their Elected Consort (male), dromites are genderless and possess no sexual characteristics. Dromites vary in their temperament, but each usually exhibits one of four personality types, depending on the caste that dromite eventually joins. Those of the Fire Caste are often quick to anger, but also quick to laugh and forgive. Those of the Ice Caste are analytical, slow to make decisions, but often right. Those of the Voice Caste are consummate artists, reveling in all types of performance, especially song. Those of the Glimmer Caste always move at high speed, rarely resting in their pursuit of life’s tasks. Each caste identifies with the energy type associated with its creed: fire, cold, sonic, and electricity, respectively. The four major castes are important to dromites, but are not the race’s only form of social organization. Despite being a sexless society, dromites form close emotional bonds with others of their race, especially within the confines of self-selected groups known as life bonds. These relationships are similar to what other races refer to as marriages, but a life bond usually contains more than two members. As older members of a life bond die, new members are brought in, so a life bond persists long after the original members are no longer a part of it. A single life bond may contain members of several castes. Dromites stand about 3 feet tall. They are essentially humanoid in appearance, if a bit thin. Their chitinous skin provides dromites with some protection against injury. Dromites have no body hair; where a humanoid might possess a head of hair, a dromite has a thin coating of convoluted chitin that smoothly rises from its skin and extends down the back of its head, neck, and the rest of its body. Dromites are not fully covered in chitin, but it is noticeable on their shoulders, torsos, the backs of their hands, and other vulnerable spots (including their heads). A dromite’s eyes are striking - sparkling, almost luminescent orbs, subdivided into hundreds of tiny cells. Two small antennae sprout from its head; they move in accordance with the creature’s actions or moods. They wear heavy boots and light clothing, sometimes nothing more than a sturdy harness for holding and carrying gear. *DROMITE [-4-6] (Expanded Psionics Handbook, page 6) Attributes: ST-4 [-40]. Secondary Characteristics: SM-2; Basic Move -1 [-5], Per+2 [10]. Advantages: DR 1 (Flexible, -20%) [4]; Discriminatory Smell [15]; Nictitating Membrane 1 [1]. Choose one caste: Fire Caste [12]: DR 2 (Limited, Fire, -40%) [6]; Fire Ray 1 [6]; Fire Ray (H) IQ-2 [1]. Ice Caste [12]: DR 2 (Limited, Cold, -40%) [6]; Cold Ray 1 [6]; Cold Ray (H) IQ-2 [1]. Voice Caste [11]: DR 2 (Limited, Sound, -40%) [6]; Sonic Ray 1 [5]; Sonic Ray (H) IQ-2 [1]. Glimmer Caste [21]: DR 2 (Limited, Electricity, -40%) [6]; Electricity Ray 1 [10]; Electricity Ray (H) IQ-2 [1].

Dvati: Dvati are a strange race of humanoid creatures found in small enclaves scattered throughout the world and across the planes. On Karilan, most of them live in the vault of the Starry Pool in the Lowerdark. All dvati are born identical twins, with the pair sharing a single soul between them. Dvati lore holds that their souls are so powerful that a single, mortal vessel is too weak to contain them. Thus, their minds occupy two bodies. Typically peaceful folk, dvati are concerned more with philosophy and art than material pleasures. Much of their culture centers on the close link between a dvati pair. A pair of twins might paint a mural together, with each twin starting from one end and meeting at the middle to finish the creation. Dvati twins debate philosophy with each other with an eye toward not only uncovering higher truths but also questioning and exploring their own beliefs, attitudes, and preconceptions. While dvati enjoy intellectual pursuits, they are capable warriors and hard workers. They consider archery, fencing, and similar combat talents art forms worthy of study. Dvati twins duel each other to press their talents and hone their abilities. The natural link between dvati twins makes them a deadly team, and the small but powerful dvati military units are renowned for their tactical coordination. Many times in the past, a tiny dvati force has defeated a much larger army with intricate and delicately timed plans. A dvati has a slight build, snow-white skin, black hair, and solid blue eyes that lack irises or pupils. Dvati noses are little more than small slits that barely protrude from their faces. They have three fingers and opposable thumbs. Most humanoids find a dvati's appearance - particularly their unwavering eyes - slightly unnerving. Dvati are acutely aware of this, and many of them wear hooded cloaks around strangers. Dvati are typically serene, intellectually energetic, and curious. They tend to avoid conflict and are well suited to a role of peacemaker or diplomat. When faced with two sides in conflict, a dvati splits his twins. Each twin speaks from one side, finds areas of agreement with the other, smoothes over disagreements, and brings the two sides together. Dvati have a strong sense of duality in all things. They excel at seeing both sides of an argument. When faced with a problem, a dvati is likely to spend time considering multiple approaches from different angles. A dvati who must move a boulder that blocks a cave stands in front of it and surveys the scene. Meanwhile, the other twin climbs above the stone, looks at the stone from above, and considers the same problem. To dvati, one perspective is never enough. The dvati language requires two creatures speaking simultaneously to properly use it, and its unique alphabet consists of only eight characters. The character's alignment - upside down, mirrored to the left or right, or turned to the side - determines its exact sound. If a dvati is somehow separated from his twin, he uses another language to communicate with others. A dvati's name in its native tongue is almost impossible for a non-dvati to speak or clearly understand, as both twins in the pair must speak at the same time to properly pronounce it. Thus, most dvati that work with other folk adopt names that they either make up or take from other languages. The dvati usually takes two names, one for each twin, although sometimes the dvati forgets which twin has which name. A dvati sees himself as an undivided pair, but he understands that other races might find him confusing. Dvati twins tend to prefer similar names with distinct sounds. *DVATI [47] (Dragon Compendium, page 13) Advantages: Extended Lifespan 1 [2]; Infravision [10]; Mindlink (Twin) [5]. Twins: Duplication 1 (Physical; Shared Resources, -40%; Always On, -20%) [35]. Disadvantages: Weakness (Twin’s Death; 1d per 30 minutes) [-5].

Extaminaar: The extaminaars are a subrace of the yuan-ti with only a small portion of the snake blood. They were created by the yuan-ti to serve as their agents both in other regions of the Underdark and also on the surface. Extaminaars are hatched in clutches of watermelon-sized eggs, making it possible to fertilize and care for dozens at a time. Although they grow into humanoid beings, their infant form is more of a hybrid - armless, scaled, and with undefined facial features. Extaminaars often believe that their only purpose is to elevate their noble yuan-ti house, even to the exclusion of the greater yuan-ti goals or their religious obligations. They maintain regular communication with their superiors in their home city, constantly updating them on the success of their experiments and passing along information that might be useful to the the masters. An extaminaar agent never gets too tied up in his work to ignore opportunities for adventure. Although devoted to their home city, roaming extaminaars enjoy their freedom, and will sometimes abandon their city for months at a time. A life of adventure often follows, as events conspire to keep the extaminaar away for longer than anticipated. Sometimes a newly dispatched spy never even makes it to his post, either through chance adventure or the realization that he can be free forever from ideals he does not share. The latter case is rare, however - extaminaars are bred for loyalty as well as for ruthless cunning and deception. Extaminaars typically stand from 5 feet to 6 1/2 feet tall; because they are extremely skinny, they often appear to be taller than they actually are. Extaminaars weigh less than humans of equal size because their bones are less dense; the weight of individuals usually falls between 100 and 180 pounds. An extaminaar has pale skin with either a yellow or green tinge, and often has brown spots in clusters near his neck and lower back. Extaminaars prefer to grow their hair long and use secretions from glands in the scalp to keep it plastered back. *EXTAMINAAR [35] (Champions of Ruin, page 11) Attributes: ST-1 [-10]; DX+1 [20]. Advantages: Animal Empathy (Magical, -10%; Specialized, Snakes, -60%) [2]; Flexible [5]; Infravision [10]; Resistant to Poison (+3) [5]; Speak With Animals (Magical, -10%; Specialized, Snakes, -60%) [8]. Disadvantages: Skinny [-5].

Gnolls: Gnolls are hyena-like humanoids from the Mesh desert. They, along with the humans and ichtyids, are enslaved by the sand giants. Gnolls are known for their brutality and cunning. GNOLL [9] (Monster Manual, page 130) Attributes: ST+1 [10]; HT+1 [10]; IQ-1 [-20]. Advantages: Acute Taste and Smell 2 [4]; DR 1 (Tough Skin, -40%) [3]; Sharp Teeth [1]. Perks: Fur [1].

Gnomes: Rock gnomes mostly live in Cedali. These short humanoids are known for their affinity with nature and illusion magic. Those gnomes that do not live in their hill towns can be seen traveling the whole world. Svirfneblins, or deep gnomes, are one of the very few hospitable and generally friendly races in the Middledark. They keep the location of their cities secret to protect them from their deadly foes: drow, kuo-toa, and mind flayers. A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. Many people outside of Cedali are unaware of the forest gnomes’ existence. They live in their secluded villages protected by mundane and magical camouflage, only rarely engaging in trade with the rock gnomes and the raptorans. However, sometimes a forest gnome is overtaken by wanderlust and sets out on an adventure to explore the forests beyond the one where he was born. They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. ROCK GNOME [-24] (Player’s Handbook, page 16) Attributes: ST-5 [-50]; HT+1 [10]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Night Vision 5 [5]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1]. Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Magical, -10%) [5]. Burrowing Animal Speech: Speak with Animals (Burrowing animals only, -60%; Magical, -10%) [8]. Perks: Intuitive Illusionist [1].

*SVIRFNEBLIN (DEEP GNOME) [30] (Monster Manual, page 132) Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10]; Night Vision 5 [5]. Nondetection: Obscure 10 (Divination; Always On, -50%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [28]. Perks: Intuitive Illusionist [1].

FOREST GNOME [31] (Monster Manual, page 132) Attributes: ST-5 [-50]; HT+1 [10]. Secondary Characteristics: SM -2; FP +1 [3]; Basic Move -1 [-5]. Advantages: Acute Hearing 1 [2]; Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Night Vision 5 [5]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1]. Sound: Illusion (Auditory only, -70%; Limited Use, 1/day, -40%; Magical, -10%) [5]. Beast Speech: Speak with Animals (Magical, -10%) [23]. Perks: Intuitive Illusionist [1].

Goblins: Goblins are small humanoids that many consider little more than a nuisance. However, if they are unchecked, their great numbers, rapid reproduction, and evil disposition enable them to overrun and despoil civilized areas. A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage. Goblins are tribal. Their leaders are generally the biggest, strongest, or sometimes the smartest of the group. They have almost no concept of privacy, living and sleeping in large common areas; only the leaders live separately. Goblins survive by raiding and stealing (preferably from those who cannot defend themselves easily), sneaking into lairs, villages, and even towns by night to take what they can. They are not above waylaying travelers on the road or in forests and stripping them of all possessions, up to and including the clothes on their backs. Goblins sometimes capture slaves to perform hard labor in the tribe’s lair or camp. These creatures live wherever they can, from dank caves to dismal ruins, and their lairs are always smelly and filthy due to an utter lack of sanitation. Goblins often settle near civilized areas to raid for food, livestock, tools, weapons, and supplies. Once a tribe has despoiled a locale, it simply packs up and moves on to the next convenient area. Hobgoblins and bugbears are sometimes found in the company of goblin tribes, usually as bullying leaders. Some goblin tribes form with worgs, which carry them into combat. *GOBLIN [-20] (Monster Manual, page 133) Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Advantages: Infravision [10]; Silence 1 [5].

Goliaths: Goliaths are massive creatures unafraid of throwing their weight around in a fight. Highly competitive, these strong nomads can prove to be powerful allies and welcome additions to any adventuring party. Goliaths are known for their almost foolhardy daring. In their mountain homes, they leap from precipice to precipice, heedless of the fatal consequences of a misstep. They place great stock in clan and family; life in the mountains teaches even the youngest goliath to rely completely on his fellows for a hand across a crevasse. Because most goliaths are hunter-gatherers, they tend to be inquisitive, always curious about whether better hunting lies over the next ridge or a good water source can be found in the next canyon. Goliaths are completely unsympathetic toward tribe members who can’t contribute to the well-being of the tribe anymore—an attitude reinforced by social structures. Old, sick, and otherwise infirm goliaths are exiled from their clans, never to return. A typical goliath is larger than the largest half-orc. Most stand between 7 and 8 feet tall and weigh between 280 and 340 pounds. Unlike with most other races, there is no appreciable difference in height or weight between male and female goliaths. Goliaths have gray skin, mottled with dark and light patches that goliath shamans say hint at a particular goliath’s fate. Lithoderms—coin-sized bone-and-skin growths as hard as pebbles—speckle their arms, shoulders, and torso. Their skulls have a jutting eyebrow ridge, wide jaw, and occasional lithoderms as well. Female goliaths have dark hair on their heads, grown to great length and always kept braided. Male goliaths generally have hair only on their limbs. Goliaths’ eyes are a brilliant blue or green, and they often seem to glow a little from underneath their furrowed brows. Because their skin mottling has cultural significance, goliaths generally dress as lightly as possible, displaying their skin patterns for all to see. For the same reason, few goliaths would willingly get a tattoo—to draw on one’s skin is tantamount to trying to rewrite one’s fate. Goliaths instead decorate themselves with jewelry, often sporting ear, nose, or brow rings. A goliath’s lithoderms are also common places to embed a gem or two, since they have few nerve endings and stand out on the goliath’s body already. GOLIATH [48] (Races of Stone, page 56) Attributes: ST+5 (Size Modifier, -10%) [45]; DX-1 [-20]; HT+2 [20]. Secondary Characteristics: SM +1. Advantages: Resistant to Altitude Sickness (+8) [3]. Knowing Your Own Strength [43] Remove ST+5 (Size Modifier, -10%) [45] with ST+4 [40]

Grimlocks: Grimlocks are natives of the deep places beneath the earth but come to the surface to raid for slaves and pillage. While there, they lurk in mountainous terrain, which hides them well. They prefer raw, fresh meat - preferably human. Extremely xenophobic, grimlocks are normally encountered in small patrols or packs on the surface. Underground, they may form larger communities that are led by powerful grimlocks or by some more intelligent creature, such as a medusa or a mind flayer. Grimlocks speak their own language and Common. Grimlocks are blind, but their exceptional senses of smell and hearing allow them to notice foes nearby. *GRIMLOCK [21] (Monster Manual, page 140) Attributes: ST+2 [20]; HT+1 [10]. Secondary Characteristics: Per+2 [10]. Advantages: DR 1 (Tough Skin, -40%) [3]; Dark Vision (Hypersensory, Smell and Hearing, +25%) [32]; Discriminatory Smell [15]; Injury Tolerance (No Eyes) [5]. Perks: Limited Camouflage (Rock) [1].

Grippli: Grippli resemble small, intelligent, humanoid tree frogs. Primitive and largely peaceful, grippli lead a simple existence, but sometimes are nonetheless sent on dangerous missions by their black dragon overlords. Living off the bounty of the swamps and rainforests they inhabit, they spend days hunting insects and gathering fruit. Living near the mishtai ruins, grippli learned to use incarnum. They shape this soul energy into soulmelds representing aspects of totemic magical beasts. GRIPPLI [-23] (Dragon Magazine 324, page 84) Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM-2; Basic Move -1 [-5]. Advantages: Extended Lifespan 1 [2]; Night Vision 5 [5]; Silence 1 [5].

Halfbloods: Where two races meet, it is not unknown for a halfblood to appear. Half-elves are numerous in Viril-Aventus. Half-orcs are rarely seen anywhere, where as the other halfbloods are even more obscure. HALF-ELF [25] (Player’s Handbook, page 18) Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]. Features: Trance instead of sleep [0].

AQUATIC HALF-ELF [24] (Races of Faerun, page 60) Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Less Sleep 4 [8]; Night Vision 5 [5]. Features: Trance instead of sleep [0]. Racial Skill Modifiers: +2 to Swimming [4].

HALF-DROW [30] (Races of Faerun, page 62) Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Infravision [10]; Less Sleep 4 [8]. Features: Trance instead of sleep [0].

ARCTIC HALF-ELF [27] (Unearthed Arcana, page 10) Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]; Temperature Tolerance 2 (Cold) [2]. Features: Trance instead of sleep [0].

DESERT HALF-ELF [17] (Unearthed Arcana, page 12) Advantages: Extended Lifespan 1 [2]; Less Sleep 4 [8]; Night Vision 5 [5]; Temperature Tolerance 2 (Hot) [2]. Features: Trance instead of sleep [0].

JUNGLE HALF-ELF [15] (Unearthed Arcana, page 14) Advantages: Extended Lifespan 1 [2]; Less Sleep 4 [8]; Night Vision 5 [5]. Features: Trance instead of sleep [0].

FIRE HALF-ELF [0] (Unearthed Arcana, page 18) Secondary Characteristics: Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Less Sleep 4 [8]; Night Vision 5 [5]. Disadvantages: Weakness (Water; 1d per 5 minutes) [-20]. Features: Trance instead of sleep [0].

HALF-DWARF [23] (Races of Ansalon, page 45) Secondary Characteristics: Will +1 [5]. Advantages: Extended Lifespan 1 [2]; Infravision [10]; Resistant to Poison (+3) [5]. Perks: Sure-Footed (Uneven) [1].

HALF-GNOME [31] (Races of Ansalon, page 102) Attributes: IQ+1 [20]. Secondary Characteristics: Will +1 [5]; Per -1 [-5]. Advantages: Acute Taste and Smell 1 [2]; Extended Lifespan 2 [4]; Single-Minded [5].

HALF-ORC [0] (Player’s Handbook, page 18) Attributes: ST+1 [10]; IQ-1 [-20]. Advantages: Infravision [10]. Knowing Your Own Strength [-10] Remove ST+1 [10]

DESERT HALF-ORC [17] (Unearthed Arcana, page 12) Attributes: ST+1 [10]; IQ-1 [-20]; HT+2 [20]. Advantages: Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to hot) [2]. Knowing Your Own Strength [7] Remove ST+1 [10]

Halflings: Lightfoot halflings are short humanoids that live not only in Amrado, but also in other lands in separate districts of human cities, caravans never staying too long in one place, and other communities. They are known for being dexterous, lucky, and fearless. Deep halflings are native to the Underdark, mostly below Kargan. They are fond of masonry and jewelry. This makes them great trade partners with the dwarves of Kargan. The deep halflings are not very interested in the surface world; their natural curiosity drives them to go deeper instead. Deep halflings speak Undercommon, but most know Gurdolm too. Tallfellows are relatively rare, and uneducated people believe them to be half-halflings-half- humans or half-halflings-half-elves. The tallfellows themselves do not mind this and sometimes even use this for their advantage. The number of adventurers among the tallfellows is surprisingly high. LIGHTFOOT HALFLING [-14] (Player’s Handbook, page 19) Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10].

*DEEP HALFLING [-4] (Monster Manual, page 150) Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5], Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Infravision [10]; Silence 2 [10].

TALLFELLOW [16] (Monster Manual, page 150) Attributes: ST-2 [-20]; DX+1 [20]. Secondary Characteristics: SM -1; Basic Move -1 [-5], Per +1 [5]. Advantages: Extended Lifespan 1 [2]; Fearlessness 2 [4]; Silence 2 [10].

Hobgoblins: Hobgoblins are larger cousins of goblins. They are far more aggressive and organized than their smaller relatives and wage a perpetual war with other humanoids, particularly elves. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red- orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins are a military breed: They live for war and believe strongly in strength and martial prowess as the most desirable qualities for individuals and leaders alike. A hobgoblin leader is likely to be the biggest and strongest in the group, maintaining authority by enforcing strict discipline. Hobgoblins are often leaders among tribes of goblins and orcs, whom they bully and treat as inferiors. Hobgoblin mercenaries sometimes enter the service of wealthy barbaric humanoids. Hobgoblin society is organized into tribal bands, each intensely jealous of its reputation and status. Meetings between rival bands are likely to erupt in violence if the troops are not restrained. Only an exceptionally powerful leader can force them to cooperate for any length of time. Each band has a distinctive battle standard that it carries into combat to inspire, rally, and signal the troops. Hobgoblin gangs and warbands are almost exclusively male. Bands and tribes include females who help with defense. Noncombatant hobgoblins are children too young to fight effectively. These creatures usually make lairs in places that either boast natural defenses or can be fortified. Cavern complexes, dungeons, ruins, and forests are among their favorites. Typical lair defenses include ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas. HOBGOBLIN [25] (Monster Manual, page 153) Attributes: HT+1 [10]. Advantages: Infravision [10]; Silence 1 [5].

Ichtyids: Ichtyids were once considered an evil race. These fishmen were selfish, worshipped noxious deities, and were often behind nefarious plots to murder and destroy. Their only saving grace was that they were too greedy to work well with the sahuagin, and the two became savage rivals. During a bloody war, sahuagins whittled the ichtyid population down to near extinction. Somewhere in the process of convincing the other races that they turned a new leaf, their society changed. While not a benevolent race by any account, they found peace in balance. They obliterated their wicked temples, and placed shamans in positions of leadership. While vestiges of corruption remain, the ichtyid race now strives towards a life of oneness with nature. Now they live on the northern coasts of Meshnarz, subjugated by the sand giants. ICHTYID [63] Advantages: Amphibious [10]; DR 1 (Tough Skin, -40%) [3]; Doesn’t Breathe (Gills) [10]; Infravision [10]; Peripheral Vision [15]; Pressure Support 1 [5]; Sharp Teeth [1]; Slippery 2 [4]; Speak Underwater [5].

Illumians: The illumians are a race created by sorcery. Through painstaking ritual, they have developed a mystical connection to the magic runes that make up their alphabet. Glowing sigils surround them, granting the power of an eldritch language made flesh. Illumians are contemplative humanoids, driven and ambitious, taught from an early age to master every field of study. Illumians tend to be somewhat cautious, choosing to study a situation and develop a plan before acting. They’re also proud of their heritage as illumians, extolling the virtues of illumians in general and their cabal in particular for anyone who’ll listen. Illumians look like the humans who first learned the Ritual of Words Made Flesh—pale-skinned and somewhat taller than average. More than half of all illumians are bald, while the rest have blond or red hair. Facial hair is almost unheard of. Of course, their most significant features are the luminous sigils that float above their heads, endlessly circling. These sigils are described in detail below. ILLUMIAN [15-50] (Races of Destiny, page 53) Advantages: Language Talent [10]; Resistant to Light & Darkness Spells (+3) [3]. Pick a rune word or a single rune: Aesh [9]: ST+1 (Magical, -10%; Only when illumination is active, -5%) [9]. Hoon [9]: HT+1 (Magical, -10%; Only when illumination is active, -5%) [9]. Krau [19]: Sorcerous Empowerment 1 (Only when illumination is active, -5%) [19]. Naen [17]: IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]. Uur [17]: DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]. Vaul [5]: Charisma 1 (Magical, -10%; Only when illumination is active, -5%) [5]. Aeshkrau [23]: ST+1 (Magical, -10%; Only when illumination is active, -5%) [9]; Occultist 1 (Only when illumination is active, -5%) [10]; Mind Shield 1 (Magical, -10%; Only when illumination is active, -5%) [4]. Aeshhoon [27]: ST+1 (Magical, -10%; Only when illumination is active, -5%) [9]; HT+1 (Magical, -10%; Only when illumination is active, -5%) [9]; High Pain Threshold (Magical, -10%; Only when illumination is active, - 5%) [9]. Aeshuur [39]: ST+1 (Magical, -10%; Only when illumination is active, -5%) [9]; DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Combat Reflexes (Magical, -10%; Only when illumination is active, - 5%) [13]. Hoonkrau [32]: HT+1 (Magical, -10%; Only when illumination is active, -5%) [9]; Occultist 1 (Only when illumination is active, -5%) [10]; Empathy (Magical, -10%; Only when illumination is active, -5%) [13]. Hoonvaul [22]: HT+1 (Magical, -10%; Only when illumination is active, -5%) [9]; Charisma 1 (Magical, - 10%; Only when illumination is active, -10%) [4]; Resistant to Mind Control (+3) (Magical, -10%; Only when illumination is active, -5%) [9]. Naenaesh [31]: ST+1 (Magical, -10%; Only when illumination is active, -5%) [9]; IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Will +1 (Magical, -10%; Only when illumination is active, -5%) [5]. Naenhoon [31]: HT+1 (Magical, -10%; Only when illumination is active, -5%) [9]; IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Per +1 (Magical, -10%; Only when illumination is active, -5%) [5]. Naenkrau [40]: Occultist 1 (Only when illumination is active, -5%) [10]; IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]; See Invisible (Magic) (Magical, -10%; Only when illumination is active, -5%) [13]. Uurhoon [31]: HT+1 (Magical, -10%; Only when illumination is active, -5%) [9]; DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Flexibility (Magical, -10%; Only when illumination is active, -5%) [5]. Uurkrau [36]: Occultist 1 (Only when illumination is active, -5%) [10]; DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Sensitive Touch (Magical, -10%; Only when illumination is active, -5%) [9]. Uurnaen [47]: IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]; DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Perfect Balance (Magical, -10%; Only when illumination is active, -5%) [13]. Vaulaesh [22]: ST+1 (Magical, -10%; Only when illumination is active, -5%) [9]; Charisma 1 (Magical, - 10%; Only when illumination is active, -10%) [4]; Hard to Subdue 5 (Magical, -10%; Only when illumination is active, -5%) [9]. Vaulkrau [23]: Occultist 1 (Only when illumination is active, -5%) [10]; Charisma 1 (Magical, -10%; Only when illumination is active, -10%) [4]; Detect (Magic) (Magical, -10%; Only when illumination is active, -5%) [9]. Vaulnaen [30]: IQ+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Charisma 1 (Magical, - 10%; Only when illumination is active, -10%) [4]; Fearlessness 5 (Magical, -10%; Only when illumination is active, - 5%) [9]. Vauluur [34]: DX+1 (Magical, -10%; Only when illumination is active, -5%) [17]; Charisma 1 (Magical, - 10%; Only when illumination is active, -10%) [4]; Danger Sense (Magical, -10%; Only when illumination is active, - 5%) [13]. Disadvantages: Magic Susceptibility 2 (Rune Magic only, -40%) [-4]. Perks: Illumination (sigils around the head) [1]. Features: When an illumian dies, anyone within earshot hears ululating Illumian syllables—usually gibberish, but occasionally a prophetic phrase or a final curse on the illumian’s enemies.

Imago: Imago are industrious, no-nonsense creatures. Many races find them brusque or out-right rude, but the imago are simply too focused on their current tasks to pay much attention to social niceties. That very focus on work makes them prized laborers in many parts of the world. Imago encountered outside their hivelike villages are often working on contracts in order to bring money back to their homes. On the rare religious or political holidays when they do relax, imago enjoy drinking mead and singing. Bards are always welcome in imago hives. Imago speak their own language, which is called Imago. To most outsiders, it sounds like the drone of a hornet, amplified to suit the imago’s proportionately larger size. An imago that deals with other races learns the corresponding languages. *IMAGO [21] ( WE, page 4) Attributes: ST-4 [-40]; DX+1 [20]. Secondary Characteristic Modifiers: SM-2. Advantages: Flight (Winged, -25%) [30]; Silence 1 [5]; Striker (Sting; Impaling; Clumsy 1, -20%; Weak, -50%) [3]. Poison: Toxic Attack 1d-2 (Cyclic, 1 hour, 3 cycles, Resistible, +20%; Follow-Up, Sting, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -2 DX, +20%) [3].

Kenkus: Kenkus evolved from avians, although they no longer possess wings or the ability to fly. Soft, dark feathers cover a ’s head and torso, although its scrawny arms and legs remain bare. Selfish and secretive in their dealings, kenkus gather in large cities, lurk in dark alleys, and hoard purloined gold. They rarely travel alone, instead preferring to roam the streets in small gangs, all the while hatching plots to amass more wealth and power. Due to their penchant for shady ventures, they are often employed as thugs, thieves, spies, and assassins. A kenku averages 5 feet in height. Because its bones are partly hollow, it weighs a mere 75 pounds. Kenkus speak the language of the community they live in and their own language, Kenku. KENKU [47] (Monster Manual III, page 86) Attributes: ST-1 [-10]; DX+1 [20]. Advantages: Mimicry [10]; Night Vision 5 [5]; Peripheral Vision [15]; Sharp Beak [1]; Sharp Claws [5]; Silence 1 [5]. Disadvantages: Skinny [-5]. Perks: Feathers [1].

Kobolds: Kobolds are often characterized as filthy little reptiles barely better than goblins. They’re malicious but of little actual menace. Catch kobolds in their lairs, where they are almost certainly hard at work mining, and such a description might be fitting. No one ever suspected that being underestimated was the kobolds’ goal. Kobolds are meticulous creatures with sorcery in their blood, a variety of reptile with a strong work ethic. Discounted as pests or worse by many others, kobolds are a long-suffering race with many talents and clever tricks. Only the foolish overlook the threat that kobolds actually pose. Kobolds have their own nation – the Iron Theocracy, where they worship their iron dragon would-be deity. There the tribes trade with their neighbors and exploit the vast resources of the mountains. Urds, the flying kobolds, usually have a high status in the kobold society, as their wings prove their closeness to their dragon ancestors. *KOBOLD [-11] (Monster Manual, page 161) Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Peripheral Vision [15]; Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. Features: Night Vision 5 [0].

URD [13] ( MC2) Attributes: ST-5 [-50]; DX+1 [20]. Secondary Characteristics: SM -2; Basic Move -1 [-5]. Advantages: DR 1 (Tough Skin, -40%) [3]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Infravision [10]; Peripheral Vision [15]. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. Features: Night Vision 5 [0].

Lizardfolk: Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. They live in swamps and jungles as tribes controlled by one of the black dragon overseers of Malassiril. Varkhas are a race of short, brutale aquatic lizardfolk that hunt in the caverns and waters of the Underdark. These creatures are smaller than their surface-dwelling cousins but possess many similar characteristics. Varkha scale color ranges from dark gray to deep green, and their average tail length is two to two three. Unlike lizard men, the varkha have large, photosensitive eyes, set toward the sides of their head, much like those of a frog. In addition, they have a layer of webbing underneath their arms that connects with their torsos. When fully extended, this webbing facilitates their movement in the underground lakes and rivers that as their primary hunting grounds. They keep their sparse belongings in leather harnesses. Varkhas have their own language, similar to that of surface lizard men, but more gurgling. LIZARDFOLK [30] (Monster Manual, page 169) Attributes: ST+1 [10]; IQ-1 [-20]; HT+1 [10]. Advantages: Breath-Holding 2 [4]; DR 2 (Flexible, -20%) [8]; Nictitating Membrane [1]; Peripheral Vision [15]; Sharp Claws [5]; Sharp Teeth [1]. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1].

*VARKHA [56] (Savage Coast Monstrous Compendium Appendix) Advantages: Amphibious [10]; Doesn’t Breathe (Gills, -50%) [10]; DR 1 (Flexible, -20%) [4]; Infravision [10]; Nictitating Membrane 1 [1]; Peripheral Vision [15]; Sharp Claws [5]; Speak Underwater [5]. Disadvantages: Cold-Blooded [-5]. Perks: Scales [1]. Features: Night Vision 5 [0].

Maenads: Maenads live in Amrado, but their merchants and travelers can be seen in other lands frequently. They look like humans, but their skin is covered in diminutive crystalline dust that makes the maenad sparkle a bit in sunlight. Maenads are known for being impulsive, but in reality they are very good at controlling their emotions. MAENAD [5] (Expanded Psionics Handbook, page 13) Advantages: Extended Lifespan 1 [2]; Wail 1 [10]. Racial Skills: Wail (H) HT-2 [1]. Notes: The full description of Wail can be found on p. 7 of Pyramid #3-29.

Mantids: Mantids are humanoid mantises living in Kargan alongside with the dwarves. Mantids are able to make long jumps and use their claws and teeth with superior dexterity. Their magicians have affinity for air and water magic. MANTID [41] Attributes: DX+1 [20]. Advantages: DR 1 [5]; Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1]; Super Jump 1 [10].

Neogi: The sly, spiderlike neogi are strangers wherever they go outside of P’ktal. They travel far and wide in shallow-draft ships that are equally at home on rivers or oceans. Their caravans cross deserts and mountains and traverse the dark labyrinth of the underworld. In their graceful but terrifying ships, they even ply the skies and venture beyond to visit unimaginably distant worlds. The appearance of neogi vessels or caravans in a land is seldom taken as a good event. Neogi are great traders and merchants, but they are even greater raiders and despoilers. They trade if they must, but they prefer to fill their holds with treasure and slaves by simply taking what they want and leaving ruin in their wake. With small armies of umber hulks and mentally enslaved minions, their far-ranging raids have made neogi the scourge of many worlds and planes. The neogi are a great mystery to humans and their kind. No one knows where they come from; their origins lie in the Material Plane, but on an unknown world. Some sages speculate that the neogi world doesn’t exist anymore, and that the spiderlike creatures no longer have a true home. That might account for their endless wandering. On other levels, the neogi are perfectly easy to understand. They are rapacious plunderers, greedy merchants, gleeful murderers, and slave hunters of the worst kind. They view everything, including their own lives, as something to be owned, and anything that can be owned is worth taking by any means. *NEOGI [12] (Lords of Madness, page 89) Attributes: ST-5 [-50]; DX+1 [20]; HT-1 [-10]. Secondary Characteristics: SM -2. Advantages: DR 1 [5]; Extra Legs (Six Legs; Cannot Kick, -50%) [5]; Immunity to Mind Control [30]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]. Poison: Fatigue Attack 1d-1 (Follow-Up: Sharp Teeth, +0%; Resistible, HT-3, -15%) [6]. Disadvantages: Short Lifespan 1 [-10].

Orcs: Orcs are a barbaric people mostly found in Tumar or in the underground realms of the world. Orcs have black hair, gray-green skin, and a powerful build. The majority of Tumar orcs belong to the desert orc subrace. Their skin has a yellowish tinge to it. ORC [10] (Monster Manual, page 203) Attributes: ST+2 [20]; IQ-1 [-20]. Advantages: Infravision [10]. Features: Night Vision 4 [0]. Knowing Your Own Strength [-10] Remove ST+2 [20]

DESERT ORC [13] (Unearthed Arcana, page 13) Attributes: ST+2 [20]; IQ-1 [-20]. Secondary Characteristics: FP +2 [6]. Advantages: Night Vision 5 [5]; Temperature Tolerance 2 (2xHT to hot) [2]. Knowing Your Own Strength [-7] Remove ST+2 [20]

Planetouched: Planetouched are mortal creatures whose lineages trace back to outsiders, including celestials, fiends and elementals. Outsiders who can reproduce tend to be inter-fertile, therefore being able to mate with just about any other creature they desire. If the offspring of these unusual unions proves to be itself fertile, within a few generations planetouched will be born. Planetouched that do not specify the parent races are lenses that are applied to another racial template. Thus, one can be a dwarf aasimar, a human aasimar, etc. Most of the aasimars on Karilan originate in Sifaril, the land of the high elves that often attracts celestial attention. These aasimars are considered blessed by the people and are expected to become brave paladins or devout priests. However, many of them snap under peer pressure and sometimes even become resentful of the common folk and become masters of the dark arts. Asura-blooded aasimars can also be encountered in Viril-Aventus and Indaril, sometimes mistaken for fire elves, fire half-elves, or fire genasi. The spring up all over the world. Obviously, in most places they are shunned, and in some (such as Sifaril) killed on sight. AASIMAR [28] (Monster Manual, page 209) Secondary Characteristics: Per +1 [5]; Will +1 [5]. Advantages: Infravision [10]. Elemental Resistance (A,C,E,F): DR 3 (Includes Eyes, +10%; Limited, Acid, Cold, Electricity, Fire, -25%; Tough Skin, -40%) [7]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1].

TIEFLING [18] (Monster Manual, page 209) Advantages: Infravision [10]. Elemental Resistance (C,E,F): DR 3 (Includes Eyes, +10%; Limited, Cold, Electricity, Fire, -30%; Tough Skin, -40%) [6]. Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [3]. Disadvantages: Unnatural Features 1 [-1].

AIR GENASI [36] (Races of Faerun, page 114) Secondary Characteristics: Per -1 [-5]; Will -1 [-5]. Advantages: Doesn’t Breathe [20]; Infravision [10]; Resistant to Air Spells (+3) [3]. Levitation: Walk on Air (Vertical Only, -25%; Magical, -10%) [13].

EARTH GENASI [33] (Races of Faerun, page 116) Attributes: ST+1 [10]; HT+1 [10]. Secondary Characteristics: Per -1 [-5]; Will -1 [-5]. Advantages: Infravision [10]; Resistant to Earth Spells (+3) [3]. Rock Clinging: Clinging (Rock Only, -40%; Magical, -10%) [10].

FIRE GENASI [38] (Races of Faerun, page 121) Secondary Characteristics: Basic Move +1 [5]. Advantages: Infravision [10]; Resistant to Fire Spells (+3) [3]. Shape Fire: Control Fire 1 (Only to shape and move, -30%; Ranged, +40%; Magical, -10%) [20].

WATER GENASI [56] (Races of Faerun, page 127) Attributes: HT+1 [10]. Advantages: Amphibious [10]; Doesn’t Breathe (Gills) [10]; Infravision [10]; Pressure Support 1 [5]; Resistant to Water Spells (+3) [3]; Speak Underwater [5]. Create Water: Create 1 (Water; Limited Use, 1/day, -40%; Magical, -10%) [3].

GLOAMING [49] (Underdark, page 12) Attributes: ST-2 [-20]; DX+1 [20]. Secondary Characteristics: SM-1; Basic Move -1 [-5]. Advantages: Detect (Portals; Magical, -10%) [5]; Flight (Winged, -25%) [30]; Resistant to Light and Darkness Spells (+3) [3]; Resistant to Psionics (+3) [10]; Silence 1 [5]. Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1]. Features: Night Vision 5 [0].

CHAOND [37] (Monster Manual II, page 170) Attributes: HT+1 [10]. Advantages: Flexibility [5]; Infravision [10]. Elemental Resistance (A,C,S): DR 3 (Includes Eyes, +10%; Limited, Acid, Cold, Sound, -30%; Tough Skin, -40%) [6]. Shatter: Crushing Attack 2d (Only against crystalline creatures and objects, -30%; Costs 1 FP, -5%; Magical, -10%) [6].

ZENYTHRI [31] (Monster Manual II, page 171) Attributes: ST+1 [10]. Advantages: Absolute Direction [5]; Infravision [10]. Elemental Resistance (E,F,S): DR 3 (Includes Eyes, +10%; Limited, Electricity, Fire, Sound, -30%; Tough Skin, - 40%) [6].

Raptorans: Raptorans are unique among the common races for their ability to fly. In ancient times, the raptorans made a pact with the lords of the Elemental Plane of Air, gaining the ability to fly in exchange for pledging the finest warriors of their race to the service of the air elementals in various extraplanar battles. Although the elementals have not called upon the raptorans for assistance in generations, the pact entered into by those distant ancestors continues to shape raptoran society today. To ensure that only the fittest and most capable raptorans are available to fill the ranks of these would-be warriors, the agreement with the elementals called for the raptorans to put their offspring through a test of survival and self-reliance called the Walk of the Four Winds. To this day, every member of a raptoran flock must undergo this trial before becoming able to fly. When the flock chief judges a young adult raptoran to be ready for the walk, that raptoran can leave immediately to start the test. Those who do not leave at their earliest opportunity are referred to by other members of the community as "gliders" (reflecting their limited capacity to use their wings). RAPTORAN [31] (, page 68) Advantages: Absolute Direction [5]; Acute Vision 1 [2]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 5 [5]. Disadvantages: Skinny [-5].

RAPTORAN (GLIDER) [17] (Races of the Wild, page 68) Advantages: Absolute Direction [5]; Acute Vision 1 [2]; Flight (Gliding, -50%; Winged, -25%) [10]; Night Vision 5 [5]. Disadvantages: Skinny [-5].

Rilkans: Rilkans are rakish entrepreneurs and daredevils of fortune. They believe in drinking deep from the cup of life. Like the skarns, they are descended from the enigmatic mishtai, displaying their heritage in the bands of semireptilian scales grace rilkan forearms and necks. For the rilkans, the skarn and mishtai goal of “perfection of form” is a false idol. They believe that perfection is to be found in the journey, not the destination, and they seek to relish every moment that they are alive. According to the skarns, it was this heterodoxy that thwarted the mishtai’s efforts toward perfection, and the skarns have resented the rilkans for it ever since. In keeping with their reverence for gold and song, rilkans count numerous bards, merchants, and rogues among their number. The rilkan race is linked through the power of incarnum to the accumulated knowledge of their entire people. RILKAN [25] (Magic of Incarnum, page 12) Advantages: Racial Memory (Passive) [15]; Voice [10].

Scorpiorcs: A scorpiorc is a hideous crossbreed of orcs and giant scorpions. These insectoids have a scorpion-like lower body, and the upper body of an orc, and stand 5-6 feet in total height. The lower body has four legs, and two pincer claws. These claw-arms also allow the monster to climb and help it run faster. The scorpiorc's head looks like that of an orc, except that its eyes protrude from two eyestalks, and rotate independently. Scorpiorcs are afraid of flame, and never carry anything that produces fire. They typically make their lairs in caves, or simple structures that they build themselves. The scorpiorcs are shunned by the surface orcs, but are not considered to be abominations by other Underdark dwellers. The insectoids owe their creation to a mad druid who was obsessed with combining humanoids and insects. By mating giant vermin with barbaric humanoid races through magic, he was able to create five new species. These experiments only succeeded when merging kobolds, goblins, and orcs with giant ants, scorpions, and wasps; all other attempted crossbreeds either died soon after birth, or were infertile. These varied races do breed true now, but cannot interbreed. *SCORPIORC [60] (Dragon Magazine #32) Attributes: ST+1 [10]; IQ-1 [-20]. Secondary Characteristics: Basic Move+1 [5]. Advantages: 360° Vision (Easy to Hit, -20%) [20]; DR 1 (Accessibility, Not on arms, chest, and head, -20%) [4]; Extra Arms 2 (Temporary Disadvantage, No Fine Manipulators, -40%) [12]; Extra Legs (Four Legs) [5]; Infravision [10]; Striker (Sting; Impaling; Clumsy 1, -20%; Weak, -50%) [3]. Pincers [18]: Extra Mouth 2 (Accessibility, Only to opt for a free grapple on a pincer hit, -60%; Link, +10%) [5] + Natural Weapon (Pincer; Cutting; Link, Extra Mouth, +10%) [8] + Good Grip 1 (Accessibility, Only with the pincers, -10%) [5]. Disadvantages: Phobia (Fire) (9) [-7].

Skarns: Skarn are strong, sophisticated warriors of intellect. Like the rilkans, they are descended from the vanished mishtai progenitor race, which long ago infused all mishtai with incarnum in an attempt to achieve “perfection of form.” Skarn appear human except for the five or six vertically aligned reptilian spines that project from the anterior of each forearm, posterior of each calf, and the upper back. Skarn society is insular and demands both mental and physical achievement. They are a proud race—some would say arrogant. SKARN [7] (Magic of Incarnum, page 15) Advantages: Natural Weapon (Cutting) [7].

Troglodytes: Troglodytes are revolting lizard creatures as evil as the foulest of demons. They are very warlike and savor the taste of their enemies - especially humanoids. Troglodytes are not especially intelligent, but their ferocity and natural cunning more than compensate for this deficiency. They often launch bloody raids against humanoid settlements in the Underdark. They guard their lairs aggressively, lashing out at anyone who comes too near. Troglodytes speak Draconic. Troglodyte tribes are ruled by the largest and fiercest among them, with subchieftains who have distinguished themselves in battle. Trogs like to lair near humanoid settlements to prey on inhabitants and their livestock. They raid the surface on moonless nights when their and coloration are most effective. Troglodytes prize steel above all else. Though individuals usually have no wealth, a lair may contain valuable items casually discarded, pushed into corners, or mixed in with refuse. The lair is usually a large cave with smaller caves for the hatchlings and eggs. A lair has hatchlings equal to one-fifth the number of adults and eggs equal to one-tenth. Troglodytes revere Laogzed, a vile deity who resembles a cross between a toad and a lizard. *TROGLODYTE [43] (Monster Manual, page 246) Attributes: IQ-1 [-20]; HT+1 [10]. Secondary Characteristics: Per+1 [5]. Advantages: Chameleon 1 [5]; DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]. Stench: Affliction 1 (HT; Area Effect, 4 yards, +100%; Aura, +80%; Emergencies Only, -30%; Nauseated, +30%; Respiratory Agent, +50%) [33]. Disadvantages: Bad Smell [-10]. Perks: Immunity to Troglodyte Stench [1].

Vril: Vril are small goblinoids that have dark violet skin with black tiger stripes on the back and limbs. Dull yellow eyes peer out of a scrunched, batlike face with pointed ears and a wide mouth filled with sharp fangs. The vril are somewhat stooped, and their long arms hang down past its knees. Vril are the product of dark elf wizards' experiments over many generations. These goblinoids are imbued with innate sonic ability and can alter the consistency of their own flesh. Most vril are brutally trained as warriors by the drow to weed out the weakest specimens. The drow treat vril little better than animals, yet generations of specialized breeding have produced unquestioned loyalty. Vril fear and obey the drow instinctively. They serve as shock troops and city defenders, and they are the only slave race allowed to formally train for combat. Vril are usually quartered in warrens and barracks separate from the other drow thralls, though their living conditions are no better. Although they might grumble about their lot in life, rarely do they think to do something about it. Vril share few traits with their goblin kin. The drow wizards who created them sought to expunge many of the race's characteristic weaknesses. Like their cousins, they are malicious little creatures, but while goblins are cowardly and undisciplined, vril are bold, daring, and organized. Generations of mistreatment at the hands of the drow have also built up a fiercely stubborn resolve. The race now breeds true, but attempts to cross vril with other goblinoid races produce only stillborn offspring, perhaps as a result of deliberate design. Vril view ordinary goblins as inferior but have a cautious respect for larger humanoids such as humans, orcs, half-orcs, and hobgoblins. They avoid bugbears, which dislike the strange little creatures. Some exceptional individuals have managed to throw off the yoke of servitude and escape their drow masters. Small, hidden communities of free vril exist throughout the Underdark, and they include members of various occupations. *VRIL [-20] (Drow of the Underdark, page 123) Attributes: ST-5 [-50]; HT+1 [10]. Secondary Characteristics: SM-2; Will-1 [-5]; Basic Move -1 [-5]. Advantages: Infravision [10]; Protected Hearing [5]; Sharp Teeth [1]; Super Climbing 1 [3]. Sonic Resistance: DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Sound, -40%; Tough Skin, -40%) [13]. Scream: Burning Attack 1d (Environmental, Sound-transmitting mediums, -10%; Limited Use, 1/day, -40%; Magical, -10%; No Incendiary Effect, -10%; Side Effect, Deafness, +70%; Underwater, +20%) [6]. Skinshift: DR 2 (Limited, Physical, -20%; Requires HT Roll, -10%; Tough Skin, -40%) [4]. Disadvantages: Susceptible 3 (Poison) [-12]. Features: Night Vision 5 [0].

RACIAL MAXIMA TABLE These maxima values should be used when playing a realistic or a heroic realistic game. Disregard them if you are playing an over-the-top cinematic game. Note that ST values are not appropriate for Knowing Your Own Strength. Regardless of the ST system in use, the GM should allow SM-2 races to buy extra levels of Striking ST (no more than five) to make their damage-dealing capabilities more reasonable. This is not entirely unrealistic – real-life chimpanzees are very strong despite their size.

Race ST DX IQ HT HP Will Per FP Basic Speed Basic Move Aquatic Elf 19 17 15 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Aquatic Half-Elf 20 16 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Arctic Elf 17 16 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Arctic Half-Elf 20 16 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Azurin 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Bugbear 23 16 16 17 (ST+30%)+2 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Centaur 28 16 15 18 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+5 Darfellan 21 16 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Deep Dwarf 20 16 16 17 (ST+30%)+2 19 18 (HT+30%)+2 [(DX+HT)/4]+1.50 (Basic Speed)+2 Deep Halfling 11 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Desert Elf 18 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Desert Half-Elf 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Desert Half-Orc 18 17 16 18 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Desert Orc 22 16 15 18 (ST+30%)+1 17 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Diopsid 21 15 15 17 (ST+30%)+1 17 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Dream Dwarf 20 15 16 17 (ST+30%)+2 19 18 (HT+30%)+2 [(DX+HT)/4]+1.50 (Basic Speed)+2 Dromite 12 16 16 16 ST+30% 18 20 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Drow (Dark Elf) 18 17 17 16 ST+30% 19 19 (HT+30%) [(DX+HT)/4]+2.25 (Basic Speed)+4 Duergar (Gray Dwarf) 20 16 16 17 (ST+30%)+2 19 18 (HT+30%)+2 [(DX+HT)/4]+1.50 (Basic Speed)+2 Dvati 20 16 17 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Earth Dwarf 20 15 16 17 (ST+30%)+2 19 18 (HT+30%)+2 [(DX+HT)/4]+1.50 (Basic Speed)+2 Extaminaar 18 17 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.25 (Basic Speed)+3 Fire Elf 19 16 17 16 ST+30% 19 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Fire Half-Elf 20 16 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Forest Gnome 11 16 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Gnoll 21 16 15 17 ST+30% 17 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Goblin 11 16 16 16 (ST+30%)+1 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Goliath 30 16 16 18 (ST+30%)+2 18 18 (HT+30%)+2 [(DX+HT)/4]+2.00 (Basic Speed)+3 Gray Elf 17 17 17 16 ST+30% 19 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Grimlock 22 16 15 17 (ST+30%)+1 17 21 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Grippli 11 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Half-Drow 20 16 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Half-Dwarf 20 16 16 16 (ST+30%)+1 18 19 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Half-Elf 20 16 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Half-Gnome 20 16 17 16 ST+30% 19 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Half-Orc 22 16 15 16 (ST+30%)+1 17 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 High Elf 18 17 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Hill Dwarf 20 16 16 17 (ST+30%)+2 19 18 (HT+30%)+2 [(DX+HT)/4]+1.50 (Basic Speed)+2 Hobgoblin 20 16 16 17 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Human 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Ichtyid 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Illumian 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Imago 12 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.25 (Basic Speed)+3 Jungle Elf 17 17 16 17 ST+30% 17 17 (HT+30%)+2 [(DX+HT)/4]+2.25 (Basic Speed)+4 Jungle Half-Elf 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Kenku 18 18 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.25 (Basic Speed)+4 Kobold 11 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Lightfoot Halfling 11 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Lizardfolk 22 16 15 16 (ST+30%)+1 17 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Maenad 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Mantid 19 18 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.25 (Basic Speed)+4 Neogi 11 17 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+2 Orc 22 16 15 16 (ST+30%)+1 17 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Painted Elf 19 17 15 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Raptoran 18 18 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.25 (Basic Speed)+4 Rilkan 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Rock Gnome 11 16 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Scorpiorc 22 16 15 16 ST+30% 17 17 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+4 Skarn 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Snow Elf 18 17 16 16 ST+30% 19 19 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+3 Svirfneblin (Deep Gnome) 11 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Tallfellow 16 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Troglodyte 21 16 15 17 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Underfolk 20 16 16 16 ST+30% 18 18 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Urd 11 17 16 16 ST+30% 18 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Varkha 20 16 16 16 ST+30% 18 19 (HT+30%) [(DX+HT)/4]+2.00 (Basic Speed)+3 Vril 11 16 16 17 (ST+30%)+1 17 18 (HT+30%)+1 [(DX+HT)/4]+2.00 (Basic Speed)+2 Wild Elf 19 17 15 16 ST+30% 18 18 (HT+30%)+2 [(DX+HT)/4]+2.00 (Basic Speed)+3 Wood Elf 17 17 15 17 ST+30% 18 18 (HT+30%)+2 [(DX+HT)/4]+2.25 (Basic Speed)+4

Languages of Karilan

Major Languages Aventian: The most widespread language of humans, also known as Common among the civilized races. This language is widely known in non-human lands and serves as a language for merchants. Draconic: This language is spoken by dragons, kobolds, and lizardfolk. This language is dominant in Malassiril and the Iron Theocracy. Giant: This language is spoken by the giants of the world, including the sand giants of Meshnarz. Gnome: This is the language of gnomes of Cedali and other lands. Gurdolm: This language is also known as Dwarven, and is spoken in Kes and Kargan. Halfling: This is the language of the halflings of Amrado and other lands. Kerin: This is the language of Kerins, a human ethnicity. Maenad: This is the language of the maenads of Amrado. Mantid: This clicking language is spoken by the mantids of Kargan. Non-insectoid races cannot have spoken fluency better than Broken. Meshi: This is the language of Meshi, a human ethnicity of the Mesh desert. Mishtai: This is the language of the skarns and rilkans. Mishtai inscriptions can also be found in the ruins of Mishtar. Neogi: This clicking and hissing language is spoken by the neogi of P’ktal. Non-insectiod races cannot have spoken fluency better than Broken. Orc: This rough language is spoken by the orcs of Tumar. Panelven: A pidgin created out of the various elven languages. When a non-elf wants to study an elven language, he should learn Panelven. Sativi: This is the language of Sativi, an ethnicity of human highlanders. Satran: This is the language of Satrans, an ethnicity of humans. Sylvan: This language is spoken by the centaurs of Haa-Donai, and by the fey in the whole world. Tuilan: This is the language of Tuilans, a human ethnicity. Tuilvilanuue: This language is spoken by the raptorans of Cedali.

Minor Languages Darfellan: This language is spoken by the darfellans of Haa-Donai. Drow: This language, along with Panelven and Undercommon, is spoken by the drow. Drow Sign Language: This language was developed by the drow to be able to communicate during stealthy raids. Druidic: This secret and complex language is only spoken by the druids. Fire Elven: This language, along with Panelven, is spoken by the fire elves of Indaril and Viril- Aventus. Gnoll: This is the language of gnolls, spoken in Meshnarz. Goblin: This is the language of the goblinoids. Gol-Kaa: This is the language of the goliaths. Grippli: This language is spoken by the grippli of Malassiril. Illumian: This language is the language of illumians. Qualith: This is a written language of the illithids. It has no spoken form. Water Elven: This language, along with Panelven, is spoken by the aquatic elves of Kwataril. Wind Elven: This language, along with Panelven, is spoken by the wind elves of Sifaril. Wood Elven: This language, along with Panelven, is spoken by the wood elves of Sitaril. Undercommon: This is the Common language of the Underdark. Drow, duergar, svirfneblins, and other underground races usually are able to speak it.

Major Planar Languages Abyssal: This language is used by the demons. Auran: This language is used by the creatures of elemental air. Aquan: This language is used by the creatures of elemental water. Celestial: This language is used by the angels and other celestial beings. Demodand: This language is used by the demodands. Ignan: This language is used by the creatures of elemental fire. Infernal: This language is used by the devils. Metal Elven: This language, along with Panelven, is spoken by the metal elves of Hwaril. Modron: This language is used by the modrons. : This language is used by the slaads. Terran: This language is used by the creatures of elemental earth. Yugoloth: This language is used by the yugoloths.

Obscure Languages Speakers of the following languages are rarely encountered, but the languages exist nonetheless: Aboleth, Armandish, Asherati, Avolakia, Beholder, Bhuka, Blink Dog, Blood Elemental, Buommi, Dark One, Dark Speech, Desmodu, Diabolan, Diopsid, Dvati, Feline, Formian, Githyanki, Githzerai, Gohlbrorn, Grell, Grimlock, Hadozee, Ibixian, Imago, Kaorti, Kenku, Khen-zai, Kuo-toan, Leskylor, Loxo, Lumi, Lupin, Marru, Mongrel, Neraph, Nerra, Nycter, Octopin, Odopi, Rhek, Rilmani, Sahuagin, Shadowswyft, Silthilar, Spell Weaver, Sphinx, Stat-Und, Stonesinger, Thri-Kreen, Tirbana, Treant, Tsochar, Tusk Terror, Urskan, Vaati, Varkha, Varrangoin, Windsong, Wisp, Words of Creation, Worg, Xeph, Yuan-ti, Zern.

Faiths There are dozens, if not hundreds of deities and lesser powers in the multiverse, but not all of them have significant numbers of worshippers on Karilan. The following is the list of the most commonly worshipper deities and quasi-divine beings. Each deity provides domains to the devoted clerical spellcasters. Most common folk offer prayers to multiple deities, according to the situation, but this kind of casual worship does not grant any divine abilities and does not punish for dogmatic transgressions. More devoted worshipers choose an aspect of their faith that they want to focus on and may gain appropriate powers. The existence of deities is not a disputed fact, but nonetheless some mortals do not worship any deity either because they have no need for it or because they believe the deities to be malicious or harmful.

Domain Limitation Name Portfolio (details linked) Core Pantheon Ehlonna Woods, plants, animals, fertility -30% Erythnul Hatred, greed, panic, massacre -40% Fharlanghn Horizon, distance, road, travel -40% Hextor Tyranny, war, discord, conflict -40% Iloret Darkness, death, undead -30% Kord Strength, athletics, sport, competition, courage -40% Korrenus Death, war, fate, balance -40% Kremor Barbarism, rage, competition -40% Lydow Shadow, rogues, illusion, deception -30% M’shesh Undead, death, rebirth, darkness -30% Monolith Soul, stone creatures, astral entities, nature, stars -30% Obad-Hai Nature, freedom, hunt, beasts -20% Oracle Divination, lore, civilization, pact, cities -20% Orraya Magic, arcane secrets, balance -30% Pladiru Martial arts, war, valor, honor -30% Plonius Forest, plants, fungi, evolution -30% Shining One, The Valor, justice, honor, war -40% Solt Light, healing, strength, sun, prosperity -30% Tyrim Healing, purification, peace -40% Xeal Chaos, mutation, corruption -30% Dwarven Pantheon Hanseath War, carousing, alcohol -40% Laduguer Magic weapons, artisans, magic, duergar -20% Dwarves, creation, smiths, engineering, war -30% Mya Clan, family, wisdom -30% Roknar Greed, intrigue, lies, earth -30% Tharmekhul The forge, fire, warfare -30% Thautam Magic, darkness -30% Valkauna Oaths, death, birth -40% Elven Pantheon Alobal Lorfiril Hedonism, mirth, magic, revelry -20% Corellon Larethian Elves, magic, music, arts, poetry, bards -20% Deep Sashelas Oceans, aquatic elves, creation, knowledge -20% Elebrin Liothiel Nature, gardens, orchards, harvest -40% Hanali Celanil Love, romance, beauty, enchantments, magic item artistry, -20% fine arts, artists Lolth Spiders, darkness, assassins, drow -30% Sehanine Moonbow Mysticism, dreams, death, journeys, transcendence, moon, -20% stars, heavens Gnome Pantheon Callarduran Stone, mining, secrecy, svirfneblins -20% Smoothhands Garl Glittergold Gnomes, humor, wit, illusion, gem-cutting, jewelry-making -30% Gelf Darkhearth Brother & rival of Garl Glittergold, entropy, revenge -30% Glutton, The Disaster, greed -30% Rill Cleverthrush Invention, creation, sky -10% Sheyanna Love, beauty, passion -20% Flaxenstrand Goliath Pantheon Kavaki Goliaths, competition -30% Kuliak The dead, exiles -30% Manethak Hunting, lore -30% Nak-Uthai Mountains, climbing, bravery -30% Theleya Fertility, growth -30% Vanua Natural disasters, misfortune -30% Halfling Pantheon Dallah Thaun Halflings, secrets, guile, thieves, rogues, acquisition of -40% wealth, death Yondalla Halflings, explorers, family -30% Human Pantheon Aventernus Humans, islands -30% Urbanus Cities, growth, improvement -30% Zarus Humanity, domination, perfection -30% Illumian Pantheon Aulasha Learning, books, grief -30% Glautru Prophecy, fate, life and death -20% Soorinek Intrigue, secrets, betrayal -20% Syeret Inspiration, light, creativity -20% Tarmuid Illumians, magic, languages -30% Wathaku Entropy, wrath, endings -30% Kobold Pantheon Kurtulmak Kobolds, trapmaking, mining, war -30% Weximaze (false) None Does not grant spells Neogi Pantheon Ka’jik’zxi (dead) Neogi, creation, void -30% Kil’lix Death, murder, poison -20% Kr’tx War, brutality, strength -30% P’kk Fear, tyranny -40% Thrig’ki “Love” (envy/jealousy) -30% T’zen’kil Torture, pain, suffering -30% Orc Pantheon Gruumsh (dead) Orcs, conquest, strength -40% Nepuun Orcs, war, territory -30% Raptoran Pantheon Duthila Autumn, hunting, abundance -20% Kithin Winter, the dead and dying, barrenness, paucity -20% Lliendil Weather, rain, storms, sun, wind, change, trickery -40% Nilthina Summer, abundance, warmth, growth, lore -10% Tuilviel Glithien Raptorans, night birds, stars, moon -20% Ventila Spring, fertility, growth, love -30% Dragon Pantheon Aasterinian Learning, invention, pleasure -30% Astilabor Acquisitiveness, status, wealth -20% Bahamut Good dragons, wind, wisdom -30% Chronepsis Fate, death, judgment -10% Falazure Decay, undeath, exhaustion -40% Garyx Fire, destruction, renewal -20% Hlal Humor, storytelling, inspiration -30% Io Dragonkind, balance, peace -20% Lendys Balance, justice -40% Sardior Neutral dragons, night, psionics, secrets -10% Tamara Life, light, mercy -30% Tiamat Evil dragons, conquest, greed -10% Giant Pantheon Annam Giantkind, magic, knowledge, fertility, philosophy -10% Diancastra Trickery, wit, impudence, pleasure -20% Grolantor Hunting, combat -30% Hiatea Nature, agriculture, hunting, females, children -20% Iallanis Love, mercy, beauty -30% Karontor Deformity, hatred, beasts, fomorians -20% Memnor Pride, mental prowess and control -30% Skoraeus Stonebones Stone giants -10% Stronmaus Sun, sky, weather, joy -30% Surtr Fire giants, fire, war -40% Thrym Frost giants, cold, ice, war -30% Vaprak Combat, greed -30% Other Deities Ayailla Light, sun -30% Blibdoolpoolp Darkness of the sea depths and underdark, insanity, revenge, -10% paranoia, hidden magic, secrets Chaav Laughter, humor, joy -30% Diirinka Magic, knowledge, cruelty -30% Diophia Diopsids, earth, protection -20% Eadro Locathah, merfolk, tritons -20% Estanna Hearth, family, home -30% Great Mother, The Magic, fertility, tyranny -30% Hleid Winter, frostfell animals, revenge -20% Hruggek Violence, combat -40% Iborighu Despotism, murder, ice, frostfell -30% Ilsensine Mental dominion, magic -30% Jazirian Community, peace, learning, parenthood, eternity, wisdom, -20% couatls Karaan Beasts, nature -40% Kikanuti Protection, fertility -10% Kyuss Worms, creation and mastery over the undead -30% Laogzed Eating, gluttony, waste, filth, elimination of unwanted things -20% Lastai Pleasure, love, marriage -40% Maglubiyet War, domination -30% Mak Thuum Ngatha Worm-like aberrations -30% Meriadar Patience, meditation, tolerance, arts and crafts -30% Merrshaulk Poison, venom, somnolence, yuan-ti, reptiles, ruins, -30% corruption Panzuriel Murder, confusion, subversion -40% Patient One, The Aberrations, secrets -30% Phieran Martyrdom, endurance, suffering, perseverance -40% Rallaster Torture, pain, insanity -40% Ravanna Deception, intrigue, lies, rakshasas, tyranny -30% Scahrossar Torture, temptation, agony -40% Sekolah Sahuagins, sharks -20% Shekinester Varies by aspect -30% Skerrit Community, natural balance -20% Eternal darkness, decay, entropy, malign knowledge, -10% insanity, cold Thelmeth Dvati, knowledge, magic, protection -20% Valarian Forests and its inhabitants -30% Vesperian Desmodus, protection, darkness -30% Whale Mother, The Whales, dolphins, seals, darfellans -20% Xammux, The Forbidden knowledge -40% Zuoken Monks, mental powers -20% Demon Lords Baphomet Minotaurs, beasts, ferocity -30% Dagon Depths, ancient knowledge -30% Demogorgon Demons, beasts, corruption -30% Fraz-Urb’luu Trickery, vengeance -30% Graz’zt Tyranny, temptation -30% Juiblex Ooze, slime -40% Kostchtchie Wrath, conquest, winter -30% Malcanthet Trickery, temptation, pleasure -30% Obox-ob Demons, vermin -20% Orcus Undeath, revenge -40% Pale Night Demons, corruption -30% Pazuzu Temptation, corruption, sky -30% Yeenoghu Gnolls, fury -30% Zuggtmoy Fungi -30% Archdevils Asmodeus Power, oppression, devils -20% Baalzebul Power, trickery, lies -20% Bel Tactics, war, treachery -30% Belial Domination, temptation, trickery -30% Dispater War, intrigue, protection -20% Fierna Fire, pain, trickery -30% Glasya Corruption, agony, pleasure -30% Levistus Conspiracy, trickery, ice, murder -30% Mammon Greed, lust -30% Mephistopheles Fire, magic, hellfire -30% Archomentals Cryonax Cold, ice -40% Imix Fire -40% Olhydra Water -40% Ogrémoch Earth -40% Yan-C-Bin Air -40%

Godminds There exist entities of such immense that they transcend mortality and rival even the gods. Such entities are called godminds, and they are able to grant their worshippers powers, just like the true deities. Unlike the deities, the godminds do not grant domains, but grant access to specific powers with associated psionic skills. The following godminds are the most well-known, but others may exist.

Imperial Mind Network Focus: Communication, connection, and knowledge.

When a gith rebellion sundered the illithid overmind, destroying their vast empire, psionic energies of dying elder brains were so immense, they became a persistent network with a residual personality. While some sages doubt that Imperial Mind Network qualifies for being a godmind, it nonetheless provides powers to those connected to it. The Network requires the worshippers to gather as much new knowledge as possible.

Imperial Mind Network Talent – 5 points/level

Imperial Mind Network Abilities Absolute Direction; Absolute Timing; Common Sense; Cultural Adaptability; Eidetic Memory; Intuition; Lightning Calculator; Modular Abilities, with Cosmic Power and Skills Only, representing learning skills of other people connected to the Network; Oracle; Precognition; Psychometry; Racial Memory; Social Chameleon; Wild Talent. Power Modifier: Imperial Mind Network, -X% (Pact, -X%; Psi, -10%).

Pyroviril Focus: Energy manipulation.

A powerful fire elven psion Stoviril Lastcall achieved perfect mastery of mind and energy manipulation and transcended mortality, becoming a godmind, from that moment known as Pyroviril. A schism between the clergy of the elven pantheon and the worshippers of Pyroviril split the nation of Indaril. Pyroviril grants his worshippers energy manipulation abilities, but also requires the worshippers to avoid using physical weapons in combat, and strive for self-perfection.

Pyroviril Talent – 5 points/level

Pyroviril Abilities Control (Energy); Damage Resistance, with Force Field and Limited, Energy (-20%) or Energy Type (-40%); Flight; Obscure, any, as long as it is flashy; Protected Power; Temperature Control. Various Innate Attacks and Afflictions dealing energy damage. Power Modifier: Pyroviril, -X% (Pact, -X%; Psi, -10%).

Shm Focus: Dreams, nightmares, fear.

Shm is not an active entity, but a dormant consciousness that spans the entirety of the Demiplane of Nightmares, a plane coterminous with the Region of Dreams and the Ethereal Plane, but also very prone to leakage from the Far Realm. Sages believe that it was born when one of the first gods had a nightmare. This nightmarish consciousness separated from the deity and remained dormant in the Demiplane of Nightmares, a plane both very distant metaphysically from the material world and very close to every dreaming mind. Shm is not worshiped, but revered by psions who found a way to tap into its power. Two typical ways to access Shm’s powers are permanent silence (Vow (Keep silent at all times) [-10]) and deep meditation (Disciplines of Faith (Mysticism) [-10]) that allow the psion to hear their deepest thoughts. Shm grants powers related to dreams, nightmares, and fear.

Shm Talent – 5 points/level

Shm Abilities Abilities under Dream Control (GURPS Psionic Powers, pp. 73-74). Animal Empathy*; Channeling, with Accessibility, Only while sleeping (-20%); Charisma (“my dream girl”); Detect (Fear); Empathy*; Fearlessness; Intuition, with Preparation Required (-60%) if it requires a night of dreams; Jumper (Spirit), with Limited Access, Dreams (varies); Less Sleep; Mind Control*, usually with Conditioning; Mind Probe*; Mind Reading*; Mindlink (“dream lover”); Oracle; Telesend*, and Terror. Abilities marked * have Accessibility, Only on sleeping targets (-20%). Nightmare attacks include Afflictions with Disadvantage (Addiction to dream-delights, Delusions, etc.), Euphoria (for “paralysis by paradise”), or Hallucinating; Binding; and Fatigue Attacks with Missed Sleep. All should have Malediction. Fear attacks are mainly Afflictions with Disadvantage (Combat Paralysis, Cowardice, Fearfulness, Panic Attacks, Paranoia, Phobias, etc.), Hallucinating, or Paralysis. Give offensive Fear abilities Malediction and Sense-Based (“I will show you fear in a handful of dust”). Power Modifier: Shm, -20% (Pact, -10%; Psi, -10%).

Talinyon Focus: Psychokinesis.

Not much is known about this godmind, but since its creation is not mentioned in any historical records of Karilan, sages believe that Talinyon originated on a different world or a plane of existence. What is known is that Talinyon is an active entity that grants psychokinetic abilities to its worshippers. Talinyon requires full devotion to psychokinetic powers in life, usually requiring such disadvantages as Vow (Never walk), Vow (Never use hands when TK can accomplish the task), Vow (Never wear armor). Of course, worshippers can mitigate these disadvantages with granted psychokinetic abilities, but they often have accompanying disadvantages that represent atrophied muscles – Crippled Legs, negative Arm ST, Klutz, etc.

Talinyon Talent – 5 points/level

Talinyon Abilities Binding, with Unbreakable; Catfall, with Feather Fall; Clinging, with Attraction; Damage Resistance, with Force Field and Limited, Physical (-20%); Enhanced Move (Air); Flight; Protected Power; Stretching, with Force Extension; Super Climbing; Super Jump; Telekinesis; Temperature Control; Vibration Sense, with Sense of Perception; Walk on Air; and Walk on Liquid. Many Innate Attacks are reasonable, but they should represent direct telekinetic attacks, not cryokinesis or pyrokinesis. Direct telekinetic attacks on vital areas are Afflictions with Choking or Heart Attack. All such attacks must have No Signature, and Afflictions require Malediction, too. Power Modifier: Talinyon, -X% (Pact, -X%; Psi, -10%).

The First Thought Focus: Psychoportation.

Like Shm, the First Thought is a dormant consciousness, not an active entity. All attempts to communicate with it fail, and all divinations regarding the age and nature of this godmind fail. Nonetheless, in the ancient past, a party of high elven adventurers has uncovered a library thousands of years older than Seylaril itself. Most of the tomes and records found were too damaged to read, but some excerpts survived. Transported to Sigil for translation, they shone a bit of light on the nature of the First Thought. The records written in the language of spell weavers proposed two hypotheses. The first said that the First Thought is a projection of one of the Old Gods that have created this multiverse, left it, and sealed it behind them. This projection keeps the very fabric of space together and allows the Old Gods to observe the multiverse. The second said the First Thought is a psychic remnant of the dead participants of the war between gods and draedens that happened before the current planes have fully formed. None of the hypotheses were proven to be true, but those text described complex rituals required to gain access to the First Thought’s powers (Disciplines of Faith (Ritualism) [-5]). In addition, each time a creature uses the First Thought’s abilities, it must make an immediate Fright Check, using the Confusion (GURPS Powers, page 85) variant table if possible.

The First Thought Talent – 5 points/level

The First Thought Abilities Psychoportation abilities and Jumper (Interplanar). Power Modifier: The First Thought, -30% (Backlash, Fright Check, -15%; Pact, -5%; Psi, -10%).

Magic and Powers

General Houserules and Notes - Talents and Talent-like advantages (such as Magery or Power Investiture) are capped at level 3 normally. Each additional level requires Unusual Background [10]. - Banish, Hellspawn, and Summon Demon for thematic reasons belong to the Gate college. - Plane shifting spells that transport subjects to a conterminous or a separate plane transport the subjects to the destination they must visualize clearly, but with a deviation of 1dx100 miles. - Fungus spells from GURPS Magic: Plant Spells form their own Fungus college. - Metal college as described in Pyramid #3-91 is in use. Metal effects of Earth spells are removed as per Optional Rules: Superseding Previously Published Spells (Pyramid #3-91, p. 24). - Mind Control spells and similar abilities of other power sources (for example, Telepathy) work only on subjects with sapience (racial IQ 6+) and free will (free will is hard to define, but any being with the Automaton meta-trait (p. B263) doesn’t qualify). Thus, they will not work on most animals, golems, robots, zombies, etc. As a rule, if there’s a specific spell for the purpose of controlling a creature (Control Zombie, Control Elemental, etc.) it cannot be affected by Mind Control spells. This calls for the Accessibility, Only on sapient creatures, -10% limitation. - Magic Resistance affects only arcane spells. Magic Susceptibility typically only affects arcane spells, but variants of the disadvantage that affect other kinds of magic can be taken. - Imbuements are allowed. Keep in mind that there are new imbuement skills in Pyramid #3-4, Pyramid #3-13, Pyramid #3-36 Pyramid #3-60, Pyramid #3-71, Pyramid #3-102, here, here, and here. If a character possessed both the Imbue advantage and Sorcerous/Divine Empowerment of the same power source, he can (and usually should) take them as alternative abilities. - Psionic imbuements are based on IQ; Incarnum and chi imbuements are based on HT. - Corruption (GURPS Horror, pp. 22, 146-148) is tweaked as described in this post. - Trading Fatigue for Resistance (GURPS Powers, p. 169) is in use. - Spells cannot make anyone better at using magic. A spell can never give a bonus to casting rolls, bestow Sorcerous Empowerment, Sorcery Talent. Unlike normal Luck, Luck granted via a spell cannot be used for spellcasting. While a spell can add HP or FP to a subject, these cannot be sacrificed for magical energy. Compartmentalized Mind granted via a spell cannot be used to speed up casting. This restriction does not apply to permanent magic, such as that found in places of power, enchanted items, and some soulmelds. If the GM is sure that he can prevent possible abuses, he can relax this restriction. - When using Sorcery-based casting, “switching” to a new spell is considered a part of casting it. It cannot be separated from the casting and must be performed consecutively. This is a quite vague matter, so the GM might want to not use this restriction.

There are multiple types of spellcasters, spellcasting traditions, and types of supernatural abilities. While the following are only the examples of traditions, note that all of the examples have limitations. Do not use straight unlimited Sorcery, if you are building your own variant, try to create something flavorful. Other, innate or attained abilities can be built as powers, but they still must have a power source from among the ones listed in this chapter.

Enchanted Items and Crafting Both ancient tombs and magical emporiums are laden with various enchanted items. While the setting has its roots in D&D, the economic assumptions of GURPS make enchanted items more expensive, difficult to create, vulnerable to attacks, and, as a result, rare. The items themselves are very diverse – they could be traditional magic items, psionic devices, divine relics, or even objects imbued with residual psychic energies, chi, or incarnum. Regardless of the source, the item’s effects must be represented with advantages. GURPS provides two ways of assigning such an object a monetary value – using Sorcerous Enchanting (GURPS Thaumatology: Sorcery) or Metatronic Generators (Pyramid #3-54 or GURPS Monster Hunters Power-Ups 1). For this setting, it is suggested to use the former for everything, except alchemical elixirs, scrolls, and constructs and grafts. The latter two are an entirely different matter that still are somewhat based on sorcerous enchanting. These and some additional suggestions can be summed up as follows: - Enchanted items can be made via sorcerous enchanting. - Resonant Designs and Materials (GURPS Thaumatology, p. 110) are in effect. Maximum discount for enchanting is 15%. This discount is applied to the full cost of the item before applying the form multiplier. - Single-use items are allowed to be enchanted in batches, like sorcerous elixirs. For example, Weapon, Projectile is an x0.12 EP multiplier normally. Each additional projectile in a batch will add a half of it. Thus, a batch of five projectiles will have a multiplier of (0.12 + 4*0.06)/5 = 0.072. - Always On should be allowed on some non-weapon items, such as bags of holding, eternal torches, etc. Consult with the GM if you are not sure. - Since vanilla alchemy is out of use, it is replaced with Metatronic Alchemy. - Alchemical Styles are a possibility. So far, only Dwarven Ale Alchemy has been written up as an alchemical style. - Scrolls are written via Metatronic Scrolls. - Constructs are created via Construct Crafting. - Grafting is possible. - A new Use Enchanted Item skill is introduced (see the Skills chapter).

This list of magical traditions on the following pages has only a few ways to access the college of Enchantment. That means, for example, that most of the arcane magic items will be crafted by wizards and artificers. Non-artificers can only enchant items with the spells they know or with closely related effects. For example, a wizard could enchant a wand with Fireball 1, a cloak with Flight, or a pair of boots with Feather Fall, if he knows Fireball 2 and Flight or has them in his spellbook (and can cast them). Feather Fall is similar enough to Flight to be eligible here. Other limitations, such as Limited Use, are appropriate without a separate spell as well. Artificers do not have this limitation – they are free to come up with more unique effects as long as they purchase the recipes as perks. Non-artificers can purchase this privilege as Unusual Background (Artificer Enchanting) [5].

Arcane Magic Arcane spellcasters wield mysterious magical powers. Some learn spells from dusty tomes, some possess innate powers thanks to their bloodline, and some channel magic through bardic arts. In any case, their power depends on the ambient mana and can be neutralized by certain spells and advantages. While arcane magic typically is the most flashy and obvious, it has a limited scope: - Arcane spellcasters cannot learn Fungus spells, unless the spells may be learned as a part of another allowed college. - Arcane spellcasters cannot learn Animal and Plant spells with no exceptions. - Arcane spellcasters cannot learn the following Food spells – Purify Food, Create Food, Essential Food, and Monk’s Banquet. Spells such as Create Object cannot create food. - Arcane spellcasters cannot learn Healing spells, with but three exceptions: Lend Energy, Recover Energy, and Share Energy. As these manipulate magical energy directly, wizards may learn them as Meta-Spells. - Arcane spellcasters cannot learn Weather spells, with the exception of those dealing with lightning – a traditional wizardly attack. Wizards learn these as Air spells for all purposes. - Arcane spellcasters cannot learn Clerical spells off the following list, inspired by “Holy” Spells (GURPS Magic, p. 200): Bless (Meta-Spells), Curse (Meta-Spells), and Vigil (Mind Control). If a spell seems much more appropriate for a divine spellcaster than for a scholarly wizard, then it probably should not be available for arcane spellcasters. Consult your GM when in doubt. - Arcane spellcasters cannot learn Druidic spells off the following list: Create Animal and Create Mount (which feel more like Animal spells than Illusion and Creation spells), and Create Spring and Dry Spring (powerful, permanent Water spells that call for a strong rapport with nature). - Many arcane spellcasters (especially wizards) have familiars (see GURPS Dungeon Fantasy 5: Allies and Pyramid #3-75 for an example of implementation). - Weak Latency (Arcane) perk exists, and most arcane spellcasters are able to combine their powers with other arcane spellcasters as per Combining Powers (GURPS Powers, pp. 170-172). Exceptions are detailed in the traditions’ entries.

Ley Lines The world has a network of ley lines – invisible lines of higher-than-normal mana connecting high mana or very high mana areas, and forming boundaries between regions of differently aspected mana. These lines channel energy between high mana sites (“nodes”). The ley line map shows the only eight nodes of very high mana in the world, megalines that connect them, and no-mana zones in the centers. Aside from these megalines, minor ley lines exist on a regional level not shown on the map. In general, assume that each 250-mile world map hex has 1d-2 nodes of high mana and 1d+2 areas of low mana. Low mana areas are more common than high mana areas, justifying the -10% value of the Magical limitation. Raw magic can often be found only along the ley lines. Specialized ley line spells exist for easier transportation, communication, and casting along them. Ley lines have an Intensity rating, which determines how much of an effect they have on their surroundings. For naturally occurring ley lines, Intensity ranges from 1 to 6 (select an appropriate number or roll 1d to determine). This rating has significance for spells that deal with ley lines. Very high mana nodes that are depicted on the map have a very high mana level within 100 yards of them. High mana nodes have a high mana level within 20 yards of them. Megalines are 12’ wide; mana level is high within 20 yards of them. Normal ley lines have width in feet equal to their Intensity rating; mana level is high within a number of yards equal to their Intensity rating. Areas of low mana are larger – their radius is 2dx100 yards. No-mana areas fill a whole world map hex – they are 250 miles across. Some high mana nodes are aspected – for example, an earth-aspected node will have a very high mana level for earth spells cast around it, low mana level for air spells, and high mana level for all other spells. Areas of wild and twisted mana (GURPS Thaumatology, pp. 59-60) are very rare and are no more than 10 yards across. These types of mana can be encountered in any mana level.

Wizard: Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire. - Use Wizardry as the system. - Alternative Rituals from GURPS Thaumatology: Sorcery, p. 7, are not in effect, because each spell has defined somatic and verbal components. - Spell scrolls that can only be used to transcribe a spell into your spellbook cost $2 per point of the spell’s full cost. Transcribing a spell requires identifying it first. Transcribing takes 1 day per 20 points of the spells’ full cost. - Spells are usually restricted by MLC (for now use the guidelines on GURPS Fantasy, p. 71; probably will assign values to all spells individually later). - Wizards can use spell components as described in Simple Spell Components (Pyramid #3-113, pg. 13-14). - Some wizards may take additional limitations to represent the specifics of their tradition or magic school. - Wizardly Styles are a possibility. So far, only Black Magic has been written up as a magical style. - When enchanting items, wizards may omit ritual limitations (Requires Gestures, Requires Magic Words, Requires Material Component) by increasing the form multiplier by 0.1. - Trading Fatigue for Skill (GURPS Powers, p. 161) is available. - When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236).

What is a spell? If you have ever played with Sorcery, you probably encountered players upgrading their spells with earned points or applying limitations to make them affordable. It is important to establish what is considered a single spell and what is considered a separate spell, especially when spells in some subsystems have assigned skills. Of course, if a spell has multiple levels or has an improved version, it still uses the same skill. However, some additions might change the spell in a way that does not feel right (unless it is done by using a spell technique of a wizardly style). For this purpose it is suggested to allow the casters to modify casting time and cost to make spells more affordable, but still allowing using the same skill. Anything else, even removing somatic or verbal components, requires buying the modified spell as a separate spell. For symbol magic, you cannot vary even these parameters. Such limitations are appropriate for “scholarly” magical traditions, such as wizardry, shadowcasting, symbol magic, archivism, but many other traditions work better if the character is able to improve his abilities in ways that represent better control over the character’s powers. Why would a sorcerer that uses the power of his bloodline be limited to static spells of a wizard? But the power still should cost something – do not let characters remove FP costs.

Tainted Scholar Great secrets await those minds skilled enough to unearth them, and great secrets unlock great power. Let others speak in fearful whispers of secrets humanity was not meant to know. No secret is barred from a tainted scholar’s grasp, and if such forbidden knowledge comes at the cost of his soul, he’s willing to pay that price. To represent a wizard that delves into to gain spellcasting abilities, apply the following: - All spells have the Corrupting, -20% limitation (GURPS Horror, p. 22). - When rolling a critical failure on a casting roll, use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258).

Sorcerer: Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters’ abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself. - Use Sorcery as the system. - Alternative Rituals from GURPS Thaumatology: Sorcery, p. 7, are in effect. Optionally, the GM may allow the additional rituals from Super-Sorcery! (Pyramid 3/105: Cinematic Magic) on a case-by- case basis; note that this is a permanent change to how your character works magic. However, experience has shown that it can be unbalancing for sorcerers to invoke alternative rituals to cast repeated spells with no FP cost in a fight. Because of that, the following rule is in effect: Every sorcerous spell with no FP cost takes the longer of normal casting time or (1d+1)/2 seconds to cast (round up). Roll for this when beginning to cast; if you don't like the result, you can abort, wasting your action this turn. In most noncombat situations, you can simply ignore this limitation (PK’s Houserule). - Sorcerous spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236). If the sorcerer used the Blood Magic alternative ritual, use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258) instead. - A sorcerer must limit his Sorcerous Empowerment with Limited Scope to represent his bloodline. Creatures that are the origin of the bloodline can also take this kind of magic. For example, a red dragon is allowed to take Sorcerous Empowerment with red dragon bloodline.

Sorcerer Bloodlines The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. These bloodlines not only limit the scope of the sorcerer’s magic, but also serve as Unusual Background for appropriate traits (for example, breath weapons for draconic bloodline, horns for infernal bloodline, etc.) Many sorcerers have appropriate Unnatural Features (p. B22).

Aberrant There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form. Scope Limitation (-20%): Spells that transform bodies and minds, extend senses, planar travel.

Abyssal Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and moral code) is up to you. This bloodline is special, because there is an alternative way to gain its powers via the Ritual of Bonding – a painful ritual that replaces the skin of the character with the skin of a demon. The Ritual of Bonding is a blasphemy that was long ago eradicated from most arcane libraries, but a few barely legible copies - or at least references thereto - survive along with promises of great power, tempting those who seek power to become the acolytes of the skin. The fiendish skin granted by the ritual grants the character Unnatural Features 4 [-4]. Scope Limitation (-20%): Spells that strengthen body, cause rage or fear, teleportation, abyssal summoning.

Accursed Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage. Scope Limitation (-30%): Body control and mind control spells.

Angelic Your bloodline is blessed by an angel. Although this power drives you along the path of good, your fate (and moral code) is your own to determine. Scope Limitation (-20%): Energy resistance, planar travel, dispelling, banishment, light spells.

Aquatic Your family traces its heritage back to the ocean depths, whether scions of undersea empires left in the wake of nomadic sea-tribes, or the spawn of creeping ichthyic infiltrators into remote seaside villages. The song of the sea hums in your blood, calling the waves and all those within to your command. Scope Limitation (-30%): Water spells, movement spells.

Arcane Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice. Scope Limitation (-40%): Meta spells.

Archon You have archon blood flowing in your veins. While often this bloodline directs the sorcerer towards good and law, the sorcerer is the master of his own fate. Scope Limitation (-20%): Movement spells, fire spells, communication and empathy spells.

Astral Whether you were raised on the Astral Plane, had an ancestor with a strong connection to the Astral, or simply had a freak brush with an astral conduit in your youth, you have an unusual connection to both time and space. Your senses extend through the Astral Plane to the far reaches of the multiverse, allowing you to perceive and manipulate the timeless potential that binds the multiverse together. Your ancestors may have also held a connection to one of the astral isles or conduits, or like you, may have plied this cosmic ocean—and some may even survive there to this day. Scope Limitation (-30%): Gate spells, time spells.

Asura One of your distant ancestors was an asura – a celestial messenger and a herald of righteous zealotry. Scope Limitation (-20%): Movement spells, gate spells, communication and empathy spells.

Baernaloth Your blood is tainted by a baernaloth, one of the ancient outsiders that played a part in creating both demons and devils. Now, their kind is barely known, but their legacy lives on. Scope Limitation (-10%): Gate spells, mind control spells, body control spells, meta spells.

Barghest Not every barghest slays and devours all those they encounter. Many become kings of goblins, and spread their taint through entire tribes. In other cases, decadent beings consort with evil creatures such as barghest, absorb some of their foul energies and pass it on to descendants. Scope Limitation (-20%): Movement spells, mind control spells, body control spells.

Boreal Descended from inhabitants of the lands of ice and snow, you count among your ancestors giant-kin, troll-born, and frost-rimed spirits. Their savage and raw energies flow down through generations to infuse you to the marrow with the chill of the polar wind, crackling auroras, and the long winter’s night. Scope Limitation (-30%): Cold and ice spells, beneficial body control spells, enraging spells.

Couatl You are descended from a couatl, a benevolent ruler or even a quasi-deity of one of the hidden primitive tribes in the Savage Lands Scope Limitation (-10%): Air spells, communication and empathy spells, mind control spells, poison spells.

Dao You were born with the power of earth genies, and the magic of the dao is strong in you. Scope Limitation (-30%): Earth spells, enchantment spells.

Demodand Your bloodline is cursed by the presence of demodand blood. This fiendish heritage grants you powers that let you contain, protect, and observe potential prisoners. Scope Limitation (-20%): Protection and warning spells, knowledge spells, mind control spells, demodand summoning.

Destined Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline’s origin, you have a great future ahead. Scope Limitation (-30%): Spells of knowledge, divination, protection.

Djinni You were born with the power of air genies, and the magic of the djinn is strong in you. Scope Limitation (-30%): Air spells, illusion and creation spells.

Doppelganger The creatures known as doppelgangers intermix with other humanoids so easily it is a wonder more of your kind don’t exist. Of course, given the secretive nature of doppelgangers, you might be surrounded by kin and never know it. Scope Limitation (-40%): Body control spells.

Draconic At some point in your family’s history, a dragon interbred with your bloodline, and now its ancient power flows through your veins. Scope Limitation (Adamantine) (-20%): Meta spells, flight spells, metal spells, fire spells. Scope Limitation (Amber) (-30%): Meta spells, flight spells, gate spells. Scope Limitation (Amethyst) (-30%): Mind control spells, flight spells, force spells. Scope Limitation (Amphi) (-30%): Meta spells, water spells, mind control spells. Scope Limitation (Arboreal) (-20%): Meta spells, movement spells, illusion and creation spells. Scope Limitation (Astral) (-30%): Meta spells, flight spells, gate spells. Scope Limitation (Auburn) (-20%): Meta spells, flight spells, lightning spells, illusion spells. Scope Limitation (Aquatic) (-30%): Meta spells, water spells, illusion spells. Scope Limitation (Axial) (-20%): Meta spells, flight spells, force spells, making and breaking spells. Scope Limitation (Battle) (-20%): Meta spells, flight spells, sound spells, protection spells. Scope Limitation (Beast) (-30%): Meta spells, flight spells, body control spells. Scope Limitation (Beljuril) (-10%): Meta spells, flight spells, earth spells, fire spells, gate spells. Scope Limitation (Bestiary) (-20%): Meta spells, flight spells, air spells, fire spells. Scope Limitation (Black) (-30%): Meta spells, flight spells, acid spells. Scope Limitation (Blue) (-30%): Meta spells, flight spells, lightning spells. Scope Limitation (Brainstealer) (-30%): Meta spells, flight spells, mind control spells. Scope Limitation (Brass) (-30%): Meta spells, flight spells, fire spells. Scope Limitation (Brine) (-30%): Meta spells, water spells. Scope Limitation (Bronze) (-30%): Meta spells, flight spells, lightning spells. Scope Limitation (Brown) (-10%): Meta spells, earth spells, water spells, air spells. Scope Limitation (Chameleon) (-20%): Meta spells, flight spells, body control spells, illusion spells. Scope Limitation (Chaos) (-30%): Meta spells, flight spells, illusion and creation spells. Scope Limitation (Chiang Lung) (-20%): Meta spells, water spells, weather spells. Scope Limitation (Chole) (-10%): Meta spells, fire spells, darkness spells, mind control spells. Scope Limitation (Chromium) (-30%): Meta spells, flight spells, cold and ice spells. Scope Limitation (Cloud) (-30%): Meta spells, flight spells, air spells, water spells. Scope Limitation (Cobalt) (-30%): Meta spells, flight spells, magnetism spells, force spells. Scope Limitation (Cobra) (-20%): Meta spells, flight spells, fire spells, poison spells. Scope Limitation (Concordant) (-20%): Meta spells, flight spells, gate spells, knowledge spells. Scope Limitation (Copper) (-30%): Meta spells, flight spells, acid spells. Scope Limitation (Crystal) (-30%): Mind control spells, flight spells, light spells. Scope Limitation (Deep) (-20%): Meta spells, flight spells, darkness spells, earth spells. Scope Limitation (Ectoplasmic) (-30%): Meta spells, flight spells, astral travel spells, ectoplasm spells. Scope Limitation (Electrum) (-20%): Meta spells, flight spells, movement spells, knowledge spells. Scope Limitation (Elysian) (-30%): Meta spells, flight spells, communication and empathy spells. Scope Limitation (Emerald) (-20%): Mind control spells, flight spells, sound spells, knowledge spells. Scope Limitation (Ethereal) (-30%): Meta spells, flight spells, gate spells. Scope Limitation (Fang) (-30%): Meta spells, flight spells, protection spells. Scope Limitation (Fire) (-30%): Meta spells, flight spells, fire spells. Scope Limitation (Force) (-30%): Meta spells, flight spells, force spells. Scope Limitation (Frost) (-20%): Meta spells, flight spells, cold and ice spells, knowledge spells. Scope Limitation (Gloom) (-20%): Meta spells, flight spells, mind control spells, necromantic spells. Scope Limitation (Gold) (-30%): Meta spells, flight spells, fire spells. Scope Limitation (Gray) (-30%): Meta spells, flight spells, cold and ice spells. Scope Limitation (Green) (-30%): Meta spells, flight spells, poison spells. Scope Limitation (Hellfire) (-20%): Meta spells, flight spells, mind control spells, fire spells. Scope Limitation (Hex) (-20%): Meta spells, flight spells, mind control spells, necromantic spells. Scope Limitation (Howling) (-20%): Meta spells, flight spells, air spells, sound spells. Scope Limitation (Incarnum) (-30%): Meta spells, flight spells, incarnum spells, body control spells. Scope Limitation (Iron) (-30%): Meta spells, flight spells, metal spells. Scope Limitation (Li Lung) (-30%): Meta spells, earth spells. Scope Limitation (Lung Wang) (-20%): Meta spells, water spells, mind control spells. Scope Limitation (Marsh) (-20%): Meta spells, flight spells, water spells, poison spells. Scope Limitation (Mercury) (-10%): Meta spells, flight spells, fire spells, light spells, illusion spells. Scope Limitation (Mist) (-10%): Meta spells, flight spells, weather spells. Scope Limitation (Mithril) (-20%): Meta spells, flight spells, movement spells, mind control spells. Scope Limitation (Moonstone) (-20%): Meta spells, flight spells, illusion spells, dream spells, mind control spells. Scope Limitation (Mustard) (-30%): Meta spells, flight spells, body control spells. Scope Limitation (Nickel) (-20%): Meta spells, flight spells, acid spells, air spells. Scope Limitation (Night) (-30%): Meta spells, darkness spells. Scope Limitation (Obsidian) (-20%): Meta spells, flight spells, fire spells, gate spells. Scope Limitation (Oceanus) (-30%): Meta spells, flight spells, water spells. Scope Limitation (Orange) (-20%): Meta spells, water spells, fire spells. Scope Limitation (Pan Lung) (-30%): Meta spells, illusion and creation spells. Scope Limitation (Pearl) (-20%): Meta spells, flight spells, water spells, illusion spells. Scope Limitation (Purple) (-20%): Meta spells, force spells, fire spells. Scope Limitation (Prismatic) (-20%): Meta spells, flight spells, light spells, illusion spells. Scope Limitation (Pyroclastic) (-20%): Meta spells, flight spells, earth spells, fire spells. Scope Limitation (Rain) (-20%): Meta spells, flight spells, air spells, water spells. Scope Limitation (Rainbow) (-30%): Meta spells, flight spells, light spells. Scope Limitation (Rattelyr) (-20%): Meta spells, earth spells, fire spells. Scope Limitation (Radiant) (-30%): Meta spells, flight spells, light spells. Scope Limitation (Red) (-30%): Meta spells, flight spells, fire spells. Scope Limitation (Rust) (-20%): Meta spells, flight spells, acid spells, metal spells. Scope Limitation (Sand) (-20%): Meta spells, flight spells, earth spells, air spells. Scope Limitation (Sapphire) (-10%): Mind control spells, flight spells, sound spells, earth spells, movement spells. Scope Limitation (Scintillating) (-30%): Meta spells, light spells. Scope Limitation (Sea) (-30%): Meta spells, water spells, mind control spells. Scope Limitation (Shadow) (-20%): Meta spells, flight spells, darkness spells, gate spells. Scope Limitation (Shen Lung) (-20%): Meta spells, cold and ice spells, weather spells. Scope Limitation (Silver) (-30%): Meta spells, flight spells, cold and ice spells. Scope Limitation (Song) (-30%): Meta spells, flight spells, body control spells, communication and empathy spells. Scope Limitation (Steel) (-10%): Meta spells, flight spells, poison spells, acid spells, mind control spells. Scope Limitation (Stone) (-30%): Meta spells, earth spells. Scope Limitation (Styx) (-10%): Meta spells, flight spells, mind control spells, water spells, darkness spells. Scope Limitation (Tarterian) (-20%): Meta spells, flight spells, gate spells, force spells. Scope Limitation (T’ien Lung) (-10%): Meta spells, weather spells, fire spells, light spells. Scope Limitation (Time) (-20%): Meta spells, flight spells, gate spells, time spells. Scope Limitation (Tome) (-20%): Meta spells, flight spells, gate spells, knowledge spells. Scope Limitation (Topaz) (-30%): Mind control spells, flight spells, weather spells. Scope Limitation (Tourmaline) (-30%): Meta spells, flight spells, illusion spells. Scope Limitation (Tun Mi Lung) (-30%): Meta spells, weather spells. Scope Limitation (Tungsten) (-20%): Meta spells, flight spells, earth spells, fire spells. Scope Limitation (White) (-30%): Meta spells, flight spells, cold and ice spells. Scope Limitation (Yellow) (-20%): Meta spells, water spells, air spells. Scope Limitation (Yu Lung) (-30%): Meta spells, water spells.

Dreamspun Your family is a long line of dreamers, who dream not as ordinary mortals do but rather as those who reach through and touch the supernal realm of dreams and the farthest shores of night. Whether it is a gift or curse is not always clear, but your visions of the past and future call you ineluctably to a life of adventure. Scope Limitation (-30%): Communication and empathy spells, knowledge spells.

Efreeti You were born with the power of fire genies, and the magic of the efreet is strong in you. Scope Limitation (-30%): Fire spells, illusion and creation spells.

Eladrin One of your distant ancestors was an eladrin – a celestial exemplar of the Olympian Glades of Arborea. Sorcerers with this bloodline are often rebellious and freedom-loving. Scope Limitation (-10%): Communication and empathy spells, illusion spells, movement spells, meta spells.

Elemental The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force. Scope Limitation (Air) (-40%): Air spells. Scope Limitation (Earth) (-40%): Earth spells. Scope Limitation (Fire) (-40%): Fire spells. Scope Limitation (Water) (-40%): Water spells.

Fey The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage. Scope Limitation (-20%): Spells of mind control, movement and illusion.

Fungal One of your ancestors had an unusually close tie to the natural world, usually underground. Possibly the rarest of ancestries, only the most powerful spellcasters or deities can cause the melding of fungi and animals. Fungal descendants tend toward pale skin and hair tones, preferring sedentary lives and dark, cool places. Scope Limitation (-20%): Earth spells, poison spells, necromantic spells.

Guardinal One of your ancestors was an animalistic guardinal. This bloodline often drives the sorcerer towards the path of goodness, but some sorcerers are driven to reclusive lives in the wild instead. Scope Limitation (-20%): Illusion spells, movement spells, protection spells.

Illithid Illithids frequently perform experiments on their slaves, grafting and splicing bits from one species onto another. Often, illithids use body parts from their own race to augment their slaves. Eventually, some of these enhanced slaves escape back to their own people. You are the descendant of one such escaped slave. Creatures with the illithid bloodline tend toward no particular personality trait or overall outlook. They do, however, typically share certain physical traits, such as lacking hair but possessing black eyes and pale skin with a slightly purplish tint. Scope Limitation (-40%): Mind control spells.

Infernal Somewhere in your family’s history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can’t help but wonder if your ultimate reward is bound to the Nine Hells. Scope Limitation (-20%): Spells of fire, mind control, teleportation, and infernal summoning.

Khayal You were born with the power of shadow genies, and the magic of the khayal is strong in you. Scope Limitation (-30%): Darkness spells, illusion and creation spells, spells that improve speed and dexterity.

Ki-Rin Creatures of the air, ki-rin generally stay far from the earth-bound. However, their good-aligned nature means they occasionally descend to aid others of similar proclivities. Long association with ki- rin changed the characteristics your progenitors passed onto their children. Scope Limitation (-30%): Air spells, movement spells.

Lillend At some point in your family’s history an empyreal being consorted with one of your ancestors. You were born with the music of the heavens coursing through your soul. You now sing with the voice of the choirs. Scope Limitation (-20%): Gate spells, mind control spells, sound spells.

Linnorm At some point in your family’s history, a linnorm interbred with your bloodline, and now its ancient power flows through your veins. Scope Limitation (Corpse Tearer) (-20%): Meta spells, gate spells, necromantic spells. Scope Limitation (Dread) (-10%): Meta spells, cold and ice spells, fire spells, movement spells. Scope Limitation (Land) (-30%): Meta spells, earth spells. Scope Limitation (Flame) (-30%): Meta spells, flight spells, fire spells. Scope Limitation (Forest) (-20%): Meta spells, water spells, sound spells. Scope Limitation (Frost) (-20%): Meta spells, cold spells, ice spells, illusion spells. Scope Limitation (Gray) (-20%): Meta spells, body control spells, earth spells. Scope Limitation (Rain) (-20%): Meta spells, water spells, air spells. Scope Limitation (Sea) (-20%): Meta spells, water spells, air spells. Scope Limitation (Stygian) (-10%): Meta spells, gate spells, necromantic spells, water spells. Scope Limitation (Swamp) (-10%): Meta spells, fire spells, necromantic spells, water spells.

Marid You were born with the power of water genies, and the magic of the marids is strong in you. Scope Limitation (-30%): Water spells, movement spells.

Medusa It is well known the glance from a medusa is so powerful objects of her gaze are forever changed even if they do not turn to stone. At sometime an ancestor of yours survived such an encounter. This brush with the snake-woman’s power left the survivor altered, and this change was passed on to you, generations later. Scope Limitation (-30%): Earth spells, poison spells.

Mercane One of your ancestors was one of the mysterious mecane. You have an eye for magic items and wealth. Scope Limitation (-20%): Enchantment spells, gate spells, knowledge spells.

Mishtai One of your ancestors is an ancient mishtai. Your blood is infused with incarnum and vast magical knowledge of the mishtai. Scope Limitation (-30%): incarnum spells, meta spells, body control spells.

Naga Most of the nagas are foul creatures of evil and darkness that revel in the worship of lesser beings. The greatest gift a naga bestows on a worshiper is the gift of a child. You are the progeny of such a congress, and the naga’s serpent nature grows in you as you increase in power. The good nagas also produce such progenies, although more rarely. Scope Limitation (Banelar) (-20%): Enchantment spells, meta spells, water spells. Scope Limitation (Bright) (-40%): Meta spells. Scope Limitation (Brine) (-20%): Water spells, light and darkness spells, mind control spells. Scope Limitation (Dark) (-20%): Mind control spells, movement spells, necromantic spells. Scope Limitation (Guardian) (-20%): Knowledge spells, meta spells, protection and warning spells. Scope Limitation (Ha-Naga) (-20%): Mind control spells, movement spells, meta spells. Scope Limitation (Iridescent) (-20%): Force spells, light and darkness spells, mind control spells. Scope Limitation (Spirit) (-20%): Illusion and creation spells, meta spells, necromantic spells. Scope Limitation (Water) (-20%): Illusion and creation spells, movement spells, water spells. Scope Limitation (Worm) (-30%): Mind control spells, necromantic spells.

Paraelemental Powers of two related elements reside inside you. This influence comes from a paraelemental outsider in your family history or a time when you or your relatives were exposed to a powerful paraelemental force. Scope Limitation (Ice) (-40%): Cold spells, ice spells. Scope Limitation (Magma) (-30%): Earth spells, fire spells, magma spells. Scope Limitation (Ooze) (-30%): Mud spells, poison spells, water spells. Scope Limitation (Smoke) (-30%): Air spells (no lightning spells), fire spells.

Plant One of your ancestors had an unusually close tie to the natural world. Possibly the rarest of ancestries, only the most powerful spellcasters or deities can cause the melding of plants and animals. Plant-blooded creatures tend to have brown skin and green eyes, and they generally act more patiently and quietly than their peers. Scions of flowering plants are often beautiful and vain, in love with bright colors and prone to extravagance. Those who descend from vines have long thin bodies with tangled masses of hair and combative dispositions. Tree-blooded creatures stand taller than their peers and have quiet, but friendly personalities, content with deep thoughts and slow actions. Scope Limitation (-20%): Earth spells, water spells.

Qorrashi You were born with the power of cold genies, and the magic of the qorrash is strong in you. Scope Limitation (-30%): Cold and ice spells, illusion and creation spells.

Quasielemental Your powers originate from a combination of an element and either positive or negative energy. This influence comes from a quasielemental outsider in your family history or a time when you or your relatives were exposed to a powerful quasielemental force. Scope Limitation (Ash) (-30%): Cold spells, necromantic spells. Scope Limitation (Dust) (-30%): Earth spells, necromantic spells. Scope Limitation (Lightning) (-30%): Lightning spells, energy spells, light spells. Scope Limitation (Mineral) (-30%): Earth spells, light spells. Scope Limitation (Radiance) (-30%): Fire spells, light spells. Scope Limitation (Salt) (-30%): Water spells, necromantic spells. Scope Limitation (Steam) (-30%): Water spells, air spells (no lightning spells). Scope Limitation (Vacuum) (-30%): Necromantic spells, vacuum spells, cold spells.

Rakshasa At some point in your family’s history, one of your ancestors was tainted by the influence of a rakshasa. Though most of your family seem entirely normal, you have always felt your own skin is a prison from which magic allows you to escape. Your birthright is a secret you may be forced to keep from societies that would never deal with you if your heritage were known. Scope Limitation (-30%): Illusion and creation spells, mind control spells.

Sea Serpent At some point in your family’s history, a sea serpent interbred with your bloodline, and now its ancient power flows through your veins. It is highly likely that you belong to an aquatic or amphibious race. Scope Limitation (Crested) (-20%): Meta spells, water spells, sound spells. Scope Limitation (Lantern) (-10%): Meta spells, light spells, lightning spells, mind control spells. Scope Limitation (Spiked) (-10%): Meta spells, body control spells, mind control spells, necromantic spells.

Serpent One of your ancestors served as a slave of the yuan-ti. Over the course of years, the constant exposure to serpentine magic and blood warped your ancestor, putting just a trace of snake blood into your family line. Your physical characteristics might vary with the type of snake from which you are descended, but you are likely to have yellow or black eyes and patches of scaly skin. Viper-blooded characters tend to have sharp, angular features with narrow jaws; they generally speak quickly and have a sharp wit. Descendants of cobras tend to have wide, thick necks and hair that grows out from the sides of their heads; they generally prefer solitude, but when in the company of others they possess a commanding presence. Creatures with a constrictor ancestor often have strong, thick bodies and limbs; they tend to take their time, even in dangerous situations, but they become an unstoppable force once they finally decide to act. Rattler-blooded characters tend to have a tough, worldly look; they like to dress in bright colors, especially reds and yellows, and are usually quite vocal about their abilities and intent. Scope Limitation (-30%): Poison spells, mind control spells.

Sirensong You or one of your ancestors was conceived while under the compulsory influence of a powerful enchanter or enchantress of the sea. This enchanted power has found a special synergy with the legendarily beautiful voices possessed by members of your race. Scope Limitation (-30%): Sound spells, mind control spells.

Slaad You have in your veins the ever-changing wildness of primal chaos, the raw essence of unbound creation. Your mind and spirit burst with the constant inspiration of consummate freedom, though you have difficulty following through on a task when another, new and exciting, catches your interest. Scope Limitation (-20%): Body control spells, enchantment spells, breaking spells, matter transmutation spells.

Spell Weaver Your bloodline was affected by the spell weavers a long time ago, perhaps, intentionally. Scope Limitation (-20%): Communication and empathy spells, knowledge spells, meta spells.

Starsoul You come from a line of stargazers and explorers who delved deeply into the darkness beyond the stars. In touching the void, the void touched them, and your mind, spirit, and body yearn to span the gulf between worlds. Scope Limitation (-20%): Gate spells, gravity spells, force spells.

Undead The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action. Scope Limitation (-40%): Necromantic spells.

Weird Your family once made use of the advice of the weirds, oracular beings each associated with one of the primal elements. Now, touched by their cryptic advice, your family is bound to see it through, but it is not truly fate that propels you. Rather, it is the lingering curse of asking such alien beings in the first place. Scope Limitation (Air) (-30%): Air spells, knowledge spells. Scope Limitation (Earth) (-30%): Earth spells, knowledge spells. Scope Limitation (Fire) (-30%): Fire spells, knowledge spells. Scope Limitation (Ice) (-30%): Ice spells, knowledge spells. Scope Limitation (Snow) (-30%): Cold spells, knowledge spells. Scope Limitation (Water) (-30%): Water spells, knowledge spells.

Xill You have the influence of xill blood, possibly, from a failed implantation, a very ususual ancestry, or an ancestral thralldom to the xill. You understand the xill as few do, but they are not your masters. Scope Limitation (-40%): Gate spells.

Yugoloth A yugoloth lurks somewhere along your family tree. Your powers derive from these soul-devouring fiends, who take pleasure and gain power from manipulating mortals and outsiders alike. Scope Limitation (-20%): Gate spells, mind control spells, yugoloth summoning, communication and empathy spells.

Wild Magic Magic is one of the most capricious and unpredictable of all natural or supernatural forces in the universe. Attempts to codify spellcasting through arcane formulas, or to impose order on magic through the force of will, are essentially pointless—or so wild mages believe. Instead, those who would truly master magic must forget what they know and abandon their willful control of the arcane. Within this paradox lies the awesome power of wild magic. The wild mage aspires to cast spells without structure. By taking the risk of substituting an element of randomness, she gives up the safe predictability of other arcane spellcasters. This risk allows for the potential of power greater than other casters can hope for. Of course, she also risks the potential for less power, but what is magic if not risky? Chaos is strong, and her magic often carries her to heights of power that other casters cannot reach—but chaos is also fickle, and her spells sometimes fall short of her expectations. In addition, from time to time her spells unfold in spectacular wild surges that might prove catastrophic to the wild mage and her companions. The wild mage accepts this as the price of her convictions. Sorcerers are naturally intrigued by the study of wild magic. The act of unchaining their spells from the safeguards and controls built into these time-honored formulas appeals to many of them. Sorcerer of any bloodline may be a wild mage. To represent that, apply the Nuisance Effect, Chaotic Side Effects, - 5% to Sorcerous Empowerment. Thus, every time the sorcerer improvises a spell, he must roll 3d on the Chaotic Side Effects Table (Pyramid: Dungeon Collection, p. 75).

Warlock: Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. By harnessing his magical gift granted by a dark patron through fearsome determination and force of will, a warlock can perform feats of supernatural stealth, beguile the weak-minded, or scour his foes with blasts of eldritch power. Warlocks are champions of dark and chaotic powers. Long ago, they (or in some cases, their ancestors) forged grim pacts with dangerous extraplanar powers, trading portions of their souls in exchange for supernatural power. While some warlocks have turned away from evil, seeking to undo the wrongs of their former colleagues, they are still chained by the old pacts through which they acquired their powers. The demand to further the designs of their dark patrons, or to resist them, drives most warlocks to seek the opportunities for power, wealth, and great deeds (for good or ill) offered by adventuring. Warlocks’ abilities are powered by a pact with a dark supernatural power, such as a demon lord, archdevil, infernal duke, etc., but not a deity. - Use Sorcery as the system. - Alternative Rituals from GURPS Thaumatology: Sorcery, p. 7, are in effect. Optionally, the GM may allow the additional rituals from "Super-Sorcery!" (Pyramid 3/105: Cinematic Magic) on a case-by- case basis; note that this is a permanent change to how your character works magic. However, experience has shown that it can be unbalancing for spellcasters to invoke alternative rituals to cast repeated spells with no FP cost in a fight. Because of that, the following rule is in effect: Every sorcerous spell with no FP cost takes the longer of normal casting time or (1d+1)/2 seconds to cast (round up). Roll for this when beginning to cast; if you don't like the result, you can abort, wasting your action this turn. In most noncombat situations, you can simply ignore this limitation (PK’s Houserule). - Apply the Pact, -10% limitation to the Sorcerous Empowerment advantage, to spells, but not to advantages granted by Buff spells. This represents the pact made with the otherworldly powers to gain the spellcasting abilities. The new limitation requires you to take a -10-point disadvantage. Evil powers usually require such disadvantages as Intolerance or a heinous major Vow (for example, “Sacrifice a living human on the night of the full moon”). As long as you do not transgress, an evil power usually lets you do as you please, but it will revoke your power instantly should you forget to perform the required deeds. It usually will turn on you, cursing you or making your life difficult in a different way, but getting the favor back should be relatively easy – a single killing or desecration, for example. - Warlock’s spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258). - A warlock must limit his Sorcerous Empowerment with Limited Scope to represent his pact. A warlock is limited to the following options: Abyssal, Baernaloth, Demodand, Infernal, and Yugoloth sorcerous bloodlines (see the Sorcerer Bloodlines table above). - After all adjustments, Sorcerous Empowerment (Warlock) costs 14 points for level 1 + 7 points/additional level.

Rainbow Servant Deep in the jungles of the Savage Lands lie magically hidden ziggurats where the winged serpents known as couatls teach their secrets of . Those who have learned what the couatl temples have to offer are known as rainbow servants, because they agree to further the couatl’s agenda of virtue and hope no matter how far they stray from the jungle in exchange for the knowledge they’ve received. Rainbow servants spend much of their time traveling on quests to make right some wrong. The couatls have a potent information network, so when they appear to direct a rainbow servant, they often have information the forces of evil thought they kept secret. But rainbow servants don’t spend every moment at the beck and call of their serpentine masters; the couatls recognize that their servants have agendas of their own. A rainbow servant needs only be mindful that at any time, a couatl could suddenly appear in her life, describing a terrible evil that must be thwarted. To represent a rainbow servant, use the rules for warlocks, but apply the following changes: - The Pact limitation must be virtuous in nature. The required moral code is a -10-point disadvantage, typically Honesty (12), Sense of Duty, or a major Vow. Should you transgress, the couatls will suspend your power – but since they are benevolent, they won’t cut you off if this would endanger you, save for the most egregious of sins. To make amends, you must offer significant penance: up to a month of fasting, questing, or equivalent. - A rainbow servant must limit his Sorcerous Empowerment with Limited Scope to represent his pact. Unlike a warlock, a rainbow servant only has access to the Couatl sorcerous bloodline (see the Sorcerer Bloodlines table above). - When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236).

Bard: Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every day brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each. While Enthrallment skills (p. B191) are not exclusive to bards, most bards have them. - Use Sorcery as the system. - The bard’s scope of magical powers is limited to the Colleges of Communication and Empathy, Knowledge, Mind Control, and Sound. Apply the Limited Scope, Bardic, -10% limitation to Sorcerous Empowerment. - Improvisation requires the bard to make a successful Musical Composition roll. Apply the Requires Musical Composition Roll, -10% limitation to Sorcerous Empowerment. - For hardcore improvisation, bards use Musical Composition instead of Thaumatology. - Decide if your bard will be based on singing or musical performance. In case of singing, all spells should have the Requires Magic Words, -10% and Requires Singing Roll, -5% limitations. This Singing roll will be in addition to any rolls required by the spell. In case of an instrument-based bard, all spells should have the Requires Playing Instrument, -10% and Requires Musical Instrument Roll, - 10% limitations. Again, this Musical Instrument roll will be in addition to any rolls required by the spell. This does not eliminate the No Signature, +20% enhancement many spells have, because the bard can pretend to play mundane music. - Playing an instrument or singing takes longer than normal spellcasting. For common spells with a one second casting time apply at least one level of Takes Extra Time, -10%. This is not included in the power modifier, because spells and/or advantages that they are based on can have longer casting times by default, eliminating the need for this limitation. This limitation is not applied to Sorcerous Empowerment, because while improvising a new spell takes one second, casting it takes at least two. - Despite requiring Concentrate maneuvers to cast, bardic spellcasting is partly physical, making Compartmentalized Mind unable to speed up casting. - Time Spent modifiers (p. B346) are available. - Bardic spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236).

Binder: Entities, that should not exist, reside in a place that cannot be. These entities – feared by the mortals and cursed by the gods – exist beyond life, death, and afterlife. Even the greatest deities cannot affect them, but they can be summoned and used by the weakest mortals. A user of pact magic, called “a binder”, contacts these alien entities, called “vestiges”, using special symbols and rituals. After summoning it, he makes a pact with it to gain some of its supernatural abilities. Pact magic is banned in almost all civilized societies. - Use Pact Magic as the system.

Shadowcaster: All things fall into shadow, even light. Shadows do not represent the absence of light; they show the presence of darkness. Thus, shadow and darkness are not death or diminishment; they are the fundamental state of the universe, the constant that existed before, that exists now, and that will exist when all other things are snuffed out. So it is with the Plane of Shadow, that dark mirror to the Material Plane and many other realities. Shadowcasters tap into this most fundamental of forces and planes to work their dark wills. By tying themselves to the Plane of Shadow, they maintain a tenuous link to the ultimate force of existence. The shadowcaster understands the true, primal power of darkness, attunes herself to the Plane of Shadow, and learns great shadow mysteries the equal of any mundane spell. These dark casters are workers of alien magic, possessing an occult understanding of the world and magic that even other spellcasters find disturbing. They are masters of a dark power—and perhaps, as some worry, its servants as well. - Use Shadow Magic as the system. - Weak Latency (Shadow) perk exists, and shadowcasters are able to combine their powers as per Combining Powers (GURPS Powers, pp. 170-172), but not with other arcane spellcasters. - When rolling a critical failure on a casting roll, use the Illusory Magic Table (GURPS Thaumatology, p. 258).

Blood Mage: Blood magic is one of the most ancient forms of magic. In the ancient past, it was practiced in many places on the world, but nowadays it is considered barbaric and uncivilized. In most places, blood magic use is forbidden, because blood mages gain power and energy to perform their savage rituals by sacrificing sentient victims. Practitioners of blood magic played a major role in their own extermination, as the specifics of their magic caused sacrificing other blood mages to be more effective than sacrificing any other victims. This and other causes, such as the adoption of civilization and intervention of organized religion, has caused blood magic to become exceedingly rare in the modern world. Note that blood magic is not appropriate for traditional player characters, as it requires the character to take disadvantages that represent the world being actively hostile to them. It is more of a tool for the GM to codify in rules what tainted power can be gained via ritual sacrifices and to create barbaric cult leaders who kidnap people to sacrifice them. If a player wants his character to have at least some sacrificial flavor, consider using a sorcerer or a warlock with the Blood Magic alternative ritual from Pyramid #3-105 instead. - Use Blood Magic as the system. - When rolling a critical failure on a casting roll, use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258). - Weak Latency (Blood) perk exists, and blood mages are able to combine their powers as per Combining Powers (GURPS Powers, pp. 170-172), but not with other arcane spellcasters. Unlike other spellcasters, blood mages require a full minute of ritual movements and concentration to link up, but they get to roll against the higher of IQ and Ritual Magic (Blood Magic) to do so.

Gem Mage: Gem mages are sorcerers who unlock their powers by injecting addicting and expensive gem dust. This practice is prohibited in most civilized places, where the law has caught up with it. - Use Gem Magic as the system. - Since gem magic is arcane, the scope restrictions apply. Simple remove inappropriate spells from the list (p. T240-241).

Sha’ir: In the ancient past, people of Meshnarz had a tradition of binding genies for various tasks. This tradition has been mostly wiped out by the sand giant slavemasters, but some enigmatic sha’irs still – the primary arbiters between the immensely powerful geniekind and the mortal natives – exist. Feared for their mysterious ways, the sha'irs are also revered by the non-giant people. Steeped in ancient lore, the sha'irs enjoy a cultural acceptance of their sorcerous power that is found nowhere else in the world. The chief reason for this appreciation of sha'irs is that their exquisite finesse allows them to parley with the ancient, powerful forces of the desert. In fact, genies forced to deal with mortals often refuse to interact with anyone other than a sha'ir. - Use Sha’ir Magic as the system. - When rolling a critical failure on a casting roll, use the “Oriental” Table (GURPS Thaumatology, p. 259).

Runecaster: There are multiple traditions of rune magic on Karilan. The dwarves, raptorans, and illithids have found a way to tap into the powers of written symbols. - Use Symbol Magic as the system. - Use the lexicons from Sample Symbol Lexicons, ignoring the base cost column. - When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236).

Artificer: Artificers understand magic on a different level from other arcane spellcasters. They have an amazing facility with magic items and constructs. - Use Sorcery as the system. - The artificer can only cast spells that affect objects and constructs, and all spells require the artificer’s touch (apply the Melee Attack, Reach C, Cannot Parry, -35% limitation where appropriate). The Sorcerous Empowerment advantage gets the Limited Scope, Artifice, -40% limitation, as this is more or less equivalent to restricting the spellcasting ability to two colleges – Enchantment and Making & Breaking – and restricting the scope to only touch spells. - Artificer’s spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - Despite not being able to cast many spells, artificers can create various magic items with the Enchant spell. Each “recipe” is a perk. For example, an artificer can create a wand of Fireball if he has the Enchantment Recipe (Fireball) perk. The spell’s full cost must be equal or lower than the amount of points spent on Sorcerous Empowerment. If the spell has levels, the artificer is allowed to imbue an item with the spell of any level without taking a separate perk, but only while the condition described above is met. - When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236).

Raw Magic GURPS Thaumatology, p. 227-229, provides a framework for including raw magic in the game world. In the context of Karilan, some alterations to the said framework must be made. First, raw magic cannot be distilled from cosmic background – it congeals naturally in areas of high and very high mana, making it a valuable resource for arcane spellcasters. Usually, raw magic is aspected, and its aspect is somehow hinted at in its form. For example, air-aspected raw magic can take the form of soufflé-like clouds. Raw magic is measured in arbitrary “points” that depend on the aspect. Raw magic can be used in the following ways: - Energy source. Each point expended supplies five energy points for the purpose of spells or other magical processes that normally cost FP. - Conductor. By helping direct forces more precisely, or giving the user a greater margin for error, each point of raw magic used gives +3 to a single spellcasting, ritual skill roll, etc. - Fixative. Being magic in permanent form, raw magic facilitates permanent enchantment. Each point counts as 1 EP when used in enchantments. Thus, a point-worth of raw magic has the monetary value of $320 and, if ever sold, is usually sold at $640. Aspected raw magic is worth less, depending on the scope of the aspect. Very few magical practitioners are born with an innate ability to control and refine raw magic. These people are called spellfire wielders and have their abilities limited by Costs Raw Magic instead of Costs Fatigue. Costs Raw Magic has a limitation value of -25%/level.

Dirgesinger: Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief. They seek to spread this melancholy outlook far and wide, believing that only those who give in to their sadness can truly understand the world. Dirgesingers hold high positions in death-obsessed cultures. Serving as members of a secret guild or as part of a hierarchy of death priests, they are entrusted with the serious responsibility of composing suitable laments for the dead. The more important the deceased, the more sorrowful and moving her lament is expected to be. No one will remember the dead queen in a few short generations, but a great lament might be sung a thousand years hence. However, most dirgesingers do not belong to any special hierarchy or guild. Instead, they are rootless wanderers who travel from place to place, wrapped in inconsolable grief from some personal tragedy. These sad wanderers seek to express their grief through songs that teach the hearts of their listeners the meaning of true sorrow. Some of these fallen bards want nothing more than for others to understand the depths of their loss. A few are sinister creatures who believe that, since joy has been extinguished for them, they must in turn extinguish the joy of others by using their powers to teach folk the folly of love, the futility of hope, and the finality of the grave. - As Bard (see above). - Replace the Limited Scope, Bardic, -10% limitation on Sorcerous Empowerment with Limited Scope, Dirgesinger, -20%. The dirgesinger is limited to colleges of Communication and Empathy, Necromancy, and Sound.

Seeker of the Song: Beyond magic, beyond sound, beyond good or evil, lies music so profound and powerful that even deities quake at its sound. This primal music—of unknown origin and with no limit to its power—is incomprehensible to the mortal ear. To some who hear a fragment of this music, it becomes beauty incarnate, and they devote their lives to its discovery. These seekers wield the power of music in ways that amaze even the most skilled bards. United only by their quest, seekers of the song have incredibly diverse goals and motivations. Some black-hearted seekers know that this primal music is power, and they lust after it in hopes of turning it against their many enemies. Others search for the music to bring joy and peace. Most have more moderate aspirations and seek the music because it moves them. Regardless of their goals, seekers of the song rarely work against one another—each hoping that another seeker will uncover another piece of the primal music and share it with the rest. The song never leaves a seeker, and its power can have strange effects on their souls. Some retire from society, seeking the silence of distant monasteries or mountaintops from which to better concentrate on the music they once heard. Others remain unchanged to outward appearances, yet the music remains in the back of their minds at all times. Some talk to any who will listen about the importance and beauty of the primal music, while others cannot seem to find the words to express what this music means to them or to the world. - As Bard (see above). - Replace the Limited Scope, Bardic, -10% limitation on Sorcerous Empowerment with Limited Scope, Seeker of the Song, -10%. The seeker of the song is limited to colleges of Gate, Sound, Making and Breaking, and Meta spells. - To cast a spell, the seeker must focus his mind on his memories of the cosmic song he once heard. This need for deep concentration is represented by applying the All-Out, -25% limitation to all spells and the Sorcerous Empowerment advantage. This replaces required Attack maneuvers with All-Out Attack, and Concentrate with All-Out Concentrate. - When rolling a critical failure on a casting roll, use the “Reality Warping” Table (GURPS Thaumatology, p. 259).

Sublime Chord: Music is not just a pleasant sound; it is also the expression of mathematical relationships fraught with significance. A sublime chord sees music, even the powerful music of a skilled bard, as nothing more than a stepping-stone to true universal insight into the legendary song of creation heard at the dawn of time (a layman usually sees no difference between sublime chords and seekers of the song). Music and magic are actually one and the same, and an astute student who unravels the riddles of meter and pitch simultaneously reveals hidden secrets of great power. All sublime chords must have some foundation in the bard’s art, since bardic music is the first step in mastering the power of the First Song. However, music is only one tool for understanding the infinite; a sublime chord must also study mathematics and the precise movements of the stars and planets in which the music of the spheres is evident. - As Bard (see above). - Replace the Limited Scope, Bardic, -10% limitation on Sorcerous Empowerment with Limited Scope, Sublime Chord, -10%. The sublime is limited to colleges of Gate, Sound, Time, and Meta spells. - When rolling a critical failure on a casting roll, use the “Reality Warping” Table (GURPS Thaumatology, p. 259).

Geometer: Runes, glyphs, sigils, and symbols hold great magical power. The geometer is the master of written magic and spells inscribed within a perfectly rendered diagram. While wizards must record their spells in pages upon pages of cryptic formulae, the geometer knows that every spell has a perfect geometrical design, a figure whose angles and intersections hint at the secrets hidden in the structure of the multiverse. This tradition has originated in Seylaril, but was out of use for a long time, being replaced by the traditional wizardry. However, the geometrical knowledge has resurfaced around a century ago, and now some magic schools teach geometry in Sifaril and Indaril. - Use Wizardry as the system. - Instead of the Requires Magic Words, -10% limitation, the spells require the caster to trace glyphs in the air. These glyphs glow, making the caster obvious to both mundane and magic senses. Stealth is completely impossible while casting a spell this way. Additionally, any observers get +10 to spot the caster (who counts as being “in plain sight”), countering penalties for distance, visibility, etc. This replaces the Requires Magic Words, -10% limitation with Nuisance Effect, Power Flare, -10%. - Tracing the glyphs is a relatively long task – all spells take at least 2 seconds to cast (apply the Takes Extra Time 1, -10% limitation). - Alternative Rituals from GURPS Thaumatology: Sorcery, p. 7, are not in effect, because each spell has defined somatic and visual components. - Spell scrolls that can only be used to transcribe a spell into your spellbook cost $2 per point of the spell’s full cost. Transcribing a spell requires identifying it first. Transcribing takes 1 day per 20 points of the spells’ full cost. - Spells written down by geometers are compatible with those written down by wizards and vice versa, but “translating” one requires a successful Thaumatology roll. - Spells are usually restricted by MLC (for now use the guidelines on GURPS Fantasy, p. 71; probably will assign values to all spells individually later). - Some geometers may take additional limitations to represent the specifics of their tradition or magic school. - When enchanting items, geometers may omit ritual limitations (Requires Gestures, Nuisance Effect, Power Flare) by increasing the form multiplier by 0.1. - Trading Fatigue for Skill (GURPS Powers, p. 161) is available. - When rolling a critical failure on a casting roll, use the Critical Spell Failure Table (p. B236).

Divine Magic Divine spellcasters wield magical powers gained through faith and devotion to a deity, powerful deity- like creatures, such as demon lords or archdevils, or even certain philosophies. Divine magic typically is less flashy than the arcane magic, but it is always restricted in scope, usually depending on the patron deity. Divine powers vary in strength depending on the local sanctity level and typically require a certain code of conduct. However, divine effects normally cannot be dispelled, and divine powers cannot be neutralized by external means. Permanent divine curses usually have terminal conditions that must be met to cause them to be dispelled. In rare cases where such conditions are absent, neutralization is achieved by taking the victim to an appropriate “zero sanctity” zone. Religious Ritual is an important skill for divine spellcasters, as it allows them to create areas of high sanctity or desecrate areas of opposing deities. - Divine spells are identified with Religious Ritual or Theology. There are multiple types of divine spellcasters.

Cleric: In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves. - Replace Sorcerous Empowerment with Clerical Empowerment. - Each learned or improvised spell has a Hard skill attached to them (see Skill for Everyone, GURPS Powers, p. 162). This is accomplished by adding the Requires IQ Roll, -10% limitation to all spells that do not require an IQ roll by default, or by adding Based on IQ, Own Roll, +20% to spells that have a casting roll based on another attribute. The caster can cast it at a default (IQ-6). - Casting rolls are modified as per Petition Roll Modifiers (GURPS Powers: Divine Favor, p. 5), but with no -2 for one second prayers and -1 for successful general prayers. - Aside from the casting roll, clerical spells should cost at least 1 FP, require prayer, and optionally require gestures and/or a holy symbol (as such, Costs Fatigue, 1 FP, -5%, Divine, -10% and Requires Magic Words, -10% are required limitations). Spells may have any casting time. - Advantages granted by divine Buff spells should have the Divine, +0% modifier, because they do not require the subject to act according to the deity’s code of conduct, but still depend on sanctity. - Trading Fatigue for Skill (GURPS Powers, p. 161) is available. - Weak Latency (Divine) perk exists, and clerics are able to combine their powers as per Combining Powers (GURPS Powers, pp. 170-172). Unlike arcane spellcasters, clerics require a full minute of ritual movements and concentration to link up, but they get to roll against the higher of IQ and Religious Ritual to do so. Note that while clerics can combine powers with other appropriate divine spellcasters, non-clerics can only do so if a group contains at least one cleric. - When rolling a critical failure on a casting roll, use the “Clerical” Table (GURPS Thaumatology, p. 257), unless channeled powers of an archfiend – in that case use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258).

Favored Soul: The favored soul follows the path of the cleric but is able to channel with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric’s path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues. - Replace Sorcerous Empowerment with Divine Empowerment. - When improvising abilities with Divine Empowerment, favored souls take 2 seconds per character point, but are not required to use a holy symbol. In addition, their activation roll is only modified by sanctity. - Casting rolls are only modified by sanctity. - Divine spells should cost at least 1 FP, require prayer, and optionally require gestures, but not a holy symbol (as such, Costs Fatigue, 1 FP, -5%, Divine, -10% and Requires Magic Words, -10% are required limitations). Spells may have any casting time. - Advantages granted by divine Buff spells should have the Divine, +0% modifier, because they do not require the subject to act according to the deity’s code of conduct, but still depend on sanctity. - Divine spells, but not Divine Empowerment, is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the “Clerical” Table (GURPS Thaumatology, p. 257), unless channeled powers of an archfiend – in that case use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258).

Divine Agent: God's Strong Right Hand. The Goddess's Voice. Servant of the Greater Powers. The divine agent is a specially selected agent of her deity, and she acts in the service of that power or deity. Divine agents are unrestricted by dogma or hierarchy, other than their accountability to their immediate (and highest) superior. The deities have need for a variety of abilities and a variety of viewpoints. A divine agent is often sent across the planes by her deity to attend to a crucial or delicate matter. On such occasions, she is usually welcome to bring comrades along. A low-power divine agent is often found on her native plane or the plane of her deity. As divine agents gain power, they are more common on other planes, where they perform missions at the behest of their deity. Divine agents almost always have Duty (p. B133) and Patron (p. B72) in the form of the church. The deity’s clergy sometimes reacts negatively to divine agents despite their nature. This is usually justified by jealousy or apparent blasphemy, as the agents do not have to follow the tenets of the deity closely. - Replace Sorcerous Empowerment with Divine Empowerment. - Divine Empowerment by default has the Divine, -10% limitation included, but here it is replaced with Divine, -15% for this advantage and for the power modifier of the abilities. Thus, all spells will have at least a -20% limitation from the power modifier. - Divine agents can reliably get their patron deity’s attention, but still require deep concentration and a ritual. When improvising abilities, instead of using standard Divine Empowerment rules, the divine agent must make a Religious Ritual roll modified in the same way as the standard activation roll. He must concentrate deeply, replacing all Concentrate maneuvers with All-Out Concentrate, but he does not require a holy symbol. - After these adjustments, the cost of the Divine Empowerment advantage will not change. - Divine agents are not restricted by their patron deity’s dogma, but they must take the Fanaticism [- 15] (p. B136) to represent their zealous devotion to their deity. This disadvantage is used by the Pact limitation that is included in the power modifier. - Spells depend on sanctity instead of magic. See GURPS Powers, p. 176 for details. - The divine agent’s spell repertoire must be limited to the deity’s sphere of influence. This applies the Limited Scope, Divine Agent, -30% limitation to Divine Empowerment. This limitation includes spells roughly equivalent to a single college taken from the deity’s domain. Thus, different divine agents of the same deity might have different powers. In addition, all divine agents gain access to Gate spells and to generic divine spells, such as Bless, Curse, Detect (Ethical Category). Note that quasi-divine beings, such as demon lords, archdevils, and archomentals, cannot have divine agents. - Divine spells should cost at least 1 FP, require prayer, and optionally require gestures and/or a holy symbol (as such, Costs Fatigue, 1 FP, -5%, Divine, -10% and Requires Magic Words, -10% are required limitations). Spells may have any casting time. - Advantages granted by divine Buff spells should have the Divine, +0% modifier, because they do not require the subject to act according to the deity’s code of conduct, but still depend on sanctity. - Divine spells, but not Divine Empowerment, is subject to Repeated Attempts (GURPS Powers, p. 159). - Trading Fatigue for Skill (GURPS Powers, p. 161) is available. - For hardcore improvisation, divine agents use Religious Ritual instead of Thaumatology. - When rolling a critical failure on a casting roll, use the “Clerical” Table (GURPS Thaumatology, p. 257).

Mystic: Mystics are spellcasters who have learned to channel divine energy without worshipping (or even acknowledging) any deity. The process of harnessing this magic is one of inner awareness and self- discovery – a private faith that leads to great magical power. Sages do not understand fully the source of the mystics’ powers. Some believe that mystics tap into divine energies that the gods have imbued into all creatures when populating the worlds, some think that the mystics use the innate potential to become a deity, and some think that their powers are granted by a secretive deity that despises all other deities. - Use Clerical Magic as the system. - Sorcerous Empowerment must be very limited, representing the mystic’s devotion to a particular sphere of knowledge. This should be roughly equivalent to a single college of magic (-40%). - Spells never have the Requires Material Component, -10% limitation that represents the need of a holy symbol. - Mystical spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - The Pact component of the power modifier requires Disciplines of Faith (Mysticism) (p. B132) instead of a code of conduct that represents a deity’s dogma. - Despite being classified as divine spells, mystical spells do not depend on sanctity. - For hardcore improvisation, mystics use Meditation instead of Religious Ritual. - When rolling a critical failure on a casting roll, use the “Oriental” Table (GURPS Thaumatology, p. 259).

Ur-Priest: Ur-priests despise gods. However, a small number of them have learned to tap into divine power and use it for their own needs without praying to or worshiping a deity. Instead, each day they go into a trance and mentally steal the power that gods normally channel to devout clerics. Ur-priests are canny and cunning, never stealing too much power from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again. They learn to be resilient toward divine power and creative with the energies that they steal. Ur-priests frequently work alone, although they occasionally find partnerships with members of other classes useful. They do not congregate into anything resembling temples, for they fear that too many of them in one place might draw unwanted divine attention. And of course they rarely associate with clerics or any other divine spellcasters, whom they see as lackeys and who view them as abominations. - Replace Sorcerous Empowerment with Clerical Empowerment. - Ur-priests’ methods of power acquisition are very unreliable, as deities often notice these “metaphysical leeches” and deny access to their powers. When improvising abilities, ur-priests roll against an unmodified activation number of 8. However, these abilities do not expire after one hour and stay until the start of the next day instead. In addition, ur-priests do not require a holy symbol, as they detest such things. - At the start of each day, an ur-priest selects the deity he wants to steal divine energies from, which limits the scope of abilities available to him at that time. To avoid bringing deific attention to himself, an ur-priest cannot steal divine energies from the same deity two days in a row. - After these adjustments, the cost of the Divine Empowerment advantage will not change. - Each learned or improvised spell has a Hard skill attached to them (see Skill for Everyone, GURPS Powers, p. 162). This is accomplished by adding the Requires IQ Roll, -10% limitation to all spells that do not require an IQ roll by default, or by adding Based on IQ, Own Roll, +20% to spells that have a casting roll based on another attribute. The caster can cast it at a default (IQ-6). - Aside from the casting roll, clerical spells should cost at least 1 FP, require prayer, and optionally require gestures (as such, Costs Fatigue, 1 FP, -5%, Divine, -10% and Requires Magic Words, -10% are required limitations). Spells may have any casting time. - Spells never have the Requires Material Component, -10% limitation that represents the need of a holy symbol. - Learned spells have the Accessibility, Only when stealing power of a deity with this domain, -10% and Fickle, -20% limitations. - Advantages granted by divine Buff spells should have the Divine, +0% modifier, because they do not require the subject to act according to the deity’s code of conduct, but still depend on sanctity. - The Pact component of the power modifier requires Intolerance (Total; Priests) (p. B132) instead of a code of conduct that represents a deity’s dogma. - Trading Fatigue for Skill (GURPS Powers, p. 161) is available. - For hardcore improvisation, divine agents use Meditation instead of Thaumatology. - When rolling a critical failure on a casting roll, use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258).

Archivist: An archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars. The archivist is a more academic profession than the cleric or paladin but hardier and more worldly than the average cloistered wizard. Due to the exploratory and often dangerous nature of their work, archivists develop techniques for safeguarding themselves and their allies from the foul taint that so often surrounds and accompanies the lost or forbidden lore they seek. Archivists are thus exceptional support characters, bolstering the efforts of those who aid them in their scholarly pursuits. - Use Wizardry as the system. - The internal construction of Sorcerous Empowerment has the Magical, -10% limitation. Archivist do not have it, but replace it with Requires Material Component, -10%, leaving the cost unchanged. This represents the need of any holy symbol that helps the archivist channel divine energies when improvising a spell. - Each spell has a Hard skill attached to them (see Skill for Everyone, GURPS Powers, p. 162). This is accomplished by adding the Requires IQ Roll, -10% limitation to all spells that do not require an IQ roll by default. Although, the caster can cast it at a default (IQ-6), but he still must have the spell in his grimoire to be able to cast or improvise the spell. - Whenever a spells has the Requires Material Component, -10% limitation that represents the need of a holy symbol, the archivist can only use the appropriate holy symbol. - Archivist’s spells must have replace the Magical, -10% limitation with the Divine, +0%. This represents their independence from the dogma and need for sanctity. However, the archivist can transcribe spells from scrolls that have the traditional Divine limitation into his prayerbook. - Archivist spells react to sanctity depending on the writer’s patron deity. For example, this makes Holy Smite (The Shining One) and Holy Smite (Corellon Larethian) different spells. - Spell scrolls that can only be used to transcribe a spell into your prayerbook cost $2 per point of the spell’s full cost. Transcribing a spell requires identifying it first. Transcribing takes 1 day per 20 points of the spells’ full cost. - Spells are usually restricted by MLC (so far use the guidelines on GURPS Fantasy, p. 71; probably will assign values to all spells individually later). - For hardcore improvisation, archivists use Theology (Comparative) instead of Religious Ritual. - When rolling a critical failure on a casting roll, use the “Clerical” Table (GURPS Thaumatology, p. 257), unless channeled powers of an archfiend – in that case use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258).

Channeler: Channelers are akin to summoners, but instead of summoning an extraplanar creature directly or conjuring a replica of it they let the outsider take over their body for a time. This voluntary possession erases the channeler’s personality for the duration of channeling and transforms the channeler mentally and/or physically. This possession leaves a trace of metaphysical energies in the channeler’s body and mind, changing his moral disposition and mentality to be closer to the outsider. - Use Channeling as the system.

Alignments and Seek (Ethical Category) You are probably aware of the alignment problem in D&D. While this setting is mostly inspired by D&D, alignments are not a thing in GURPS. Spells, such as Seek (Ethical Category), still are useful, but they detect planar alignment, not a moral disposition of a person. Mundane creatures do not have a planar alignment, but extraplanar creatures from the Outer Planes do. Thus, Seek Evil would detect the following: - Divine spellcasters with abilities granted by an evil deity; - Warlocks; - Magic items crafted by such individuals, if the items in question allow using such abilities; - Spells and other effects of such abilities; - Evil outsiders (demons, devils, yugoloths, demodands, etc.); - Meldshapers aligned with metaphysical evil, even if they do not have any active soulmelds.

Nature Magic Nature spellcasters gain their magical powers through their devotion to the natural world. Typically, they live far from bustling cities and prefer simple life, but not all of them are recluses. Nature magic varies in strength with the local level of natural purity and is weakened by technological implements. However, it is not subject to neutralizing abilities. - Weak Latency (Nature) perk exists, and nature spellcasters are able to combine their powers as per Combining Powers (GURPS Powers, pp. 170-172). Nature spellcasters require a full minute of ritual movements and concentration to link up, but they get to roll against the higher of IQ and Religious Ritual (Druidic) to do so. - Nature spells are identified with Religious Ritual (Druidic). There are multiple types of nature spellcasters.

Druid: Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain such abilities as unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature’s wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization. Almost all druids know their secret Druidic language that they use when communicating with each other or leaving cryptic messages in the wilderness. Druids refuse to teach this language to non-druids (Vow (Never teach Druidic to non-druids) [-1] is almost a mandatory quirk). - Use Druidic Magic as the system. - When rolling a critical failure on a casting roll, use the “Celtic” Table (GURPS Thaumatology, p. 256).

Druid Circles Though their organization is invisible to most outsiders, druids are part of a society that spans the land, ignoring political borders. All druids are nominally members of this druidic society, though some individuals are so isolated that they have never seen any high-ranking members of the society or participated in druidic gatherings. Druids recognize each other as brothers and sisters. Like creatures of the wilderness, however, druids sometimes compete with or even prey on each other. At a local scale, druids are organized into circles that share certain perspectives on nature, balance, and the way of the druid. The rules detailed above describe the most common druidic tradition with no specialization on a particular aspect of nature, but changing the scope limitation of Sorcerous Empowerment can make the druid more specialized and can represent his affiliation with a particular druidic circle or tradition. The following example circles are the most well known, lesser ones may exist as well. Magical Rank (Druidic Circle) (GURPS Social Engineering, p. 15), Patron, Duty, and similar social traits are common among the druids.

Circle of the Cave Far from the green fields of the world above lies a lightless expanse beneath the surface. This darkling fairyland is not without beauty and natural wonders of its own, and a few druids seek to preserve this hidden realm and purge it of the fell horrors that creep up from below. Scope Limitation (-10%): animal spells, fungus spells, earth spells, water spells.

Circle of the Land The Circle of the Land is made up of sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the nature worship and serve as advisors to the rulers of those folk. Scope Limitation (-20%): earth spells, plant spells, weather spells.

Circle of the Moon Druids of the Circle of the Moon are fierce guardians of the wilds. Their order gathers under the full moon to share news and trade warnings. They haunt the deepest parts of the wilderness, where they might go for weeks on end before crossing paths with another humanoid creature, let alone another druid. Changeable as the moon, a druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and crash through the undergrowth in bear form to drive off a trespassing monster. The wild is in the druid’s blood. Scope Limitation (-40%): animal spells.

Circle of the Seasons Druids of the Circle of the Seasons help communities raise crops if they do not harm the nature and do not endanger the wilderness, keeping civilization contained. In their communities, they gaze upon the stars, the sun, and the moon, trying to divine auspicious dates or predict catastrophes. Such celestial events as equinoxes, solstices, and eclipses are very important to the druids of this circle. Scope Limitation (-30%): plant spells, weather spells.

Circle of the Stars An ancient lineage, the Circle of Stars allows druids to draw on the power of starlight. These druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness the powers of the cosmos. Many druids of this circle keep detailed records of the stars and their effects on the world. Some groups document these observations at megalithic sites, which serve as enigmatic libraries of lore. These repositories might take the form of stone circles, pyramids, petroglyphs, and underground temples—any construction durable enough to protect the circle's sacred knowledge even against a great cataclysm. Scope Limitation (-10%): earth spells, knowledge spells, light and darkness spells, weather spells.

Circle of Wildfire Druids who are members of the Circle of Wildfire understand the necessity of destruction, such as how a forest fire promotes growth. These druids embrace their destructive tendencies, allowing them to use their power to create controlled flames that help flora and fauna reproduce and grow. Scope Limitation (-30%): fire spells, plant spells.

Blighter: Technically, this not nature spellcasting, but ecological terrorism, but the principles stay the same, so it is included here for ease of reference. After all, the powers are still derived from nature in a perverse way. It is better suited for NPCs, but the mechanics are included here. When a druid turns away from the land, the land turns away from her. Some ex-druids make peace with this change; others seek to restore the bond. A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, bring desolation wherever they tread. A blighter gains her spellcasting ability by stripping the earth of life. A swath of deforested land always marks her path through the wilderness. The vast majority of blighters are nomadic loners constantly in search of green lands to destroy. Some are grim; others laugh at the destruction they wreak. Almost all, however, are friendless and mad. What puts them over the edge is the knowledge that nature gets the last laugh: To gain their spells, they must seek out the richest forests of the land, even if it’s only to destroy them. Thus, even though they’ve turned away from nature, they must constantly return to it. Only human ex-druids seem attracted in any number to the blighter’s path. Legends say that a few wood elven druids have also turned to destruction over the millennia—a terrifying prospect given how much land they could destroy in their long lifetimes. - Sorcerous Empowerment by default has the Magical, -10% limitation included, but we will replace it with Blighter, -10% for this advantage and for the Sorcery, -15% power modifier itself. Thus, all spells will have at least a -15% limitation from the power modifier. After this adjustments, the cost of the Sorcerous Empowerment advantage will not change. This makes the spells powered not by mana, but by a ritual that must be performed daily. If it is not performed, the spellcasting ability of the blighter shuts down until he performs the ritual. The ritual takes 1dx5 minutes. The ritual is represented mechanically by a modified Blight spell (GURPS Thaumatology: Sorcery, p. 23). It lacks the power modifier, but has Immediate Preparation Required, 10 minutes, -45%. This makes its full cost equal to 41 points for level 1 + 5 points/additional level. This ability must be taken as an alternative ability to the Sorcerous Empowerment advantage. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells. - Some spells require somatic, verbal, and/or material components. This is accomplished by adding the Requires Magic Words, -10%, Required Gestures, -10%, and/or Requires Material Component, - 10% limitations to the spells. The combinations of these limitations may vary from spell to spell. This will make blighters easier to counter. - FP cost should not be always 1 FP. This will add a bit of bookkeeping, but is useful for balancing powerful spells. The same applies to casting times. - The caster’s spell repertoire must be limited to blighter spells. This is equivalent to three colleges – Fire, Necromancy, and Poison. Sorcerous Empowerment gets the Limited Scope, Blighter, -20% limitation. - Advantages granted by blighter Buff spells should no power modifier. - For hardcore improvisation, blighters use Religious Ritual (Druidic) instead of Thaumatology. - When rolling a critical failure on a casting roll, use the Diabolic/Horrific Table (GURPS Thaumatology, p. 258). - After all adjustments, Sorcerous Empowerment (Blighter) costs 16 points for level 1 + 8 points/additional level.

Urban Druid: Technically, this is the opposite of nature spellcasting, but the principles stay the same, so it is included here for ease of reference. The frenzied surge of a riot, the stately presence of a cathedral, the constant vigilance of the city watch, the slow decay of worm-eaten waterfront buildings - to most, these things are nothing more than the results of civilization, but to a rare few, they represent something more. To these few, the milling of pedestrians in a busy marketplace is akin to the industry of an ant colony. The towering statues erected to honor bygone dynasties are as pure as the mightiest redwood tree. The cobblestone and dirt streets are arteries of life. To these few, civilization represents a powerful force in and of itself, opposed to but not necessarily in conflict with nature. Just as nature has those who venerate and worship its purity and strength, so does the city have its faithful. They tend to be solitary and introverted, despite living in urban environments. They are physically alone but spiritually connected to the secret voices of the city itself. They are the urban druids. The urban druid knows that each city is, after a fashion, a living organism. Each city has its own personality, its own joys, and its own nightmares. The presence of its citizens are its voice, and the memories of its dead are its soul. The buildings are its bones, the streets its veins, and the protective walls its skin. Its eyes are the market, and its ears the port. Urban druids draw their power from the city and return it tenfold with devotion and faith. Urban druids cast spells in the same way druids do, although they get their spells from the power of the city's spirit rather than from nature. Their spells are oriented toward society and construction, including the ability to change shape into different humanoids and creatures found in urban environments. The most powerful urban druids can transform into objects or even constructs. - Sorcerous Empowerment by default has the Magical, -10% limitation included, but we will replace it with Urban, -20% for this advantage and for the Sorcery, -15% power modifier itself. Thus, all spells will have at least a -20% limitation from the power modifier. To balance out the additional limitation in the internal construction of the Sorcerous Empowerment disadvantage, we will additionally apply Reliable 2, +10%. This will give a +2 bonus to rolls made for hardcore improvisation. After these adjustments, the cost of the Sorcerous Empowerment advantage will not change. This makes the spells depend on the collective consciousness of urban dwellers instead of magic. Technology does not impair the use of urban druidic powers. Use the following table to estimate the penalty. Environment Penalty City with a population of 5,000 or more 0 City with a population of 3,000-4,999 -1 Town with a population of 1,500-2,999 -2 Town with a population of 1,000-1,499 -3 Town with a population of 400-999 -4 Town with a population of 100-399 -5 Settlement with a population of less than 100 -6 Wilderness within 1 mile of a settlement -7 Wilderness within 1-10 miles of a settlement -8 Wilderness within 11-40 miles of a settlement -9 Primordial wilderness far away from civilization -10 A spell that requires no die roll loses 10% of its effectiveness (bonus to reactions or skills, DR, etc.) per -1 instead. If the penalties total -10 or worse, you’re powerless. In addition, the new power modifier requires you to take a -10-point disadvantage that will represent the mystical practices of urban druidism. Typically, this is Disciplines of Faith (Mysticism) [-10] (p. B132) or Vow (Own no more than your horse can carry) [-10] (p. 161). Should you transgress, your powers will be revoked instantly, but you can get back in good standing by completing a minor quest. - Some spells require somatic, verbal, and/or material components. This is accomplished by adding the Requires Magic Words, -10%, Required Gestures, -10%, and/or Requires Material Component, - 10% limitations to the spells. The combinations of these limitations may vary from spell to spell. This will make urban druids easier to counter. - FP cost should not be always 1 FP. This will add a bit of bookkeeping, but is useful for balancing powerful spells, such as Teleport. The same applies to casting times. - The caster’s spell repertoire must be limited to urban druidic spells. This is roughly equivalent to five colleges – Communication and Empathy, Food, Knowledge, Making and Breaking, and Technological spells with the addition of body transformation spells that can polymorph him into another city dweller or a construct. Sorcerous Empowerment gets no scope limitation. - Advantages granted by urban druidic Buff spells should have the Urban, -10% modifier, because they are limited by the presence of civilization, but do not require the subject to engage in mystical activities. - For hardcore improvisation, urban druids use Religious Ritual (Druidic) instead of Thaumatology. - When rolling a critical failure on a casting roll, use the “Celtic” Table (GURPS Thaumatology, p. 256). - After all adjustments, Sorcerous Empowerment (Urban Druidic) costs 18 points for level 1 + 9 points/additional level.

Witch Doctor: Witch doctors deem life and purity the most important things in the world. They believe that arcane magic was an accident, that mana is unnatural to this world. The most natural creations are animals and plants, and those lack any ability to use magic. Witch doctors try to maintain the natural purity both in the environment and in the living beings around them. Usually, they are recluses who are willing to help those in need of purification, but often at a cost. Some wander around the world, seeking for impurities to eradicate. - Use Druidic Magic as the system. - Replace the Limited Scope, Druidic, -10% limitation with Limited Scope, Witch Doctor, -30%. The scope encompasses Healing spells and Meta spells that detect magic, dispel it, or protect against it. - When rolling a critical failure on a casting roll, use the “Celtic” Table (GURPS Thaumatology, p. 256).

Voice of the Wild: Most bards are inspired by the art of civilization, yet the voice of the wild’s muse is the grandeur and beauty of nature. The voice of the wild has discovered some of nature’s magical secrets, and can use his performance to bring out the bestial side in others. Their power over the weather made them more commonly known as the stormsingers in the frostfell regions of the world. - Use Sorcery as the system. - Sorcerous Empowerment by default has the Magical, -10% limitation included, but we will replace it with Nature, -20% for this advantage and for the Sorcery, -15% power modifier itself. Thus, all spells will have at least a -20% limitation from the power modifier. To balance out the additional limitation in the internal construction of the Sorcerous Empowerment disadvantage, we will additionally apply Reliable 2, +10%. This will give a +2 bonus to rolls made for hardcore improvisation. After these adjustments, the cost of the Sorcerous Empowerment advantage will not change. This makes the spells depend on nature instead of magic. You’re at -1 to use your abilities in a despoiled wild place such as a clear-cut forest, -3 in a city, -5 amidst ordinary pollution, and -10 in a poisoned wasteland. Any technology also impairs your power. You’re at a penalty equal to half the TL (round up) of the most advanced manufactured item you’re carrying, wearing, or riding in or on. Use the full TL of implants. Thus, a TL3 sword gives -2, while a TL8 pacemaker gives -8. A spell that requires no die roll loses 10% of its effectiveness (bonus to reactions or skills, DR, etc.) per -1 instead. If the penalties total -10 or worse, you’re powerless. - Advantages granted by druidic Buff spells should have the Nature, -20% modifier, because they are limited by the nature’s strength and technological items. - The scope of magical powers of the voice of the wild is limited to the Colleges of Animal, Plant, and Weather. Apply the Limited Scope, Voice of the Wild, -20% limitation to Sorcerous Empowerment. - Improvisation requires the voice of the wild to make a successful Musical Composition roll. Apply the Requires Musical Composition Roll, -10% limitation to Sorcerous Empowerment. - For hardcore improvisation, voices of the wild use Musical Composition instead of Thaumatology. - All spells should have the Requires Magic Words, -10% and Requires Singing Roll, -5% limitations. This Singing roll will be in addition to any rolls required by the spell. - Singing takes longer than normal spellcasting. For common spells with a one second casting time apply at least one level of Takes Extra Time, -10%. This is not included in the power modifier, because spells and/or advantages that they are based on can have longer casting times by default, eliminating the need for this limitation. This limitation is not applied to Sorcerous Empowerment, because while improvising a new spell takes one second, casting it takes at least two. - Despite requiring Concentrate maneuvers to cast, this sort of spellcasting is partly physical, making Compartmentalized Mind unable to speed up casting. - Time Spent modifiers (p. B346) are available. - Spellcasting of the voice of the wild is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the “Celtic” Table (GURPS Thaumatology, p. 256).

Spirit Magic Spirit spellcasters, also known as shamans, gain their magical powers through their devotion to the spirits of nature, death, elements, etc. They have some similarities with both nature spellcasters and psychic spellcasters, but usually are treated as a separate category. - Weak Latency (Spirit) perk exists, and spirit spellcasters are able to combine their powers as per Combining Powers (GURPS Powers, pp. 170-172). Spirit spellcasters require a full minute of ritual movements and concentration to link up, but they get to roll against the higher of IQ and Religious Ritual (Spirit) to do so. - Spirit spells are identified with Religious Ritual (Spirit). There are multiple types of spirit spellcasters.

Shaman: Master of the spirit world, the shaman follows a different tradition than the druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the shaman gains power over the natural world and mighty nature magic with which to aid her comrades or smite her enemies. Shamans exist to mediate between the human world and the spirit world and make sure that humans (and dwarves, elves, orcs, and all other humanoid races, of course) respect the spirits as is only right and proper. Shamans adventure to advance the causes of whichever spirits they favor. Those who venerate helpful spirits seek to assist people deserving of the spirits’ protection. Those who revere dark and vengeful spirits promote the chaos and suffering in which their patrons delight. Through their actions, shamans prove the power of their patron spirits and earn prestige and status in the spirit world. - Use Druidic Magic as the system. - Remove the Limited Scope, Druidic, -10% limitation. The shaman’s magical scope covers not only the traditional druidic spells, but also spells that deal with spirits (for example, Sense Spirit, Bind Spirit, etc.) This expands the scope enough to justify the removal of the limitation. - Apply the Pact, -10% limitation to the Sorcerous Empowerment advantage, to spells, but not to advantages granted by Buff spells. This limitation requires you to take a -10-point disadvantage that will represent your reverence of the spirits. This might be a major Vow, Disciplines of Faith, or Code of Honor. Should you transgress, your powers will be instantly revoked, but you can get them back by completing a minor quest. - When rolling a critical failure on a casting roll, use the Spirit-Oriented Magic Table (GURPS Thaumatology, p. 260).

What is a spirit? Some spells and abilities affect spirits. For the purpose of such spells and abilities, a “spirit” includes any of the following creatures: - All incorporeal undead and deathless; - All fey; - All elementals; - Creatures in astral form, with astral bodies, or using other types of projection (but not a creature physically present on the Astral Plane); - All creatures of the spirit subtype (see ); - Spirit folk and telthors (see Unapproachable East). In a shaman’s worldview, elementals and fey are simply spirits of nature, and incorporeal undead and deathless are the spirits of the dead.

Dragon Shaman: Empires crumble, eons pass, and even gods wither and die, but dragons remain. Mortal but eternal, the races of true dragons weather the roll of the ages because of their unsurpassed might. Few creatures can match a dragon in its full fury, whether in a combat of arms or battle of wits. Dragon shamans recognize this fact and see true dragons as more than powerful beings. To a dragon shaman, the passing shadow of a dragon flying overhead isn’t a sign that invokes fear; it’s a blessing that reveals you to be in the presence of greatness. Dragon shamans respect true dragons as power incarnate. Some worship dragons, but most simply aspire to gain dragon powers for themselves. In assuming the abilities and the likeness of a dragon, a dragon shaman seeks to emulate that might and embody that power within himself. - Use Sorcery as the system. - Alternative Rituals from GURPS Thaumatology: Sorcery, p. 7, are in effect. Optionally, the GM may allow the additional rituals from "Super-Sorcery!" (Pyramid 3/105: Cinematic Magic) on a case-by- case basis; note that this is a permanent change to how your character works magic. However, experience has shown that it can be unbalancing for spellcasters to invoke alternative rituals to cast repeated spells with no FP cost in a fight. Because of that, the following rule is in effect: Every sorcerous spell with no FP cost takes the longer of normal casting time or (1d+1)/2 seconds to cast (round up). Roll for this when beginning to cast; if you don't like the result, you can abort, wasting your action this turn. In most noncombat situations, you can simply ignore this limitation (PK’s Houserule). - Replace the Magical, -10% limitation in the power modifier and in the internal structure of Sorcerous Empowerment with the Pact, -10% limitation to the Sorcerous Empowerment advantage. Advantages granted by Buff spells have no power modifier. This limitation requires you to take a - 10-point disadvantage that will represent your reverence of the dragons or a pact made with a specific dragon. This might be a major Vow, Disciplines of Faith, or Code of Honor. Should you transgress, your powers will be instantly revoked, but you can get them back by completing a minor quest. - Dragon shaman’s spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the Spirit-Oriented Magic Table (GURPS Thaumatology, p. 260). - A dragon shaman must limit his Sorcerous Empowerment with Limited Scope to represent his totem dragon. A dragon shaman is limited to the following options: Draconic, Linnorm, and Sea Serpent sorcerous bloodlines (see the Sorcerer Bloodlines table above), or he can choose a type of a Wurm as a totem (see box below). Just like with draconic sorcerers, it is not uncommon for a dragon shaman to develop abilities that mimic that of his draconic totem, including wings and breath weapons.

Wurms In the far reaches of the world - in those wild places that man and elf rarely tread - live mysterious draconic creatures called wurms. Distant cousins of the great chromatic and metallic dragons, the wurms lack wings, but they are still quite fearsome in their own right. Created by powerful druids long ago, their abilities are the result of a grand experiment to protect the wilderness from the intrusion of "civilizing" forces. These draconic creatures do not have blood that grants magical abilities to sorcerers, but they can forge pacts with dragon shamans. Scope Limitation (Cave) (-40%): Earth spells. Scope Limitation (Grassland) (-40%): Plant spells. Scope Limitation (Hill) (-20%): Animal spells, earth spells, protection and warning spells. Scope Limitation (Forest) (-20%): Animal spells, plant spells, protection and warning spells. Scope Limitation (Lava) (-30%): Earth spells, fire spells. Scope Limitation (Mountain) (-40%): Acid spells, earth spells. Scope Limitation (River) (-20%): Animal spells, plant spells, water spells. Scope Limitation (Sand) (-30%): Earth spells, poison spells. Scope Limitation (Sea) (-40%): Water spells. Scope Limitation (Storm) (-40%): Weather spells. Scope Limitation (Swamp) (-30%): Earth spells, water spells. Scope Limitation (Tundra) (-30%): Cold and ice spells, weather spells.

Psychic Magic Wizards study ancient tomes to unlock arcane secrets of the universe, and clerics pray to distant deities to grant them divine power. Yet there is another, more esoteric kind of magic, connected to every creature’s composite being, from the conscious mind to the deepest desire, from the life force to the spirit, from the very soul to the cosmic self. This another type of magic is psychic magic. A psychic spell largely functions like any other spell. It is another type of magic, similar to arcane or divine magic—in fact, those who use psychic magic are easily mistaken for practitioners of arcane and divine traditions or even psionics. There are multiple types of psychic spellcasters. Most of the premade psychic spells can be found in this post.

Psychic: Within the mind of any sentient being lies power to rival that of the greatest magical artifact or holy site. By accessing these staggering vaults of mental energy, the psychic can shape the world around her, the minds of others, and pathways across the planes. No place or idea is too secret or remote for a psychic to access, and she can pull from every type of psychic magic. Many methods allow psychics to tap into their mental abilities, and the disciplines they follow affect their abilities. - Use Psychic Magic as the system. - Psychic spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - Weak Latency (Psychic) perk exists, and psychics are able to combine their powers as per Combining Powers (GURPS Powers, pp. 170-172). Note that while psychics can combine powers with other psychic spellcasters, non-psychics can only do so if a group contains at least one psychic. - When rolling a critical failure on a casting roll, use the “Reality Warping” Table (GURPS Thaumatology, p. 259).

Mesmerist: Experts at charm and deceit, mesmerists compel others to heed their words and bend to their will. Psychic powers, primarily those of mind control, give mesmerists the tools they need to manipulate others—usually for their own personal gain. The very gaze of a mesmerist can hypnotize someone into following his whims. Mesmerists frequently form cults of personality around themselves, and they develop skills and contingency plans in case their ploys are discovered. - Use Psychic Magic as the system. - Replace the Limited Scope, Psychic, -10% limitation for Sorcerous Empowerment with Limited Scope, Mind Control, -40%. This encompasses the whole college of Mind Control with the exception of buff spells. - All mesmerist spells must be channeled through his unaided sight. Add Vision-Based, Reversed, - 20% to all mesmerist spells. - Psychic spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the Illusory Magic Table (GURPS Thaumatology, p. 258).

Occultist: The occultist focuses on the world around him, grounded in the powers that flow throughout his environment. He studies the magic that infuses everything, from psychic resonances left in everyday items to powerful incantations that fuel the mightiest spells. The occultist channels his psychic might through implements—items that allow him to focus his power and produce incredible effects. For him, implements are more than simple tools. They are a repository of history and a tie to the events of the past. The occultist uses these implements to influence and change the present, adding his legend to theirs. Though some of these implements might be magic items in their own right, most of them are merely of historical or personal significance to the occultist. - Use Psychic Magic as the system. - Replace the Limited Scope, Psychic, -10% limitation for Sorcerous Empowerment with Limited Scope, Occultism, -30%. This encompasses the colleges of Knowledge and Communication and Empathy. - All occultist spells must be channeled through his implements – rare items of historical significance or items with a strong emotional imprint. Add Requires Implements, -10% to all occultist spells. This limitation also applies to Sorcerous Empowerment, making improvisation impossible without the implements. - Psychic spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the “Reality Warping” Table (GURPS Thaumatology, p. 259).

Spiritualist: Becoming a spiritualist is not a calling—it’s a phenomenon. When a creature dies, its spirit flees its body and begins the next stage of its existence. Debilitating emotional attachments during life and other psychic corruptions cause some spirits to drift into the Ethereal Plane and descend toward the Negative Energy Plane. Some of these spirits are able to escape the pull of undeath and make their way back to the Material Plane, seeking refuge in a psychically attuned mind. Such a fusing of consciousnesses creates a spiritualist—the master of a single powerful phantom whom the spiritualist can manifest to do her bidding. The spiritualist seeks the occult and esoteric truth about life, death, and the passage beyond, using her phantom as a guide and tool. The connection with her phantom allows her to harness the powers of life and death, thought and nightmare, shadow and revelation. - Use Psychic Magic as the system. - Replace the Limited Scope, Psychic, -10% limitation for Sorcerous Empowerment with Limited Scope, Spiritualism, -20%. This encompasses the colleges of Knowledge, Communication and Empathy, and Necromantic spells that deal with spirits. - Improvisation requires the phantom to be present. This applies the Granted by Other, -20% limitation to Sorcerous Empowerment. The limitation value is decreased because of the incorporeal nature of the phantom. Note that even with no phantom available, the spiritualist can cast his known spells. - All spiritualists must possess a phantom. The ability is Ally (Phantom; Built on 100%; Constantly present, x4; Special Abilities, +50%) [30]. The cost is subject to change, depending on the phantom’s and the spiritualist’s point values. Use the Spirit Meta-Trait for the phantom (p. B263) and add appropriate advantages and disadvantages to personalize it. - Psychic spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159). - When rolling a critical failure on a casting roll, use the Spirit-Oriented Magic Table (GURPS Thaumatology, p. 260).

Truenamers Some spellcasters study the words that comprise the fabric of existence. They seek to unravel and comprehend the mysteries of the Multiverse by learning the truenames of as many of its components as possible. A truenamer learns new truenames as he progresses in power, which he can use as utterances to manipulate the world around him. Truenaming is not a separate kind of magic, but a tradition that is available to arcane, divine, nature, and psychic spellcasters. Any spellcaster can learn, but not improvise spells with a truename component. Exceptions are wizards and archivists who, if they are lucky enough, can find a scroll with a truename spell and transcribe them into their grimoires, allowing them to improvise such spells later. Truename spells are have the following differences that set them apart from normal spells: - They always require the Requires Magic Words, -10% limitation. This may lock out spellcasters that use Alternate Rituals out of some options. - When rolling a critical failure on a casting roll, use the “Reality Warping” Table (GURPS Thaumatology, p. 259). - Truenamers cannot combine powers with other spellcasters, even other truenamers. - Truename Buff, Weapon Buff, and other similar spells are very hard to use when you do not know the subject’s name, and work well if you know the subject’s true name. Rolls made to cast them are made at a penalty if the caster does not know the name of his subject, and at a bonus if he does. This applies the Name Required, -5% (Pyramid #3-114, page 15) limitation to all Buff, Weapon Buff, and other similar spells. - Truename Information, Resisted, and other Malediction-like spells are not penalized for the lack of knowledge of the subject’s name. However, knowing the name grants a bonus. This applies the Named Target, +5% (Pyramid #3-114, page 15) enhancement to all Information, Resisted, and other similar spells. - Truenamers cannot create anything, which limits the scope of their magic. This makes creating bulk matter, projectiles, and enchanted items impossible with the use of truenames. Most non- buff effects are direct Maledictions. As described in GURPS Thaumatology and Pyramid #3-114, truename spells are cast at a bonus or a penalty the depends on the caster’s knowledge of his subject’s name. Each true name is a perk that the caster must research, using the rules described under Research (Pyramid #3-114, page 13). But usually even a name less specific than the true name can be used to receive a bonus. Spells with the Name Required limitation are cast at a -9 penalty if the caster does not know the subject’s name at all, knows his pseudonym, nickname, or public name. To get a bonus when casting a spell with Name Required or Named Target, the caster has to at least know the subject’s legal name. Bonuses are described in more detail in the Other Names sidebar (Pyramid #3- 114, page 14).

Psionics Simply put, psionics is the art of tapping the mind’s potential. A psionic character is blessed with a form of innate ability that enables him or her to use mental power to achieve goals or perform tasks that non- psionic characters can accomplish—if they’re even capable of doing them at all—only by using gross physical skills such as brute strength or raw agility, or by using intellect or force of will distinct from the natural power of the mind itself. Your character’s mind is an infinite metaphorical plane, where all things are possible. It may be that all characters have within them the potential for harnessing the energy of the mind, but only those who succeed in tapping into that potential can become psionic characters. A psionic character knows the mental pathways that lead to amazing edifices of thought and energy. Knowing the path, the psionic character walks it. Like a flare being thrown off a star, a power is manifested from a psionic character’s energy of consciousness. Aside from tapping into their own mental reserves, psionic characters can gain psionic powers by worshipping a godmind. For more information on godminds, see the godmind section above. - Use GURPS Psionic Powers when making psionic characters. - The psychotronic part of the power modifier is replaced with Psychobotanics (GURPS Psionic Campaigns, p. 5). - Character are allowed to take both psi and anti-psi abilities. - Optional Crippling Rules (GURPS Psionic Powers, p. 7) are in use. - Telekinetic Control (GURPS Psionic Powers, p. 54) is not in use. - Telespeak (GURPS Psionic Powers, p. 59) is in use, but does not replace Telesend and Telereceive. - RL Exoteleport (GURPS Psionic Powers, p. 70) is in use. - Animal Telepathy power (GURPS Psionic Powers, p. 71) is not in use. - Dream Control power (GURPS Psionic Powers, p. 73) is in use. - Psychic Healing is split into Biokinesis and Psychometabolism as per GURPS Psionic Powers, p. 72. However, Biokinesis loses its ability to heal others in any way (by using Healing or afflicting Regeneration, etc.) - As per GURPS Psionic Powers, p. 26, Psidar and Psi Sense can be taken as Anti-Psi abilities. - Additional Powers: Chronokinesis, Metacreativity, Necrokinesis (Pyramid #3-99, pg. 4-11), Psionic Enchantment. - Additional Ant-Psi Abilities. - Additional Psychometabolism Abilities. - Additional Telepathy Abilities. - Additional Psychokinesis abilities: Energy Blasting; Expanded Psychokinesis and Sonokinesis (Pyramid #3-29, pg. 4-9); Psi-Shield and Psi-Sword (Pyramid #3-69, pg. 17-19). - Additional Biokinesis ability: Control Limb (Pyramid #3-9, p. 15). - Additional Metacreativity ability: Astral Suit. - Additional Psychoportation abilities: Pyramid #3-20, pg. 4-7; Pyramid #3-63, pg. 14-16. - Plant Telepathy and Worldsinging (Pyramid #3-49, pg. 11-18) are in use. Karilan has IQ 4. - Additional psionic perks: Pyramid #3-69, pg. 4-11, 16-17. - Additional psi techniques: Pyramid #3-69, p. 14. - New skill: Psychic Recovery (Pyramid #3-97, p. 6). - Epic Techniques: Pyramid #3-97, pg. 7-11. - Psionic characters can get psicrystals, unless they use godmind worship to gain their powers.

Emotional Psionics: The psi draws his psionic ability from strict mental discipline and intellectual development. Not so the emotional psi (more commonly known as the wilder)—for her, raw emotion is the source of psionic power. Emotion-triggered psionic ability is not a science, but a passion. The zeal with which the wilder pursues the use of her psionic ability is so extreme that she can occasionally trigger a surge of power far beyond her normal capabilities. But with this ability comes a price: By exceeding her limits, the wilder may injure herself with psychic feedback. A wilder is typically self-taught. Most wilders were left too long on their own as children, sometimes forced by cruel circumstance to live alone in the wild. Life in the wild doesn’t usually forge many bonds, so when most wilders are eventually found, they return to civilization. By that point, however, their mental development is set. When they take up residence in larger cities, wilders try to make up for their years of solitude by impressing others with their abilities. - All abilities have the Backlash, Mental Stun, Resistible, -5% (GURPS Power-Ups 8: Limitations, p. 11) limitation. When using a psionic ability, the wilder must make a Will roll to avoid mental stun. She can roll again onсe per second after that to recover. - All abilities have the Costs Fatigue, 1 FP, -5% limitation.

Subpsionics: The psionic activity of the subconscious mind lies just below the level of awareness. In this level, a darker, more insidious side of the psyche resides. While most psionic characters never venture into the subconscious mind, some have embraced it. The subconscious mind provides a psionic character with an alternate conduit for manifesting powers. Skilled manifesters that utilize the subconscious mind can manifest powers that are extraordinarily difficult for normal psionic creatures to perceive. - Only available for ESP, Metacreativity, Necrokinesis (Pyramid #3-99, pg. 4-11), Psionic Enchantment, and Telepathy. - All abilities have the Low Psychic Signature 2, +10% enhancement (GURPS Power-Ups 4: Enhancements, p. 15). - All abilities have the Backlash, Mental Stun, Resistible, -5% (GURPS Power-Ups 8: Limitations, p. 11) limitation. When using a subpsionic ability, the character must make a Will roll to avoid mental stun. He can roll again onсe per second after that to recover.

Godmind Worship: There exist entities of such immense psionic power that they transcend mortality and rival even the gods. Such entities are called godminds, and they are able to grant their worshippers powers, just like the true deities. Unlike the deities, the godminds do not grant domains, but grant access to specific powers with associated psionic skills. In terms of mechanics, each godmind has an associated psionic power with it that works just like the standard powers from GURPS Psionic Powers, but with a different power modifier that includes the Pact limitation. While each godmind entry lists appropriate abilities, there is no need to make every ability from the scratch – appropriate abilities can be selected from the ones described in GURPS Psionic Powers. Godminds most relevant to the setting are described in the Faiths section above.

Subverted Psionics: Subverted psions have been seduced by the power of taint. By embracing it, they find a way to the darker sides of their minds, and it leads them to discover abilities that make up nightmares. The power of taint has a price, and they pay for it with the sanity of their minds and the wholeness of their bodies. - All abilities have the Corrupting, -20% limitation (GURPS Horror, p. 22).

Psionic? Psychic? What’s the difference? One might look at psionics and psychic magic and wonder what is the point. There are plenty of ways to achieve the same results, and psychic magic has major overlaps with psionics in thematics and abilities. The chief difference between psychic magic and psionics is that psychic magic is largely external, while psionics is largely internal. At its core, psionics is about expressing one's self, and in doing so imposing that self on the world. A psi rejects reality and substitutes his own in the local area, fueling their abilities with internal power generated by his mind and soul, rather than drawing it from outside sources. In contrast, psychic magic is defined by interacting with and manipulating emotional, spiritual, and conceptual connections between person and person, person and object, and even just the mage and some concept. A psychic mage is not imposing their self on the world, but taking the world and arranging it to fit their needs. Through their ability to utilize tethers between thing and thing, psychic mages gain power. Mechanically, psionic power tends to be expressed through effects sustained by the personal power of the psi. It is often difficult for a psi to anchor their power to something other than themselves. Arcane, divine, nature, and psychic magic, on the other hand, are much better at "leaving" power somewhere - a mage can easily imbue another with a spell or ability, especially regarding beneficial effects. While the concepts of the subsystems may be similar, the way psis and psychic mages go about doing their respective businesses is evident in their abilities. When a psi does use their powers to trespass in the realm of psychic connections, it is generally in the micro-scale. In contrast, a psychic mage actively draws from external power sources and interacts with these connections on a daily basis. No psychic mage natively empowers themselves to bend reality; they have the natural or learned ability to tap into other sources. Unlike with a psi, the fuel comes from elsewhere. Of course, even in-universe there are confusions about this. A layman probably believes that there is absolutely no difference between a psychic, a telepath, and a wizard specializing in Mind Control spells.

Incarnum In its pure form, incarnum resembles a radiant mist, deep blue in color. Those trained or gifted in manipulating Incarnum can shape it into physical objects (called soulmelds) or simply use it to imbue themselves with power. Shaping incarnum has no ill effect on the soul energy used. Incarnum is not consumed when it is manipulated by a meldshaper or other character—it is merely “borrowed” from the nigh-infinite supply in the multiverse. That said, the wielders of incarnum recognize that the substance is more than mere magic. It is, very literally, the essence of all creatures. Talented wielders of Incarnum learn to harness specific qualities of incarnum (and by extension, properties of the souls tapped for this power), including particular alignments, insights, experiences, and the like. In fact, most wielders of incarnum have strong moral and ethical outlooks inextricably linked to their use of the substance. There are two types of Incarnum users.

Meldshaper: Incarnum is a tool you can use to manipulate the physical manifestations of moral and ethical forces and wield them in righteous pursuit of an ideal. Whether you are holy and righteous or corrupt and evil, you literally come to embody one cause or alignment, adding the distilled essence of good, evil, law, or chaos into your soulmelds. - Use Meldshaping as the system. - Lifebond Vestments do not exist.

Totemist: A mask representing a basilisk, a mantle of the displacer beast, boots of the landshark—these are the hallmarks of the totemist. You channel the soul energy of magical beasts to make your soulmelds and claim them as your totems to acquire a share in their power. As a totemist, you have close ties to nature similar to those of a druid, but your power is drawn from Incarnum rather than divine magic. Your soulmelds primarily serve to give you new capabilities in combat, mostly new melee attack forms. Several soulmelds increase your defenses and a few improve your ranged attacks, but in general you belong in the front lines of combat, slashing your opponents with displacer beast tentacles before teleporting away like a blink dog. - Use Totemism as the system.

Chi Your power emanates from your life force – a mysterious energy often called chi or ki. To strengthen your chi to the point where you can channel it for superhuman feats, you must engage in exercises and meditation for a few hours each day. This requirement is a -10-point disadvantage (-10%), most often Disciplines of Faith (Monasticism or Mysticism) or a comparable major Vow. Should you neglect this, your power fails you the first time you call upon it under stress (+0%). To restore it, you must take 1d days to rebalance your chi (+0%). Until you do, you feel drowsy (p. B428). Martial artists who want to gain access to cinematic chi skills must take the Trained By A Master advantage (p. B93). A new limitation for this advantage is available, taken from PK’s house rules - Unarmed Only: You only get the benefit of this advantage when making unarmed attacks, not with melee weapons. This also applies to any cinematic martial-arts skills that you use; e.g., you can use Power Blow to enhance an unarmed punch, but not a broadsword swing. Trained by a Master (Unarmed Only) and Weapon Master dovetail nicely. -40% The list of cinematic chi skills is expanded with Hypnotic Hands (p. MA61), Lizard Climb (p. MA61), Precognitive Parry (p. MA62), and Sensitivity (p. MA62). Additional options for several of these skills from GURPS Martial Arts are in use – Body Control (p. MA54), Breaking Blow (p. MA55), Flying Leap (p. MA129), Light Walk (p. MA129), Lizard Climb (p. MA129), Mental Strength (p. MA58), Pressure Points (p. MA58), Pressure Secrets (p. MA59), Push (p. MA59), Throwing Art (p. MA60), Zen Archery (p. MA61). Chi powers use the following special rules: Abilities and Exertion (p. P159), Coordinated Attacks (p. P165), Crippled Abilities (p. P156), Defending with Powers (p. P167), Power Techniques (p. P162), Skills Enhancing Abilities (p. P161), Trading Fatigue for Effect (p. P160), Trading Fatigue for Skill (p. P161). Those who possess a chi ability and a cinematic martial-arts skill that cover similar ground – Invisibility and Invisibility Art, Super Jump and Flying Leap, etc. – get +4 when they use the ability to enhance the skill, and may roll against the skill instead of an attribute to use the ability. The GM should also consider letting Power Blow replace Will for extra effort with chi powers. Finally, Body Control and Meditation might stand in for HT and Will, respectively, when checking for crippled chi abilities or powers. In all cases, only use a skill if it’s better than the usual score. The Pressure Secrets skill (p. B215) can target physical chi abilities as described in the Skills section. Chi is not a single power, but a collection of them – Antipsi (p. P122), Body Control (p. MA46 or p. P123), Chi Projection (p. MA46 or p. P123 as “Bioenergy”), ESP (p. P127), Fear (p. H31), Healing (p. P128), and Taint (p. H33). For Body Control the talent is replaced with Inner Balance (p. MA47), and for Chi Projection the talent is replaced with Forceful Chi (p. MA47). Forceful Chi also acts as a Talent for chi-based imbuements.

“I want to learn magic” When earning character points, a player might want to purchase some magical abilities for his character. Generally, if a character did not start with any magical abilities, it would be difficult for him to get any in play. Nonetheless, some traits imply that they can be learned in play. For example, wizards may freely improve their Sorcerous Empowerment and spell skills, but should not be able to improve Talent. In most other cases, such new abilities require something like a quest. For example, if a character wants to gain divine spellcasting, he could go on a quest for a church, acquiring appropriate faith-related disadvantages in process. Another character could imbibe raw magic to awaken hidden ancestral sorcerous powers, and so on. Spellcasters that gain their powers via intensive study, such as wizards and artificers, can try to purchase their variants of Sorcerous Empowerment with additional limitations to represent the apprentice’s incomplete grasp of magic. However, such an apprentice should not be able to purchase more than one level of Sorcerous Empowerment until he buys off all limitations, except for the ones that are required for his magical tradition. The GM might allow this method for other traditions, for example, for sorcerers who haven’t unlocked their bloodline’s powers fully, but it seems inappropriate for divine and nature magic.

Martial Arts

The most well known school of martial arts is the island Monastery of the Sublime Way in New Aventus. In this monastery, an initiate can familiarize himself with a variety of martial styles and choose the ones he wants to master. Most of the soon-to-be initiates are requires to pass some tests to be allowed to study a particular style. While some of the styles have conflicting ideologies, any physical conflicts aside from sparring and training are strictly forbidden on the monastery grounds. Initiates who perish in duels outside the monastery’s walls, are given burial in the sea. The styles are described here. Five other styles have become very widespread, and nobody knows where they have originated. The styles are: Empty Hand, Mighty Works, Foot and Fist, The Gentle Way, Meditation of War. While the open warfare between wood elves and neogi in Sitaril and P’ktal is over, there are still covert operations to spread new diseases, release monsters, and free slaves. Some of the wood elven slaves did not need any help setting themselves free - they threw off physical and mental shackles of their neogi slavemasters through sheer willpower and the power of their unique martial art they have developed in the slave pits - Guali Pianil, or "chitin breaker" in Wood Elven. While the style is useful against the neogi, it is useless against the umber hulks - you can only run from them. Skarns of Eskartar have their own trademark martial style that in based on granting supernatural armor-piercing qualities to their spines. The style is mostly used for ceremonies and gladiatorial duels, but an occasional skarn adventurer can be seen using the Spinemeld Warrior Style.

Skills

The following are useful and new skill specialties. Alchemy/TL (IQ/Very Hard) Additional alchemical techniques are available – see this post and Pyramid #3-28. This skill is split into the following specialties that default to each other at -4. Dark: This is a study of necromantic and thanatological elixirs. Metallic: This version of the skill works with metals and their ores, and in its advanced forms, with the transmutation of metals. It can create metallic substances and objects with magical effects, drawing on the power inherent in natural materials. Metallurgy also defaults to Alchemy (Metallic)-3. Organic: This is the traditional alchemy, a pseudochemical study of elixirs.

Armoury/TL (IQ/Average) This skill gets a new specialty. Esoteric: Holy water, aspergillum maces, stake bolts, and other similar gear.

Esoteric Medicine (Per/Hard) This skill can operate as First Aid skill and has the following mandatory specialties. As per GURPS Fantasy-Tech 1: The Edge of Reality, “doctors” with the Esoteric Medicine skill can perform a number of healing and supportive functions. A patient who receives at least weekly treatments from a doctor with Esoteric Medicine at 12+ gains +1 HT against aging rolls (see p. B444). A patient who receives weekly treatments also gets +1 HT to avoid coming down with an infectious disease if exposed (p. B443). Patients who get daily treatments get +1 to daily rolls to recover from wounds (p. B424-425) and cyclic disease resistance rolls (p. B443). No skill roll is required for the doctor, as with the Physician skill. Doctors with Esoteric Medicine can also make daily skill rolls to help injured patients recover additional HP, similar to a practitioner with Physician. Additional uses and techniques (described in GURPS Fantasy-Tech 1: The Edge of Reality, pp. 31-32) depend on the specialty. Chi: This skill can adjust the flow of chi in the body, allowing stopping bleeding, healing wounds, and flushing poisons. The following treatments are typical: diet, environmental therapy, exercises, purging. In addition, this skill can be used to recognize chi powers, the use of the Pressure Points and Pressure Secrets skills, and treat their effects. Druidic: This skill lets you apply various herbs and create healing herbal concoctions to treat illness. The following treatments are typical: burning, environmental therapy, herbal medicine, poulticing, purging. Gnoll: Gnolls of Meshnarz have developed their own esoteric medicine tradition that is centered on consumption and use of various clays, exposure to sun and desert wind, and proper diet. The following treatments are typical: diet, environmental therapy, poulticing, purging. Holy: This skill lets you treat wounds with application of holy water and special incenses. The following treatments are typical: bleeding, burning, exercises, poulticing.

Expert Skill (IQ/Hard) This skill gets new specialties. Bardic Lore: Knowledge of poems not for their literary value, but for the information they contain. Study Literature teaches the good stories and persuasive love songs. Substitutes for Research in a non- literate society. Can substitute for Diagnosis, Geography (Regional), History, Law, Naturalist, Occultism, or Theology. Chi: Represents knowledge of the chi techniques. This skill can be used to identify chi abilities and answer questions about monastic traditions. Elder Evils: When elder evils stir, the world groans; when they awaken, the world weeps. Buried in the deepest bowels of the Underdark, hidden in the farthest reaches of the multiverse, or lost in the gulfs between realities are terrible things that exist only to destroy or horribly remake creation. So mighty are these ancient beings that even the gods think twice about standing against them. Mortals who are aware of their existence viciously suppress that knowledge and destroy any who would serve such things. Even if an elder evil can be forced back to whence it came, its mere presence changes the world forever. This skill lets you identify the signs of the oncoming apocalypse caused by the awakening of an elder evil. You have detailed knowledge of elder evil symbols, goals, and origins. Hoplology: This is the study of how people fight. Its goals are to classify weapons and fighting styles by their origins and capabilities, and understand why they evolved. Hoplology can stand in for Anthropology, Psychology, or Sociology to identify known types of ritual combat or combative behavior; Archaeology, Geography, or History to answer questions about who used a weapon or style, where, and when; and Armoury or Connoisseur (Weapons) to identify a weapon. A successful roll while watching a fight will identify the combatants’ styles (but to identify secret styles, you’ll need Hidden Lore) and give an idea of what techniques to expect. Incarnum: The study of incarnum. This skill can be used to identify a soulmeld, an incarnum-infused creature or item. Phrenology: Phrenology is an occult theory often practiced by psis and psychic spellcasters. It originated in the following speculation: if the brain was the organ of consciousness, then the specialized functions of consciousness presumable were carried out by specialized brain centers, and the relative sizes of these brain centers could reveal the character of the person they belonged to. A physical examination of the subject’s skull takes one minute and requires an Expert Skill (Phrenology) roll. A successful roll allows identification of a major psychological trait: this includes most mental advantages and disadvantages, IQ differences, psionic and psychic abilities. The trait with the largest (positive or negative) point value will be identified; each additional point of success allows identification of one additional trait. A critical success will produce a complete diagnosis, including many quirks. (It could identify that someone is Proud, or that he is in love, but not with which specific person; it would not be needed to identify that he whistles between his teeth.) Any success identifies the subject’s race, age, and gender. This skill can be used on dead creatures or even on intact skulls. Planology: Represents knowledge of the cosmology. This skill can be used to recognize which plane of existence you are on, determine the plane of origin of an outsider, and answer many other plane-related questions. Psionics: The study of the psionic mind and brain. Can function as Biology, Diagnosis, Physician, Physiology, or Psychology when dealing with psi phenomena in living beings. Cannot substitute for Electronics Operation, Electronics Repair, and Engineer specialties that deal with psychotronic artifacts, but can help identify a psionically enchanted item. Thanatology: Represents knowledge of all aspects of death, including funeral customs and basic facts about undeath. It can see a lot of use on dungeoneering expeditions! A successful roll allows the user to identify a general type of undead monster and remember what is known about its general nature, overall power level, and areas of weakness – although Occultism or Hidden Lore is needed for specific details. Use of the skill can reveal tombs or funerary buildings, say which race or culture is likely to have built them, and suggest what parts are traditionally considered worth defending – although it won’t locate specific traps unless they’re very standard for the tomb type. The skill also provides information about traditional funerary goods and tomb decorations, which may help plunderers. Ultra-Tech: Represents knowledge of ancient devices found in neogi or illithid ruins. A successful roll allows the user to identify the device, its function, power source, and method of use.

Games (IQ/Easy) This skill gets a new specialty. Xorvintaal: This skills governs your knowledge of rules of Xorvintaal (“The Great Game” in Draconic). Typically, only dragons are allowed to possess this skill.

Hidden Lore (IQ/Average) This skill has many specialties in a fantasy setting and is useful as a knowledge skill. It is an Average difficulty skill, but the bodies of knowledge are relatively narrow, so it feels fair. Aberrations: You know the details about aberrations – aboleths, mind flayers, neogi, tsochar, beholders, and many others. Abominations: You have detailed knowledge of various abominations – the unwanted, unforeseen offspring of misguided deific concourse. An abomination’s appearance can panic nations, worlds, or entire planes of existence. Thankfully, most abominations remain securely locked away by higher deific decree. Angels: You know the details about angels and devas, their goals, abilities, and possibly even true names of specific angels. Archons: You know the details about archons and the Seven Mounting Heavens of Celestia, their goals, abilities, and possibly even true names of specific archons. Constructs: You have detailed knowledge of constructs – from animated effigies to golems to clockwork automata. Demodands: You know the secrets of the Tarterian Depths of Carceri, properties of the plane, abilities and types of demodands. Demons: You know the secrets of the Abyss, names of specific layers, abilities and types of demons, possibly even true names of specific demons. Devils: You know the secrets of the Nine Hells of Baator, properties of specific layers, abilities and types of devils, possibly even true names of specific devils. Dragons: You have detailed knowledge of dragons, their abilities and relations with each other. Eladrins: You know the secrets of the Olympian Glades of Arborea, properties of specific layers, abilities and types of eladrins, possibly even true names of specific eladrins. Elementals: You have detailed knowledge of elementals and energons, their abilities and relations with each other. Ethergaunts: You have detailed knowledge of ethergaunts, their abilities and technology. Far Realm Entities: You know details about the entities of the Far Realm, a distant plane that was attracted to this cosmology by accident. This covers such beings as the kaorti, skybleeders, mind flayers of Thoon, etc. Fey: You have detailed knowledge of the fey and their secret kingdoms. Formians: You have detailed knowledge of the formians and their extraplanar hives. Genies: You have detailed knowledge of the genies and their elemental cities. Giants: You have detailed knowledge of ogres, trolls, and other giants. Gith: You know details about the githyanki and githzerai, their history, abilities, realms. Guardinals: You know the secrets of the Blessed Fields of Elysium, properties of specific layers, abilities and types of guardinals, possibly even true names of specific guardinals. Hags: You have detailed knowledge of hags - horrible creatures whose love of evil is equaled only by their ugliness. Inevitables: You have detailed knowledge of the inevitables - constructs whose sole aim is to enforce the natural laws of the universe. Lost Civilizations: You know details about lost civilizations, such as Seylaril, Mishtar, Stat-Und, and the Kingdom of Aventus. Lycanthropes: You have detailed knowledge of lycanthropes and their relatives, such as therianthropes and entothropes. Magic Items: You know details about specific enchanted items, methods of their identification and activation. Magical Beasts: You have detailed knowledge of magical beasts, such as basilisks, hydras, displacer beasts, etc. Magical Writings: You have detailed knowledge of magical writings, famous spellbooks, runes, and symbols. Modrons: You know the secrets of the Clockwork Nirvana of Mechanus, properties of specific cogs, abilities and types of modrons, possibly even true names of specific modrons. Nerras: You know details about the nerras and their realm on the Plane of Mirrors. Oni: You know the secrets of the Shadowlands, abilities and types of oni, possibly even true names of specific oni. Oozes: You have detailed knowledge of the oozes, their properties and weaknesses. Plant Creatures: You know details about plant creatures, from treants to shambling mounds to topiary guardians. Rakshasas: You have detailed knowledge of the rakshasas, their abilities and weaknesses. Rilmani: You know details about the rilmani, their abilities and weaknesses. Sacred Places: You know details about holy sites of various faiths. Slaadi: You know details about the slaadi, their abilities and weaknesses. Undead: You have detailed knowledge of undead, their abilities, weaknesses, and origins. This skill also covers the deathless, the positive energy counterpart of the undead. Yugoloths: You know the secrets of the Gray Wastes of Hades, properties of the plane, abilities and types of yugoloths, possibly even true names of specific yugoloths.

Metallurgy/TL (IQ/Hard) This skill gets a new specialty. Crystal: This is the study of crystalline materials, such as deep crystal, frystalline, crysteel, and others. Defaults: Jeweler-6, Metallurgy-4, Smith (Crystal)-6.

Poisons/TL (IQ/Hard) Drugs are created using the default specialty. This skill gets new specialties. Magic-Infused Poisons: This specialty covers the knowledge of magic-infused poisons – special drow-made poisons laced with magic. Prerequisite: any arcane magical abilities. Defaults: Poisons-4. Positoxins: This specialty covers the knowledge of positoxins – special poisons laced with positive energy designed to harm undead. Prerequisite: powers granted by a good deity. Defaults: Poisons-4. Psychic Poisons: This specialty covers the knowledge of psychic poisons – special substances that poison spellcasters casting spells on creatures carrying the poison on their skin or in their blood. Defaults: Poisons-4. Ravages: This specialty covers the knowledge of ravages – special poisons designed to harm only unholy creatures. Defaults: Poisons-4.

Pressure Secrets (IQ/Very Hard) The Pressure Secrets skill (p. B215) can target physical chi abilities by striking the vitals, or mental ones by striking the skull, at an extra -2 to hit. If the victim suffers at least one point of injury, roll a Quick Contest of Pressure Secrets vs. the subject’s HT (physical) or Will (mental). Victory cripples the target ability for 2d seconds, after which it recovers automatically.

Religious Ritual (IQ/Hard) Religious Ritual has specialties based on pantheons, i.e. Religious Ritual (Core Pantheon) will grant general knowledge of divine dogmas of core deities, and Religious Ritual (Elven Pantheon) will grant the same knowledge, but only about elven deities. Optional single-deity specialties downgrade the skill’s difficulty from Hard to Average (for example, Theology (Moradin) would be an Average skill). In the context of Karilan setting, the following pantheon specialties exist: Archdevils, Archomentals, Core Pantheon, Demon Lords, Dragon Pantheon, Dwarven Pantheon, Elven Pantheon, Giant Pantheon, Gnome Pantheon, Goliath Pantheon, Halfling Pantheon, Human Pantheon, Illumian Pantheon, Neogi Pantheon, Orc Pantheon, Raptoran Pantheon. For divine specialties, this skill is also used to sanctify or desecrate areas, creating zones of high or low sanctity. Most divine spellcasters use this skill to link up when combining powers. The general worship of nature by the druids is covered by the Religious Ritual (Druidic) specialty. Nature spellcasters use Religious Ritual (Druidic) to link up when combining powers. The general worship of spirits by the shamans is covered by the Religious Ritual (Spirit) specialty. Spirit spellcasters use Religious Ritual (Spirit) to link up when combining powers. Each godmind has an optional specialty associated with it.

Ritual Magic (IQ/Very Hard) This skill has the following specialties. Blood Magic: This is the ability to perform ritual sacrifices to gain power that can be used to cast blood spells. Channeling: This skill covers channeling outsiders. Gem Magic: This skill covers crafting gem dust injections for gem magic.

Smith/TL (IQ/Average) This skill gets a new specialty. Crystal: This is the ability to work crystalline materials, such as deep crystal, frystalline, crysteel, by hand. Defaults: Jeweler-4, Professional Skill (Glassblower)-6.

Surgery/TL (IQ/Very Hard) This skill has following new optional specialties, mostly related to grafting. Elemental Grafting: Grafting “body parts” of elementals. Embedding: Implanting magical gems, dragonshards, etc. into the body. Fleshgrafting: Grafting body parts of living creatures. Golemics: Grafting construct parts. Use Mechanic or other appropriate skills when grafting from one construct to another. Necrografting: Grafting undead or deathless body parts, even if insubstantial. Phytografting: Grafting plant body parts. Vile Deformity: Intentional self-mutilation that grants some abilities.

Symbol Drawing (IQ/Hard) This skill has the following specialties. Binding: This specialty is used for pact magic. Qualithar: Qualithar is the lexicon of the mind flayers. The symbols of this lexicons possess some mind-bending qualities. Qual, the symbol of master, affects the “master species” – the mind flayers, aboleths, neogi, dragons, and other powerful beings the mind flayers consider to be equal. Ith, the symbol of slave, refers to both animals and humanoids. This lexicon barely interacts with the realms of matter and spirits. Summoning Circles: This specialty is used to mitigate planar distance penalties when summoning extraplanar beings. Thuli-Vantu: Thuli-Vantu is a lexicon created by the forest-dwelling raptorans, but the gnomes that live in their lands also use it. It deals with natural things. Und-Rask: This is the oldest known symbol lexicon created by the dwarves of Stat-Und, the ancient kingdom of dwarves. The ruins of this kingdom now lie in the Savage Lands, but the knowledge of Und- Rask was found by the explorers and spread throughout the world. Sages hypothesize that not all Und-Rask symbols were found and that the ruins should contain the lost symbols. Und-Rask is focused on artificial things, it is difficult and costly to affect living or undead things. Dun, the symbol of body, can only affect humanoid beings, such as dwarves, humans, elves, but not animals, dragons, or aberrations, such as the mind flayers – the ancient foes of the dwarves. This lexicon easily deals with shaping, moving, and protecting.

Theology (IQ/Hard) Theology has specialties based on pantheons, i.e. Theology (Core Pantheon) will grant general knowledge of divine dogmas of core deities, and Theology (Elven Pantheon) will grant the same knowledge, but only about elven deities. Optional single-deity specialties downgrade the skill’s difficulty from Hard to Average (for example, Theology (Moradin) would be an Average skill). In the context of Karilan setting, the following pantheon specialties exist: Archdevils, Archomentals, Core Pantheon, Demon Lords, Dragon Pantheon, Dwarven Pantheon, Elven Pantheon, Giant Pantheon, Gnome Pantheon, Goliath Pantheon, Halfling Pantheon, Human Pantheon, Illumian Pantheon, Neogi Pantheon, Orc Pantheon, Raptoran Pantheon. The general worship of nature by the druids is covered by the Theology (Druidic) specialty. Each godmind has an optional specialty associated with it.

Use Enchanted Item (IQ/Average)† Defaults: None. This skill lets you use enchanted items. Some items might require a successful roll of this skill to be used, but most do not. Use Enchanted Item may be substituted for most of the required rolls for enchanted items – IQ rolls to “cast”, Innate Attack rolls to aim (use a DX-based roll for that), etc. However, Use Enchanted Item cannot be used in place of a weapon skill – you still have to roll against Broadsword to hit with a magical sword. In addition, if an item has special requirements, such as possessing the Sorcerous Empowerment advantage, this requirement can be circumvented with a Use Enchanted Item skill roll at a - 2 penalty per restriction. You must specialize by power source – magic, divine, psi, etc.